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Cartas! 🃏 (Cards) (Simple-Station#104)
* Adds cards sprites from Paradise * Adds Cards entities * adds Card Decks They can be joined, shuffled, and cards can be picked up from them! * Make cards flippable * Make Card Decks show what's on their pile Known bugs: Decks are not updated at start Decks sprites are glitched at spawn menu * Adds Cards ftl files * Adds Cards SFX, Fixes decks sprites not starting correctly, Refactors the code Known bugs: Decks sprites are STILL glitched at spawn menu * Adds deck organization (flipping all cards to a specific direction) and fixes deck sprites appearing wrongly at spawn menu * Add CardsHandMenu, makes Cards rotatable, Refactor events * Fixes Cards not joining correctly and cards being added to stacks in a weird way Still more bugs to be fixed tho * Makes the card draw function from CardHand actually work and other things Re-adds ComponentStartup to carddecksystem, but preventing it to appear as an error Refactors namespace of Stack * Makes Card Hand sprite change dynamically * Fixes Audio and makes card hands to decks interaction better * Some fixes, FTL texts and refactors Adds ftl entries Refactors CardHandSystem importing cardstacksystem twice Fixes InteractUsing events not being handled at all * Adds option to get a specific card from hand if picked with empty hand. Prevent Stack joining with itself * Retexture Card Sprites and adds Card boxes sprites Co-Authored-By: VictorJob <[email protected]> * Adds ways to view how many cards are there in stacks * Fixes card names not appearing properly at card hand menu * Add Convert from hand to deck cards button * Muda o nome do conjunto Preto para Conjunto mão do povo * Add a way to fill storages ONLY when someone interacts with them * Change convertToDeck verb icon * Change convertToDeck verb icon * Rework of how Card Hand/Deck Sprite layers work so it allows multilayered cards * Adds a way to split decks in half * Adds CardBox to vending machines * Fix OpenTriggeredStorageFillSystem not removing itself at the end * Fixes sound collection * removes white space from texture names I guess this fixes the issue...? --------- Co-authored-by: VictorJob <[email protected]>
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using System.Linq; | ||
using Content.Shared._EstacaoPirata.Cards.Card; | ||
using Robust.Client.GameObjects; | ||
using Robust.Shared.Utility; | ||
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namespace Content.Client._EstacaoPirata.Cards.Card; | ||
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/// <summary> | ||
/// This handles... | ||
/// </summary> | ||
public sealed class CardSystem : EntitySystem | ||
{ | ||
[Dependency] private readonly SpriteSystem _spriteSystem = default!; | ||
/// <inheritdoc/> | ||
public override void Initialize() | ||
{ | ||
SubscribeLocalEvent<CardComponent, ComponentStartup>(OnComponentStartupEvent); | ||
SubscribeNetworkEvent<CardFlipUpdatedEvent>(OnFlip); | ||
} | ||
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private void OnComponentStartupEvent(EntityUid uid, CardComponent comp, ComponentStartup args) | ||
{ | ||
if (!TryComp(uid, out SpriteComponent? spriteComponent)) | ||
return; | ||
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for (var i = 0; i < spriteComponent.AllLayers.Count(); i++) | ||
{ | ||
Log.Debug($"Layer {i}"); | ||
if (!spriteComponent.TryGetLayer(i, out var layer) || layer.State.Name == null) | ||
continue; | ||
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var rsi = layer.RSI ?? spriteComponent.BaseRSI; | ||
if (rsi == null) | ||
continue; | ||
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Log.Debug("FOI"); | ||
comp.FrontSprite.Add(new SpriteSpecifier.Rsi(rsi.Path, layer.State.Name)); | ||
} | ||
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comp.BackSprite ??= comp.FrontSprite; | ||
Dirty(uid, comp); | ||
UpdateSprite(uid, comp); | ||
} | ||
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private void OnFlip(CardFlipUpdatedEvent args) | ||
{ | ||
if (!TryComp(GetEntity(args.Card), out CardComponent? comp)) | ||
return; | ||
UpdateSprite(GetEntity(args.Card), comp); | ||
} | ||
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private void UpdateSprite(EntityUid uid, CardComponent comp) | ||
{ | ||
var newSprite = comp.Flipped ? comp.BackSprite : comp.FrontSprite; | ||
if (newSprite == null) | ||
return; | ||
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if (!TryComp(uid, out SpriteComponent? spriteComponent)) | ||
return; | ||
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var layerCount = newSprite.Count(); | ||
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//inserts Missing Layers | ||
if (spriteComponent.AllLayers.Count() < layerCount) | ||
{ | ||
for (var i = spriteComponent.AllLayers.Count(); i < layerCount; i++) | ||
{ | ||
spriteComponent.AddBlankLayer(i); | ||
} | ||
} | ||
//Removes extra layers | ||
else if (spriteComponent.AllLayers.Count() > layerCount) | ||
{ | ||
for (var i = spriteComponent.AllLayers.Count() - 1; i >= layerCount; i--) | ||
{ | ||
spriteComponent.RemoveLayer(i); | ||
} | ||
} | ||
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for (var i = 0; i < newSprite.Count(); i++) | ||
{ | ||
var layer = newSprite[i]; | ||
spriteComponent.LayerSetSprite(i, layer); | ||
} | ||
} | ||
} |
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using System.Linq; | ||
using Content.Shared._EstacaoPirata.Cards.Stack; | ||
using Robust.Client.GameObjects; | ||
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namespace Content.Client._EstacaoPirata.Cards; | ||
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/// <summary> | ||
/// This handles... | ||
/// </summary> | ||
public sealed class CardSpriteSystem : EntitySystem | ||
{ | ||
/// <inheritdoc/> | ||
public override void Initialize() | ||
{ | ||
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} | ||
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public bool TryAdjustLayerQuantity(Entity<SpriteComponent, CardStackComponent> uid, int? cardLimit = null) | ||
{ | ||
var sprite = uid.Comp1; | ||
var stack = uid.Comp2; | ||
var cardCount = cardLimit == null ? stack.Cards.Count : Math.Min(stack.Cards.Count, cardLimit.Value); | ||
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var layerCount = 0; | ||
//Gets the quantity of layers | ||
foreach (var card in stack.Cards.TakeLast(cardCount)) | ||
{ | ||
if (!TryComp(card, out SpriteComponent? cardSprite)) | ||
return false; | ||
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layerCount += cardSprite.AllLayers.Count(); | ||
} | ||
//inserts Missing Layers | ||
if (sprite.AllLayers.Count() < layerCount) | ||
{ | ||
for (var i = sprite.AllLayers.Count(); i < layerCount; i++) | ||
{ | ||
sprite.AddBlankLayer(i); | ||
} | ||
} | ||
//Removes extra layers | ||
else if (sprite.AllLayers.Count() > layerCount) | ||
{ | ||
for (var i = sprite.AllLayers.Count() - 1; i >= layerCount; i--) | ||
{ | ||
sprite.RemoveLayer(i); | ||
} | ||
} | ||
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return true; | ||
} | ||
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public bool TryHandleLayerConfiguration(Entity<SpriteComponent, CardStackComponent> uid, int cardCount, Func<Entity<SpriteComponent>, int, int, bool> layerFunc) | ||
{ | ||
var sprite = uid.Comp1; | ||
var stack = uid.Comp2; | ||
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// int = index of what card it is from | ||
List<(int, ISpriteLayer)> layers = []; | ||
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var i = 0; | ||
foreach (var card in stack.Cards.TakeLast(cardCount)) | ||
{ | ||
if (!TryComp(card, out SpriteComponent? cardSprite)) | ||
return false; | ||
layers.AddRange(cardSprite.AllLayers.Select(layer => (i, layer))); | ||
i++; | ||
} | ||
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var j = 0; | ||
foreach (var obj in layers) | ||
{ | ||
var (cardIndex, layer) = obj; | ||
sprite.LayerSetVisible(j, true); | ||
sprite.LayerSetTexture(j, layer.Texture); | ||
sprite.LayerSetState(j, layer.RsiState.Name); | ||
layerFunc.Invoke((uid, sprite), cardIndex, j); | ||
j++; | ||
} | ||
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return true; | ||
} | ||
} |
149 changes: 149 additions & 0 deletions
149
Content.Client/_EstacaoPirata/Cards/Deck/CardDeckSystem.cs
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using System.Linq; | ||
using System.Numerics; | ||
using Content.Shared._EstacaoPirata.Cards.Deck; | ||
using Content.Shared._EstacaoPirata.Cards.Stack; | ||
using Robust.Client.GameObjects; | ||
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namespace Content.Client._EstacaoPirata.Cards.Deck; | ||
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/// <summary> | ||
/// This handles... | ||
/// </summary> | ||
public sealed class CardDeckSystem : EntitySystem | ||
{ | ||
private readonly Dictionary<Entity<CardDeckComponent>, int> _notInitialized = []; | ||
[Dependency] private readonly CardSpriteSystem _cardSpriteSystem = default!; | ||
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/// <inheritdoc/> | ||
public override void Initialize() | ||
{ | ||
UpdatesOutsidePrediction = false; | ||
SubscribeLocalEvent<CardDeckComponent, ComponentStartup>(OnComponentStartupEvent); | ||
SubscribeNetworkEvent<CardStackInitiatedEvent>(OnStackStart); | ||
SubscribeNetworkEvent<CardStackQuantityChangeEvent>(OnStackUpdate); | ||
SubscribeNetworkEvent<CardStackReorderedEvent>(OnReorder); | ||
SubscribeNetworkEvent<CardStackFlippedEvent>(OnStackFlip); | ||
SubscribeLocalEvent<CardDeckComponent, AppearanceChangeEvent>(OnAppearanceChanged); | ||
} | ||
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public override void Update(float frameTime) | ||
{ | ||
base.Update(frameTime); | ||
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// Lazy way to make sure the sprite starts correctly | ||
foreach (var kv in _notInitialized) | ||
{ | ||
var ent = kv.Key; | ||
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if (kv.Value >= 5) | ||
{ | ||
_notInitialized.Remove(ent); | ||
continue; | ||
} | ||
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_notInitialized[ent] = kv.Value + 1; | ||
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if (!TryComp(ent.Owner, out CardStackComponent? stack) || stack.Cards.Count <= 0) | ||
continue; | ||
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// If the card was STILL not initialized, we skip it | ||
if (!TryGetCardLayer(stack.Cards.Last(), out var _)) | ||
continue; | ||
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// If cards were correctly initialized, we update the sprite | ||
UpdateSprite(ent.Owner, ent.Comp); | ||
_notInitialized.Remove(ent); | ||
} | ||
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} | ||
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private bool TryGetCardLayer(EntityUid card, out SpriteComponent.Layer? layer) | ||
{ | ||
layer = null; | ||
if (!TryComp(card, out SpriteComponent? cardSprite)) | ||
return false; | ||
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if (!cardSprite.TryGetLayer(0, out var l)) | ||
return false; | ||
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layer = l; | ||
return true; | ||
} | ||
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private void UpdateSprite(EntityUid uid, CardDeckComponent comp) | ||
{ | ||
if (!TryComp(uid, out SpriteComponent? sprite)) | ||
return; | ||
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if (!TryComp(uid, out CardStackComponent? cardStack)) | ||
return; | ||
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// Prevents error appearing at spawnMenu | ||
if (cardStack.Cards.Count <= 0 || !TryGetCardLayer(cardStack.Cards.Last(), out var cardlayer) || | ||
cardlayer == null) | ||
{ | ||
_notInitialized[(uid, comp)] = 0; | ||
return; | ||
} | ||
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_cardSpriteSystem.TryAdjustLayerQuantity((uid, sprite, cardStack), comp.CardLimit); | ||
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_cardSpriteSystem.TryHandleLayerConfiguration( | ||
(uid, sprite, cardStack), | ||
comp.CardLimit, | ||
(_, cardIndex, layerIndex) => | ||
{ | ||
sprite.LayerSetRotation(layerIndex, Angle.FromDegrees(90)); | ||
sprite.LayerSetOffset(layerIndex, new Vector2(0, (comp.YOffset * cardIndex))); | ||
sprite.LayerSetScale(layerIndex, new Vector2(comp.Scale, comp.Scale)); | ||
return true; | ||
} | ||
); | ||
} | ||
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private void OnStackUpdate(CardStackQuantityChangeEvent args) | ||
{ | ||
if (!TryComp(GetEntity(args.Stack), out CardDeckComponent? comp)) | ||
return; | ||
UpdateSprite(GetEntity(args.Stack), comp); | ||
} | ||
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private void OnStackFlip(CardStackFlippedEvent args) | ||
{ | ||
if (!TryComp(GetEntity(args.CardStack), out CardDeckComponent? comp)) | ||
return; | ||
UpdateSprite(GetEntity(args.CardStack), comp); | ||
} | ||
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private void OnReorder(CardStackReorderedEvent args) | ||
{ | ||
if (!TryComp(GetEntity(args.Stack), out CardDeckComponent? comp)) | ||
return; | ||
UpdateSprite(GetEntity(args.Stack), comp); | ||
} | ||
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private void OnAppearanceChanged(EntityUid uid, CardDeckComponent comp, AppearanceChangeEvent args) | ||
{ | ||
UpdateSprite(uid, comp); | ||
} | ||
private void OnComponentStartupEvent(EntityUid uid, CardDeckComponent comp, ComponentStartup args) | ||
{ | ||
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UpdateSprite(uid, comp); | ||
} | ||
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private void OnStackStart(CardStackInitiatedEvent args) | ||
{ | ||
var entity = GetEntity(args.CardStack); | ||
if (!TryComp(entity, out CardDeckComponent? comp)) | ||
return; | ||
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UpdateSprite(entity, comp); | ||
} | ||
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} |
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