Files
tbd-station-14/Content.Server/Arcade/Components/BlockGameArcadeComponent.cs
2022-03-28 09:58:51 -07:00

869 lines
32 KiB
C#

using System.Linq;
using Content.Server.Power.Components;
using Content.Server.UserInterface;
using Content.Shared.Arcade;
using Content.Shared.Interaction;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Random;
namespace Content.Server.Arcade.Components
{
[RegisterComponent]
public sealed class BlockGameArcadeComponent : Component
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
public bool Powered => _entityManager.TryGetComponent<ApcPowerReceiverComponent>(Owner, out var powerReceiverComponent) && powerReceiverComponent.Powered;
public BoundUserInterface? UserInterface => Owner.GetUIOrNull(BlockGameUiKey.Key);
private BlockGame? _game;
private IPlayerSession? _player;
private readonly List<IPlayerSession> _spectators = new();
public void RegisterPlayerSession(IPlayerSession session)
{
if (_player == null) _player = session;
else _spectators.Add(session);
UpdatePlayerStatus(session);
_game?.UpdateNewPlayerUI(session);
}
private void DeactivePlayer(IPlayerSession session)
{
if (_player != session) return;
var temp = _player;
_player = null;
if (_spectators.Count != 0)
{
_player = _spectators[0];
_spectators.Remove(_player);
UpdatePlayerStatus(_player);
}
_spectators.Add(temp);
UpdatePlayerStatus(temp);
}
private void UnRegisterPlayerSession(IPlayerSession session)
{
if (_player == session)
{
DeactivePlayer(_player);
}
else
{
_spectators.Remove(session);
UpdatePlayerStatus(session);
}
}
private void UpdatePlayerStatus(IPlayerSession session)
{
UserInterface?.SendMessage(new BlockGameMessages.BlockGameUserStatusMessage(_player == session), session);
}
protected override void Initialize()
{
base.Initialize();
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
UserInterface.OnClosed += UnRegisterPlayerSession;
}
_game = new BlockGame(this);
}
public void OnPowerStateChanged(PowerChangedEvent e)
{
if (e.Powered) return;
UserInterface?.CloseAll();
_player = null;
_spectators.Clear();
}
private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage obj)
{
switch (obj.Message)
{
case BlockGameMessages.BlockGamePlayerActionMessage playerActionMessage:
if (obj.Session != _player) break;
if (playerActionMessage.PlayerAction == BlockGamePlayerAction.NewGame)
{
if(_game?.Started == true) _game = new BlockGame(this);
_game?.StartGame();
}
else
{
_game?.ProcessInput(playerActionMessage.PlayerAction);
}
break;
}
}
public void DoGameTick(float frameTime)
{
_game?.GameTick(frameTime);
}
private sealed class BlockGame
{
//note: field is 10(0 -> 9) wide and 20(0 -> 19) high
private readonly BlockGameArcadeComponent _component;
private readonly List<BlockGameBlock> _field = new();
private BlockGamePiece _currentPiece;
private BlockGamePiece _nextPiece
{
get => _internalNextPiece;
set
{
_internalNextPiece = value;
SendNextPieceUpdate();
}
}
private BlockGamePiece _internalNextPiece;
private void SendNextPieceUpdate()
{
_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(_nextPiece.BlocksForPreview(), BlockGameMessages.BlockGameVisualType.NextBlock));
}
private void SendNextPieceUpdate(IPlayerSession session)
{
_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(_nextPiece.BlocksForPreview(), BlockGameMessages.BlockGameVisualType.NextBlock), session);
}
private bool _holdBlock = false;
private BlockGamePiece? _heldPiece
{
get => _internalHeldPiece;
set
{
_internalHeldPiece = value;
SendHoldPieceUpdate();
}
}
private BlockGamePiece? _internalHeldPiece = null;
private void SendHoldPieceUpdate()
{
if(_heldPiece.HasValue) _component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(_heldPiece.Value.BlocksForPreview(), BlockGameMessages.BlockGameVisualType.HoldBlock));
else _component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(new BlockGameBlock[0], BlockGameMessages.BlockGameVisualType.HoldBlock));
}
private void SendHoldPieceUpdate(IPlayerSession session)
{
if(_heldPiece.HasValue) _component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(_heldPiece.Value.BlocksForPreview(), BlockGameMessages.BlockGameVisualType.HoldBlock), session);
else _component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(new BlockGameBlock[0], BlockGameMessages.BlockGameVisualType.HoldBlock), session);
}
private Vector2i _currentPiecePosition;
private BlockGamePieceRotation _currentRotation;
private float _softDropModifier = 0.1f;
private float Speed =>
-0.03f * Level + 1 * (!_softDropPressed ? 1 : _softDropModifier);
private const float _pressCheckSpeed = 0.08f;
private bool _running;
public bool Paused => !(_running && _started);
private bool _started;
public bool Started => _started;
private bool _gameOver;
private bool _leftPressed;
private bool _rightPressed;
private bool _softDropPressed;
private int Points
{
get => _internalPoints;
set
{
if (_internalPoints == value) return;
_internalPoints = value;
SendPointsUpdate();
}
}
private int _internalPoints;
private ArcadeSystem.HighScorePlacement? _highScorePlacement = null;
private void SendPointsUpdate()
{
_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameScoreUpdateMessage(Points));
}
private void SendPointsUpdate(IPlayerSession session)
{
_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameScoreUpdateMessage(Points));
}
public int Level
{
get => _level;
set
{
_level = value;
SendLevelUpdate();
}
}
private int _level = 0;
private void SendLevelUpdate()
{
_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameLevelUpdateMessage(Level));
}
private void SendLevelUpdate(IPlayerSession session)
{
_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameLevelUpdateMessage(Level));
}
private int ClearedLines
{
get => _clearedLines;
set
{
_clearedLines = value;
if (_clearedLines < LevelRequirement) return;
_clearedLines -= LevelRequirement;
Level++;
}
}
private int _clearedLines = 0;
private int LevelRequirement => Math.Min(100, Math.Max(Level * 10 - 50, 10));
public BlockGame(BlockGameArcadeComponent component)
{
_component = component;
_allBlockGamePieces = (BlockGamePieceType[]) Enum.GetValues(typeof(BlockGamePieceType));
_internalNextPiece = GetRandomBlockGamePiece(_component._random);
InitializeNewBlock();
}
private void SendHighscoreUpdate()
{
var entitySystem = EntitySystem.Get<ArcadeSystem>();
_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameHighScoreUpdateMessage(entitySystem.GetLocalHighscores(), entitySystem.GetGlobalHighscores()));
}
private void SendHighscoreUpdate(IPlayerSession session)
{
var entitySystem = EntitySystem.Get<ArcadeSystem>();
_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameHighScoreUpdateMessage(entitySystem.GetLocalHighscores(), entitySystem.GetGlobalHighscores()), session);
}
public void StartGame()
{
_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameSetScreenMessage(BlockGameMessages.BlockGameScreen.Game));
FullUpdate();
_running = true;
_started = true;
}
private void FullUpdate()
{
UpdateAllFieldUI();
SendHoldPieceUpdate();
SendNextPieceUpdate();
SendPointsUpdate();
SendHighscoreUpdate();
SendLevelUpdate();
}
private void FullUpdate(IPlayerSession session)
{
UpdateFieldUI(session);
SendPointsUpdate(session);
SendNextPieceUpdate(session);
SendHoldPieceUpdate(session);
SendHighscoreUpdate(session);
SendLevelUpdate(session);
}
public void GameTick(float frameTime)
{
if (!_running) return;
InputTick(frameTime);
FieldTick(frameTime);
}
private float _accumulatedLeftPressTime;
private float _accumulatedRightPressTime;
private void InputTick(float frameTime)
{
bool anythingChanged = false;
if (_leftPressed)
{
_accumulatedLeftPressTime += frameTime;
while (_accumulatedLeftPressTime >= _pressCheckSpeed)
{
if (_currentPiece.Positions(_currentPiecePosition.AddToX(-1), _currentRotation)
.All(MoveCheck))
{
_currentPiecePosition = _currentPiecePosition.AddToX(-1);
anythingChanged = true;
}
_accumulatedLeftPressTime -= _pressCheckSpeed;
}
}
if (_rightPressed)
{
_accumulatedRightPressTime += frameTime;
while (_accumulatedRightPressTime >= _pressCheckSpeed)
{
if (_currentPiece.Positions(_currentPiecePosition.AddToX(1), _currentRotation)
.All(MoveCheck))
{
_currentPiecePosition = _currentPiecePosition.AddToX(1);
anythingChanged = true;
}
_accumulatedRightPressTime -= _pressCheckSpeed;
}
}
if(anythingChanged) UpdateAllFieldUI();
}
private float _accumulatedFieldFrameTime;
private void FieldTick(float frameTime)
{
_accumulatedFieldFrameTime += frameTime;
var checkTime = Speed;
while (_accumulatedFieldFrameTime >= checkTime)
{
if (_softDropPressed) AddPoints(1);
InternalFieldTick();
_accumulatedFieldFrameTime -= checkTime;
}
}
private void InternalFieldTick()
{
if (_currentPiece.Positions(_currentPiecePosition.AddToY(1), _currentRotation)
.All(DropCheck))
{
_currentPiecePosition = _currentPiecePosition.AddToY(1);
}
else
{
var blocks = _currentPiece.Blocks(_currentPiecePosition, _currentRotation);
_field.AddRange(blocks);
//check loose conditions
if (IsGameOver)
{
InvokeGameover();
return;
}
InitializeNewBlock();
}
CheckField();
UpdateAllFieldUI();
}
private void CheckField()
{
int pointsToAdd = 0;
int consecutiveLines = 0;
int clearedLines = 0;
for (int y = 0; y < 20; y++)
{
if (CheckLine(y))
{
//line was cleared
y--;
consecutiveLines++;
clearedLines++;
}
else if(consecutiveLines != 0)
{
var mod = consecutiveLines switch
{
1 => 40,
2 => 100,
3 => 300,
4 => 1200,
_ => 0
};
pointsToAdd += mod * (_level + 1);
}
}
ClearedLines += clearedLines;
AddPoints(pointsToAdd);
}
private bool CheckLine(int y)
{
for (var x = 0; x < 10; x++)
{
if (!_field.Any(b => b.Position.X == x && b.Position.Y == y)) return false;
}
//clear line
_field.RemoveAll(b => b.Position.Y == y);
//move everything down
FillLine(y);
return true;
}
private void AddPoints(int amount)
{
if (amount == 0) return;
Points += amount;
}
private void FillLine(int y)
{
for (int c_y = y; c_y > 0; c_y--)
{
for (int j = 0; j < _field.Count; j++)
{
if(_field[j].Position.Y != c_y-1) continue;
_field[j] = new BlockGameBlock(_field[j].Position.AddToY(1), _field[j].GameBlockColor);
}
}
}
private void InitializeNewBlock()
{
InitializeNewBlock(_nextPiece);
_nextPiece = GetRandomBlockGamePiece(_component._random);
_holdBlock = false;
_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(_nextPiece.BlocksForPreview(), BlockGameMessages.BlockGameVisualType.NextBlock));
}
private void InitializeNewBlock(BlockGamePiece piece)
{
_currentPiecePosition = new Vector2i(5,0);
_currentRotation = BlockGamePieceRotation.North;
_currentPiece = piece;
UpdateAllFieldUI();
}
private bool LowerBoundCheck(Vector2i position) => position.Y < 20;
private bool BorderCheck(Vector2i position) => position.X >= 0 && position.X < 10;
private bool ClearCheck(Vector2i position) => _field.All(block => !position.Equals(block.Position));
private bool DropCheck(Vector2i position) => LowerBoundCheck(position) && ClearCheck(position);
private bool MoveCheck(Vector2i position) => BorderCheck(position) && ClearCheck(position);
private bool RotateCheck(Vector2i position) => BorderCheck(position) && LowerBoundCheck(position) && ClearCheck(position);
public void ProcessInput(BlockGamePlayerAction action)
{
if (_running)
{
switch (action)
{
case BlockGamePlayerAction.StartLeft:
_leftPressed = true;
break;
case BlockGamePlayerAction.StartRight:
_rightPressed = true;
break;
case BlockGamePlayerAction.Rotate:
TrySetRotation(Next(_currentRotation, false));
break;
case BlockGamePlayerAction.CounterRotate:
TrySetRotation(Next(_currentRotation, true));
break;
case BlockGamePlayerAction.SoftdropStart:
_softDropPressed = true;
if (_accumulatedFieldFrameTime > Speed) _accumulatedFieldFrameTime = Speed; //to prevent jumps
break;
case BlockGamePlayerAction.Harddrop:
PerformHarddrop();
break;
case BlockGamePlayerAction.Hold:
HoldPiece();
break;
}
}
switch (action)
{
case BlockGamePlayerAction.EndLeft:
_leftPressed = false;
break;
case BlockGamePlayerAction.EndRight:
_rightPressed = false;
break;
case BlockGamePlayerAction.SoftdropEnd:
_softDropPressed = false;
break;
case BlockGamePlayerAction.Pause:
_running = false;
_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameSetScreenMessage(BlockGameMessages.BlockGameScreen.Pause, _started));
break;
case BlockGamePlayerAction.Unpause:
if (!_gameOver && _started)
{
_running = true;
_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameSetScreenMessage(BlockGameMessages.BlockGameScreen.Game));
}
break;
case BlockGamePlayerAction.ShowHighscores:
_running = false;
_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameSetScreenMessage(BlockGameMessages.BlockGameScreen.Highscores, _started));
break;
}
}
private void TrySetRotation(BlockGamePieceRotation rotation)
{
if(!_running) return;
if (!_currentPiece.CanSpin) return;
if (!_currentPiece.Positions(_currentPiecePosition, rotation)
.All(RotateCheck))
{
return;
}
_currentRotation = rotation;
UpdateAllFieldUI();
}
private void HoldPiece()
{
if (!_running) return;
if (_holdBlock) return;
var tempHeld = _heldPiece;
_heldPiece = _currentPiece;
_holdBlock = true;
if (!tempHeld.HasValue)
{
InitializeNewBlock();
return;
}
InitializeNewBlock(tempHeld.Value);
}
private void PerformHarddrop()
{
int spacesDropped = 0;
while (_currentPiece.Positions(_currentPiecePosition.AddToY(1), _currentRotation)
.All(DropCheck))
{
_currentPiecePosition = _currentPiecePosition.AddToY(1);
spacesDropped++;
}
AddPoints(spacesDropped * 2);
InternalFieldTick();
}
public void UpdateAllFieldUI()
{
if (!_started) return;
var computedField = ComputeField();
_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(computedField.ToArray(), BlockGameMessages.BlockGameVisualType.GameField));
}
public void UpdateFieldUI(IPlayerSession session)
{
if (!_started) return;
var computedField = ComputeField();
_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(computedField.ToArray(), BlockGameMessages.BlockGameVisualType.GameField), session);
}
private bool IsGameOver => _field.Any(block => block.Position.Y == 0);
private void InvokeGameover()
{
_running = false;
_gameOver = true;
if (_component._player?.AttachedEntity is {Valid: true} playerEntity)
{
var blockGameSystem = EntitySystem.Get<ArcadeSystem>();
_highScorePlacement = blockGameSystem.RegisterHighScore(IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(playerEntity).EntityName, Points);
SendHighscoreUpdate();
}
_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameGameOverScreenMessage(Points, _highScorePlacement?.LocalPlacement, _highScorePlacement?.GlobalPlacement));
}
public void UpdateNewPlayerUI(IPlayerSession session)
{
if (_gameOver)
{
_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameGameOverScreenMessage(Points, _highScorePlacement?.LocalPlacement, _highScorePlacement?.GlobalPlacement), session);
}
else
{
if (Paused)
{
_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameSetScreenMessage(BlockGameMessages.BlockGameScreen.Pause, Started), session);
}
else
{
_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameSetScreenMessage(BlockGameMessages.BlockGameScreen.Game, Started), session);
}
}
FullUpdate(session);
}
public List<BlockGameBlock> ComputeField()
{
var result = new List<BlockGameBlock>();
result.AddRange(_field);
result.AddRange(_currentPiece.Blocks(_currentPiecePosition, _currentRotation));
var dropGhostPosition = _currentPiecePosition;
while (_currentPiece.Positions(dropGhostPosition.AddToY(1), _currentRotation)
.All(DropCheck))
{
dropGhostPosition = dropGhostPosition.AddToY(1);
}
if (dropGhostPosition != _currentPiecePosition)
{
var blox = _currentPiece.Blocks(dropGhostPosition, _currentRotation);
for (var i = 0; i < blox.Length; i++)
{
result.Add(new BlockGameBlock(blox[i].Position, BlockGameBlock.ToGhostBlockColor(blox[i].GameBlockColor)));
}
}
return result;
}
private enum BlockGamePieceType
{
I,
L,
LInverted,
S,
SInverted,
T,
O
}
private enum BlockGamePieceRotation
{
North,
East,
South,
West
}
private static BlockGamePieceRotation Next(BlockGamePieceRotation rotation, bool inverted)
{
return rotation switch
{
BlockGamePieceRotation.North => inverted ? BlockGamePieceRotation.West : BlockGamePieceRotation.East,
BlockGamePieceRotation.East => inverted ? BlockGamePieceRotation.North : BlockGamePieceRotation.South,
BlockGamePieceRotation.South => inverted ? BlockGamePieceRotation.East : BlockGamePieceRotation.West,
BlockGamePieceRotation.West => inverted ? BlockGamePieceRotation.South : BlockGamePieceRotation.North,
_ => throw new ArgumentOutOfRangeException(nameof(rotation), rotation, null)
};
}
private readonly BlockGamePieceType[] _allBlockGamePieces;
private List<BlockGamePieceType> _blockGamePiecesBuffer = new();
private BlockGamePiece GetRandomBlockGamePiece(IRobustRandom random)
{
if (_blockGamePiecesBuffer.Count == 0)
{
_blockGamePiecesBuffer = _allBlockGamePieces.ToList();
}
var chosenPiece = random.Pick(_blockGamePiecesBuffer);
_blockGamePiecesBuffer.Remove(chosenPiece);
return BlockGamePiece.GetPiece(chosenPiece);
}
private struct BlockGamePiece
{
public Vector2i[] Offsets;
private BlockGameBlock.BlockGameBlockColor _gameBlockColor;
public bool CanSpin;
public Vector2i[] Positions(Vector2i center,
BlockGamePieceRotation rotation)
{
return RotatedOffsets(rotation).Select(v => center + v).ToArray();
}
private Vector2i[] RotatedOffsets(BlockGamePieceRotation rotation)
{
Vector2i[] rotatedOffsets = (Vector2i[])Offsets.Clone();
//until i find a better algo
var amount = rotation switch
{
BlockGamePieceRotation.North => 0,
BlockGamePieceRotation.East => 1,
BlockGamePieceRotation.South => 2,
BlockGamePieceRotation.West => 3,
_ => 0
};
for (var i = 0; i < amount; i++)
{
for (var j = 0; j < rotatedOffsets.Length; j++)
{
rotatedOffsets[j] = rotatedOffsets[j].Rotate90DegreesAsOffset();
}
}
return rotatedOffsets;
}
public BlockGameBlock[] Blocks(Vector2i center,
BlockGamePieceRotation rotation)
{
var positions = Positions(center, rotation);
var result = new BlockGameBlock[positions.Length];
var i = 0;
foreach (var position in positions)
{
result[i++] = position.ToBlockGameBlock(_gameBlockColor);
}
return result;
}
public BlockGameBlock[] BlocksForPreview()
{
var xOffset = 0;
var yOffset = 0;
foreach (var offset in Offsets)
{
if (offset.X < xOffset) xOffset = offset.X;
if (offset.Y < yOffset) yOffset = offset.Y;
}
return Blocks(new Vector2i(-xOffset, -yOffset), BlockGamePieceRotation.North);
}
public static BlockGamePiece GetPiece(BlockGamePieceType type)
{
//switch statement, hardcoded offsets
return type switch
{
BlockGamePieceType.I => new BlockGamePiece
{
Offsets = new[]
{
new Vector2i(0, -1), new Vector2i(0, 0), new Vector2i(0, 1), new Vector2i(0, 2),
},
_gameBlockColor = BlockGameBlock.BlockGameBlockColor.LightBlue,
CanSpin = true
},
BlockGamePieceType.L => new BlockGamePiece
{
Offsets = new[]
{
new Vector2i(0, -1), new Vector2i(0, 0), new Vector2i(0, 1), new Vector2i(1, 1),
},
_gameBlockColor = BlockGameBlock.BlockGameBlockColor.Orange,
CanSpin = true
},
BlockGamePieceType.LInverted => new BlockGamePiece
{
Offsets = new[]
{
new Vector2i(0, -1), new Vector2i(0, 0), new Vector2i(-1, 1),
new Vector2i(0, 1),
},
_gameBlockColor = BlockGameBlock.BlockGameBlockColor.Blue,
CanSpin = true
},
BlockGamePieceType.S => new BlockGamePiece
{
Offsets = new[]
{
new Vector2i(0, -1), new Vector2i(1, -1), new Vector2i(-1, 0),
new Vector2i(0, 0),
},
_gameBlockColor = BlockGameBlock.BlockGameBlockColor.Green,
CanSpin = true
},
BlockGamePieceType.SInverted => new BlockGamePiece
{
Offsets = new[]
{
new Vector2i(-1, -1), new Vector2i(0, -1), new Vector2i(0, 0),
new Vector2i(1, 0),
},
_gameBlockColor = BlockGameBlock.BlockGameBlockColor.Red,
CanSpin = true
},
BlockGamePieceType.T => new BlockGamePiece
{
Offsets = new[]
{
new Vector2i(0, -1),
new Vector2i(-1, 0), new Vector2i(0, 0), new Vector2i(1, 0),
},
_gameBlockColor = BlockGameBlock.BlockGameBlockColor.Purple,
CanSpin = true
},
BlockGamePieceType.O => new BlockGamePiece
{
Offsets = new[]
{
new Vector2i(0, -1), new Vector2i(1, -1), new Vector2i(0, 0),
new Vector2i(1, 0),
},
_gameBlockColor = BlockGameBlock.BlockGameBlockColor.Yellow,
CanSpin = false
},
_ => new BlockGamePiece {Offsets = new[] {new Vector2i(0, 0)}}
};
}
}
}
}
}