sm64coopdx/mods/shell-rush/race.lua

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Lua
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2022-03-31 03:15:17 +00:00
gRankings = {}
GAME_STATE_INACTIVE = 0
GAME_STATE_RACE_COUNTDOWN = 1
GAME_STATE_RACE_ACTIVE = 2
GAME_STATE_RACE_FINISH = 3
gGlobalSyncTable.maxLaps = 5
gGlobalSyncTable.gameState = GAME_STATE_INACTIVE
gGlobalSyncTable.gotoLevel = -1
gGlobalSyncTable.raceStartTime = 0
gGlobalSyncTable.raceQuitTime = 0
function race_start(level)
gGlobalSyncTable.gotoLevel = level
gGlobalSyncTable.gameState = GAME_STATE_RACE_COUNTDOWN
gGlobalSyncTable.raceStartTime = 0
gGlobalSyncTable.raceQuitTime = 0
for i = 0, (MAX_PLAYERS - 1) do
local s = gPlayerSyncTable[i]
s.random = math.random()
s.finish = 0
end
end
function race_clear_rankings()
for k,v in pairs(gRankings) do gRankings[k]=nil end
end
function race_increment_lap()
local s = gPlayerSyncTable[0]
s.lap = s.lap + 1
if s.lap > gGlobalSyncTable.maxLaps then
s.lap = gGlobalSyncTable.maxLaps
if s.finish == 0 then
s.finish = get_network_area_timer()
play_race_fanfare()
end
end
end
function race_update_rankings()
-- order players by score
ordered = {}
for i = 0, (MAX_PLAYERS - 1) do
local m = gMarioStates[i]
local s = gPlayerSyncTable[i]
if active_player(m) then
local score = 0
if s.finish > 0 then
score = (gGlobalSyncTable.maxLaps + 2) * 10000 + (10000 / s.finish)
else
-- figure out distance score
local maxDist = vec3f_dist(get_waypoint(s.waypoint - 1), get_waypoint(s.waypoint))
if maxDist == 0 then maxDist = 1 end
local dist = vec3f_dist(m.pos, get_waypoint(s.waypoint))
local distScore = clamp(1 - (dist/maxDist), 0, 1)
-- figure out entire score
local lastWaypoint = get_waypoint_index(s.waypoint - 1)
score = s.lap * 10000 + lastWaypoint * 100 + distScore
if s.lap == 0 then score = 0 end
end
if score > 0 then
table.insert(ordered, { score = score, m = m })
end
end
end
table.sort(ordered, function (v1, v2) return v1.score > v2.score end)
-- clear rankings
race_clear_rankings()
-- set rankings
for i,v in ipairs(ordered) do
table.insert(gRankings, v.m)
end
end
function race_start_line()
local index = 0
for i = 0, (MAX_PLAYERS - 1) do
local s = gPlayerSyncTable[i]
if network_is_server() then
s.finish = 0
end
if active_player(gMarioStates[i]) and s.random < gPlayerSyncTable[0].random then
index = index + 1
end
end
local lineIndex = (index % 2) + 1
local lineBackIndex = index - (index % 2)
local m = gMarioStates[0]
local spawnLine = gLevelData.spawn[lineIndex]
local point = vec3f_tween(spawnLine.a, spawnLine.b, lineBackIndex / MAX_PLAYERS)
local waypoint = get_waypoint(1)
m.pos.x = point.x
m.pos.y = point.y
m.pos.z = point.z
m.marioObj.oIntangibleTimer = 5
set_mario_action(m, ACT_RIDING_SHELL_GROUND, 0)
m.vel.x = 0
m.vel.y = 0
m.vel.z = 0
m.slideVelX = 0
m.slideVelZ = 0
m.forwardVel = 0
m.faceAngle.x = 0
m.faceAngle.y = atan2s(waypoint.z - m.pos.z, waypoint.x - m.pos.x)
m.faceAngle.z = 0
end
function race_update()
-- automatically start race
if gGlobalSyncTable.gameState == GAME_STATE_INACTIVE and network_player_connected_count() > 1 then
race_start(LEVEL_SL)
end
local np = gNetworkPlayers[0]
if gGlobalSyncTable.gotoLevel ~= -1 then
if np.currLevelNum ~= gGlobalSyncTable.gotoLevel then
if gGlobalSyncTable.gotoLevel == LEVEL_CASTLE_GROUNDS then
warp_to_castle(LEVEL_VCUTM)
else
warp_to_level(gGlobalSyncTable.gotoLevel, 1, 16)
end
end
end
-- make sure this is a valid level
if gLevelData == gLevelDataTable[-1] then
return
end
if gGlobalSyncTable.gameState == GAME_STATE_RACE_COUNTDOWN then
race_start_line()
race_clear_rankings()
if network_is_server() then
if gGlobalSyncTable.raceStartTime == 0 then
if np.currAreaSyncValid then
gGlobalSyncTable.raceStartTime = get_network_area_timer() + 30 * 5
gGlobalSyncTable.raceQuitTime = 0
end
elseif gGlobalSyncTable.raceStartTime > get_network_area_timer() + 30 * 5 then
gGlobalSyncTable.raceStartTime = get_network_area_timer() + 30 * 5
gGlobalSyncTable.raceQuitTime = 0
elseif gGlobalSyncTable.raceStartTime > 0 and get_network_area_timer() >= gGlobalSyncTable.raceStartTime then
gGlobalSyncTable.gameState = GAME_STATE_RACE_ACTIVE
end
end
elseif gGlobalSyncTable.gameState == GAME_STATE_RACE_ACTIVE then
race_update_rankings()
if network_is_server() then
if gGlobalSyncTable.raceQuitTime == 0 then
-- check for race finish
local foundFinisher = false
for i = 0, (MAX_PLAYERS - 1) do
local m = gMarioStates[i]
local s = gPlayerSyncTable[i]
if active_player(m) and s.finish > 0 then
foundFinisher = true
end
end
if foundFinisher then
-- set a timer until the race is finished
gGlobalSyncTable.raceQuitTime = get_network_area_timer() + 30 * 20
end
elseif gGlobalSyncTable.raceQuitTime > 0 and get_network_area_timer() > gGlobalSyncTable.raceQuitTime then
-- race is finished, start a new one
if gLevelData == gLevelDataTable[LEVEL_CASTLE_GROUNDS] then
race_start(LEVEL_BOB)
elseif gLevelData == gLevelDataTable[LEVEL_SL] then
race_start(LEVEL_CASTLE_GROUNDS)
elseif gLevelData == gLevelDataTable[LEVEL_BOB] then
race_start(LEVEL_SL)
end
end
end
end
end
function on_race_command(msg)
if not network_is_server() then
djui_chat_message_create('Only the server can change this setting!')
return true
end
if msg == 'BOB' then
race_start(LEVEL_BOB)
return true
end
if msg == 'SL' then
race_start(LEVEL_SL)
return true
end
if msg == 'CG' then
race_start(LEVEL_CASTLE_GROUNDS)
return true
end
return false
end
function on_laps_command(msg)
if not network_is_server() then
djui_chat_message_create('Only the server can change this setting!')
return true
end
if tonumber(msg) > 0 then
gGlobalSyncTable.maxLaps = math.floor(tonumber(msg))
return true
end
return false
end
function on_game_state_changed(tag, oldVal, newVal)
local m = gMarioStates[0]
if oldVal ~= newVal then
if newVal == GAME_STATE_RACE_ACTIVE then
play_sound(SOUND_GENERAL_RACE_GUN_SHOT, m.marioObj.header.gfx.cameraToObject)
end
end
end
hook_chat_command('race', "[CG|SL|BOB]", on_race_command)
hook_chat_command('laps', "[number]", on_laps_command)
hook_on_sync_table_change(gGlobalSyncTable, 'gameState', i, on_game_state_changed)