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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 for popup
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ROUND_END_UNKNOWN = 1
ROUND_END_SEEKER_WIN = 2
ROUND_END_HIDER_WIN = 3
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gGlobalSyncTable.roundNumber = 0
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gGlobalSyncTable.roundEnded = ROUND_END_UNKNOWN
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sRoundEndedTimer = 0
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sRoundIntermissionTime = 5 * 30 -- five seconds
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-- server keeps track of last player turned seeker
sLastSeekerIndex = 0
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-- keep track of the amount of time since someone was turned into seeker
sLastSeekerTimer = 0
sLastSeekerTimeout = 3 * 60 * 30 -- three minutes
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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
function server_update ( m )
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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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sRoundEndedTimer = 0
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sLastSeekerTimer = 0
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return
end
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-- check to see if the round should end
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if gGlobalSyncTable.roundEnded == 0 then
if not hasHider or not hasSeeker or sLastSeekerTimer > sLastSeekerTimeout then
if not hasHider then
gGlobalSyncTable.roundEnded = ROUND_END_SEEKER_WIN
elseif sLastSeekerTimer > sLastSeekerTimeout then
gGlobalSyncTable.roundEnded = ROUND_END_HIDER_WIN
else
gGlobalSyncTable.roundEnded = ROUND_END_UNKNOWN
end
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sRoundEndedTimer = 0
else
return
end
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end
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-- if round was over for 5 seconds
sRoundEndedTimer = sRoundEndedTimer + 1
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if sRoundEndedTimer >= sRoundIntermissionTime 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 s = activePlayers [ math.random ( # activePlayers ) ]
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s.seeking = true
end
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-- increment round number
gGlobalSyncTable.roundNumber = gGlobalSyncTable.roundNumber + 1
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gGlobalSyncTable.roundEnded = 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
-- 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 > 20 then
sDistanceTimer = 0
end
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-- inform the player that they need to move, or make them a seeker
if sDistanceTimer == 30 * 1 then
djui_popup_create ( ' \\ #ff4040 \\ Keep moving! ' , 3 )
elseif sDistanceTimer > 30 * 6 then
s.seeking = true
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.roundEnded == 0 then
camping_detection ( gMarioStates [ 0 ] )
else
sDistanceTimer = 0
end
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-- update sLastSeekerTimer
if gGlobalSyncTable.roundEnded == 0 then
sLastSeekerTimer = sLastSeekerTimer + 1
local timeLeft = sLastSeekerTimeout - sLastSeekerTimer
if timeLeft == 60 * 30 then
djui_popup_create ( ' \\ #ff4040 \\ Seekers have one minute to get someone! ' , 3 )
elseif timeLeft == 30 * 30 then
djui_popup_create ( ' \\ #ff4040 \\ Seekers have 30 seconds to get someone! ' , 3 )
elseif timeLeft == 10 * 30 then
djui_popup_create ( ' \\ #ff4040 \\ Seekers have 10 seconds to get someone! ' , 3 )
end
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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-- 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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-- display all seekers as metal
if s.seeking then
m.marioBodyState . modelState = MODEL_STATE_METAL
m.health = 0x880
end
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 non-seeker
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local s = gPlayerSyncTable [ m.playerIndex ]
s.seeking = false
end
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function on_hide_and_seek_command ( msg )
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if not network_is_server ( ) then
djui_chat_message_create ( ' Only the server can change this setting! ' )
return true
end
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if msg == ' on ' then
djui_chat_message_create ( ' Hide-and-seek mod: enabled ' )
gGlobalSyncTable.hideAndSeek = true
return true
elseif msg == ' off ' then
djui_chat_message_create ( ' Hide-and-seek mod: disabled ' )
gGlobalSyncTable.hideAndSeek = false
return true
end
return false
end
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-----------------------
-- network callbacks --
-----------------------
function on_round_number_changed ( tag , oldVal , newVal )
-- inform players when a new round has begun
if oldVal < newVal then
djui_popup_create ( ' \\ #a0ffa0 \\ a new round has begun ' , 2 )
sDistanceMoved = 100
sDistanceTimer = 0
play_character_sound ( gMarioStates [ 0 ] , CHAR_SOUND_HERE_WE_GO )
end
end
function on_round_ended_changed ( tag , oldVal , newVal )
-- inform players when a round has ended
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local tColor = ' \\ #ffa0a0 \\ '
if newVal == ROUND_END_UNKNOWN then
djui_popup_create ( tColor .. ' the round has ended ' , 2 )
elseif newVal == ROUND_END_HIDER_WIN then
if not gPlayerSyncTable [ 0 ] . seeking then tColor = ' \\ #a0ffa0 \\ ' end
djui_popup_create ( tColor .. ' Hiders win! ' , 2 )
elseif newVal == ROUND_END_SEEKER_WIN then
if gPlayerSyncTable [ 0 ] . seeking then tColor = ' \\ #a0ffa0 \\ ' end
djui_popup_create ( tColor .. ' Seekers win! ' , 2 )
end
if oldVal == 0 and newVal ~= 0 then
sLastSeekerTimer = 0
elseif newVal == 0 and oldVal ~= 0 then
sLastSeekerTimer = 0
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end
end
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 )
sLastSeekerIndex = m.playerIndex
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sLastSeekerTimer = 0
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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_chat_command ( ' hide-and-seek ' , " [on|off] turn hide-and-seek on or off " , on_hide_and_seek_command )
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-- call functions when certain sync table values change
hook_on_sync_table_change ( gGlobalSyncTable , ' roundNumber ' , 0 , on_round_number_changed )
hook_on_sync_table_change ( gGlobalSyncTable , ' roundEnded ' , 0 , on_round_ended_changed )
for i = 0 , ( MAX_PLAYERS - 1 ) do
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gPlayerSyncTable [ i ] . seeking = false
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hook_on_sync_table_change ( gPlayerSyncTable [ i ] , ' seeking ' , i , on_seeking_changed )
end