Re-organize all projects (#4166)
This commit is contained in:
441
Content.Server/Arcade/Components/SpaceVillainArcadeComponent.cs
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441
Content.Server/Arcade/Components/SpaceVillainArcadeComponent.cs
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#nullable enable
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using System.Collections.Generic;
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using Content.Server.Power.Components;
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using Content.Server.UserInterface;
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using Content.Server.VendingMachines;
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using Content.Server.Wires.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Arcade;
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using Content.Shared.Interaction;
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using Content.Shared.Wires;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Arcade.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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public class SpaceVillainArcadeComponent : SharedSpaceVillainArcadeComponent, IActivate, IWires
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{
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[Dependency] private readonly IRobustRandom _random = null!;
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[ComponentDependency] private readonly PowerReceiverComponent? _powerReceiverComponent = default!;
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[ComponentDependency] private readonly WiresComponent? _wiresComponent = default!;
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private bool Powered => _powerReceiverComponent != null && _powerReceiverComponent.Powered;
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[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(SpaceVillainArcadeUiKey.Key);
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[ViewVariables] private bool _overflowFlag;
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[ViewVariables] private bool _playerInvincibilityFlag;
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[ViewVariables] private bool _enemyInvincibilityFlag;
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[ViewVariables] private SpaceVillainGame _game = null!;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("possibleFightVerbs")] private List<string> _possibleFightVerbs = new List<string>()
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{"Defeat", "Annihilate", "Save", "Strike", "Stop", "Destroy", "Robust", "Romance", "Pwn", "Own"};
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[ViewVariables(VVAccess.ReadWrite)] [DataField("possibleFirstEnemyNames")] private List<string> _possibleFirstEnemyNames = new List<string>(){
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"the Automatic", "Farmer", "Lord", "Professor", "the Cuban", "the Evil", "the Dread King",
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"the Space", "Lord", "the Great", "Duke", "General"
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};
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[ViewVariables(VVAccess.ReadWrite)] [DataField("possibleLastEnemyNames")] private List<string> _possibleLastEnemyNames = new List<string>()
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{
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"Melonoid", "Murdertron", "Sorcerer", "Ruin", "Jeff", "Ectoplasm", "Crushulon", "Uhangoid",
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"Vhakoid", "Peteoid", "slime", "Griefer", "ERPer", "Lizard Man", "Unicorn"
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};
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[ViewVariables(VVAccess.ReadWrite)] [DataField("possibleRewards")] private List<string> _possibleRewards = new List<string>()
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{
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"ToyMouse", "ToyAi", "ToyNuke", "ToyAssistant", "ToyGriffin", "ToyHonk", "ToyIan",
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"ToyMarauder", "ToyMauler", "ToyGygax", "ToyOdysseus", "ToyOwlman", "ToyDeathRipley",
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"ToyPhazon", "ToyFireRipley", "ToyReticence", "ToyRipley", "ToySeraph", "ToyDurand", "ToySkeleton"
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};
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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if(!eventArgs.User.TryGetComponent(out ActorComponent? actor))
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{
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return;
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}
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if (!Powered)
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{
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return;
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}
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if(!ActionBlockerSystem.CanInteract(actor.PlayerSession.AttachedEntity)) return;
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_game ??= new SpaceVillainGame(this);
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if (_wiresComponent?.IsPanelOpen == true)
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{
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_wiresComponent.OpenInterface(actor.PlayerSession);
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} else
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{
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UserInterface?.Toggle(actor.PlayerSession);
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
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}
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}
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case PowerChangedMessage powerChanged:
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OnOnPowerStateChanged(powerChanged);
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break;
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}
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}
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private void OnOnPowerStateChanged(PowerChangedMessage e)
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{
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if(e.Powered) return;
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UserInterface?.CloseAll();
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}
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private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage serverMsg)
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{
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if (!Powered)
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return;
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if (serverMsg.Message is not SpaceVillainArcadePlayerActionMessage msg) return;
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switch (msg.PlayerAction)
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{
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case PlayerAction.Attack:
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_game?.ExecutePlayerAction(msg.PlayerAction);
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break;
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case PlayerAction.Heal:
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_game?.ExecutePlayerAction(msg.PlayerAction);
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break;
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case PlayerAction.Recharge:
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_game?.ExecutePlayerAction(msg.PlayerAction);
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break;
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case PlayerAction.NewGame:
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SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Effects/Arcade/newgame.ogg", Owner, AudioParams.Default.WithVolume(-4f));
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_game = new SpaceVillainGame(this);
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UserInterface?.SendMessage(_game.GenerateMetaDataMessage());
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break;
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case PlayerAction.RequestData:
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UserInterface?.SendMessage(_game.GenerateMetaDataMessage());
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break;
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}
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}
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public enum Wires
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{
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/// <summary>
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/// Disables Max Health&Mana for both Enemy and Player.
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/// </summary>
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Overflow,
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/// <summary>
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/// Makes Player Invincible.
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/// </summary>
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PlayerInvincible,
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/// <summary>
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/// Makes Enemy Invincible.
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/// </summary>
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EnemyInvincible
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}
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public void RegisterWires(WiresComponent.WiresBuilder builder)
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{
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builder.CreateWire(Wires.Overflow);
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builder.CreateWire(Wires.PlayerInvincible);
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builder.CreateWire(Wires.EnemyInvincible);
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builder.CreateWire(4);
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builder.CreateWire(5);
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builder.CreateWire(6);
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IndicatorUpdate();
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}
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public void WiresUpdate(WiresUpdateEventArgs args)
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{
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var wire = (Wires) args.Identifier;
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var value = args.Action != SharedWiresComponent.WiresAction.Mend;
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switch (wire)
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{
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case Wires.Overflow:
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_overflowFlag = value;
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break;
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case Wires.PlayerInvincible:
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_playerInvincibilityFlag = value;
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break;
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case Wires.EnemyInvincible:
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_enemyInvincibilityFlag = value;
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break;
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}
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IndicatorUpdate();
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}
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public void IndicatorUpdate()
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{
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_wiresComponent?.SetStatus(Indicators.HealthManager,
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new SharedWiresComponent.StatusLightData(Color.Purple,
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_playerInvincibilityFlag || _enemyInvincibilityFlag
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? SharedWiresComponent.StatusLightState.BlinkingSlow
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: SharedWiresComponent.StatusLightState.On,
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"MNGR"));
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_wiresComponent?.SetStatus(Indicators.HealthLimiter,
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new SharedWiresComponent.StatusLightData(Color.Red,
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_overflowFlag
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? SharedWiresComponent.StatusLightState.BlinkingSlow
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: SharedWiresComponent.StatusLightState.On,
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"LIMT"));
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}
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/// <summary>
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/// Called when the user wins the game.
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/// </summary>
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public void ProcessWin()
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{
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var entityManager = IoCManager.Resolve<IEntityManager>();
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entityManager.SpawnEntity(_random.Pick(_possibleRewards), Owner.Transform.MapPosition);
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}
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/// <summary>
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/// Picks a fight-verb from the list of possible Verbs.
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/// </summary>
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/// <returns>A fight-verb.</returns>
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public string GenerateFightVerb()
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{
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return _random.Pick(_possibleFightVerbs);
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}
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/// <summary>
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/// Generates an enemy-name comprised of a first- and last-name.
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/// </summary>
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/// <returns>An enemy-name.</returns>
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public string GenerateEnemyName()
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{
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return $"{_random.Pick(_possibleFirstEnemyNames)} {_random.Pick(_possibleLastEnemyNames)}";
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}
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/// <summary>
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/// A Class to handle all the game-logic of the SpaceVillain-game.
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/// </summary>
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public class SpaceVillainGame
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[ViewVariables] private readonly SpaceVillainArcadeComponent _owner;
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[ViewVariables] public string Name => $"{_fightVerb} {_enemyName}";
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[ViewVariables(VVAccess.ReadWrite)] private int _playerHp = 30;
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[ViewVariables(VVAccess.ReadWrite)] private int _playerHpMax = 30;
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[ViewVariables(VVAccess.ReadWrite)] private int _playerMp = 10;
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[ViewVariables(VVAccess.ReadWrite)] private int _playerMpMax = 10;
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[ViewVariables(VVAccess.ReadWrite)] private int _enemyHp = 45;
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[ViewVariables(VVAccess.ReadWrite)] private int _enemyHpMax = 45;
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[ViewVariables(VVAccess.ReadWrite)] private int _enemyMp = 20;
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[ViewVariables(VVAccess.ReadWrite)] private int _enemyMpMax = 20;
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[ViewVariables(VVAccess.ReadWrite)] private int _turtleTracker;
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[ViewVariables(VVAccess.ReadWrite)] private readonly string _fightVerb;
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[ViewVariables(VVAccess.ReadWrite)] private readonly string _enemyName;
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[ViewVariables] private bool _running = true;
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private string _latestPlayerActionMessage = "";
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private string _latestEnemyActionMessage = "";
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public SpaceVillainGame(SpaceVillainArcadeComponent owner) : this(owner, owner.GenerateFightVerb(), owner.GenerateEnemyName()){}
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public SpaceVillainGame(SpaceVillainArcadeComponent owner, string fightVerb, string enemyName)
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{
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IoCManager.InjectDependencies(this);
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_owner = owner;
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//todo defeat the curse secret game mode
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_fightVerb = fightVerb;
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_enemyName = enemyName;
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}
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/// <summary>
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/// Validates all vars incase they overshoot their max-values.
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/// Does not check if vars surpass 0.
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/// </summary>
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private void ValidateVars()
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{
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if(_owner._overflowFlag) return;
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if (_playerHp > _playerHpMax) _playerHp = _playerHpMax;
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if (_playerMp > _playerMpMax) _playerMp = _playerMpMax;
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if (_enemyHp > _enemyHpMax) _enemyHp = _enemyHpMax;
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if (_enemyMp > _enemyMpMax) _enemyMp = _enemyMpMax;
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}
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/// <summary>
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/// Called by the SpaceVillainArcadeComponent when Userinput is received.
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/// </summary>
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/// <param name="action">The action the user picked.</param>
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public void ExecutePlayerAction(PlayerAction action)
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{
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if (!_running) return;
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switch (action)
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{
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case PlayerAction.Attack:
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var attackAmount = _random.Next(2, 6);
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_latestPlayerActionMessage = Loc.GetString("You attack {0} for {1}!", _enemyName, attackAmount);
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SoundSystem.Play(Filter.Pvs(_owner.Owner), "/Audio/Effects/Arcade/player_attack.ogg", _owner.Owner, AudioParams.Default.WithVolume(-4f));
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if(!_owner._enemyInvincibilityFlag) _enemyHp -= attackAmount;
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_turtleTracker -= _turtleTracker > 0 ? 1 : 0;
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break;
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case PlayerAction.Heal:
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var pointAmount = _random.Next(1, 3);
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var healAmount = _random.Next(6, 8);
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_latestPlayerActionMessage = Loc.GetString("You use {0} magic to heal for {1} damage!", pointAmount, healAmount);
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SoundSystem.Play(Filter.Pvs(_owner.Owner), "/Audio/Effects/Arcade/player_heal.ogg", _owner.Owner, AudioParams.Default.WithVolume(-4f));
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if(!_owner._playerInvincibilityFlag) _playerMp -= pointAmount;
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_playerHp += healAmount;
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_turtleTracker++;
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break;
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case PlayerAction.Recharge:
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var chargeAmount = _random.Next(4, 7);
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_latestPlayerActionMessage = Loc.GetString("You regain {0} points", chargeAmount);
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SoundSystem.Play(Filter.Pvs(_owner.Owner), "/Audio/Effects/Arcade/player_charge.ogg", _owner.Owner, AudioParams.Default.WithVolume(-4f));
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_playerMp += chargeAmount;
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_turtleTracker -= _turtleTracker > 0 ? 1 : 0;
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break;
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}
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if (!CheckGameConditions())
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{
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return;
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}
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ValidateVars();
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ExecuteAiAction();
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if (!CheckGameConditions())
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{
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return;
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}
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ValidateVars();
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UpdateUi();
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}
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/// <summary>
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/// Checks the Game conditions and Updates the Ui & Plays a sound accordingly.
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/// </summary>
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/// <returns>A bool indicating if the game should continue.</returns>
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private bool CheckGameConditions()
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{
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if ((_playerHp > 0 && _playerMp > 0) && (_enemyHp <= 0 || _enemyMp <= 0))
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{
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_running = false;
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UpdateUi(Loc.GetString("You won!"), Loc.GetString("{0} dies.", _enemyName), true);
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SoundSystem.Play(Filter.Pvs(_owner.Owner), "/Audio/Effects/Arcade/win.ogg", _owner.Owner, AudioParams.Default.WithVolume(-4f));
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_owner.ProcessWin();
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return false;
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}
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if (_playerHp > 0 && _playerMp > 0) return true;
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if ((_enemyHp > 0 && _enemyMp > 0))
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{
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_running = false;
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UpdateUi(Loc.GetString("You lost!"), Loc.GetString("{0} cheers.", _enemyName), true);
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SoundSystem.Play(Filter.Pvs(_owner.Owner), "/Audio/Effects/Arcade/gameover.ogg", _owner.Owner, AudioParams.Default.WithVolume(-4f));
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return false;
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}
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if (_enemyHp <= 0 || _enemyMp <= 0)
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{
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_running = false;
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UpdateUi(Loc.GetString("You lost!"), Loc.GetString("{0} dies, but takes you with him.", _enemyName), true);
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SoundSystem.Play(Filter.Pvs(_owner.Owner), "/Audio/Effects/Arcade/gameover.ogg", _owner.Owner, AudioParams.Default.WithVolume(-4f));
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return false;
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}
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return true;
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}
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/// <summary>
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/// Updates the UI.
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/// </summary>
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private void UpdateUi(bool metadata = false)
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{
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_owner.UserInterface?.SendMessage(metadata ? GenerateMetaDataMessage() : GenerateUpdateMessage());
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}
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private void UpdateUi(string message1, string message2, bool metadata = false)
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{
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_latestPlayerActionMessage = message1;
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_latestEnemyActionMessage = message2;
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UpdateUi(metadata);
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}
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/// <summary>
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/// Handles the logic of the AI
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/// </summary>
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/// <returns>An Enemyaction-message.</returns>
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private void ExecuteAiAction()
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{
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if (_turtleTracker >= 4)
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{
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var boomAmount = _random.Next(5, 10);
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_latestEnemyActionMessage = Loc.GetString("{0} throws a bomb, exploding you for {1} damage!", _enemyName, boomAmount);
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if (_owner._playerInvincibilityFlag) return;
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_playerHp -= boomAmount;
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_turtleTracker--;
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}else if (_enemyMp <= 5 && _random.Prob(0.7f))
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{
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var stealAmount = _random.Next(2, 3);
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_latestEnemyActionMessage = Loc.GetString("{0} steals {1} of your power!", _enemyName, stealAmount);
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if (_owner._playerInvincibilityFlag) return;
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_playerMp -= stealAmount;
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_enemyMp += stealAmount;
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}else if (_enemyHp <= 10 && _enemyMp > 4)
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{
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_enemyHp += 4;
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_enemyMp -= 4;
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_latestEnemyActionMessage = Loc.GetString("{0} heals for 4 health!", _enemyName);
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}
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else
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{
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var attackAmount = _random.Next(3, 6);
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_latestEnemyActionMessage =
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Loc.GetString("{0} attacks you for {1} damage!", _enemyName, attackAmount);
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if (_owner._playerInvincibilityFlag) return;
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_playerHp -= attackAmount;
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}
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}
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/// <summary>
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/// Generates a Metadata-message based on the objects values.
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/// </summary>
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/// <returns>A Metadata-message.</returns>
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public SpaceVillainArcadeMetaDataUpdateMessage GenerateMetaDataMessage()
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{
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return new(_playerHp, _playerMp, _enemyHp, _enemyMp, _latestPlayerActionMessage, _latestEnemyActionMessage, Name, _enemyName, !_running);
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}
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/// <summary>
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/// Creates an Update-message based on the objects values.
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/// </summary>
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/// <returns>An Update-Message.</returns>
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public SpaceVillainArcadeDataUpdateMessage
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GenerateUpdateMessage()
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{
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return new(_playerHp, _playerMp, _enemyHp, _enemyMp, _latestPlayerActionMessage,
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_latestEnemyActionMessage);
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}
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}
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}
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}
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Reference in New Issue
Block a user