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Desert Coins

Lesson 16 of 18 in Coddy's Roblox Game: Pet Simulator course.

The Desert has its own spots, and its piles are tougher and richer: Settings.DesertHealth and Settings.DesertValue. Spawn piles in every zone, and give each one a Zone attribute saying where it is. A spot knows its zone: it sits in Zones.Desert.Spawns, so spot.Parent.Parent.Name is "Desert".

The gate only opens on the player's screen, and an exploiter can open any wall on theirs. So the server's Hit check grows one more rule: a Desert pile ignores players without the Desert attribute. The client opens doors; the server keeps the rules.

challenge icon

Challenge

Hard
  1. In spawnPile, use the Desert's health and value for spots in the Desert, and set every pile's Zone attribute to its zone's name.
  2. Spawn piles on the spots of every zone in workspace.Zones.
  3. In the Hit handler, ignore a Desert pile for a player whose Desert attribute is not set.

Press Play, then Check.

Try it yourself

local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local RunService = game:GetService("RunService")
local Settings = require(game.ReplicatedStorage.Settings)

local remotes = game.ReplicatedStorage.Remotes
local piles = workspace.Piles
local petParts = workspace.PetParts
local pileSpot = {} -- each pile -> the spot it stands on
local lastHit = {} -- each player -> when they last hit

print("A Meadow pile gives " .. Settings.PileValue .. " coins")

-- Settings.Pets by name
local petInfo = {}
for _, info in Settings.Pets do
	petInfo[info.Name] = info
end

-- A pet: a StringValue in the player's Pets folder holding its name, with
-- its rarity and power as attributes
local function givePet(player, name, equipped)
	local info = petInfo[name]
	local pet = Instance.new("StringValue")
	pet.Name = "Pet"
	pet.Value = name
	pet:SetAttribute("Rarity", info.Rarity)
	pet:SetAttribute("Power", info.Power)
	pet:SetAttribute("Equipped", equipped)
	pet.Parent = player.Pets
	return pet
end

-- how many pets a player has out
local function equippedCount(player)
	local count = 0
	for _, pet in player.Pets:GetChildren() do
		if pet:GetAttribute("Equipped") then
			count += 1
		end
	end
	return count
end

-- what a player's pets add to each hit
local function petPower(player)
	local power = 0
	for _, pet in player.Pets:GetChildren() do
		if pet:GetAttribute("Equipped") then
			power += pet:GetAttribute("Power")
		end
	end
	return power
end

-- Every player gets Coins on the leaderboard
Players.PlayerAdded:Connect(function(player)
	local leaderstats = Instance.new("Folder")
	leaderstats.Name = "leaderstats"
	leaderstats.Parent = player

	local coins = Instance.new("IntValue")
	coins.Name = "Coins"
	coins.Parent = leaderstats

	-- the pets they own
	local pets = Instance.new("Folder")
	pets.Name = "Pets"
	pets.Parent = player
end)

-- A coin pile on a spot: a copy of ServerStorage.CoinPile with its health
-- and value as attributes
local function spawnPile(spot)
	local pile = ServerStorage.CoinPile:Clone()
	pile.Position = spot.Position
	pile:SetAttribute("MaxHealth", Settings.PileHealth)
	pile:SetAttribute("Health", Settings.PileHealth)
	pile:SetAttribute("Value", Settings.PileValue)
	pile.HealthGui.Label.Text = pile:GetAttribute("Health") .. "/" .. pile:GetAttribute("MaxHealth")
	pileSpot[pile] = spot
	pile.Parent = piles
	return pile
end

-- A hit takes 1, plus the power of the player's pets, off a pile's health;
-- at 0 the pile breaks and pays its value
local function hitPile(player, pile)
	local health = pile:GetAttribute("Health") - (1 + petPower(player))
	if health > 0 then
		pile:SetAttribute("Health", health)
		pile.HealthGui.Label.Text = health .. "/" .. pile:GetAttribute("MaxHealth")
		return
	end
	player.leaderstats.Coins.Value += pile:GetAttribute("Value")
	local spot = pileSpot[pile]
	pileSpot[pile] = nil
	pile:Destroy()
	-- a new pile on the same spot, a few seconds later
	task.delay(Settings.RespawnTime, spawnPile, spot)
end

-- A pile on every spot in the Meadow
for _, spot in workspace.Zones.Meadow.Spawns:GetChildren() do
	spawnPile(spot)
end

-- The client asks to hit a pile. Never trust the client: anyone can fire
-- this remote with anything, from anywhere, as fast as they like.
remotes.Hit.OnServerEvent:Connect(function(player, pile)
	-- a real pile
	if typeof(pile) ~= "Instance" or pile.Parent ~= piles then
		return
	end
	-- in reach
	local character = player.Character
	local root = character and character:FindFirstChild("HumanoidRootPart")
	if not root or (root.Position - pile.Position).Magnitude > Settings.Reach then
		return
	end
	-- not too fast
	local now = time()
	if lastHit[player] and now - lastHit[player] < Settings.HitCooldown then
		return
	end
	lastHit[player] = now
	hitPile(player, pile)
end)

-- A weighted roll: each pet's Chance (out of 100) is its share of the line
local function rollPet()
	local roll = math.random() * 100
	for _, info in Settings.Pets do
		roll -= info.Chance
		if roll <= 0 then
			return info.Name
		end
	end
	return Settings.Pets[1].Name
end

-- Hatching: the egg's prompt, paid for in coins
workspace.Egg.ProximityPrompt.Triggered:Connect(function(player)
	local coins = player.leaderstats.Coins
	if coins.Value < Settings.EggPrice then
		return
	end
	coins.Value -= Settings.EggPrice
	local name = rollPet()
	-- out at once, if there is room
	local pet = givePet(player, name, equippedCount(player) < Settings.MaxEquipped)
	print(player.Name .. " hatched a " .. name)
end)

-- Pets out follow their owner: each one has a part in the world, kept in a
-- row behind the player every frame
local petModels = {} -- each pet -> its part in the world
RunService.Heartbeat:Connect(function()
	for _, player in Players:GetPlayers() do
		local root = player.Character and player.Character:FindFirstChild("HumanoidRootPart")
		local pets = player:FindFirstChild("Pets")
		local slot = 0
		for _, pet in pets and pets:GetChildren() or {} do
			local model = petModels[pet]
			if pet:GetAttribute("Equipped") and root then
				slot += 1
				if not model then
					model = ServerStorage.PetModels[pet.Value]:Clone()
					model.Parent = petParts
					petModels[pet] = model
				end
				model.CFrame = root.CFrame * CFrame.new((slot - 2) * 3, -1.5, 4)
			elseif model then
				model:Destroy()
				petModels[pet] = nil
			end
		end
	end
end)

-- The client asks to put a pet out or away. The server checks: the pet is
-- the player's own, and no more than MaxEquipped are out.
remotes.Equip.OnServerEvent:Connect(function(player, pet)
	if typeof(pet) ~= "Instance" or pet.Parent ~= player.Pets then
		return
	end
	if pet:GetAttribute("Equipped") then
		pet:SetAttribute("Equipped", false)
	elseif equippedCount(player) < Settings.MaxEquipped then
		pet:SetAttribute("Equipped", true)
	end
end)

-- The Desert gate: pay once and it opens, for that player only
workspace.Gate.ProximityPrompt.Triggered:Connect(function(player)
	local coins = player.leaderstats.Coins
	if player:GetAttribute("Desert") or coins.Value < Settings.GatePrice then
		return
	end
	coins.Value -= Settings.GatePrice
	player:SetAttribute("Desert", true)
end)
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