монетка
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36
Content.Shared/_White/CoinDice/CoinDiceComponent.cs
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36
Content.Shared/_White/CoinDice/CoinDiceComponent.cs
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared._White.CoinDice;
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedCoinDiceSystem))]
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[AutoGenerateComponentState(true)]
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public sealed partial class CoinDiceComponent : Component
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{
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[DataField]
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public SoundSpecifier Sound { get; private set; } = new SoundCollectionSpecifier("Dice");
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/// <summary>
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/// Multiplier for the value of a die. Applied after the <see cref="Offset"/>.
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/// </summary>
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[DataField]
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public int Multiplier { get; private set; } = 1;
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/// <summary>
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/// Quantity that is subtracted from the value of a die. Can be used to make dice that start at "0". Applied
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/// before the <see cref="Multiplier"/>
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/// </summary>
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[DataField]
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public int Offset { get; private set; } = 0;
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[DataField]
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public int Sides { get; private set; } = 20;
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/// <summary>
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/// The currently displayed value.
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/// </summary>
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[DataField]
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[AutoNetworkedField]
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public int CurrentValue { get; set; } = 20;
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}
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104
Content.Shared/_White/CoinDice/SharedCoinDiceSystem.cs
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104
Content.Shared/_White/CoinDice/SharedCoinDiceSystem.cs
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using Content.Shared.Examine;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Throwing;
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using Robust.Shared.Timing;
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namespace Content.Shared._White.CoinDice;
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public abstract class SharedCoinDiceSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CoinDiceComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<CoinDiceComponent, LandEvent>(OnLand);
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SubscribeLocalEvent<CoinDiceComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<CoinDiceComponent, AfterAutoHandleStateEvent>(OnDiceAfterHandleState);
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}
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private void OnDiceAfterHandleState(EntityUid uid, CoinDiceComponent component, ref AfterAutoHandleStateEvent args)
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{
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UpdateVisuals(uid, component);
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}
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private void OnUseInHand(EntityUid uid, CoinDiceComponent component, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = true;
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Roll(uid, component);
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}
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private void OnLand(EntityUid uid, CoinDiceComponent component, ref LandEvent args)
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{
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Roll(uid, component);
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}
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private void OnExamined(EntityUid uid, CoinDiceComponent dice, ExaminedEvent args)
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{
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//No details check, since the sprite updates to show the side.
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using (args.PushGroup(nameof(CoinDiceComponent)))
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{
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args.PushMarkup(Loc.GetString("coindice-component-on-examine-message-part-1"));
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var coindiceResult = "";
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switch (dice.CurrentValue)
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{
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case 1:
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coindiceResult = "орёл";
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break;
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case 2:
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coindiceResult = "решка";
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break;
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default:
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coindiceResult = "ребро";
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break;
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}
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args.PushMarkup(Loc.GetString("coindice-component-on-examine-message-part-2",
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("currentSide", coindiceResult)));
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}
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}
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public void SetCurrentSide(EntityUid uid, int side, CoinDiceComponent? die = null)
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{
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if (!Resolve(uid, ref die))
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return;
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if (side < 1 || side > die.Sides)
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{
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Log.Error($"Attempted to set die {ToPrettyString(uid)} to an invalid side ({side}).");
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return;
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}
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die.CurrentValue = (side - die.Offset) * die.Multiplier;
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Dirty(uid, die);
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UpdateVisuals(uid, die);
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}
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public void SetCurrentValue(EntityUid uid, int value, CoinDiceComponent? die = null)
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{
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if (!Resolve(uid, ref die))
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return;
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if (value % die.Multiplier != 0 || value / die.Multiplier + die.Offset < 1)
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{
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Log.Error($"Attempted to set die {ToPrettyString(uid)} to an invalid value ({value}).");
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return;
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}
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SetCurrentSide(uid, value / die.Multiplier + die.Offset, die);
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}
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protected virtual void UpdateVisuals(EntityUid uid, CoinDiceComponent? die = null)
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{
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// See client system.
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}
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public virtual void Roll(EntityUid uid, CoinDiceComponent? die = null)
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{
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// See the server system, client cannot predict rolling.
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}
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}
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