Add chess (and mostly just tabletop backend stuff) (#4429)
* Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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73
Content.Server/Tabletop/TabletopSystem.Chess.cs
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73
Content.Server/Tabletop/TabletopSystem.Chess.cs
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using Robust.Shared.Map;
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namespace Content.Server.Tabletop
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{
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public partial class TabletopSystem
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{
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private void SetupChessBoard(MapId mapId)
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{
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var chessboard = EntityManager.SpawnEntity("ChessBoardTabletop", new MapCoordinates(-1, 0, mapId));
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chessboard.Transform.Anchored = true;
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SpawnPieces(new MapCoordinates(-4.5f, 3.5f, mapId));
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}
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private void SpawnPieces(MapCoordinates topLeft, float separation = 1f)
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{
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var (mapId, x, y) = topLeft;
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// Spawn all black pieces
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SpawnPiecesRow("Black", topLeft, separation);
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SpawnPawns("Black", new MapCoordinates(x, y - separation, mapId) , separation);
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// Spawn all white pieces
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SpawnPawns("White", new MapCoordinates(x, y - 6 * separation, mapId) , separation);
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SpawnPiecesRow("White", new MapCoordinates(x, y - 7 * separation, mapId), separation);
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// Extra queens
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EntityManager.SpawnEntity("BlackQueen", new MapCoordinates(x + 9 * separation + 9f / 32, y - 3 * separation, mapId));
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EntityManager.SpawnEntity("WhiteQueen", new MapCoordinates(x + 9 * separation + 9f / 32, y - 4 * separation, mapId));
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}
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// TODO: refactor to load FEN instead
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private void SpawnPiecesRow(string color, MapCoordinates left, float separation = 1f)
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{
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const string piecesRow = "rnbqkbnr";
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var (mapId, x, y) = left;
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for (int i = 0; i < 8; i++)
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{
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switch (piecesRow[i])
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{
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case 'r':
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EntityManager.SpawnEntity(color + "Rook", new MapCoordinates(x + i * separation, y, mapId));
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break;
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case 'n':
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EntityManager.SpawnEntity(color + "Knight", new MapCoordinates(x + i * separation, y, mapId));
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break;
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case 'b':
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EntityManager.SpawnEntity(color + "Bishop", new MapCoordinates(x + i * separation, y, mapId));
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break;
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case 'q':
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EntityManager.SpawnEntity(color + "Queen", new MapCoordinates(x + i * separation, y, mapId));
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break;
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case 'k':
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EntityManager.SpawnEntity(color + "King", new MapCoordinates(x + i * separation, y, mapId));
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break;
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}
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}
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}
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// TODO: refactor to load FEN instead
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private void SpawnPawns(string color, MapCoordinates left, float separation = 1f)
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{
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var (mapId, x, y) = left;
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for (int i = 0; i < 8; i++)
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{
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EntityManager.SpawnEntity(color + "Pawn", new MapCoordinates(x + i * separation, y, mapId));
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}
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}
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}
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}
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