mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-10-18 11:18:30 +00:00
222 lines
6.2 KiB
Lua
222 lines
6.2 KiB
Lua
-- name: Hide and Seek
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-- incompatible: gamemode
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-- 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
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-- cache old seeking state for sounds and popups
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sCachedState = {}
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for i=0,(MAX_PLAYERS-1) do
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sCachedState[i] = {}
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sCachedState[i].seeking = false
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end
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-- keep track of round numbers for popup
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sCachedRoundNumber = 0
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gGlobalSyncTable.roundNumber = 0
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-- timer for server to start a new round
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sStaleTimer = 0
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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
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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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function server_update(m)
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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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for i=0,(MAX_PLAYERS-1) do
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if gNetworkPlayers[i].connected then
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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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-- increment stale timer
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if not hasHider or not hasSeeker then
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sStaleTimer = sStaleTimer + 1
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else
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sStaleTimer = 0
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end
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-- if there have been no hiders, or no seekers, for 5 seconds
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if sStaleTimer >= 30 * 5 then
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-- reset seekers
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if not hasHider then
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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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end
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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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-- increment round number
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gGlobalSyncTable.roundNumber = gGlobalSyncTable.roundNumber + 1
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end
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end
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function update()
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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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-- inform players when a new round has begun
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if sCachedRoundNumber < gGlobalSyncTable.roundNumber then
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sCachedRoundNumber = gGlobalSyncTable.roundNumber
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djui_popup_create('\\#a0ffa0\\a new round has begun', 2)
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sDistanceMoved = 100
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sDistanceTimer = 0
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play_character_sound(gMarioStates[0], CHAR_SOUND_HERE_WE_GO)
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end
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camping_detection(gMarioStates[0])
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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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-- become a seeker if you stop moving
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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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if sDistanceMoved > 100 then
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sDistanceMoved = 100
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end
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if sDistanceMoved < 0 then
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sDistanceMoved = 0
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end
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if sDistanceMoved < 10 and not s.seeking then
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sDistanceTimer = sDistanceTimer + 1
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if sDistanceTimer == 30 * 1 then
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djui_popup_create('\\#ff4040\\Keep moving!', 3)
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elseif sDistanceTimer > 30 * 6 then
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s.seeking = true
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end
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end
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if sDistanceMoved > 20 then
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sDistanceTimer = 0
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end
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end
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function mario_local_update(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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if m.health <= 0x110 then
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s.seeking = true
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end
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end
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function mario_update(m)
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-- this code runs for all players
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local s = gPlayerSyncTable[m.playerIndex]
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-- only run certain code for the local player
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if m.playerIndex == 0 then
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mario_local_update(m)
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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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-- play sound and create popup if seeker state changed
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local c = sCachedState[m.playerIndex]
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local np = gNetworkPlayers[m.playerIndex]
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if s.seeking and not c.seeking 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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sLastSeekerIndex = m.playerIndex
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end
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c.seeking = s.seeking
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end
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function mario_before_phys_step(m)
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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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-- 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 = false
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end
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-----------
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-- hooks --
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-----------
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hook_event(HOOK_UPDATE, update)
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hook_event(HOOK_MARIO_UPDATE, mario_update)
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hook_event(HOOK_BEFORE_PHYS_STEP, mario_before_phys_step)
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hook_event(HOOK_ON_PVP_ATTACK, on_pvp_attack)
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hook_event(HOOK_ON_PLAYER_CONNECTED, on_player_connected)
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