using JetBrains.Annotations; using Robust.Shared.Map; using Robust.Shared.Prototypes; namespace Content.Shared.Tabletop; [UsedImplicitly] public sealed partial class TabletopCheckerSetup : TabletopSetup { [DataField(required: true)] public EntProtoId PrototypePieceWhite; [DataField(required: true)] public EntProtoId PrototypeCrownWhite; [DataField(required: true)] public EntProtoId PrototypePieceBlack; [DataField(required: true)] public EntProtoId PrototypeCrownBlack; public override void SetupTabletop(TabletopSession session, IEntityManager entityManager) { session.Entities.Add( entityManager.SpawnEntity(BoardPrototype, session.Position.Offset(-1, 0)) ); SpawnPieces(session, entityManager, session.Position.Offset(-4.5f, 3.5f)); } private void SpawnPieces(TabletopSession session, IEntityManager entityManager, MapCoordinates left) { static float GetOffset(float offset) => offset * 1f /* separation */; var pieces = new EntityUid[42]; var pieceIndex = 0; // Pieces. for (var offsetY = 0; offsetY < 3; offsetY++) { var checker = offsetY % 2; for (var offsetX = 0; offsetX < 8; offsetX += 2) { // Prevents an extra piece on the middle row. if (checker + offsetX > 8) continue; pieces[pieceIndex] = entityManager.SpawnEntity( PrototypePieceBlack, left.Offset(GetOffset(offsetX + (1 - checker)), GetOffset(offsetY * -1)) ); pieces[pieceIndex] = entityManager.SpawnEntity( PrototypePieceWhite, left.Offset(GetOffset(offsetX + checker), GetOffset(offsetY - 7)) ); pieceIndex += 2; } } const int numCrowns = 3; const float overlap = 0.25f; const float xOffset = 9f / 32; const float xOffsetBlack = 9 + xOffset; const float xOffsetWhite = 8 + xOffset; // Crowns. for (var i = 0; i < numCrowns; i++) { var step = -(overlap * i); pieces[pieceIndex] = entityManager.SpawnEntity( PrototypeCrownBlack, left.Offset(GetOffset(xOffsetBlack), GetOffset(step)) ); pieces[pieceIndex + 1] = entityManager.SpawnEntity( PrototypeCrownWhite, left.Offset(GetOffset(xOffsetWhite), GetOffset(step)) ); pieceIndex += 2; } // Spares. for (var i = 0; i < 6; i++) { var step = -(overlap * (numCrowns + 2) + overlap * i); pieces[pieceIndex] = entityManager.SpawnEntity( PrototypePieceBlack, left.Offset(GetOffset(xOffsetBlack), GetOffset(step)) ); pieces[pieceIndex] = entityManager.SpawnEntity( PrototypePieceWhite, left.Offset(GetOffset(xOffsetWhite), GetOffset(step)) ); pieceIndex += 2; } for (var i = 0; i < pieces.Length; i++) { session.Entities.Add(pieces[i]); } } }