sm64coopdx/mods/hide-and-seek.lua

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-- name: Hide and Seek
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-- incompatible: gamemode
-- description: A simple hide-and-seek gamemode for\nCo-op.\n\nThe game is split into two teams:\n\nHiders and Seekers. The goal is for all\n\Hiders to be converted into a Seeker within a certain timeframe.\n\nAll Seekers appear as a metal character.\n\nEnjoy! :D\n\nConcept by: Super Keeberghrh
-- keep track of round info
local ROUND_STATE_WAIT = 0
local ROUND_STATE_ACTIVE = 1
local ROUND_STATE_SEEKERS_WIN = 2
local ROUND_STATE_HIDERS_WIN = 3
local ROUND_STATE_UNKNOWN_END = 4
gGlobalSyncTable.roundState = ROUND_STATE_WAIT -- current round state
gGlobalSyncTable.touchTag = false
gGlobalSyncTable.hiderCaps = false
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gGlobalSyncTable.seekerCaps = false
gGlobalSyncTable.banKoopaShell = true
gGlobalSyncTable.displayTimer = 0 -- the displayed timer
local sRoundTimer = 0 -- the server's round timer
local sRoundStartTimeout = 15 * 30 -- fifteen seconds
local sRoundEndTimeout = 3 * 60 * 30 -- three minutes
local pauseExitTimer = 0
local canLeave = false
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-- flashing text index
local sFlashingIndex = 0
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-- pu prevention
local puX = 0
local puZ = 0
-- avoid repetion
local np = gNetworkPlayers[0]
--localize functions to improve performance
local
hook_chat_command, network_player_set_description, hook_on_sync_table_change, network_is_server,
hook_event, djui_popup_create, network_get_player_text_color_string, play_sound,
play_character_sound, djui_chat_message_create, djui_hud_set_resolution, djui_hud_set_font,
djui_hud_set_color, djui_hud_render_rect, djui_hud_print_text, djui_hud_get_screen_width, djui_hud_get_screen_height,
djui_hud_measure_text, tostring, warp_to_level, warp_to_start_level, stop_cap_music, dist_between_objects,
math_floor, math_ceil, table_insert, set_camera_mode
=
hook_chat_command, network_player_set_description, hook_on_sync_table_change, network_is_server,
hook_event, djui_popup_create, network_get_player_text_color_string, play_sound,
play_character_sound, djui_chat_message_create, djui_hud_set_resolution, djui_hud_set_font,
djui_hud_set_color, djui_hud_render_rect, djui_hud_print_text, djui_hud_get_screen_width, djui_hud_get_screen_height,
djui_hud_measure_text, tostring, warp_to_level, warp_to_start_level, stop_cap_music, dist_between_objects,
math.floor, math.ceil, table.insert, set_camera_mode
local function on_or_off(value)
if value then return "enabled" end
return "disabled"
end
local function server_update()
-- increment timer
sRoundTimer = sRoundTimer + 1
gGlobalSyncTable.displayTimer = math_floor(sRoundTimer / 30)
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-- figure out state of the game
local hasSeeker = false
local hasHider = false
local activePlayers = {}
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local connectedCount = 0
for i = 0, (MAX_PLAYERS-1) do
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if gNetworkPlayers[i].connected then
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connectedCount = connectedCount + 1
table_insert(activePlayers, gPlayerSyncTable[i])
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if gPlayerSyncTable[i].seeking then
hasSeeker = true
else
hasHider = true
end
end
end
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-- only change state if there are 2+ players
if connectedCount < 2 then
gGlobalSyncTable.roundState = ROUND_STATE_WAIT
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return
elseif gGlobalSyncTable.roundState == ROUND_STATE_WAIT then
gGlobalSyncTable.roundState = ROUND_STATE_UNKNOWN_END
sRoundTimer = 0
gGlobalSyncTable.displayTimer = 0
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end
-- check to see if the round should end
if gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
if not hasHider or not hasSeeker or sRoundTimer > sRoundEndTimeout then
if not hasHider then
gGlobalSyncTable.roundState = ROUND_STATE_SEEKERS_WIN
elseif sRoundTimer > sRoundEndTimeout then
gGlobalSyncTable.roundState = ROUND_STATE_HIDERS_WIN
else
gGlobalSyncTable.roundState = ROUND_STATE_UNKNOWN_END
end
sRoundTimer = 0
gGlobalSyncTable.displayTimer = 0
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else
return
end
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end
-- start round
if sRoundTimer >= sRoundStartTimeout then
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-- reset seekers
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for i=0,(MAX_PLAYERS-1) do
gPlayerSyncTable[i].seeking = false
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end
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hasSeeker = false
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-- pick random seeker
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if not hasSeeker then
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local randNum = math.random(#activePlayers)
local s = activePlayers[randNum]
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s.seeking = true
end
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-- set round state
gGlobalSyncTable.roundState = ROUND_STATE_ACTIVE
sRoundTimer = 0
gGlobalSyncTable.displayTimer = 0
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end
end
local function update()
pauseExitTimer = pauseExitTimer + 1
if pauseExitTimer >= 900 and not canLeave then
canLeave = true
end
-- only allow the server to figure out the seeker
if network_is_server() then
server_update()
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end
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end
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local function screen_transition(trans)
-- if the local player died next to a seeker, make them a seeker
local s = gPlayerSyncTable[0]
if not s.seeking then
for i=1,(MAX_PLAYERS-1) do
if gNetworkPlayers[i].connected and gNetworkPlayers[i].currLevelNum == np.currLevelNum and
gNetworkPlayers[i].currActNum == np.currActNum and gNetworkPlayers[i].currAreaIndex == np.currAreaIndex
and gPlayerSyncTable[i].seeking then
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local m = gMarioStates[0]
local a = gMarioStates[i]
if trans == WARP_TRANSITION_FADE_INTO_BOWSER or (m.floor.type == SURFACE_DEATH_PLANE and m.pos.y <= m.floorHeight + 2048) then
if dist_between_objects(m.marioObj, a.marioObj) <= 4000 and m.playerIndex == 0 then
s.seeking = true
end
end
end
end
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end
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end
local cannonTimer = 0
--- @param m MarioState
local function mario_update(m)
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if (m.flags & MARIO_VANISH_CAP) ~= 0 then
m.flags = m.flags & ~MARIO_VANISH_CAP --Always Remove Vanish Cap
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stop_cap_music()
end
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-- this code runs for all players
local s = gPlayerSyncTable[m.playerIndex]
if m.playerIndex == 0 and m.action == ACT_IN_CANNON and m.actionState == 2 then
cannonTimer = cannonTimer + 1
if cannonTimer >= 150 then
m.forwardVel = 100 * coss(m.faceAngle.x)
m.vel.y = 100 * sins(m.faceAngle.x)
m.pos.x = m.pos.x + 120 * coss(m.faceAngle.x) * sins(m.faceAngle.y)
m.pos.y = m.pos.y + 120 * sins(m.faceAngle.x)
m.pos.z = m.pos.z + 120 * coss(m.faceAngle.x) * coss(m.faceAngle.y)
play_sound(SOUND_ACTION_FLYING_FAST, m.marioObj.header.gfx.cameraToObject)
play_sound(SOUND_OBJ_POUNDING_CANNON, m.marioObj.header.gfx.cameraToObject)
m.marioObj.header.gfx.node.flags = m.marioObj.header.gfx.node.flags | GRAPH_RENDER_ACTIVE
set_camera_mode(m.area.camera, m.area.camera.defMode, 1)
set_mario_action(m, ACT_SHOT_FROM_CANNON, 0)
queue_rumble_data_mario(m, 60, 70)
m.usedObj.oAction = 2
cannonTimer = 0
end
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end
-- remove caps
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if m.playerIndex == 0 or gGlobalSyncTable.roundState ~= ROUND_STATE_ACTIVE then
if gGlobalSyncTable.seekerCaps and gPlayerSyncTable[m.playerIndex].seeking then
m.flags = m.flags & ~MARIO_WING_CAP -- remove wing cap if seeking
m.flags = m.flags & ~MARIO_METAL_CAP -- remove metal cap if seeking
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stop_cap_music()
m.capTimer = 0
elseif gGlobalSyncTable.hiderCaps and not gPlayerSyncTable[m.playerIndex].seeking then
m.flags = m.flags & ~MARIO_WING_CAP -- remove wing cap if hiding
m.flags = m.flags & ~MARIO_METAL_CAP -- remove metal cap if hiding
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stop_cap_music()
m.capTimer = 0
end
end
-- warp to the beninging
if m.playerIndex == 0 then
if gPlayerSyncTable[m.playerIndex].seeking and gGlobalSyncTable.displayTimer == 0 and gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
warp_to_level(gLevelValues.entryLevel, 1, 0)
warp_to_start_level()
end
end
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-- display all seekers as metal
if s.seeking then
m.marioBodyState.modelState = m.marioBodyState.modelState | MODEL_STATE_METAL
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end
-- pu prevention
if m.pos.x >= 0 then
puX = math_floor((8192 + m.pos.x) / 65536)
else
puX = math_ceil((-8192 + m.pos.x) / 65536)
end
if m.pos.z >= 0 then
puZ = math_floor((8192 + m.pos.z) / 65536)
else
puZ = math_ceil((-8192 + m.pos.z) / 65536)
end
if puX ~= 0 or puZ ~= 0 then
s.seeking = true
warp_restart_level()
end
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end
function before_set_mario_action(m, action)
if m.playerIndex == 0 then
if action == ACT_WAITING_FOR_DIALOG or action == ACT_READING_SIGN or action == ACT_READING_AUTOMATIC_DIALOG or action == ACT_READING_NPC_DIALOG or action == ACT_JUMBO_STAR_CUTSCENE then
return 1
elseif action == ACT_EXIT_LAND_SAVE_DIALOG then
set_camera_mode(m.area.camera, m.area.camera.defMode, 1)
return ACT_IDLE
end
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end
end
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--- @param m MarioState
local function before_phys_step(m)
-- prevent physics from being altered when bubbled
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local s = gPlayerSyncTable[m.playerIndex]
if m.action == ACT_BUBBLED or s.seeking then return end
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-- only make seekers faster
local hScale = 1.0
local vScale = 1.0
-- make swimming seekers 5% faster
if (m.action & ACT_FLAG_SWIMMING) ~= 0 then
hScale = hScale * 1.05
if m.action ~= ACT_WATER_PLUNGE then
vScale = vScale * 1.05
end
end
end
local function on_pvp_attack(attacker, victim)
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-- this code runs when a player attacks another player
local sAttacker = gPlayerSyncTable[attacker.playerIndex]
local sVictim = gPlayerSyncTable[victim.playerIndex]
-- only consider local player
if victim.playerIndex ~= 0 then
return
end
-- make victim a seeker
if sAttacker.seeking and not sVictim.seeking then
sVictim.seeking = true
end
end
--- @param m MarioState
local function on_player_connected(m)
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-- start out as a seeker
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local s = gPlayerSyncTable[m.playerIndex]
s.seeking = true
network_player_set_description(gNetworkPlayers[m.playerIndex], "seeker", 255, 64, 64, 255)
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end
local function hud_top_render()
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local seconds = 0
local text = ""
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if gGlobalSyncTable.roundState == ROUND_STATE_WAIT then
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seconds = 60
text = "waiting for players"
elseif gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
seconds = math_floor(sRoundEndTimeout / 30 - gGlobalSyncTable.displayTimer)
if seconds < 0 then seconds = 0 end
text = "seekers have " .. seconds .. " seconds"
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else
seconds = math_floor(sRoundStartTimeout / 30 - gGlobalSyncTable.displayTimer)
if seconds < 0 then seconds = 0 end
text = "next round in " .. seconds .. " seconds"
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end
local scale = 0.5
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-- get width of screen and text
local screenWidth = djui_hud_get_screen_width()
local width = djui_hud_measure_text(text) * scale
local x = (screenWidth - width) * 0.5
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local y = 0
local background = 0.0
if seconds < 60 and gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
background = (math.sin(sFlashingIndex * 0.1) * 0.5 + 0.5) * 1
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background = background * background
background = background * background
end
-- render top
djui_hud_set_color(255 * background, 0, 0, 128)
djui_hud_render_rect(x - 6, y, width + 12, 16)
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djui_hud_set_color(255, 255, 255, 255)
djui_hud_print_text(text, x, y, scale)
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end
local function hud_center_render()
if gGlobalSyncTable.displayTimer > 3 then return end
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-- set text
local text = ""
if gGlobalSyncTable.roundState == ROUND_STATE_SEEKERS_WIN then
text = "Seekers Win!"
elseif gGlobalSyncTable.roundState == ROUND_STATE_HIDERS_WIN then
text = "Hiders Win!"
elseif gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
text = "Go!"
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else
return
end
-- set scale
local scale = 1
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-- get width of screen and text
local screenWidth = djui_hud_get_screen_width()
local screenHeight = djui_hud_get_screen_height()
local width = djui_hud_measure_text(text) * scale
local height = 32 * scale
local x = (screenWidth - width) * 0.5
local y = (screenHeight - height) * 0.5
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-- render
djui_hud_set_color(0, 0, 0, 128)
djui_hud_render_rect(x - 6 * scale, y, width + 12 * scale, height)
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djui_hud_set_color(255, 255, 255, 255)
djui_hud_print_text(text, x, y, scale)
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end
local function on_hud_render()
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-- render to N64 screen space, with the HUD font
djui_hud_set_resolution(RESOLUTION_N64)
djui_hud_set_font(FONT_NORMAL)
hud_top_render()
hud_center_render()
sFlashingIndex = sFlashingIndex + 1
end
local function on_touch_tag_command()
gGlobalSyncTable.touchTag = not gGlobalSyncTable.touchTag
djui_chat_message_create("Touch tag: " .. on_or_off(gGlobalSyncTable.touchTag))
return true
end
local function on_hider_cap_command()
gGlobalSyncTable.hiderCaps = not gGlobalSyncTable.hiderCaps
djui_chat_message_create("Hider Caps: " .. on_or_off(gGlobalSyncTable.hiderCaps))
return true
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end
local function on_seeker_cap_command()
gGlobalSyncTable.seekerCaps = not gGlobalSyncTable.seekerCaps
djui_chat_message_create("Seeker Caps: " .. on_or_off(gGlobalSyncTable.seekerCaps))
return true
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end
local function on_koopa_shell_command()
gGlobalSyncTable.banKoopaShell = not gGlobalSyncTable.banKoopaShell
djui_chat_message_create("Koopa Shells: " .. on_or_off(not gGlobalSyncTable.seekerCaps))
return true
end
local function level_init()
local s = gPlayerSyncTable[0]
pauseExitTimer = 0
canLeave = false
if s.seeking then canLeave = true end
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end
local function on_pause_exit()
local s = gPlayerSyncTable[0]
if not canLeave and not s.seeking then
djui_popup_create(tostring(math_floor(30 - pauseExitTimer / 30)).." Seconds until you can leave!", 2)
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return false
end
end
-----------------------
-- network callbacks --
-----------------------
local function on_round_state_changed()
local rs = gGlobalSyncTable.roundState
if rs == ROUND_STATE_ACTIVE then
play_character_sound(gMarioStates[0], CHAR_SOUND_HERE_WE_GO)
elseif rs == ROUND_STATE_SEEKERS_WIN then
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play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, gMarioStates[0].marioObj.header.gfx.cameraToObject)
elseif rs == ROUND_STATE_HIDERS_WIN then
play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, gMarioStates[0].marioObj.header.gfx.cameraToObject)
end
end
local function on_seeking_changed(tag, oldVal, newVal)
local m = gMarioStates[tag]
local npT = gNetworkPlayers[tag]
-- play sound and create popup if became a seeker
if newVal and not oldVal then
play_sound(SOUND_OBJ_BOWSER_LAUGH, m.marioObj.header.gfx.cameraToObject)
playerColor = network_get_player_text_color_string(m.playerIndex)
djui_popup_create(playerColor .. npT.name .. "\\#ffa0a0\\ is now a seeker", 2)
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sRoundTimer = 32
end
if newVal then
network_player_set_description(npT, "seeker", 255, 64, 64, 255)
else
network_player_set_description(npT, "hider", 128, 128, 128, 255)
end
end
local function check_touch_tag_allowed(i)
if gMarioStates[i].action ~= ACT_TELEPORT_FADE_IN and gMarioStates[i].action ~= ACT_TELEPORT_FADE_OUT and gMarioStates[i].action ~= ACT_PULLING_DOOR and gMarioStates[i].action ~= ACT_PUSHING_DOOR and gMarioStates[i].action ~= ACT_WARP_DOOR_SPAWN and gMarioStates[i].action ~= ACT_ENTERING_STAR_DOOR and gMarioStates[i].action ~= ACT_STAR_DANCE_EXIT and gMarioStates[i].action ~= ACT_STAR_DANCE_NO_EXIT and gMarioStates[i].action ~= ACT_STAR_DANCE_WATER and gMarioStates[i].action ~= ACT_PANTING and gMarioStates[i].action ~= ACT_UNINITIALIZED and gMarioStates[i].action ~= ACT_WARP_DOOR_SPAWN then
return true
end
return false
end
local function on_interact(m, obj, intee)
if intee == INTERACT_PLAYER then
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if not gGlobalSyncTable.touchTag then
return
end
if m ~= gMarioStates[0] then
for i=0,(MAX_PLAYERS-1) do
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if gNetworkPlayers[i].connected and gNetworkPlayers[i].currAreaSyncValid then
if gPlayerSyncTable[m.playerIndex].seeking and not gPlayerSyncTable[i].seeking and obj == gMarioStates[i].marioObj and check_touch_tag_allowed(i) then
gPlayerSyncTable[i].seeking = true
network_player_set_description(gNetworkPlayers[i], "seeker", 255, 64, 64, 255)
end
end
end
end
end
end
local function allow_interact(_, _, intee)
if intee == INTERACT_KOOPA_SHELL and gGlobalSyncTable.banKoopaShell then
return false
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end
end
function allow_pvp_attack(m1, m2)
local s1 = gPlayerSyncTable[m1.playerIndex]
local s2 = gPlayerSyncTable[m2.playerIndex]
if s1.seeking == s2.seeking then
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return false
end
return true
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end
gLevelValues.disableActs = true
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-----------
-- hooks --
-----------
hook_event(HOOK_UPDATE, update)
hook_event(HOOK_ON_SCREEN_TRANSITION, screen_transition)
hook_event(HOOK_BEFORE_SET_MARIO_ACTION, before_set_mario_action)
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hook_event(HOOK_MARIO_UPDATE, mario_update)
hook_event(HOOK_BEFORE_PHYS_STEP, before_phys_step)
hook_event(HOOK_ALLOW_PVP_ATTACK, allow_pvp_attack)
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hook_event(HOOK_ON_PVP_ATTACK, on_pvp_attack)
hook_event(HOOK_ON_PLAYER_CONNECTED, on_player_connected)
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hook_event(HOOK_ON_HUD_RENDER, on_hud_render)
hook_event(HOOK_ON_LEVEL_INIT, level_init)
hook_event(HOOK_ON_PAUSE_EXIT, on_pause_exit) -- timer
hook_event(HOOK_ON_INTERACT, on_interact)
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hook_event(HOOK_ALLOW_INTERACT, allow_interact)
hook_event(HOOK_USE_ACT_SELECT, function () return false end)
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if network_is_server() then
hook_chat_command("touch-to-tag", "turn touch tag on or off", on_touch_tag_command)
hook_chat_command("hiders-caps", "turn caps for hiders on or off", on_hider_cap_command)
hook_chat_command("seekers-caps", "turn caps for seekers on or off", on_seeker_cap_command)
hook_chat_command("koopa-shell", "Turn the koopa shell on or off", on_koopa_shell_command)
end
-- call functions when certain sync table values change
hook_on_sync_table_change(gGlobalSyncTable, "roundState", 0, on_round_state_changed)
for i = 0, (MAX_PLAYERS - 1) do
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gPlayerSyncTable[i].seeking = true
hook_on_sync_table_change(gPlayerSyncTable[i], "seeking", i, on_seeking_changed)
network_player_set_description(gNetworkPlayers[i], "seeker", 255, 64, 64, 255)
end
_G.HideAndSeek = {
is_player_seeker = function (playerIndex)
return gPlayerSyncTable[playerIndex].seeking
end,
set_player_seeker = function (playerIndex, seeking)
gPlayerSyncTable[playerIndex].seeking = seeking
end,
}