* Content update for UI refactor * Big update * Sharing * Remaining content updates * First big update * Prototype updates * AUGH * Fix UI comp ref * Cleanup - Fix predicted message, fix item slots, fix interaction range check. * Fix regressions * Make this predictive idk why it wasn't. * Fix slime merge * Merge conflict * Fix merge
304 lines
8.6 KiB
C#
304 lines
8.6 KiB
C#
using Content.Shared.Arcade;
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using Robust.Server.GameObjects;
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using Robust.Shared.Random;
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using System.Linq;
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namespace Content.Server.Arcade.BlockGame;
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public sealed partial class BlockGame
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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private readonly ArcadeSystem _arcadeSystem;
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private readonly UserInterfaceSystem _uiSystem;
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/// <summary>
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/// What entity is currently hosting this game of NT-BG.
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/// </summary>
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private readonly EntityUid _owner = default!;
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/// <summary>
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/// Whether the game has been started.
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/// </summary>
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public bool Started { get; private set; } = false;
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/// <summary>
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/// Whether the game is currently running (not paused).
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/// </summary>
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private bool _running = false;
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/// <summary>
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/// Whether the game should not currently be running.
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/// </summary>
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private bool Paused => !(Started && _running);
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/// <summary>
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/// Whether the game has finished.
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/// </summary>
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private bool _gameOver = false;
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/// <summary>
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/// Whether the game should have finished given the current game state.
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/// </summary>
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private bool IsGameOver => _field.Any(block => block.Position.Y == 0);
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public BlockGame(EntityUid owner)
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{
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IoCManager.InjectDependencies(this);
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_arcadeSystem = _entityManager.System<ArcadeSystem>();
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_uiSystem = _entityManager.System<UserInterfaceSystem>();
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_owner = owner;
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_allBlockGamePieces = (BlockGamePieceType[]) Enum.GetValues(typeof(BlockGamePieceType));
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_internalNextPiece = GetRandomBlockGamePiece(_random);
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InitializeNewBlock();
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}
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/// <summary>
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/// Starts the game. Including relaying this info to everyone watching.
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/// </summary>
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public void StartGame()
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{
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SendMessage(new BlockGameMessages.BlockGameSetScreenMessage(BlockGameMessages.BlockGameScreen.Game));
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FullUpdate();
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Started = true;
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_running = true;
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_gameOver = false;
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}
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/// <summary>
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/// Handles ending the game and updating the high scores.
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/// </summary>
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private void InvokeGameover()
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{
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_running = false;
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_gameOver = true;
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if (_entityManager.TryGetComponent<BlockGameArcadeComponent>(_owner, out var cabinet)
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&& _entityManager.TryGetComponent<MetaDataComponent>(cabinet.Player, out var meta))
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{
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_highScorePlacement = _arcadeSystem.RegisterHighScore(meta.EntityName, Points);
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SendHighscoreUpdate();
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}
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SendMessage(new BlockGameMessages.BlockGameGameOverScreenMessage(Points, _highScorePlacement?.LocalPlacement, _highScorePlacement?.GlobalPlacement));
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}
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/// <summary>
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/// Handle the game simulation and user input.
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/// </summary>
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/// <param name="frameTime">The amount of time the current game tick covers.</param>
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public void GameTick(float frameTime)
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{
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if (!_running)
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return;
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InputTick(frameTime);
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FieldTick(frameTime);
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}
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/// <summary>
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/// The amount of time that has passed since the active piece last moved vertically,
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/// </summary>
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private float _accumulatedFieldFrameTime;
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/// <summary>
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/// Handles timing the movements of the active game piece.
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/// </summary>
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/// <param name="frameTime">The amount of time the current game tick covers.</param>
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private void FieldTick(float frameTime)
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{
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_accumulatedFieldFrameTime += frameTime;
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// Speed goes negative sometimes. uhhhh max() it I guess!!!
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var checkTime = Math.Max(0.03f, Speed);
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while (_accumulatedFieldFrameTime >= checkTime)
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{
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if (_softDropPressed)
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AddPoints(1);
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InternalFieldTick();
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_accumulatedFieldFrameTime -= checkTime;
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}
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}
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/// <summary>
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/// Handles the active game piece moving down.
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/// Also triggers scanning for cleared lines.
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/// </summary>
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private void InternalFieldTick()
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{
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if (CurrentPiece.Positions(_currentPiecePosition.AddToY(1), _currentRotation)
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.All(DropCheck))
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{
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_currentPiecePosition = _currentPiecePosition.AddToY(1);
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}
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else
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{
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var blocks = CurrentPiece.Blocks(_currentPiecePosition, _currentRotation);
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_field.AddRange(blocks);
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//check loose conditions
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if (IsGameOver)
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{
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InvokeGameover();
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return;
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}
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InitializeNewBlock();
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}
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CheckField();
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UpdateFieldUI();
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}
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/// <summary>
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/// Handles scanning for cleared lines and accumulating points.
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/// </summary>
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private void CheckField()
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{
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var pointsToAdd = 0;
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var consecutiveLines = 0;
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var clearedLines = 0;
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for (var y = 0; y < 20; y++)
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{
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if (CheckLine(y))
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{
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//line was cleared
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y--;
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consecutiveLines++;
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clearedLines++;
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}
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else if (consecutiveLines != 0)
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{
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var mod = consecutiveLines switch
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{
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1 => 40,
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2 => 100,
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3 => 300,
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4 => 1200,
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_ => 0
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};
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pointsToAdd += mod * (Level + 1);
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}
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}
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ClearedLines += clearedLines;
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AddPoints(pointsToAdd);
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}
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/// <summary>
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/// Returns whether the line at the given position is full.
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/// Clears the line if it was full and moves the above lines down.
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/// </summary>
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/// <param name="y">The position of the line to check.</param>
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private bool CheckLine(int y)
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{
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for (var x = 0; x < 10; x++)
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{
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if (!_field.Any(b => b.Position.X == x && b.Position.Y == y))
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return false;
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}
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//clear line
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_field.RemoveAll(b => b.Position.Y == y);
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//move everything down
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FillLine(y);
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return true;
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}
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/// <summary>
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/// Moves all of the lines above the given line down by one.
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/// Used to fill in cleared lines.
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/// </summary>
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/// <param name="y">The position of the line above which to drop the lines.</param>
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private void FillLine(int y)
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{
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for (var c_y = y; c_y > 0; c_y--)
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{
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for (var j = 0; j < _field.Count; j++)
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{
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if (_field[j].Position.Y != c_y - 1)
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continue;
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_field[j] = new BlockGameBlock(_field[j].Position.AddToY(1), _field[j].GameBlockColor);
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}
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}
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}
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/// <summary>
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/// Generates a new active piece from the previewed next piece.
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/// Repopulates the previewed next piece with a piece from the pool of possible next pieces.
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/// </summary>
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private void InitializeNewBlock()
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{
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InitializeNewBlock(NextPiece);
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NextPiece = GetRandomBlockGamePiece(_random);
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_holdBlock = false;
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SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(NextPiece.BlocksForPreview(), BlockGameMessages.BlockGameVisualType.NextBlock));
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}
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/// <summary>
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/// Generates a new active piece from the previewed next piece.
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/// </summary>
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/// <param name="piece">The piece to set as the active piece.</param>
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private void InitializeNewBlock(BlockGamePiece piece)
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{
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_currentPiecePosition = new Vector2i(5, 0);
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_currentRotation = BlockGamePieceRotation.North;
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CurrentPiece = piece;
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UpdateFieldUI();
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}
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/// <summary>
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/// Buffers the currently active piece.
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/// Replaces the active piece with either the previously held piece or the previewed next piece as necessary.
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/// </summary>
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private void HoldPiece()
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{
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if (!_running)
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return;
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if (_holdBlock)
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return;
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var tempHeld = HeldPiece;
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HeldPiece = CurrentPiece;
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_holdBlock = true;
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if (!tempHeld.HasValue)
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{
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InitializeNewBlock();
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return;
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}
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InitializeNewBlock(tempHeld.Value);
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}
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/// <summary>
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/// Immediately drops the currently active piece the remaining distance.
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/// </summary>
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private void PerformHarddrop()
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{
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var spacesDropped = 0;
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while (CurrentPiece.Positions(_currentPiecePosition.AddToY(1), _currentRotation)
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.All(DropCheck))
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{
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_currentPiecePosition = _currentPiecePosition.AddToY(1);
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spacesDropped++;
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}
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AddPoints(spacesDropped * 2);
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InternalFieldTick();
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}
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}
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