Fixed everything in dj's todolist for hns (#85)
* 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
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@ -11,7 +11,7 @@ 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 = true -- enable/disable camping timer
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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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@ -108,6 +108,8 @@ function server_update(m)
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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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@ -123,6 +125,10 @@ function camping_detection(m)
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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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@ -157,7 +163,7 @@ function update()
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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 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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@ -173,6 +179,8 @@ function mario_update(m)
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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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@ -181,9 +189,33 @@ function mario_update(m)
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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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@ -471,6 +503,22 @@ function on_seeking_changed(tag, oldVal, newVal)
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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
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end
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end
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end
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end
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end
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-----------
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-- hooks --
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-----------
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@ -483,6 +531,7 @@ hook_event(HOOK_ON_PLAYER_CONNECTED, on_player_connected)
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hook_event(HOOK_ON_HUD_RENDER, on_hud_render)
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hook_event(HOOK_ON_PAUSE_EXIT, on_pause_exit)
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hook_event(HOOK_ALLOW_PVP_ATTACK, allow_pvp_attack)
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hook_event(HOOK_ON_INTERACT, on_interact)
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hook_chat_command('hide-and-seek', "[on|off] turn hide-and-seek on or off", on_hide_and_seek_command)
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hook_chat_command('anti-camp', "[on|off] turn the anti-camp timer on or off", on_anti_camp_command)
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