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[Port] Playing Cards (#1451)
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# Description


This ports Playing Cards from:
Estacao Pirata...
Frontier...
and GoobStation...

More specifically, ports
Goob-Station/Goob-Station#1215 and
Goob-Station/Goob-Station#1311 sequentially.

In short...
 - Adds 3 skins of the playing cards: Nanotrasen, Syndicate, and Black.
- NT can be obtained as an item in your loadout but is locked behind a
command job.
 - Syndicate can be obtained as a pointless item in the uplink for 1 TC.
- Black can be obtained both as an item in your loadout and from the
Games Vendor.

---

# TODO before review

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- [X] De-namespace all of (_)EstacaoPirata? (not required, it is an EE
fork)
- [X] **_TO MAINTAINERS/CONTRIBS, NEED YOUR INPUT!!!_**: See
`Content.Client/Inventory/StrippableBoundUserInterface.cs:220`'s "DRAFT
TODO". Basically its me asking how to involve the thieving trait in the
omission of the playing cards in the strip menu. Currently, it does not
take into account the trait and simply obscures. (prolly dont take the
trait into account, obscure regardless)
- [X] Figure out what to do with the Nanotrasen deck variant: should it
remain free like the black deck or restricted like the syndicate? Locked
behind any command job? (prolly this)
- [X] Get media actually filled in

---

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<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/66c94a1d-4389-4a65-a547-c11c54efac42)

</p>
</details>

---

# Changelog

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in the changelog (ex: `:cl: Death`)
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:cl:
- add: Playing Cards. You may get one in the Games Vendor or as an item
in your loadout.

---------

Co-authored-by: VMSolidus <[email protected]>
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RadsammyT and VMSolidus authored Jan 25, 2025
1 parent 001f48e commit 9b5cce2
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Showing 251 changed files with 4,949 additions and 2 deletions.
9 changes: 7 additions & 2 deletions Content.Client/Inventory/StrippableBoundUserInterface.cs
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,8 @@
using Content.Client.UserInterface.Controls;
using Content.Client.UserInterface.Systems.Hands.Controls;
using Content.Client.Verbs.UI;
using Content.Shared._EstacaoPirata.Cards.Card;
using Content.Shared._EstacaoPirata.Cards.Hand;
using Content.Shared.Cuffs;
using Content.Shared.Cuffs.Components;
using Content.Shared.Ensnaring.Components;
Expand Down Expand Up @@ -173,8 +175,7 @@ private void AddHandButton(Hand hand)
if (EntMan.TryGetComponent<CuffableComponent>(Owner, out var cuff) && _cuffable.GetAllCuffs(cuff).Contains(virt.BlockingEntity))
button.BlockedRect.MouseFilter = MouseFilterMode.Ignore;
}

UpdateEntityIcon(button, hand.HeldEntity);
UpdateEntityIcon(button, EntMan.HasComponent<StripMenuHiddenComponent>(hand.HeldEntity) ? _virtualHiddenEntity : hand.HeldEntity);
_strippingMenu!.HandsContainer.AddChild(button);
}

Expand Down Expand Up @@ -213,6 +214,10 @@ private void AddInventoryButton(EntityUid invUid, string slotId, InventoryCompon
&& thiefComponent.IgnoreStripHidden))
entity = _virtualHiddenEntity;

if (entity != null && EntMan.HasComponent<StripMenuHiddenComponent>(entity))
entity = _virtualHiddenEntity;


var button = new SlotButton(new SlotData(slotDef, container));
button.Pressed += SlotPressed;

Expand Down
78 changes: 78 additions & 0 deletions Content.Client/_EstacaoPirata/Cards/Card/CardSystem.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,78 @@
using System.Linq;
using Content.Shared._EstacaoPirata.Cards.Card;
using Robust.Client.GameObjects;
using Robust.Shared.Utility;

namespace Content.Client._EstacaoPirata.Cards.Card;

/// <summary>
/// This handles...
/// </summary>
public sealed class CardSystem : EntitySystem
{
[Dependency] private readonly SpriteSystem _spriteSystem = default!;
[Dependency] private readonly CardSpriteSystem _cardSpriteSystem = default!;
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<CardComponent, ComponentStartup>(OnComponentStartupEvent);
SubscribeNetworkEvent<CardFlipUpdatedEvent>(OnFlip);
}

private void OnComponentStartupEvent(EntityUid uid, CardComponent comp, ComponentStartup args)
{
if (!TryComp(uid, out SpriteComponent? spriteComponent))
return;

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;

var rsi = layer.RSI ?? spriteComponent.BaseRSI;
if (rsi == null)
continue;

//Log.Debug("FOI");
comp.FrontSprite.Add(new SpriteSpecifier.Rsi(rsi.Path, layer.State.Name));
}

comp.BackSprite ??= comp.FrontSprite;
DirtyEntity(uid);
UpdateSprite(uid, comp);
}

private void OnFlip(CardFlipUpdatedEvent args)
{
if (!TryComp(GetEntity(args.Card), out CardComponent? comp))
return;
UpdateSprite(GetEntity(args.Card), comp);
}

private void UpdateSprite(EntityUid uid, CardComponent comp)
{
var newSprite = comp.Flipped ? comp.BackSprite : comp.FrontSprite;
//if (newSprite == null)
// return;

if (!TryComp(uid, out SpriteComponent? spriteComponent))
return;
var layerCount = newSprite.Count();

//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);

for (var i = 0; i < newSprite.Count(); i++)
{
var layer = newSprite[i];
spriteComponent.LayerSetSprite(i, layer);
}
}
}
76 changes: 76 additions & 0 deletions Content.Client/_EstacaoPirata/Cards/CardSpriteSystem.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,76 @@
using System.Linq;
using Content.Shared._EstacaoPirata.Cards.Stack;
using Robust.Client.GameObjects;

namespace Content.Client._EstacaoPirata.Cards;

/// <summary>
/// This handles...
/// </summary>
public sealed class CardSpriteSystem : EntitySystem
{
/// <inheritdoc/>
public override void Initialize() { }

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);

var layerCount = 0;
//Gets the quantity of layers
var relevantCards = stack.Cards.TakeLast(cardCount).ToList();
foreach (var card in relevantCards)
{
if (!TryComp(card, out SpriteComponent? cardSprite))
return false;

layerCount += cardSprite.AllLayers.Count();
}
layerCount = int.Max(1, layerCount); // Frontier: you need one layer.
//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);

return true;
}

public bool TryHandleLayerConfiguration(Entity<SpriteComponent, CardStackComponent> uid, int cardCount, Func<Entity<SpriteComponent>, int, int, bool> layerFunc)
{
var sprite = uid.Comp1;
var stack = uid.Comp2;

// int = index of what card it is from
List<(int, ISpriteLayer)> layers = [];

var i = 0;
var cards = stack.Cards.TakeLast(cardCount).ToList();
foreach (var card in cards)
{
if (!TryComp(card, out SpriteComponent? cardSprite))
return false;
layers.AddRange(cardSprite.AllLayers.Select(layer => (i, layer)));
i++;
}

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++;
}

return true;
}
}
151 changes: 151 additions & 0 deletions Content.Client/_EstacaoPirata/Cards/Deck/CardDeckSystem.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,151 @@
using System.Linq;
using System.Numerics;
using Content.Shared._EstacaoPirata.Cards.Deck;
using Content.Shared._EstacaoPirata.Cards.Stack;
using Robust.Client.GameObjects;

namespace Content.Client._EstacaoPirata.Cards.Deck;

/// <summary>
/// This handles...
/// </summary>
public sealed class CardDeckSystem : EntitySystem
{
private readonly Dictionary<Entity<CardDeckComponent>, int> _notInitialized = [];
[Dependency] private readonly CardSpriteSystem _cardSpriteSystem = default!;


/// <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);
}

public override void Update(float frameTime)
{
base.Update(frameTime);

// Lazy way to make sure the sprite starts correctly
foreach (var kv in _notInitialized)
{
var ent = kv.Key;

if (kv.Value >= 5)
{
_notInitialized.Remove(ent);
continue;
}

_notInitialized[ent] = kv.Value + 1;

if (!TryComp(ent.Owner, out CardStackComponent? stack) || stack.Cards.Count <= 0)
continue;


// If the card was STILL not initialized, we skip it
if (!TryGetCardLayer(stack.Cards.Last(), out var _))
continue;

// If cards were correctly initialized, we update the sprite
UpdateSprite(ent.Owner, ent.Comp);
_notInitialized.Remove(ent);
}

}


private bool TryGetCardLayer(EntityUid card, out SpriteComponent.Layer? layer)
{
layer = null;
if (!TryComp(card, out SpriteComponent? cardSprite)
|| !cardSprite.TryGetLayer(0, out var l))
return false;

layer = l;
return true;
}

private void UpdateSprite(EntityUid uid, CardDeckComponent comp)
{
if (!TryComp(uid, out SpriteComponent? sprite)
|| !TryComp(uid, out CardStackComponent? cardStack))
return;

// Prevents error appearing at spawnMenu
if (cardStack.Cards.Count <= 0 || !TryGetCardLayer(cardStack.Cards.Last(), out var cardlayer) ||
cardlayer == null)
{
_notInitialized[(uid, comp)] = 0;
return;
}

_cardSpriteSystem.TryAdjustLayerQuantity((uid, sprite, cardStack), comp.CardLimit);

_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;
}
);
}

private void OnStackUpdate(CardStackQuantityChangeEvent args)
{
if (!TryComp(GetEntity(args.Stack), out CardDeckComponent? comp))
return;
UpdateSprite(GetEntity(args.Stack), comp);
}

private void OnStackFlip(CardStackFlippedEvent args)
{
if (!TryComp(GetEntity(args.CardStack), out CardDeckComponent? comp))
return;
UpdateSprite(GetEntity(args.CardStack), comp);
}

private void OnReorder(CardStackReorderedEvent args)
{
if (!TryComp(GetEntity(args.Stack), out CardDeckComponent? comp))
return;
UpdateSprite(GetEntity(args.Stack), comp);
}

private void OnAppearanceChanged(EntityUid uid, CardDeckComponent comp, AppearanceChangeEvent args)
{
UpdateSprite(uid, comp);
}
private void OnComponentStartupEvent(EntityUid uid, CardDeckComponent comp, ComponentStartup args)
{
if (!TryComp(uid, out CardStackComponent? stack))
{
_notInitialized[(uid, comp)] = 0;
return;
}

if(stack.Cards.Count <= 0)
_notInitialized[(uid, comp)] = 0;
UpdateSprite(uid, comp);
}


private void OnStackStart(CardStackInitiatedEvent args)
{
var entity = GetEntity(args.CardStack);
if (!TryComp(entity, out CardDeckComponent? comp))
return;

UpdateSprite(entity, comp);
}

}
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