Skip to content
This repository has been archived by the owner on Oct 23, 2024. It is now read-only.

Cartas! 🃏 (Cards) #104

Merged
merged 30 commits into from
Jul 18, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
Show all changes
30 commits
Select commit Hold shift + click to select a range
c14aa99
Adds cards sprites from Paradise
Day-OS Jun 30, 2024
7d2419d
Adds Cards entities
Day-OS Jun 30, 2024
2cc8a43
adds Card Decks
Day-OS Jul 3, 2024
3ddbbb1
Make cards flippable
Day-OS Jul 3, 2024
d738ff8
Make Card Decks show what's on their pile
Day-OS Jul 4, 2024
dbd7234
Adds Cards ftl files
Day-OS Jul 4, 2024
a5efdc4
Adds Cards SFX, Fixes decks sprites not starting correctly, Refactors

Day-OS Jul 5, 2024
0f6bcbd
Adds deck organization (flipping all cards to a specific direction) a

Day-OS Jul 6, 2024
67f8662
Add CardsHandMenu, makes Cards rotatable, Refactor events
Day-OS Jul 7, 2024
6295fe0
Fixes Cards not joining correctly and cards being added to stacks in 

Day-OS Jul 7, 2024
9805e72
Makes the card draw function from CardHand actually work and other th

Day-OS Jul 7, 2024
dc4053c
Makes Card Hand sprite change dynamically
Day-OS Jul 7, 2024
b61a087
Fixes Audio and makes card hands to decks interaction better
Day-OS Jul 10, 2024
997ad37
Some fixes, FTL texts and refactors
Day-OS Jul 11, 2024
1083bda
Adds option to get a specific card from hand if picked with empty han

Day-OS Jul 11, 2024
dc6c3fe
Retexture Card Sprites and adds Card boxes sprites
Day-OS Jul 13, 2024
df2965b
Adds ways to view how many cards are there in stacks
Day-OS Jul 13, 2024
cbfff5b
Fixes card names not appearing properly at card hand menu
Day-OS Jul 15, 2024
9d948dd
Add Convert from hand to deck cards button
Day-OS Jul 15, 2024
c9857eb
Muda o nome do conjunto Preto para Conjunto mĂŁo do povo
Day-OS Jul 15, 2024
6bd2999
Add a way to fill storages ONLY when someone interacts with them
Day-OS Jul 15, 2024
a45df4b
Change convertToDeck verb icon
Day-OS Jul 15, 2024
196bbec
Change convertToDeck verb icon
Day-OS Jul 15, 2024
e3bdd74
Merge branch 'cards' of https://github.com/Day-OS/estacao-pirata-14 i

Day-OS Jul 16, 2024
805d23c
Rework of how Card Hand/Deck Sprite layers work so it allows multilay

Day-OS Jul 18, 2024
1cf0677
Adds a way to split decks in half
Day-OS Jul 18, 2024
60d1dde
Adds CardBox to vending machines
Day-OS Jul 18, 2024
e54289b
Fix OpenTriggeredStorageFillSystem not removing itself at the end
Day-OS Jul 18, 2024
9d51755
Fixes sound collection
Day-OS Jul 18, 2024
fe3402c
removes white space from texture names
Day-OS Jul 18, 2024
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
86 changes: 86 additions & 0 deletions Content.Client/_EstacaoPirata/Cards/Card/CardSystem.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,86 @@
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!;
/// <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;
Dirty(uid, comp);
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);
}
}
}
84 changes: 84 additions & 0 deletions Content.Client/_EstacaoPirata/Cards/CardSpriteSystem.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,84 @@
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
foreach (var card in stack.Cards.TakeLast(cardCount))
{
if (!TryComp(card, out SpriteComponent? cardSprite))
return false;

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);
}
}


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;
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++;
}

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;
}
}
149 changes: 149 additions & 0 deletions Content.Client/_EstacaoPirata/Cards/Deck/CardDeckSystem.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,149 @@
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))
return false;

if (!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))
return;

if (!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)
{

UpdateSprite(uid, comp);
}


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

UpdateSprite(entity, comp);
}

}
Loading
Loading