branchrust_reboot/main/CardGamescancel
464 Commits over 120 Days - 0.16cph!
If all other players are all-in, there's no point in having the one remaining active player go through the motions of checking. In that scenario, skip to the end.
Set the minimum raise if it's under, instead of just bailing out
Make the correct player input if player doesn't have enough for the blinds
Refactored the initial blinds to act like real gameplay inputs (reduce the potential bug surface)
Play a short ding sound when it's the local player's turn
Decrease central poker UI padding
Differentiate true winners from users who just got some scrap back due to all-in rules.
Fix card central UI auto-sizing.
Holding shift changes the bet/raise amount by 25 instead of 5
Clear poker table in the poker tester if the player dismounts
Fix for player order. Lock the CardPlayerData array to the mount index
Reorder all card table seats/storage/mount points so that gameplay always follows the correct clockwise order
- Fixed betting rounds not ending until the end of going around the table. Now moves on immediatey if everyone has had a turn and the bets are equal.
- Fixed the next betting round not always starting on the right player.
Fixed player's previous cards that were sent through not clearing if the new load contains no cards
Fix the first to have a turn player for two-player games
In two player games, have the dealer post the small blind. Small blind player becomes big blind.
Merge branch back to CardGames
- Fix the raise minimums to follow the rules correctly
- Made the action UI less complicated, now only showing the amount your bet will increase
- Always send card player data for all players, less bug-prone
- Move some CardPlayerData methods to server-only
Better abandoned scrap calculation
Remove temporary debug print
If a player leaves the poker game (quits/dies), but has a higher bet than anyone still in the game due to being all-in for an amount that nobody else could afford, that leaves that portion of the pot in a nominally unclaimable state since poker rules state that a player can only claim winnings from each other player up to the value of their bet. Previously this was paid out in an awkward way that could end up with non-winners claiming the "bonus" scrap. Bonus winnings are now divided equally between the winner(s) (plural in the case of a draw result) of a round.
Bandit town gambling lighting update + s2p
Gambling light cord mesh is standalone, for variable length scaling.
Gambling light prefab setup, effects & color variant.
For the dismounting on load, work around the issue of seats not being saved and therefore ending up with different UIDs on load
Gambling light texture & material improvements.
Optimized size & compression. Marked some _unused that aren't worth the memory usage atm.
Remove the warnings for inputs from the non-active player, it's fine to just ignore them.
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When the server loads a save and a player was mounted, move them to a valid dismount position if there is one instead of just spawning them at the spot they were mounted. Fixes getting stuck in the poker table among other things.
Match up card table shadow settings on LODs
Fix up LOD issues on the card tables
Make sure we have a mounted player before messing with the animator
Randomise playback time on card table sitting pose when switching (stops synced up idle fidgets)
Changed "play" language key to "play_poker" since "play" is already in use for "PLAY GAME"
Fixed shared phrases
Phrases build
Checked and adjusted player mount positions for all card table seats
Fixed card table seated idle not animating
Fix properties not updating when using vehicle custom inspector
Match static card table A chair positions with deployable card table
Added basic support for the RandomParameter state machine behaviour to not repeat numbers
Enabled the above on the playing cards fidget and fixed it never picking the 4th animation