mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-22 03:55:11 +00:00
Added hide and seek mod
This commit is contained in:
parent
8109bbcb59
commit
7059605ab7
1 changed files with 152 additions and 0 deletions
152
mods/hide-and-seek.lua
Normal file
152
mods/hide-and-seek.lua
Normal file
|
@ -0,0 +1,152 @@
|
|||
-- name: Hide and Seek
|
||||
-- incompatible: gamemode
|
||||
-- description: A simple manhunt gamemode for Co-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
|
||||
|
||||
sStaleTimer = 0
|
||||
sWasLocalSeeking = false
|
||||
|
||||
function update(m)
|
||||
-- only allow the server to figure out the seeker
|
||||
if not network_is_server() then
|
||||
return
|
||||
end
|
||||
|
||||
-- figure out state of the game
|
||||
local hasSeeker = false
|
||||
local hasHider = false
|
||||
local activePlayers = {}
|
||||
for i=0,(MAX_PLAYERS-1) do
|
||||
if gNetworkPlayers[i].connected then
|
||||
table.insert(activePlayers, gPlayerSyncTable[i])
|
||||
if gPlayerSyncTable[i].seeking then
|
||||
hasSeeker = true
|
||||
else
|
||||
hasHider = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- increment stale timer
|
||||
if not hasHider or not hasSeeker then
|
||||
sStaleTimer = sStaleTimer + 1
|
||||
else
|
||||
sStaleTimer = 0
|
||||
end
|
||||
|
||||
-- if there have been no hiders, or no seekers, for 5 seconds
|
||||
if sStaleTimer >= 30 * 5 then
|
||||
-- reset seekers
|
||||
if not hasHider then
|
||||
for i=0,(MAX_PLAYERS-1) do
|
||||
gPlayerSyncTable[i].seeking = false
|
||||
end
|
||||
hasSeeker = false
|
||||
end
|
||||
|
||||
-- pick random seeker
|
||||
if not hasSeeker then
|
||||
s = activePlayers[math.random(#activePlayers)]
|
||||
s.seeking = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function mario_local_update(m)
|
||||
-- this code only runs for the local player
|
||||
local s = gPlayerSyncTable[m.playerIndex]
|
||||
|
||||
-- disabled code that allows players to swap teams
|
||||
--if (m.controller.buttonPressed & D_JPAD) ~= 0 and m.action == ACT_CROUCHING then
|
||||
-- s.seeking = not s.seeking
|
||||
--end
|
||||
|
||||
if m.health <= 0x110 then
|
||||
s.seeking = true
|
||||
end
|
||||
|
||||
if s.seeking and not sWasLocalSeeking then
|
||||
play_sound(SOUND_OBJ_BOWSER_LAUGH, m.marioObj.header.gfx.cameraToObject)
|
||||
elseif not s.seeking and sWasLocalSeeking then
|
||||
play_character_sound(m, CHAR_SOUND_HERE_WE_GO)
|
||||
end
|
||||
|
||||
sWasLocalSeeking = s.seeking
|
||||
|
||||
end
|
||||
|
||||
function mario_update(m)
|
||||
-- this code runs for all players
|
||||
local s = gPlayerSyncTable[m.playerIndex]
|
||||
|
||||
-- display all seekers as metal
|
||||
if s.seeking then
|
||||
m.marioBodyState.modelState = MODEL_STATE_METAL
|
||||
m.health = 0x880
|
||||
end
|
||||
|
||||
|
||||
-- only run the following code for the local player
|
||||
if m.playerIndex == 0 then
|
||||
mario_local_update(m)
|
||||
end
|
||||
end
|
||||
|
||||
function mario_before_phys_step(m)
|
||||
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)
|
||||
-- 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)
|
||||
local s = gPlayerSyncTable[m.playerIndex]
|
||||
s.seeking = false
|
||||
end
|
||||
|
||||
-----------
|
||||
-- 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)
|
Loading…
Reference in a new issue