sm64coopdx/mods/football.lua
Agent X 37aa44d2d0
Lower water level on Football/Shell Rush (#194)
On 0 star saves, the water is not lowered so the gameplay experience is impaired.
2022-09-18 19:00:39 -07:00

1327 lines
40 KiB
Lua

-- name: Football (soccer)
-- description: Play football in the castle grounds.\nOnly use a save that has lowered the water in the moat.
-- incompatible: gamemode
---------------
-- constants --
---------------
ballGravity = 1.5
ballRadius = 50
ballFriction = 0.988
ballRestitution = 0.65
ballWaterDrag = 0.9
ballParallelInertia = 0.3
ballPerpendicularInertia = 1
ballActionValues = {
[ACT_WATER_PUNCH] = { xz = 20, y = 40, directionless = false },
[ACT_MOVE_PUNCHING] = { xz = 35, y = 0, directionless = false },
[ACT_PUNCHING] = { xz = 35, y = 0, directionless = false },
[ACT_GROUND_POUND] = { xz = 40, y = 40, directionless = true },
[ACT_GROUND_POUND_LAND] = { xz = 40, y = 40, directionless = true },
[ACT_JUMP_KICK] = { xz = 10, y = 32, directionless = false },
[ACT_SLIDE_KICK_SLIDE] = { xz = -7, y = 25, directionless = false },
[ACT_SLIDE_KICK] = { xz = -7, y = 25, directionless = false },
[ACT_LONG_JUMP] = { xz = 0, y = 0, directionless = false },
[ACT_CROUCH_SLIDE] = { xz = 0, y = 0, directionless = false },
}
---------------
-- globals --
---------------
gBallTouchedLocal = false
gCachedBalls = {}
-----------
-- utils --
-----------
function clamp(x, a, b)
if x < a then return a end
if x > b then return b end
return x
end
function vec3f_degrees_between(a, b)
local ansAgain = math.acos(vec3f_dot(a, b) / (vec3f_length(a) * vec3f_length(b)))
return math.deg(ansAgain)
end
function my_global_index()
return gNetworkPlayers[gMarioStates[0].playerIndex].globalIndex
end
function my_location()
local np = gNetworkPlayers[gMarioStates[0].playerIndex]
return tostring(np.currCourseNum) .. '-' .. tostring(np.currLevelNum) .. '-' .. tostring(np.currAreaIndex) .. '-' .. tostring(np.currActNum)
end
function active_player(m)
local np = gNetworkPlayers[m.playerIndex]
if m.playerIndex == 0 then
return true
end
if not np.connected then
return false
end
return is_player_active(m)
end
function get_cached_ball(obj)
local key = my_location() .. '-' .. tostring(obj.oSyncID)
if gCachedBalls[key] == nil then
local cb = {}
cb.oGlobalOwner = obj.oGlobalOwner
cb.oHitTime = obj.oHitTime
cb.oNetworkTime = obj.oNetworkTime
cb.oPosX = obj.oPosX
cb.oPosY = obj.oPosY
cb.oPosZ = obj.oPosZ
cb.oVelX = obj.oVelX
cb.oVelY = obj.oVelY
cb.oVelZ = obj.oVelZ
gCachedBalls[key] = cb
end
return gCachedBalls[key]
end
function should_reject_packet(obj)
local cb = get_cached_ball(obj)
if obj.oHitTime < cb.oHitTime then
return true
end
if obj.oHitTime == cb.oHitTime and obj.oGlobalOwner > cb.oGlobalOwner then
return true
end
if obj.oHitTime == cb.oHitTime and obj.oGlobalOwner == cb.oGlobalOwner and obj.oNetworkTime < cb.oNetworkTime then
return true
end
return false
end
function find_ball()
local obj = obj_get_first(OBJ_LIST_DEFAULT)
while obj ~= nil do
if get_id_from_behavior(obj.behavior) == id_bhvBall then
return obj
end
obj = obj_get_next(obj)
end
return nil
end
function spawn_or_move_ball(x, y, z)
-- search for ball
local obj = find_ball()
if obj ~= nil then
-- move ball
obj.oPosX = x
obj.oPosY = y
obj.oPosZ = z
obj.oVelX = 0
obj.oVelY = 0
obj.oVelZ = 0
obj.oGlobalOwner = my_global_index()
obj.oHitTime = get_network_area_timer()
obj.oNetworkTime = get_network_area_timer()
network_send_object(obj, false)
return obj
end
-- don't spawn unless server
if my_global_index() ~= 0 then
return nil
end
-- spawn ball
return spawn_sync_object(
id_bhvBall,
E_MODEL_SPINY_BALL,
x, y, z,
function(obj)
obj.oGlobalOwner = my_global_index()
end)
end
--------------
-- behavior --
--------------
-- define ball's custom fields
define_custom_obj_fields({
oNetworkTime = 'u32',
oHitTime = 'u32',
oGlobalOwner = 'u32',
oFrozen = 'u32',
})
--- @param obj Object
function bhv_ball_particle_trail(obj)
local spi = obj_get_temp_spawn_particles_info(E_MODEL_SPARKLES)
if spi == nil then
return nil
end
spi.behParam = 2
spi.count = 1
spi.offsetY = -1 * ballRadius
spi.forwardVelBase = 8
spi.forwardVelRange = 0
spi.velYBase = 6
spi.velYRange = 0
spi.gravity = 0
spi.dragStrength = 5
spi.sizeBase = 10
spi.sizeRange = 30
cur_obj_spawn_particles(spi)
end
--- @param obj Object
function bhv_ball_particle_bounce(obj)
local spi = obj_get_temp_spawn_particles_info(E_MODEL_MIST)
if spi == nil then
return nil
end
spi.behParam = 3
spi.count = 5
spi.offsetY = -1 * ballRadius
spi.forwardVelBase = 6
spi.forwardVelRange = -6
spi.velYBase = 6
spi.velYRange = -6
spi.gravity = 0
spi.dragStrength = 5
spi.sizeBase = 8
spi.sizeRange = 13
cur_obj_spawn_particles(spi)
end
--- @param obj Object
function bhv_ball_init(obj)
-- flags and such
obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
obj.oGraphYOffset = 0
cur_obj_scale(1.4)
-- physics
obj.oWallHitboxRadius = 40.00
obj.oGravity = 2.50
obj.oBounciness = -0.75
obj.oDragStrength = 0.00
obj.oFriction = 0.99
obj.oBuoyancy = -2.00
-- hitbox
obj.hitboxRadius = 100
obj.hitboxHeight = 100
-- custom values
obj.oNetworkTime = 0
obj.oHitTime = 0
obj.oFrozen = 0
-- cache
local cb = get_cached_ball(obj)
network_init_object(obj, false, {
'oPosX',
'oPosY',
'oPosZ',
'oVelX',
'oVelY',
'oVelZ',
'oGlobalOwner',
'oNetworkTime',
'oHitTime',
})
end
--- @param obj Object
function bhv_ball_player_collision(obj)
local alterPos = { x = 0, y = 0, z = 0}
local m = nearest_mario_state_to_object(obj)
if m == nil then return alterPos end
local player = m.marioObj
if player == nil then return alterPos end
local playerRadius = 37
local playerHeight = 160
local objPoint = { x = obj.oPosX, y = obj.oPosY, z = obj.oPosZ }
local v = { x = obj.oVelX, y = obj.oVelY, z = obj.oVelZ }
-- figure out player-to-ball radius
local alterBallFlags = (ACT_FLAG_ATTACKING | ACT_FLAG_BUTT_OR_STOMACH_SLIDE | ACT_FLAG_DIVING)
local playerBallRadius = ballRadius
if ballActionValues[m.action] ~= nil or (m.action & alterBallFlags) ~= 0 then
playerBallRadius = playerBallRadius + 50
end
------------------------------------------------
-- calculate position and determine collision --
------------------------------------------------
-- calculate cylinder values
local cylY1 = player.oPosY + playerRadius
local cylY2 = player.oPosY + playerHeight - playerRadius
local cylPoint = { x = player.oPosX, y = clamp(obj.oPosY, cylY1, cylY2), z = player.oPosZ }
local cylDist = vec3f_dist(cylPoint, objPoint)
-- check for collision
if cylDist > (playerBallRadius + playerRadius) then
return alterPos
end
gBallTouchedLocal = (m.playerIndex == 0)
local vDifference = { x = objPoint.x - cylPoint.x, y = objPoint.y - cylPoint.y, z = objPoint.z - cylPoint.z }
local differenceDir = { x = vDifference.x, y = vDifference.y, z = vDifference.z }
if vec3f_length(differenceDir) ~= 0 then
vec3f_normalize(differenceDir)
end
alterPos.x = (cylPoint.x + differenceDir.x * (playerBallRadius + playerRadius + 1)) - objPoint.x
alterPos.y = (cylPoint.y + differenceDir.y * (playerBallRadius + playerRadius + 1)) - objPoint.y
alterPos.z = (cylPoint.z + differenceDir.z * (playerBallRadius + playerRadius + 1)) - objPoint.z
-----------------------------------------
-- figure out player's attack velocity --
-----------------------------------------
local vPlayer = { x = player.oVelX, y = player.oVelY, z = player.oVelZ }
local playerTheta = (m.faceAngle.y / 0x8000) * math.pi
-- have attacks alter velocity further
local alterXz = 0
local alterY = 0
local alterDirectionless = false
if ballActionValues[m.action] ~= nil then
alterXz = ballActionValues[m.action].xz
alterY = ballActionValues[m.action].y
alterDirectionless = ballActionValues[m.action].directionless
elseif ((m.action & (ACT_FLAG_BUTT_OR_STOMACH_SLIDE | ACT_FLAG_DIVING)) ~= 0) or (m.action == ACT_SLIDE_KICK_SLIDE) or (m.action == ACT_SLIDE_KICK) then
-- dive or slide sends it upward, and slows xz
alterXz = -7
alterY = 25
elseif (m.action & ACT_FLAG_ATTACKING) ~= 0 then
-- other attacks should just do something reasonable
alterXz = 10
alterY = 10
end
-- adjust angle
local theta = playerTheta
if alterDirectionless and differenceDir.z ~= 0 then
theta = math.atan2(differenceDir.x, differenceDir.z)
end
vPlayer.x = vPlayer.x + math.sin(theta) * alterXz
vPlayer.z = vPlayer.z + math.cos(theta) * alterXz
if vPlayer.y < alterY then vPlayer.y = vPlayer.y + alterY end
local vPlayerMag = vec3f_length(vPlayer)
-------------------------------------------------
-- figure out which velocity interaction to do --
-------------------------------------------------
local v = { x = obj.oVelX, y = obj.oVelY, z = obj.oVelZ }
local doReflection = (vPlayerMag == 0)
-- make sure ball is offset in the vPlayer direction
if not doReflection then
local objCylDir = { x = cylPoint.x - objPoint.x, y = cylPoint.y - objPoint.y, z = cylPoint.z - objPoint.z }
local objCylDirXZ = { x = objCylDir.x, y = 0, z = objCylDir.z }
local objCylDirMag = vec3f_length(objCylDir)
local vPlayerXZ = { x = vPlayer.x, y = 0, z = vPlayer.z }
local vPlayerXZMag = vec3f_length(vPlayerXZ)
if objCylDirMag > 0 and vPlayerXZMag > 0 then
doReflection = (vec3f_degrees_between(vPlayer, objCylDir)) <= 120
and (vec3f_degrees_between(vPlayerXZ, objCylDirXZ)) <= 120
end
end
-- make sure player has a velocity
if not doReflection and vPlayerMag == 0 then
doReflection = true
end
--------------------------------------
-- calculate velocity (interaction) --
--------------------------------------
if not doReflection then
local vPlayerDir = { x = vPlayer.x, y = vPlayer.y, z = vPlayer.z }
vec3f_normalize(vPlayerDir)
-- split velocity into parallel/perpendicular to normal
local perpendicular = vec3f_project(v, vPlayerDir)
local parallel = { x = v.x - perpendicular.x, y = v.y - perpendicular.y, z = v.z - perpendicular.z }
-- apply friction
vec3f_mul(parallel, 0.5)
local parallelMag = vec3f_length(parallel)
local perpendicularMag = vec3f_length(perpendicular)
if perpendicularMag == 0 or perpendicularMag < vPlayerMag then
vec3f_copy(perpendicular, vPlayer)
end
-- reflect velocity along normal
local reflect = {
x = parallel.x + perpendicular.x,
y = parallel.y + perpendicular.y,
z = parallel.z + perpendicular.z
}
-- set new velocity
obj.oVelX = reflect.x
obj.oVelY = reflect.y
obj.oVelZ = reflect.z
end
-------------------------------------
-- calculate velocity (reflection) --
-------------------------------------
if doReflection then
-- split velocity into parallel/perpendicular to normal
local perpendicular = vec3f_project(v, differenceDir)
local parallel = { x = v.x - perpendicular.x, y = v.y - perpendicular.y, z = v.z - perpendicular.z }
-- apply friction and restitution
vec3f_mul(parallel, ballFriction)
vec3f_mul(perpendicular, ballRestitution)
-- play sounds
local parallelLength = vec3f_length(parallel)
local perpendicularLength = vec3f_length(perpendicular)
if perpendicularLength > 5 then
cur_obj_play_sound_2(SOUND_GENERAL_BOX_LANDING_2)
elseif parallelLength > 3 then
cur_obj_play_sound_2(SOUND_ENV_SLIDING)
end
local pushOutMag = 10
-- reflect velocity along normal
local reflect = {
x = parallel.x - perpendicular.x,
y = parallel.y - perpendicular.y,
z = parallel.z - perpendicular.z
}
-- set new velocity
obj.oVelX = reflect.x + differenceDir.x * pushOutMag
obj.oVelY = reflect.y + differenceDir.y * pushOutMag
obj.oVelZ = reflect.z + differenceDir.z * pushOutMag
end
return alterPos
end
--- @param obj Object
--- @param offset Vec3f
function bhv_ball_resolve(obj, offset)
local a = { x = obj.oPosX + 0, y = obj.oPosY + 0, z = obj.oPosZ + 0 }
local dir = { x = offset.x * -1.0, y = offset.y * -1.0, z = offset.z * -1.0}
info = collision_find_surface_on_ray(
a.x, a.y, a.z,
dir.x, dir.y, dir.z)
obj.oPosX = info.hitPos.x + offset.x
obj.oPosY = info.hitPos.y + offset.y
obj.oPosZ = info.hitPos.z + offset.z
if info.surface == nil then return nil end
return { x = info.surface.normal.x, y = info.surface.normal.y, z = info.surface.normal.z }
end
--- @param obj Object
function bhv_ball_loop(obj)
if obj.oFrozen ~= 0 then
return
end
gBallTouchedLocal = false
local cb = get_cached_ball(obj)
-- detect when a packet was received
if obj.oNetworkTime ~= cb.oNetworkTime then
if should_reject_packet(obj) then
-- reject packet
obj.oGlobalOwner = cb.oGlobalOwner
obj.oHitTime = cb.oHitTime
obj.oNetworkTime = cb.oNetworkTime
obj.oPosX = cb.oPosX
obj.oPosY = cb.oPosY
obj.oPosZ = cb.oPosZ
obj.oVelX = cb.oVelX
obj.oVelY = cb.oVelY
obj.oVelZ = cb.oVelZ
end
end
local orig = { x = obj.oPosX, y = obj.oPosY, z = obj.oPosZ }
obj.oVelY = obj.oVelY - ballGravity
if obj.oVelX == 0 and obj.oVelY == 0 and obj.oVelZ == 0 then
obj.oVelY = obj.oVelY + 0.01
end
-- detect player collisions
local alterPos = bhv_ball_player_collision(obj)
-- alter end-point based on player collisions
local a = { x = obj.oPosX, y = obj.oPosY, z = obj.oPosZ }
local v = { x = obj.oVelX, y = obj.oVelY, z = obj.oVelZ }
local b = { x = v.x, y = v.y, z = v.z }
vec3f_sum(b, b, alterPos)
-- regular movement
local info = collision_find_surface_on_ray(
a.x, a.y, a.z,
b.x, b.y, b.z)
obj.oPosX = info.hitPos.x
obj.oPosY = info.hitPos.y
obj.oPosZ = info.hitPos.z
-- detect normal along movement vector
local vMag = vec3f_length(v)
if vMag > 0 then
local vNorm = { x = v.x / vMag, y = v.y / vMag, z = v.z / vMag }
b = { x = v.x + vNorm.x * (vMag + ballRadius), y = v.y + vNorm.y * (vMag + ballRadius), z = v.z + vNorm.z * (vMag + ballRadius) }
end
info = collision_find_surface_on_ray(
a.x, a.y, a.z,
b.x, b.y, b.z)
-- figure out the standard normal
local colNormals = {}
if info.surface ~= nil then
table.insert(colNormals, { x = info.surface.normal.x, y = info.surface.normal.y, z = info.surface.normal.z })
if vMag > 5 then
bhv_ball_particle_bounce(obj)
end
else
table.insert(colNormals, nil)
end
-- resolve collisions around ball
table.insert(colNormals, bhv_ball_resolve(obj, { x = ballRadius, y = 0, z = 0 }))
table.insert(colNormals, bhv_ball_resolve(obj, { x = -ballRadius, y = 0, z = 0 }))
table.insert(colNormals, bhv_ball_resolve(obj, { x = 0, y = 0, z = ballRadius }))
table.insert(colNormals, bhv_ball_resolve(obj, { x = 0, y = 0, z = -ballRadius }))
table.insert(colNormals, bhv_ball_resolve(obj, { x = 0, y = ballRadius, z = 0 }))
table.insert(colNormals, bhv_ball_resolve(obj, { x = 0, y = -ballRadius, z = 0 }))
-- figure out collision normal
local collisionN = { x = 0, y = 0, z = 0 }
local collisionCount = 0
for _, colN in ipairs(colNormals) do
if colN ~= nil then
vec3f_sum(collisionN, collisionN, colN)
collisionCount = collisionCount + 1
end
end
-- reflect collisions
if collisionCount > 0 then
-- calculate total normal
vec3f_mul(collisionN, 1.0 / collisionCount)
vec3f_normalize(collisionN)
-- split velocity into parallel/perpendicular to normal
local perpendicular = vec3f_project(v, collisionN)
local parallel = { x = v.x - perpendicular.x, y = v.y - perpendicular.y, z = v.z - perpendicular.z }
-- apply friction and restitution
vec3f_mul(parallel, ballFriction)
vec3f_mul(perpendicular, ballRestitution)
-- stop ball in parallel axis
local parallelLength = vec3f_length(parallel)
if parallelLength < ballParallelInertia then
vec3f_mul(parallel, 0)
end
-- stop ball in perpendicular axis
local perpendicularLength = vec3f_length(perpendicular)
if perpendicularLength < ballPerpendicularInertia then
vec3f_mul(perpendicular, 0)
end
-- play sounds
if perpendicularLength > 5 then
cur_obj_play_sound_2(SOUND_GENERAL_BOX_LANDING_2)
elseif parallelLength > 3 then
cur_obj_play_sound_2(SOUND_ENV_SLIDING)
end
-- reflect velocity along normal
local reflect = {
x = parallel.x - perpendicular.x,
y = parallel.y - perpendicular.y,
z = parallel.z - perpendicular.z
}
-- set new velocity
obj.oVelX = reflect.x
obj.oVelY = reflect.y
obj.oVelZ = reflect.z
end
-- float in water
local waterLevel = find_water_level(obj.oPosX, obj.oPosZ)
if obj.oPosY < waterLevel then
obj.oVelX = obj.oVelX * ballWaterDrag
obj.oVelY = obj.oVelY * ballWaterDrag + 2
obj.oVelZ = obj.oVelZ * ballWaterDrag
end
-- sanity check floor
local floor = find_floor_height(obj.oPosX, obj.oPosY, obj.oPosZ)
if obj.oPosY <= floor or floor <= -10000 then
obj.oPosX = orig.x
obj.oPosY = orig.y
obj.oPosZ = orig.z
obj.oVelX = -obj.oVelX
obj.oVelY = -obj.oVelY
obj.oVelZ = -obj.oVelZ
end
-- update rotation
if obj.oVelX ~= 0 or obj.oVelZ ~= 0 then
local moveAngle = atan2s(obj.oVelZ * 100, obj.oVelX * 100)
local xzMag = math.sqrt(obj.oVelX * obj.oVelX + obj.oVelZ * obj.oVelZ)
obj.oFaceAngleYaw = moveAngle
obj.oFaceAnglePitch = obj.oFaceAnglePitch + xzMag * 100
end
-- send out object if we touched it
local updateRateSend = (obj.oGlobalOwner == my_global_index() and (get_network_area_timer() - obj.oNetworkTime) > 5)
if gBallTouchedLocal or updateRateSend then
if gBallTouchedLocal then
obj.oGlobalOwner = my_global_index()
obj.oHitTime = get_network_area_timer()
end
obj.oNetworkTime = get_network_area_timer()
network_send_object(obj, false)
end
-- spawn a particle trail
if vMag > 50 then
bhv_ball_particle_trail(obj)
end
-- hack: make sure we never set velocity to nan
if obj.oVelX ~= obj.oVelX then obj.oVelX = 0 end
if obj.oVelY ~= obj.oVelY then obj.oVelY = 0 end
if obj.oVelZ ~= obj.oVelZ then obj.oVelZ = 0 end
-- hack: save pos/vel to detect packets
cb.oGlobalOwner = obj.oGlobalOwner
cb.oHitTime = obj.oHitTime
cb.oNetworkTime = obj.oNetworkTime
cb.oPosX = obj.oPosX
cb.oPosY = obj.oPosY
cb.oPosZ = obj.oPosZ
cb.oVelX = obj.oVelX
cb.oVelY = obj.oVelY
cb.oVelZ = obj.oVelZ
end
id_bhvBall = hook_behavior(nil, OBJ_LIST_DEFAULT, true, bhv_ball_init, bhv_ball_loop)
----------------------------------------------------------------------------------------------------------------
--------------
-- gamemode --
--------------
GAME_STATE_WAIT = 0
GAME_STATE_ACTIVE = 1
GAME_STATE_SCORE = 2
GAME_STATE_OOB = 3
GAME_STATE_OVER = 4
sSoccerBall = nil
sBallSpawnPos = { x = (4573 + -4634) / 2, y = -50, z = (-2077 + -212) / 2 }
sBallHidePos = { x = sBallSpawnPos.x, y = -5000, z = sBallSpawnPos.z }
sGameModeInitialized = false
sWaitTimeout = 30 * 5
sOobTimeout = 30 * 5
sScoreTimeout = 30 * 5
sOverTimeout = 30 * 15
sStateTimer = sWaitTimeout
sMaxScore = 5
gGlobalSyncTable.gameState = GAME_STATE_WAIT
gGlobalSyncTable.displayText = ' '
gGlobalSyncTable.displayFont = FONT_HUD
gGlobalSyncTable.displayColor = 0xFFFFFF
gGlobalSyncTable.scoreRed = 0
gGlobalSyncTable.scoreBlue = 0
function gamemode_initialize()
-- hide the SM64 HUD
hud_hide()
-- prevent warp doors from working
local wasRefreshed = false
local obj = obj_get_first(OBJ_LIST_SURFACE)
while obj ~= nil do
local behaviorId = get_id_from_behavior(obj.behavior)
if behaviorId == id_bhvDoorWarp then
obj.oInteractType = 0
end
-- hide exclamation box
if behaviorId == id_bhvExclamationBox then
obj.oPosX = sBallHidePos.x
obj.oPosY = sBallHidePos.y
obj.oPosZ = sBallHidePos.z
end
if behaviorId == id_bhvLllHexagonalMesh then
wasRefreshed = true
end
obj = obj_get_next(obj)
end
-- server spawns objects
if my_global_index() == 0 and not wasRefreshed then
-- block vanish cap
spawn_sync_object(
id_bhvLllHexagonalMesh,
E_MODEL_TRAMPOLINE,
-3390, -512, -2023,
function (obj)
obj.oOpacity = 255
obj.header.gfx.scale.x = 3
obj.header.gfx.scale.z = 3;
end)
-- block basement door
spawn_sync_object(
id_bhvLllHexagonalMesh,
E_MODEL_TRAMPOLINE,
3279 + 45, -511, -2937 + 45,
function (obj)
obj.oOpacity = 255
obj.header.gfx.scale.x = 2
obj.header.gfx.scale.z = 2
obj.oFaceAngleYaw = 0x6000
obj.oFaceAngleRoll = 0x4000
end)
-- block area near ramp
spawn_sync_object(
id_bhvStaticCheckeredPlatform,
E_MODEL_CHECKERBOARD_PLATFORM,
4430 - 65, 545 + 250 - 5, -6000 - 65,
function (obj)
obj.oOpacity = 255
obj.oFaceAngleYaw = 0x2000
obj.oFaceAngleRoll = 0x4000
end)
-- block area near ramp
for i=0,6 do
spawn_sync_object(
id_bhvStaticCheckeredPlatform,
E_MODEL_CHECKERBOARD_PLATFORM,
4460, 545 + 250, -6000 + i * 305,
function (obj)
obj.oOpacity = 255
obj.oFaceAngleYaw = 0
obj.oFaceAngleRoll = 0x4000
end)
end
-- block cannon
spawn_sync_object(
id_bhvLllHexagonalMesh,
E_MODEL_TRAMPOLINE,
2385, 88, 1956,
function (obj)
obj.oOpacity = 255
obj.header.gfx.scale.x = 0.9
obj.header.gfx.scale.z = 0.9
end)
end
sGameModeInitialized = true
end
function gamemode_shuffle()
local t = {}
local count = 0
-- create table of players
for i = 0, (MAX_PLAYERS-1) do
local m = gMarioStates[i]
local s = gPlayerSyncTable[i]
if active_player(m) then
table.insert(t, s)
count = count + 1
end
end
-- shuffle
for i = #t, 2, -1 do
local j = math.random(i)
t[i], t[j] = t[j], t[i]
end
-- assign teams
local team1Count = 0
local team2Count = 0
local oddS = nil
for i, s in ipairs(t) do
if (i - 1) < count / 2 then
s.team = 1
team1Count = team1Count + 1
oddS = s
else
s.team = 2
team2Count = team2Count + 1
end
end
-- shuffle odd player
if team1Count > team2Count then
oddS.team = math.random(1, 2)
end
end
function gamemode_wait()
sSoccerBall = spawn_or_move_ball(sBallSpawnPos.x, sBallSpawnPos.y, sBallSpawnPos.z)
-- server only
if my_global_index() == 0 then
-- claim the ball
if sSoccerBall.oGlobalOwner ~= my_global_index() then
sSoccerBall.oGlobalOwner = my_global_index()
sSoccerBall.oHitTime = get_network_area_timer()
sSoccerBall.oNetworkTime = get_network_area_timer()
network_send_object(sSoccerBall, false)
end
-- clear sparkles
for i=0,(MAX_PLAYERS-1) do
local sm = gPlayerSyncTable[i]
sm.sparkle = false
end
-- decrement timer
sStateTimer = sStateTimer - 1
-- update the visible timer
if math.floor(sStateTimer / 30) ~= math.floor((sStateTimer + 1) / 30) then
gGlobalSyncTable.displayFont = FONT_HUD
gGlobalSyncTable.displayText = tostring(1 + math.floor(sStateTimer / 30))
gGlobalSyncTable.displayColor = 0xFFFFFF
end
-- start the round
if sStateTimer <= 0 then
gGlobalSyncTable.gameState = GAME_STATE_ACTIVE
gGlobalSyncTable.displayFont = FONT_HUD
gGlobalSyncTable.displayText = ' '
gGlobalSyncTable.displayColor = 0xFFFFFF
end
end
end
function gamemode_active()
-- server only
if my_global_index() == 0 then
local validGoalY = ((sSoccerBall.oPosY + ballRadius) < -550)
local validGoalZ = (sSoccerBall.oPosX < sBallSpawnPos.x and sSoccerBall.oPosZ < -2846) or (sSoccerBall.oPosX > sBallSpawnPos.x and sSoccerBall.oPosZ > -1205)
if validGoalY and validGoalZ then
if sSoccerBall.oPosX < sBallSpawnPos.x and sSoccerBall.oPosZ < -2846 then
end
spawn_sync_object(id_bhvExplosion, E_MODEL_EXPLOSION, sSoccerBall.oPosX, sSoccerBall.oPosY, sSoccerBall.oPosZ, nil)
local scoringTeam = 0
if sSoccerBall.oPosX < sBallSpawnPos.x then
scoringTeam = 1
else
scoringTeam = 2
end
local gameOver = false
local displayName = ''
local scorerNp = network_player_from_global_index(sSoccerBall.oGlobalOwner)
if scorerNp ~= nil then
local scorerS = gPlayerSyncTable[scorerNp.localIndex]
if scorerS.team == scoringTeam then
displayName = ' (' .. scorerNp.name .. ')'
end
end
if scoringTeam == 1 then
gGlobalSyncTable.scoreRed = gGlobalSyncTable.scoreRed + 1
gGlobalSyncTable.displayFont = FONT_NORMAL
gGlobalSyncTable.displayColor = 0xFF9999
if gGlobalSyncTable.scoreRed >= sMaxScore then
gGlobalSyncTable.displayText = 'red team wins!'
gameOver = true
else
gGlobalSyncTable.displayText = 'red team scored' .. displayName
end
else
gGlobalSyncTable.scoreBlue = gGlobalSyncTable.scoreBlue + 1
gGlobalSyncTable.displayFont = FONT_NORMAL
gGlobalSyncTable.displayColor = 0x9999FF
if gGlobalSyncTable.scoreBlue >= sMaxScore then
gGlobalSyncTable.displayText = 'blue team wins!'
gameOver = true
else
gGlobalSyncTable.displayText = 'blue team scored' .. displayName
end
end
if gameOver then
-- set sparkle
for i=0,(MAX_PLAYERS-1) do
local im = gMarioStates[i]
local sm = gPlayerSyncTable[i]
if active_player(im) then
if sm.team == scoringTeam then
sm.sparkle = true
end
end
end
gGlobalSyncTable.gameState = GAME_STATE_OVER
sStateTimer = sOverTimeout
else
-- set sparkle
local scorerS = gPlayerSyncTable[scorerNp.localIndex]
if scorerNp ~= nil and scorerS.team == scoringTeam then
scorerS.sparkle = true
end
gGlobalSyncTable.gameState = GAME_STATE_SCORE
sStateTimer = sScoreTimeout
end
end
-- check for oob
local ignoreOob = (sSoccerBall.oPosX >= 3230 and sSoccerBall.oPosX <= 4460 and sSoccerBall.oPosZ >= -6230 and sSoccerBall.oPosZ <= -2725) -- ramp near bridge
if not ignoreOob and sSoccerBall.oPosY > 0 then
local floorHeight = find_floor_height(sSoccerBall.oPosX, sSoccerBall.oPosY, sSoccerBall.oPosZ)
if sSoccerBall.oPosY - ballRadius - 10 < floorHeight then
gGlobalSyncTable.gameState = GAME_STATE_OOB
sStateTimer = sOobTimeout
end
end
-- check for other OOB
if validGoalY and not validGoalZ then
gGlobalSyncTable.gameState = GAME_STATE_OOB
sStateTimer = sOobTimeout
end
end
end
function gamemode_score()
sSoccerBall = spawn_or_move_ball(sBallHidePos.x, sBallHidePos.y, sBallHidePos.z)
-- server only
if my_global_index() == 0 then
-- decrement timer
sStateTimer = sStateTimer - 1
-- start the round
if sStateTimer <= 0 then
gGlobalSyncTable.gameState = GAME_STATE_WAIT
sStateTimer = sWaitTimeout
end
end
end
function gamemode_oob()
sSoccerBall = spawn_or_move_ball(sBallHidePos.x, sBallHidePos.y, sBallHidePos.z)
-- server only
if my_global_index() == 0 then
-- decrement timer
sStateTimer = sStateTimer - 1
gGlobalSyncTable.displayFont = FONT_NORMAL
gGlobalSyncTable.displayText = 'out of bounds'
gGlobalSyncTable.displayColor = 0xFFFFFF
-- start the round
if sStateTimer <= 0 then
gGlobalSyncTable.gameState = GAME_STATE_WAIT
sStateTimer = sWaitTimeout
end
end
end
function gamemode_over()
sSoccerBall = spawn_or_move_ball(sBallHidePos.x, sBallHidePos.y, sBallHidePos.z)
-- server only
if my_global_index() == 0 then
-- decrement timer
sStateTimer = sStateTimer - 1
-- start the round
if sStateTimer <= 0 then
-- shuffle teams
gamemode_shuffle()
gGlobalSyncTable.scoreRed = 0
gGlobalSyncTable.scoreBlue = 0
gGlobalSyncTable.gameState = GAME_STATE_WAIT
sStateTimer = sWaitTimeout
end
end
end
function gamemode_update()
if not sGameModeInitialized then
gamemode_initialize()
end
if sSoccerBall == nil then
sSoccerBall = find_ball()
else
if gGlobalSyncTable.gameState == GAME_STATE_WAIT then
sSoccerBall.oFrozen = 1
else
sSoccerBall.oFrozen = 0
end
end
if gGlobalSyncTable.gameState == GAME_STATE_WAIT then
gamemode_wait()
elseif gGlobalSyncTable.gameState == GAME_STATE_ACTIVE then
gamemode_active()
elseif gGlobalSyncTable.gameState == GAME_STATE_SCORE then
gamemode_score()
elseif gGlobalSyncTable.gameState == GAME_STATE_OOB then
gamemode_oob()
elseif gGlobalSyncTable.gameState == GAME_STATE_OVER then
gamemode_over()
end
end
--- @param m MarioState
function on_player_connected(m)
-- only run on server
if not network_is_server() then
return
end
-- figure out team
local selectTeam = math.random(1, 2)
local playersTeam1 = 0
local playersTeam2 = 0
for i=0,(MAX_PLAYERS-1) do
local im = gMarioStates[i]
local sm = gPlayerSyncTable[i]
if active_player(im) and i ~= m.playerIndex then
if sm.team == 1 then
playersTeam1 = playersTeam1 + 1
elseif sm.team == 2 then
playersTeam2 = playersTeam2 + 1
end
end
end
if playersTeam1 < playersTeam2 then
selectTeam = 1
elseif playersTeam2 < playersTeam1 then
selectTeam = 2
end
-- set team
local s = gPlayerSyncTable[m.playerIndex]
local np = gNetworkPlayers[m.playerIndex]
s.team = selectTeam
end
--- @param m1 MarioState
--- @param m2 MarioState
function allow_pvp_attack(m1, m2)
local s1 = gPlayerSyncTable[m1.playerIndex]
local s2 = gPlayerSyncTable[m2.playerIndex]
if s1.team == s2.team then
return false
end
return true
end
function hud_score_render()
djui_hud_set_font(FONT_HUD)
-- get width of screen and text
local screenWidth = djui_hud_get_screen_width()
local width = 32
local height = 16
local x = (screenWidth - width) / 2.0
local y = 5
local xOffset = 20
local textOffset = 8
if gPlayerSyncTable[0].team == 2 then
xOffset = xOffset * -1
end
-- render
djui_hud_set_color(255, 100, 100, 180);
djui_hud_render_rect(x - xOffset, y, width, height + 4);
djui_hud_set_color(100, 100, 255, 180);
djui_hud_render_rect(x + xOffset, y, width, height + 4);
djui_hud_set_color(255, 255, 255, 255);
djui_hud_print_text(tostring(gGlobalSyncTable.scoreRed), x - xOffset + textOffset, y + 2, 1);
djui_hud_print_text(tostring(gGlobalSyncTable.scoreBlue), x + xOffset + textOffset, y + 2, 1);
end
function on_hud_render()
-- render to N64 screen space, with the HUD font
djui_hud_set_resolution(RESOLUTION_N64)
hud_score_render()
if gGlobalSyncTable.displayText == ' ' then
return
end
djui_hud_set_font(gGlobalSyncTable.displayFont)
-- set text
local text = gGlobalSyncTable.displayText
-- set scale
local scale = 1
local height = 1
if gGlobalSyncTable.displayFont == FONT_HUD then
height = 16 * scale
elseif gGlobalSyncTable.displayFont == FONT_NORMAL then
scale = 0.5
height = 32 * scale
end
-- 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 * 0.6 - height) / 2.0
-- render
djui_hud_set_color(0, 0, 0, 128);
djui_hud_render_rect(x - 6 * scale, y - 6 * scale, width + 12 * scale, height + 12 * scale);
local r = (gGlobalSyncTable.displayColor & 0xFF0000) >> (8 * 2)
local g = (gGlobalSyncTable.displayColor & 0x00FF00) >> (8 * 1)
local b = (gGlobalSyncTable.displayColor & 0x0000FF) >> (8 * 0)
djui_hud_set_color(r, g, b, 255);
djui_hud_print_text(text, x, y, scale);
end
function on_football_reset_command(msg)
if msg == 'ball' then
djui_chat_message_create('Resetting the ball.')
sSoccerBall = spawn_or_move_ball(sBallSpawnPos.x, sBallSpawnPos.y, sBallSpawnPos.z)
return true
elseif msg == 'game' then
djui_chat_message_create('Resetting the game.')
gamemode_shuffle()
gGlobalSyncTable.scoreRed = 0
gGlobalSyncTable.scoreBlue = 0
gGlobalSyncTable.displayText = ' '
gGlobalSyncTable.gameState = GAME_STATE_WAIT
sStateTimer = sWaitTimeout
return true
end
return false
end
------------------
-- update stuff --
------------------
--- @param m MarioState
function mario_update_local(m)
local np = gNetworkPlayers[m.playerIndex]
local s = gPlayerSyncTable[m.playerIndex]
if (m.controller.buttonPressed & D_JPAD) ~= 0 then
--print(m.pos.x, m.pos.y, m.pos.z)
--sSoccerBall = spawn_or_move_ball(m.pos.x, m.pos.y, m.pos.z)
end
-- force players into certain positions and angles
if gGlobalSyncTable.gameState == GAME_STATE_WAIT then
-- figure out team index
local teamIndex = 0
for i=1,(MAX_PLAYERS-1) do
local mi = gMarioStates[i]
local ni = gNetworkPlayers[i]
local si = gPlayerSyncTable[i]
if active_player(mi) and si.team == s.team then
if ni.globalIndex < np.globalIndex then
teamIndex = teamIndex + 1
end
end
end
-- center camera
m.controller.buttonDown = m.controller.buttonDown | L_TRIG
-- figure out spawn position
local teamTheta = (3.14 / -2)
local teamDistance = 1550
if (teamIndex % 2) == 0 then
teamTheta = teamTheta - (teamIndex % 4) * 0.1
teamDistance = teamDistance + math.floor(teamIndex / 4) * 500
else
teamTheta = teamTheta + (teamIndex % 4) * 0.1
teamDistance = teamDistance + math.floor(teamIndex / 4) * 500
end
-- set spawn position
local playerPos = { x = sBallSpawnPos.x, y = -511, z = sBallSpawnPos.z }
if s.team == 1 then
playerPos.x = playerPos.x - math.sin(teamTheta) * teamDistance
playerPos.z = playerPos.z - math.cos(teamTheta) * teamDistance
m.faceAngle.y = -0x4000
elseif s.team == 2 then
playerPos.x = playerPos.x + math.sin(teamTheta) * teamDistance
playerPos.z = playerPos.z + math.cos(teamTheta) * teamDistance
m.faceAngle.y = 0x4000
end
m.faceAngle.x = 0
m.faceAngle.z = 0
m.pos.x = playerPos.x
m.pos.y = playerPos.y
m.pos.z = playerPos.z
m.vel.x = 0
m.vel.y = 0
m.vel.z = 0
m.forwardVel = 0
m.slideVelX = 0
m.slideVelZ = 0
set_mario_action(m, ACT_READING_AUTOMATIC_DIALOG, 0)
-- fix vanilla camera
if m.area.camera.mode == CAMERA_MODE_WATER_SURFACE then
set_camera_mode(m.area.camera, CAMERA_MODE_FREE_ROAM, 1)
end
elseif m.action == ACT_READING_AUTOMATIC_DIALOG then
set_mario_action(m, ACT_IDLE, 0)
end
end
--- @param m MarioState
function mario_update(m)
if m.playerIndex == 0 then
mario_update_local(m)
end
-- update pos/angle
if m.action == ACT_READING_AUTOMATIC_DIALOG then
vec3f_copy(m.marioObj.header.gfx.pos, m.pos)
vec3s_set(m.marioObj.header.gfx.angle, -m.faceAngle.x, m.faceAngle.y, m.faceAngle.z)
end
-- set metal state and health
local s = gPlayerSyncTable[m.playerIndex]
local np = gNetworkPlayers[m.playerIndex]
if s.team == 2 then
np.overridePaletteIndex = 7
m.marioBodyState.modelState = 0
elseif s.team == 1 then
np.overridePaletteIndex = 15
m.marioBodyState.modelState = 0
else
np.overridePaletteIndex = np.paletteIndex
m.marioBodyState.modelState = MODEL_STATE_NOISE_ALPHA
end
m.health = 0x880
-- update description
if s.team == 1 then
network_player_set_description(np, "red", 255, 64, 64, 255)
elseif s.team == 2 then
network_player_set_description(np, "blue", 64, 64, 255, 255)
else
network_player_set_description(np, "unknown", 64, 64, 64, 255)
end
if gPlayerSyncTable[m.playerIndex].sparkle then
m.particleFlags = m.particleFlags | PARTICLE_SPARKLES
else
m.particleFlags = (m.particleFlags & (~PARTICLE_SPARKLES))
end
end
function update()
local m = gMarioStates[0]
local np = gNetworkPlayers[m.playerIndex]
if np.currAreaSyncValid then
gamemode_update()
end
end
function on_level_init()
-- lower water level on castle grounds
if gNetworkPlayers[0].currLevelNum == LEVEL_CASTLE_GROUNDS then
set_environment_region(1, -800)
set_environment_region(2, -800)
end
end
-----------
-- hooks --
-----------
hook_event(HOOK_MARIO_UPDATE, mario_update)
hook_event(HOOK_UPDATE, update)
hook_event(HOOK_ON_HUD_RENDER, on_hud_render)
hook_event(HOOK_ON_PLAYER_CONNECTED, on_player_connected)
hook_event(HOOK_ALLOW_PVP_ATTACK, allow_pvp_attack)
hook_event(HOOK_ON_LEVEL_INIT, on_level_init)
if network_is_server() then
hook_chat_command('football-reset', "[game|ball] resets the game or ball", on_football_reset_command)
end
for i=0,(MAX_PLAYERS-1) do
local s = gPlayerSyncTable[i]
s.team = 0
s.sparkle = false
end