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-- name: Hide and Seek
-- incompatible: gamemode
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-- 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, and are given boosted speed\n\and jump height.\n\nHiders are given no enhancements, and\n\become a Seeker upon dying.\n\nEnjoy! :D\n\nConcept by: Super Keeberghrh
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-- globally sync enabled state
gGlobalSyncTable.hideAndSeek = true
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-- keep track of round info
ROUND_STATE_WAIT = 0
ROUND_STATE_ACTIVE = 1
ROUND_STATE_SEEKERS_WIN = 2
ROUND_STATE_HIDERS_WIN = 3
ROUND_STATE_UNKNOWN_END = 4
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gGlobalSyncTable.touchTag = true
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gGlobalSyncTable.campingTimer = false -- enable/disable camping timer
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gGlobalSyncTable.hiderCaps = true
gGlobalSyncTable.seekerCaps = false
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gGlobalSyncTable.banKoopaShell = true
gGlobalSyncTable.banRR = true
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gGlobalSyncTable.roundState = ROUND_STATE_WAIT -- current round state
gGlobalSyncTable.displayTimer = 0 -- the displayed timer
sRoundTimer = 0 -- the server's round timer
sRoundStartTimeout = 15 * 30 -- fifteen seconds
sRoundEndTimeout = 3 * 60 * 30 -- three minutes
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-- server keeps track of last player turned seeker
sLastSeekerIndex = 0
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-- keep track of distance moved recently (camping detection)
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sLastPos = { }
sLastPos.x = 0
sLastPos.y = 0
sLastPos.z = 0
sDistanceMoved = 0
sDistanceTimer = 0
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sDistanceTimeout = 10 * 30 -- ten seconds
-- flashing 'keep moving' index
sFlashingIndex = 0
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-- pu prevention
local puX = 0
local puZ = 0
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function server_update ( m )
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-- 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
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for i = 0 , ( MAX_PLAYERS - 1 ) do
if gNetworkPlayers [ i ] . connected then
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connectedCount = connectedCount + 1
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table.insert ( activePlayers , gPlayerSyncTable [ i ] )
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
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gGlobalSyncTable.roundState = ROUND_STATE_WAIT
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return
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elseif gGlobalSyncTable.roundState == ROUND_STATE_WAIT then
gGlobalSyncTable.roundState = ROUND_STATE_UNKNOWN_END
sRoundTimer = 0
gGlobalSyncTable.displayTimer = 0
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end
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-- check to see if the round should end
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if gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
if not hasHider or not hasSeeker or sRoundTimer > sRoundEndTimeout then
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if not hasHider then
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gGlobalSyncTable.roundState = ROUND_STATE_SEEKERS_WIN
elseif sRoundTimer > sRoundEndTimeout then
gGlobalSyncTable.roundState = ROUND_STATE_HIDERS_WIN
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else
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gGlobalSyncTable.roundState = ROUND_STATE_UNKNOWN_END
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end
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sRoundTimer = 0
gGlobalSyncTable.displayTimer = 0
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else
return
end
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end
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-- 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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-- set seeker to last one turned into seeker
local np = gNetworkPlayers [ sLastSeekerIndex ]
if np.connected then
local s = gPlayerSyncTable [ sLastSeekerIndex ]
s.seeking = true
hasSeeker = true
end
-- pick random seeker if last turned to seeker is invalid
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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
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function camping_detection ( m )
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-- this code only runs for the local player
local s = gPlayerSyncTable [ m.playerIndex ]
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-- track how far the local player has moved recently
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sDistanceMoved = sDistanceMoved - 0.25 + vec3f_dist ( sLastPos , m.pos ) * 0.02
vec3f_copy ( sLastPos , m.pos )
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-- clamp between 0 to 100
if sDistanceMoved < 0 then sDistanceMoved = 0 end
if sDistanceMoved > 100 then sDistanceMoved = 100 end
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if obj_get_first_with_behavior_id ( id_bhvActSelector ) ~= nil then
sDistanceMoved = 0
end
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-- if player hasn't moved enough, start a timer
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if sDistanceMoved < 10 and not s.seeking then
sDistanceTimer = sDistanceTimer + 1
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end
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-- if the player has moved enough, reset the timer
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if sDistanceMoved > 25 then
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sDistanceTimer = 0
end
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-- inform the player that they need to move, or make them a seeker
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if sDistanceTimer > sDistanceTimeout then
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s.seeking = true
end
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-- make sound
if sDistanceTimer > 0 and sDistanceTimer % 30 == 1 then
play_sound ( SOUND_MENU_CAMERA_BUZZ , m.marioObj . header.gfx . cameraToObject )
end
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end
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function update ( )
-- check gamemode enabled state
if not gGlobalSyncTable.hideAndSeek then
return
end
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-- only allow the server to figure out the seeker
if network_is_server ( ) then
server_update ( gMarioStates [ 0 ] )
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end
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-- check if local player is camping
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if gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
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if gGlobalSyncTable.campingTimer or obj_get_first_with_behavior_id ( id_bhvActSelector ) ~= nil then
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camping_detection ( gMarioStates [ 0 ] )
else
sDistanceTimer = 0
end
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else
sDistanceTimer = 0
end
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end
function mario_update ( m )
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-- check gamemode enabled state
if not gGlobalSyncTable.hideAndSeek then
return
end
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if ( m.flags & MARIO_VANISH_CAP ) ~= 0 then
m.flags = m.flags & ~ MARIO_VANISH_CAP --Always Remove Vanish Cap Cuz Broken
stop_cap_music ( )
end
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-- this code runs for all players
local s = gPlayerSyncTable [ m.playerIndex ]
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-- if the local player died, make them a seeker
if m.playerIndex == 0 and m.health <= 0x110 then
s.seeking = true
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end
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-- 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
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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
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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
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end
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-- warp players out of banned levels
if m.playerIndex == 0 then
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if gNetworkPlayers [ m.playerIndex ] . currLevelNum == LEVEL_RR and gGlobalSyncTable.banRR then
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warp_to_castle ( LEVEL_RR )
end
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if gNetworkPlayers [ m.playerIndex ] . currLevelNum == LEVEL_BOWSER_1 then
warp_to_castle ( LEVEL_BITDW )
end
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if gNetworkPlayers [ m.playerIndex ] . currLevelNum == LEVEL_BOWSER_2 then
warp_to_castle ( LEVEL_BITFS )
end
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if gNetworkPlayers [ m.playerIndex ] . currLevelNum == LEVEL_BOWSER_3 then
warp_to_castle ( LEVEL_BITS )
end
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if gPlayerSyncTable [ m.playerIndex ] . seeking and gGlobalSyncTable.displayTimer == 0 and gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
warp_to_level ( gLevelValues.entryLevel , 1 , 0 )
end
end
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-- display all seekers as metal
if s.seeking then
m.marioBodyState . modelState = MODEL_STATE_METAL
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m.health = 0x880
end
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-- 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
end
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end
function mario_before_phys_step ( m )
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-- prevent physics from being altered when bubbled
if m.action == ACT_BUBBLED then
return
end
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-- check gamemode enabled state
if not gGlobalSyncTable.hideAndSeek then
return
end
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local s = gPlayerSyncTable [ m.playerIndex ]
-- only make seekers faster
if not s.seeking then
return
end
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
-- faster ground movement
if ( m.action & ACT_FLAG_MOVING ) ~= 0 then
hScale = hScale * 1.19
end
m.vel . x = m.vel . x * hScale
m.vel . y = m.vel . y * vScale
m.vel . z = m.vel . z * hScale
end
function on_pvp_attack ( attacker , victim )
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-- check gamemode enabled state
if not gGlobalSyncTable.hideAndSeek then
return
end
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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
function on_player_connected ( m )
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-- start out as a seeker
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local s = gPlayerSyncTable [ m.playerIndex ]
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s.seeking = true
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network_player_set_description ( gNetworkPlayers [ m.playerIndex ] , " seeker " , 255 , 64 , 64 , 255 )
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end
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function hud_top_render ( )
-- check gamemode enabled state
if not gGlobalSyncTable.hideAndSeek then
return
end
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 '
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elseif gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
seconds = math.floor ( sRoundEndTimeout / 30 - gGlobalSyncTable.displayTimer )
if seconds < 0 then seconds = 0 end
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text = ' seekers have ' .. seconds .. ' seconds '
else
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seconds = math.floor ( sRoundStartTimeout / 30 - gGlobalSyncTable.displayTimer )
if seconds < 0 then seconds = 0 end
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text = ' next round in ' .. seconds .. ' seconds '
end
local scale = 0.50
-- 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 ) / 2.0
local y = 0
local background = 0.0
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if seconds < 60 and gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
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background = ( math.sin ( sFlashingIndex / 10.0 ) * 0.5 + 0.5 ) * 1.0
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 ) ;
djui_hud_set_color ( 255 , 255 , 255 , 255 ) ;
djui_hud_print_text ( text , x , y , scale ) ;
end
function hud_bottom_render ( )
local seconds = math.floor ( ( sDistanceTimeout - sDistanceTimer ) / 30 )
if seconds < 0 then seconds = 0 end
if sDistanceTimer < 1 then return end
local text = ' Keep moving! ( ' .. seconds .. ' ) '
local scale = 0.50
-- 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 x = ( screenWidth - width ) / 2.0
local y = screenHeight - 16
local background = ( math.sin ( sFlashingIndex / 10.0 ) * 0.5 + 0.5 ) * 1.0
background = background * background
background = background * background
-- render top
djui_hud_set_color ( 255 * background , 0 , 0 , 128 ) ;
djui_hud_render_rect ( x - 6 , y , width + 12 , 16 ) ;
djui_hud_set_color ( 255 , 255 , 255 , 255 ) ;
djui_hud_print_text ( text , x , y , scale ) ;
end
function hud_center_render ( )
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if gGlobalSyncTable.displayTimer > 3 then return end
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-- set text
local text = ' '
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if gGlobalSyncTable.roundState == ROUND_STATE_SEEKERS_WIN then
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text = ' Seekers Win! '
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elseif gGlobalSyncTable.roundState == ROUND_STATE_HIDERS_WIN then
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text = ' Hiders Win! '
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elseif gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
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text = ' Go! '
else
return
end
-- set scale
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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 ) / 2.0
local y = ( screenHeight - height ) / 2.0
-- render
djui_hud_set_color ( 0 , 0 , 0 , 128 ) ;
djui_hud_render_rect ( x - 6 * scale , y , width + 12 * scale , height ) ;
djui_hud_set_color ( 255 , 255 , 255 , 255 ) ;
djui_hud_print_text ( text , x , y , scale ) ;
end
function on_hud_render ( )
-- 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_bottom_render ( )
hud_center_render ( )
sFlashingIndex = sFlashingIndex + 1
end
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function on_hide_and_seek_command ( msg )
if msg == ' on ' then
djui_chat_message_create ( ' Hide-and-seek mod: enabled ' )
gGlobalSyncTable.hideAndSeek = true
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gGlobalSyncTable.roundState = ROUND_STATE_WAIT
sRoundTimer = 0
for i = 0 , ( MAX_PLAYERS - 1 ) do
gPlayerSyncTable [ i ] . seeking = true
end
sLastSeekerIndex = 0
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return true
elseif msg == ' off ' then
djui_chat_message_create ( ' Hide-and-seek mod: disabled ' )
gGlobalSyncTable.hideAndSeek = false
return true
end
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return false
end
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function on_anti_camp_command ( msg )
if msg == ' on ' then
djui_chat_message_create ( ' Anti-camping timer: enabled ' )
gGlobalSyncTable.campingTimer = true
return true
elseif msg == ' off ' then
djui_chat_message_create ( ' Anti-camping timer: disabled ' )
gGlobalSyncTable.campingTimer = false
return true
end
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return false
end
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function on_touch_tag_command ( msg )
if msg == ' on ' then
djui_chat_message_create ( ' Touch tag: enabled ' )
gGlobalSyncTable.touchTag = true
return true
elseif msg == ' off ' then
djui_chat_message_create ( ' Touch tag: disabled ' )
gGlobalSyncTable.touchTag = false
return true
end
return false
end
function on_hider_cap_command ( msg )
if msg == ' on ' then
djui_chat_message_create ( ' Hider Caps: enabled ' )
gGlobalSyncTable.hiderCaps = false
return true
elseif msg == ' off ' then
djui_chat_message_create ( ' Hider Caps: disabled ' )
gGlobalSyncTable.hiderCaps = true
return true
end
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return false
end
function on_seeker_cap_command ( msg )
if msg == ' on ' then
djui_chat_message_create ( ' Seeker Caps: enabled ' )
gGlobalSyncTable.seekerCaps = false
return true
elseif msg == ' off ' then
djui_chat_message_create ( ' Seeker Caps: disabled ' )
gGlobalSyncTable.seekerCaps = true
return true
end
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return false
end
function on_koopa_shell_command ( msg )
if msg == ' on ' then
djui_chat_message_create ( ' Koopa Shell: enabled ' )
gGlobalSyncTable.banKoopaShell = false
return true
elseif msg == ' off ' then
djui_chat_message_create ( ' Koopa Shell: disabled ' )
gGlobalSyncTable.banKoopaShell = true
return true
end
return false
end
function on_ban_rr_command ( msg )
if msg == ' on ' then
djui_chat_message_create ( ' Ban RR: enabled ' )
gGlobalSyncTable.banRR = true
return true
elseif msg == ' off ' then
djui_chat_message_create ( ' Ban RR: disabled ' )
gGlobalSyncTable.banRR = false
return true
end
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return false
end
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function on_pause_exit ( exitToCastle )
local s = gPlayerSyncTable [ 0 ]
if not s.seeking then
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for i = 1 , ( MAX_PLAYERS - 1 ) do
if gNetworkPlayers [ i ] . connected and gNetworkPlayers [ i ] . currLevelNum == gNetworkPlayers [ 0 ] . currLevelNum and gNetworkPlayers [ i ] . currActNum == gNetworkPlayers [ 0 ] . currActNum and gNetworkPlayers [ i ] . currAreaIndex == gNetworkPlayers [ 0 ] . currAreaIndex and gPlayerSyncTable [ i ] . seeking then
local m = gMarioStates [ 0 ]
local a = gMarioStates [ i ]
if dist_between_objects ( m.marioObj , a.marioObj ) <= 4000 then
return false
end
end
end
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end
end
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function allow_pvp_attack ( m1 , m2 )
local s1 = gPlayerSyncTable [ m1.playerIndex ]
local s2 = gPlayerSyncTable [ m2.playerIndex ]
if s1.seeking == s2.seeking then
return false
end
return true
end
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-----------------------
-- network callbacks --
-----------------------
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function on_round_state_changed ( tag , oldVal , newVal )
local rs = gGlobalSyncTable.roundState
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if rs == ROUND_STATE_WAIT then
-- nothing
elseif 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 )
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elseif rs == ROUND_STATE_HIDERS_WIN then
play_sound ( SOUND_MENU_CLICK_CHANGE_VIEW , gMarioStates [ 0 ] . marioObj.header . gfx.cameraToObject )
elseif rs == ROUND_STATE_UNKNOWN_END then
-- nothing
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end
end
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function on_seeking_changed ( tag , oldVal , newVal )
local m = gMarioStates [ tag ]
local np = 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 .. np.name .. ' \\ #ffa0a0 \\ is now a seeker ' , 2 )
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if gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
sLastSeekerIndex = m.playerIndex
end
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sRoundTimer = 32
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end
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if newVal then
network_player_set_description ( np , " seeker " , 255 , 64 , 64 , 255 )
else
network_player_set_description ( np , " hider " , 128 , 128 , 128 , 255 )
end
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end
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function on_interact ( m , obj , intee )
if intee == INTERACT_PLAYER then
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if not gGlobalSyncTable.touchTag then
return
end
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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
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gPlayerSyncTable [ i ] . seeking = true
network_player_set_description ( gNetworkPlayers [ i ] , " seeker " , 255 , 64 , 64 , 255 )
end
end
end
end
end
end
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function check_touch_tag_allowed ( i )
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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
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return true
end
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return false
end
function allow_interact ( m , obj , intee )
if intee == INTERACT_KOOPA_SHELL and gGlobalSyncTable.banKoopaShell then
return false
end
end
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-----------
-- hooks --
-----------
hook_event ( HOOK_UPDATE , update )
hook_event ( HOOK_MARIO_UPDATE , mario_update )
hook_event ( HOOK_BEFORE_PHYS_STEP , mario_before_phys_step )
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 )
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hook_event ( HOOK_ON_PAUSE_EXIT , on_pause_exit )
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hook_event ( HOOK_ALLOW_PVP_ATTACK , allow_pvp_attack )
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hook_event ( HOOK_ON_INTERACT , on_interact )
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hook_event ( HOOK_ALLOW_INTERACT , allow_interact )
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if network_is_server ( ) then
hook_chat_command ( ' hide-and-seek ' , " [on|off] turn hide-and-seek on or off " , on_hide_and_seek_command )
hook_chat_command ( ' touch-to-tag ' , " [on|off] turn touch tag on or off " , on_touch_tag_command )
hook_chat_command ( ' hiders-caps ' , " [on|off] turn caps for hiders on or off " , on_hider_cap_command )
hook_chat_command ( ' seekers-caps ' , " [on|off] turn caps for seekers on or off " , on_seeker_cap_command )
hook_chat_command ( ' anti-camp ' , " [on|off] turn the anti-camp timer on or off " , on_anti_camp_command )
hook_chat_command ( ' koopa-shell ' , " [on|off] Turn the koopa shell on or off " , on_koopa_shell_command )
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hook_chat_command ( ' ban-rr ' , " [on|off] Turn Banning RR on or off " , on_ban_rr_command )
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end
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-- call functions when certain sync table values change
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hook_on_sync_table_change ( gGlobalSyncTable , ' roundState ' , 0 , on_round_state_changed )
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for i = 0 , ( MAX_PLAYERS - 1 ) do
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gPlayerSyncTable [ i ] . seeking = true
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hook_on_sync_table_change ( gPlayerSyncTable [ i ] , ' seeking ' , i , on_seeking_changed )
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network_player_set_description ( gNetworkPlayers [ i ] , " seeker " , 255 , 64 , 64 , 255 )
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end
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