mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-28 23:13:02 +00:00
694f583a69
* Fixed everything in dj's todolist for hns, and also made it more balanced in other ways. List of changes roughly: made anticamp off by default, made mario only have to touch another mario, and made vanish cap off always, and made caps off for hiders
546 lines
17 KiB
Lua
546 lines
17 KiB
Lua
-- name: Hide and Seek
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-- 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
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gGlobalSyncTable.hideAndSeek = true
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-- keep track of round info
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ROUND_STATE_WAIT = 0
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ROUND_STATE_ACTIVE = 1
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ROUND_STATE_SEEKERS_WIN = 2
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ROUND_STATE_HIDERS_WIN = 3
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ROUND_STATE_UNKNOWN_END = 4
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gGlobalSyncTable.campingTimer = false -- enable/disable camping timer
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gGlobalSyncTable.roundState = ROUND_STATE_WAIT -- current round state
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gGlobalSyncTable.displayTimer = 0 -- the displayed timer
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sRoundTimer = 0 -- the server's round timer
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sRoundStartTimeout = 15 * 30 -- fifteen seconds
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sRoundEndTimeout = 3 * 60 * 30 -- three minutes
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-- server keeps track of last player turned seeker
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sLastSeekerIndex = 0
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-- keep track of distance moved recently (camping detection)
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sLastPos = {}
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sLastPos.x = 0
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sLastPos.y = 0
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sLastPos.z = 0
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sDistanceMoved = 0
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sDistanceTimer = 0
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sDistanceTimeout = 10 * 30 -- ten seconds
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-- flashing 'keep moving' index
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sFlashingIndex = 0
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function server_update(m)
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-- increment timer
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sRoundTimer = sRoundTimer + 1
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gGlobalSyncTable.displayTimer = math.floor(sRoundTimer / 30)
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-- figure out state of the game
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local hasSeeker = false
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local hasHider = false
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local activePlayers = {}
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local connectedCount = 0
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for i=0,(MAX_PLAYERS-1) do
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if gNetworkPlayers[i].connected then
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connectedCount = connectedCount + 1
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table.insert(activePlayers, gPlayerSyncTable[i])
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if gPlayerSyncTable[i].seeking then
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hasSeeker = true
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else
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hasHider = true
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end
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end
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end
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-- only change state if there are 2+ players
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if connectedCount < 2 then
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gGlobalSyncTable.roundState = ROUND_STATE_WAIT
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return
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elseif gGlobalSyncTable.roundState == ROUND_STATE_WAIT then
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gGlobalSyncTable.roundState = ROUND_STATE_UNKNOWN_END
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sRoundTimer = 0
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gGlobalSyncTable.displayTimer = 0
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end
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-- check to see if the round should end
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if gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
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if not hasHider or not hasSeeker or sRoundTimer > sRoundEndTimeout then
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if not hasHider then
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gGlobalSyncTable.roundState = ROUND_STATE_SEEKERS_WIN
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elseif sRoundTimer > sRoundEndTimeout then
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gGlobalSyncTable.roundState = ROUND_STATE_HIDERS_WIN
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else
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gGlobalSyncTable.roundState = ROUND_STATE_UNKNOWN_END
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end
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sRoundTimer = 0
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gGlobalSyncTable.displayTimer = 0
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else
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return
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end
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end
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-- start round
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if sRoundTimer >= sRoundStartTimeout then
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-- reset seekers
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for i=0,(MAX_PLAYERS-1) do
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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
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local np = gNetworkPlayers[sLastSeekerIndex]
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if np.connected then
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local s = gPlayerSyncTable[sLastSeekerIndex]
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s.seeking = true
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hasSeeker = true
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end
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-- 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
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end
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-- set round state
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gGlobalSyncTable.roundState = ROUND_STATE_ACTIVE
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sRoundTimer = 0
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gGlobalSyncTable.displayTimer = 0
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end
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end
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function camping_detection(m)
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-- this code only runs for the local player
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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
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vec3f_copy(sLastPos, m.pos)
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-- clamp between 0 to 100
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if sDistanceMoved < 0 then sDistanceMoved = 0 end
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if sDistanceMoved > 100 then sDistanceMoved = 100 end
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if obj_get_first_with_behavior_id(id_bhvActSelector) ~= nil then
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sDistanceMoved = 0
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end
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-- if player hasn't moved enough, start a timer
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if sDistanceMoved < 10 and not s.seeking then
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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 > 25 then
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sDistanceTimer = 0
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end
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-- inform the player that they need to move, or make them a seeker
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if sDistanceTimer > sDistanceTimeout then
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s.seeking = true
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end
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-- make sound
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if sDistanceTimer > 0 and sDistanceTimer % 30 == 1 then
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play_sound(SOUND_MENU_CAMERA_BUZZ, m.marioObj.header.gfx.cameraToObject)
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end
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end
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function update()
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-- check gamemode enabled state
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if not gGlobalSyncTable.hideAndSeek then
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return
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end
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-- only allow the server to figure out the seeker
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if network_is_server() then
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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.roundState == ROUND_STATE_ACTIVE then
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if gGlobalSyncTable.campingTimer or obj_get_first_with_behavior_id(id_bhvActSelector) ~= nil then
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camping_detection(gMarioStates[0])
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else
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sDistanceTimer = 0
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end
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else
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sDistanceTimer = 0
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end
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end
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function mario_update(m)
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-- check gamemode enabled state
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if not gGlobalSyncTable.hideAndSeek then
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return
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end
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m.flags = m.flags & ~MARIO_VANISH_CAP --Always Remove Vanish Cap Cuz Broken
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-- this code runs for all players
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local s = gPlayerSyncTable[m.playerIndex]
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-- if the local player died, make them a seeker
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if m.playerIndex == 0 and m.health <= 0x110 then
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s.seeking = true
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end
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if m.playerIndex == 0 and not s.seeking or gGlobalSyncTable.roundState ~= ROUND_STATE_ACTIVE then
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m.flags = m.flags & ~MARIO_WING_CAP --Remove wing cap if hider
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m.flags = m.flags & ~MARIO_METAL_CAP --Remove metal cap if hider
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m.capTimer = 0
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end
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if gNetworkPlayers[m.playerIndex].currLevelNum == LEVEL_RR and m.playerIndex == 0 then
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warp_to_castle(LEVEL_RR)
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end
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if gNetworkPlayers[m.playerIndex].currLevelNum == LEVEL_BOWSER_1 and m.playerIndex == 0 then
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warp_to_castle(LEVEL_BITDW)
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end
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if gNetworkPlayers[m.playerIndex].currLevelNum == LEVEL_BOWSER_2 and m.playerIndex == 0 then
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warp_to_castle(LEVEL_BITFS)
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end
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if gNetworkPlayers[m.playerIndex].currLevelNum == LEVEL_BOWSER_3 and m.playerIndex == 0 then
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warp_to_castle(LEVEL_BITS)
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end
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-- display all seekers as metal
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if s.seeking then
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m.marioBodyState.modelState = MODEL_STATE_METAL
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m.health = 0x880
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end
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end
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function mario_before_phys_step(m)
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-- prevent physics from being altered when bubbled
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if m.action == ACT_BUBBLED then
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return
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end
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-- check gamemode enabled state
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if not gGlobalSyncTable.hideAndSeek then
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return
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end
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local s = gPlayerSyncTable[m.playerIndex]
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-- only make seekers faster
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if not s.seeking then
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return
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end
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local hScale = 1.0
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local vScale = 1.0
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-- make swimming seekers 5% faster
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if (m.action & ACT_FLAG_SWIMMING) ~= 0 then
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hScale = hScale * 1.05
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if m.action ~= ACT_WATER_PLUNGE then
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vScale = vScale * 1.05
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end
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end
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-- faster ground movement
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if (m.action & ACT_FLAG_MOVING) ~= 0 then
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hScale = hScale * 1.19
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end
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m.vel.x = m.vel.x * hScale
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m.vel.y = m.vel.y * vScale
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m.vel.z = m.vel.z * hScale
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end
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function on_pvp_attack(attacker, victim)
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-- check gamemode enabled state
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if not gGlobalSyncTable.hideAndSeek then
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return
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end
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-- this code runs when a player attacks another player
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local sAttacker = gPlayerSyncTable[attacker.playerIndex]
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local sVictim = gPlayerSyncTable[victim.playerIndex]
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-- only consider local player
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if victim.playerIndex ~= 0 then
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return
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end
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-- make victim a seeker
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if sAttacker.seeking and not sVictim.seeking then
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sVictim.seeking = true
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end
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end
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function on_player_connected(m)
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-- start out as a non-seeker
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local s = gPlayerSyncTable[m.playerIndex]
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s.seeking = true
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network_player_set_description(gNetworkPlayers[m.playerIndex], "seeker", 255, 64, 64, 255)
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end
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function hud_top_render()
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-- check gamemode enabled state
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if not gGlobalSyncTable.hideAndSeek then
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return
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end
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local seconds = 0
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local text = ''
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if gGlobalSyncTable.roundState == ROUND_STATE_WAIT then
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seconds = 60
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text = 'waiting for players'
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elseif gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
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seconds = math.floor(sRoundEndTimeout / 30 - gGlobalSyncTable.displayTimer)
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if seconds < 0 then seconds = 0 end
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text = 'seekers have ' .. seconds .. ' seconds'
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else
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seconds = math.floor(sRoundStartTimeout / 30 - gGlobalSyncTable.displayTimer)
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if seconds < 0 then seconds = 0 end
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text = 'next round in ' .. seconds .. ' seconds'
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end
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local scale = 0.50
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-- get width of screen and text
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local screenWidth = djui_hud_get_screen_width()
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local width = djui_hud_measure_text(text) * scale
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local x = (screenWidth - width) / 2.0
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local y = 0
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local background = 0.0
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if seconds < 60 and gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
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background = (math.sin(sFlashingIndex / 10.0) * 0.5 + 0.5) * 1.0
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background = background * background
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background = background * background
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end
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-- render top
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djui_hud_set_color(255 * background, 0, 0, 128);
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djui_hud_render_rect(x - 6, y, width + 12, 16);
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djui_hud_set_color(255, 255, 255, 255);
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djui_hud_print_text(text, x, y, scale);
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end
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function hud_bottom_render()
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local seconds = math.floor((sDistanceTimeout - sDistanceTimer) / 30)
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if seconds < 0 then seconds = 0 end
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if sDistanceTimer < 1 then return end
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local text = 'Keep moving! (' .. seconds .. ')'
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local scale = 0.50
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-- get width of screen and text
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local screenWidth = djui_hud_get_screen_width()
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local screenHeight = djui_hud_get_screen_height()
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local width = djui_hud_measure_text(text) * scale
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local x = (screenWidth - width) / 2.0
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local y = screenHeight - 16
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local background = (math.sin(sFlashingIndex / 10.0) * 0.5 + 0.5) * 1.0
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background = background * background
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background = background * background
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-- render top
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djui_hud_set_color(255 * background, 0, 0, 128);
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djui_hud_render_rect(x - 6, y, width + 12, 16);
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djui_hud_set_color(255, 255, 255, 255);
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djui_hud_print_text(text, x, y, scale);
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end
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function hud_center_render()
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if gGlobalSyncTable.displayTimer > 3 then return end
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-- set text
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local text = ''
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if gGlobalSyncTable.roundState == ROUND_STATE_SEEKERS_WIN then
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text = 'Seekers Win!'
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elseif gGlobalSyncTable.roundState == ROUND_STATE_HIDERS_WIN then
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text = 'Hiders Win!'
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elseif gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
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text = 'Go!'
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else
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return
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end
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-- set scale
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local scale = 1
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-- get width of screen and text
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local screenWidth = djui_hud_get_screen_width()
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local screenHeight = djui_hud_get_screen_height()
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local width = djui_hud_measure_text(text) * scale
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local height = 32 * scale
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local x = (screenWidth - width) / 2.0
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local y = (screenHeight - height) / 2.0
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-- render
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djui_hud_set_color(0, 0, 0, 128);
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djui_hud_render_rect(x - 6 * scale, y, width + 12 * scale, height);
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djui_hud_set_color(255, 255, 255, 255);
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djui_hud_print_text(text, x, y, scale);
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end
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function on_hud_render()
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-- render to N64 screen space, with the HUD font
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djui_hud_set_resolution(RESOLUTION_N64)
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djui_hud_set_font(FONT_NORMAL)
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hud_top_render()
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hud_bottom_render()
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hud_center_render()
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sFlashingIndex = sFlashingIndex + 1
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end
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function on_hide_and_seek_command(msg)
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if not network_is_server() then
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djui_chat_message_create('Only the server can change this setting!')
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return true
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end
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if msg == 'on' then
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djui_chat_message_create('Hide-and-seek mod: enabled')
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gGlobalSyncTable.hideAndSeek = true
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return true
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elseif msg == 'off' then
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djui_chat_message_create('Hide-and-seek mod: disabled')
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gGlobalSyncTable.hideAndSeek = false
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return true
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end
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return false
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end
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function on_anti_camp_command(msg)
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if not network_is_server() then
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djui_chat_message_create('Only the server can change this setting!')
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return true
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end
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if msg == 'on' then
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djui_chat_message_create('Anti-camping timer: enabled')
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gGlobalSyncTable.campingTimer = true
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return true
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elseif msg == 'off' then
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djui_chat_message_create('Anti-camping timer: disabled')
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gGlobalSyncTable.campingTimer = false
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return true
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end
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return false
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end
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function on_pause_exit(exitToCastle)
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local s = gPlayerSyncTable[0]
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if not s.seeking then
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s.seeking = true
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network_player_set_description(gNetworkPlayers[0], "seeker", 255, 64, 64, 255)
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end
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return true
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end
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function allow_pvp_attack(m1, m2)
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local s1 = gPlayerSyncTable[m1.playerIndex]
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local s2 = gPlayerSyncTable[m2.playerIndex]
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if s1.seeking == s2.seeking then
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return false
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end
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return true
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end
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-----------------------
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-- network callbacks --
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-----------------------
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function on_round_state_changed(tag, oldVal, newVal)
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local rs = gGlobalSyncTable.roundState
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if rs == ROUND_STATE_WAIT then
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-- nothing
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elseif rs == ROUND_STATE_ACTIVE then
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play_character_sound(gMarioStates[0], CHAR_SOUND_HERE_WE_GO)
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elseif rs == ROUND_STATE_SEEKERS_WIN then
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play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, gMarioStates[0].marioObj.header.gfx.cameraToObject)
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elseif rs == ROUND_STATE_HIDERS_WIN then
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play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, gMarioStates[0].marioObj.header.gfx.cameraToObject)
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elseif rs == ROUND_STATE_UNKNOWN_END then
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-- nothing
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end
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end
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function on_seeking_changed(tag, oldVal, newVal)
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local m = gMarioStates[tag]
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local np = gNetworkPlayers[tag]
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-- play sound and create popup if became a seeker
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if newVal and not oldVal then
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play_sound(SOUND_OBJ_BOWSER_LAUGH, m.marioObj.header.gfx.cameraToObject)
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playerColor = network_get_player_text_color_string(m.playerIndex)
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djui_popup_create(playerColor .. np.name .. '\\#ffa0a0\\ is now a seeker', 2)
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if gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
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sLastSeekerIndex = m.playerIndex
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end
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sRoundTimer = 0
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end
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if newVal then
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network_player_set_description(np, "seeker", 255, 64, 64, 255)
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else
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network_player_set_description(np, "hider", 128, 128, 128, 255)
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end
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end
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function on_interact(m, obj, intee)
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if intee == INTERACT_PLAYER then
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if m ~= gMarioStates[0] then
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for i=0,(MAX_PLAYERS-1) do
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if gNetworkPlayers[i].connected then
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if gPlayerSyncTable[m.playerIndex].seeking and not gPlayerSyncTable[i].seeking and obj == gMarioStates[i].marioObj then
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gPlayerSyncTable[i].seeking = true
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network_player_set_description(gNetworkPlayers[i], "seeker", 255, 64, 64, 255)
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end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
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)
|
|
hook_event(HOOK_ON_HUD_RENDER, on_hud_render)
|
|
hook_event(HOOK_ON_PAUSE_EXIT, on_pause_exit)
|
|
hook_event(HOOK_ALLOW_PVP_ATTACK, allow_pvp_attack)
|
|
hook_event(HOOK_ON_INTERACT, on_interact)
|
|
|
|
hook_chat_command('hide-and-seek', "[on|off] turn hide-and-seek on or off", on_hide_and_seek_command)
|
|
hook_chat_command('anti-camp', "[on|off] turn the anti-camp timer on or off", on_anti_camp_command)
|
|
|
|
-- call functions when certain sync table values change
|
|
hook_on_sync_table_change(gGlobalSyncTable, 'roundState', 0, on_round_state_changed)
|
|
for i=0,(MAX_PLAYERS-1) do
|
|
gPlayerSyncTable[i].seeking = true
|
|
hook_on_sync_table_change(gPlayerSyncTable[i], 'seeking', i, on_seeking_changed)
|
|
network_player_set_description(gNetworkPlayers[i], "seeker", 255, 64, 64, 255)
|
|
end
|
|
|