Added hide and seek mod

This commit is contained in:
MysterD 2022-02-02 20:28:24 -08:00
parent 8109bbcb59
commit 7059605ab7

152
mods/hide-and-seek.lua Normal file
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-- 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)