Files
tbd-station-14/Content.Server/Tabletop/TabletopChessSetup.cs
eclips_e 01a0e2002a Librarian gameplay (DND, but in SS14) (#17041)
* D&D character sheets

* Tabletop improvements

* Grass battlemap

* You can now put shit inside of the board

* change variable name

* make the grass tabletop better, again

* update the damn thing AGAIN

* update the shit AGAIN

* You can now take stuff out of tabletops

* Make it use parenting to avoid zany bugs

* MORE battlemaps! Battlemaps for everyone!

* You can now dump out pieces + cleanup

* All (most) non-game pieces should fall to the ground

* make the verb a bit more responsive

* Librarian content officially done

* fix tests i think

* i forgot the sheet

* Smidgen of refactoring

* You can no longer put high risk items inside of boards

* no boardgame defusal

* minor refactoring

* hoplogrma

* doc

* fix rt
2023-07-17 03:03:18 -06:00

90 lines
4.1 KiB
C#

using JetBrains.Annotations;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Tabletop
{
[UsedImplicitly]
public sealed class TabletopChessSetup : TabletopSetup
{
// TODO: Un-hardcode the rest of entity prototype IDs, probably.
public override void SetupTabletop(TabletopSession session, IEntityManager entityManager)
{
var chessboard = entityManager.SpawnEntity(BoardPrototype, session.Position.Offset(-1, 0));
session.Entities.Add(chessboard);
SpawnPieces(session, entityManager, session.Position.Offset(-4.5f, 3.5f));
}
private void SpawnPieces(TabletopSession session, IEntityManager entityManager, MapCoordinates topLeft, float separation = 1f)
{
var (mapId, x, y) = topLeft;
// Spawn all black pieces
SpawnPiecesRow(session, entityManager, "Black", topLeft, separation);
SpawnPawns(session, entityManager, "Black", new MapCoordinates(x, y - separation, mapId) , separation);
// Spawn all white pieces
SpawnPawns(session, entityManager, "White", new MapCoordinates(x, y - 6 * separation, mapId) , separation);
SpawnPiecesRow(session, entityManager, "White", new MapCoordinates(x, y - 7 * separation, mapId), separation);
// Extra queens
EntityUid tempQualifier = entityManager.SpawnEntity("BlackQueen", new MapCoordinates(x + 9 * separation + 9f / 32, y - 3 * separation, mapId));
session.Entities.Add(tempQualifier);
EntityUid tempQualifier1 = entityManager.SpawnEntity("WhiteQueen", new MapCoordinates(x + 9 * separation + 9f / 32, y - 4 * separation, mapId));
session.Entities.Add(tempQualifier1);
}
// TODO: refactor to load FEN instead
private void SpawnPiecesRow(TabletopSession session, IEntityManager entityManager, string color, MapCoordinates left, float separation = 1f)
{
const string piecesRow = "rnbqkbnr";
var (mapId, x, y) = left;
for (int i = 0; i < 8; i++)
{
switch (piecesRow[i])
{
case 'r':
EntityUid tempQualifier = entityManager.SpawnEntity(color + "Rook", new MapCoordinates(x + i * separation, y, mapId));
session.Entities.Add(tempQualifier);
break;
case 'n':
EntityUid tempQualifier1 = entityManager.SpawnEntity(color + "Knight", new MapCoordinates(x + i * separation, y, mapId));
session.Entities.Add(tempQualifier1);
break;
case 'b':
EntityUid tempQualifier2 = entityManager.SpawnEntity(color + "Bishop", new MapCoordinates(x + i * separation, y, mapId));
session.Entities.Add(tempQualifier2);
break;
case 'q':
EntityUid tempQualifier3 = entityManager.SpawnEntity(color + "Queen", new MapCoordinates(x + i * separation, y, mapId));
session.Entities.Add(tempQualifier3);
break;
case 'k':
EntityUid tempQualifier4 = entityManager.SpawnEntity(color + "King", new MapCoordinates(x + i * separation, y, mapId));
session.Entities.Add(tempQualifier4);
break;
}
}
}
// TODO: refactor to load FEN instead
private void SpawnPawns(TabletopSession session, IEntityManager entityManager, string color, MapCoordinates left, float separation = 1f)
{
var (mapId, x, y) = left;
for (int i = 0; i < 8; i++)
{
EntityUid tempQualifier = entityManager.SpawnEntity(color + "Pawn", new MapCoordinates(x + i * separation, y, mapId));
session.Entities.Add(tempQualifier);
}
}
}
}