-- name: Hide and Seek -- incompatible: gamemode -- description: A simple manhunt gamemode for Co-op.\n\nThe game is split into two teams:\n\nHiders and Seekers. The goal is for all\n\Hiders to be converted into a Seeker within a certain timeframe.\n\nAll Seekers appear as a metal character, and are given boosted speed\n\and jump height.\n\nHiders are given no enhancements, and\n\become a Seeker upon dying.\n\nEnjoy! :D\n\nConcept by: Super Keeberghrh -- cache old seeking state for sounds and popups sCachedState = {} for i=0,(MAX_PLAYERS-1) do sCachedState[i] = {} sCachedState[i].seeking = false end -- globally sync enabled state gGlobalSyncTable.hideAndSeek = true -- keep track of round numbers for popup sCachedRoundNumber = 0 gGlobalSyncTable.roundNumber = 0 -- timer for server to start a new round sStaleTimer = 0 -- server keeps track of last player turned seeker sLastSeekerIndex = 0 -- keep track of distance moved recently sLastPos = {} sLastPos.x = 0 sLastPos.y = 0 sLastPos.z = 0 sDistanceMoved = 0 sDistanceTimer = 0 function server_update(m) -- figure out state of the game local hasSeeker = false local hasHider = false local activePlayers = {} local connectedCount = 0 for i=0,(MAX_PLAYERS-1) do if gNetworkPlayers[i].connected then connectedCount = connectedCount + 1 table.insert(activePlayers, gPlayerSyncTable[i]) if gPlayerSyncTable[i].seeking then hasSeeker = true else hasHider = true end end end -- only change state if there are 2+ players if connectedCount < 2 then sStaleTimer = 0 return end -- increment stale timer if not hasHider or not hasSeeker then sStaleTimer = sStaleTimer + 1 else sStaleTimer = 0 end -- if there have been no hiders, or no seekers, for 5 seconds if sStaleTimer >= 30 * 5 then -- reset seekers if not hasHider then for i=0,(MAX_PLAYERS-1) do gPlayerSyncTable[i].seeking = false end hasSeeker = false end -- set seeker to last one turned into seeker local np = gNetworkPlayers[sLastSeekerIndex] if np.connected then local s = gPlayerSyncTable[sLastSeekerIndex] s.seeking = true hasSeeker = true end -- pick random seeker if last turned to seeker is invalid if not hasSeeker then local s = activePlayers[math.random(#activePlayers)] s.seeking = true end -- increment round number gGlobalSyncTable.roundNumber = gGlobalSyncTable.roundNumber + 1 end end function update() -- check gamemode enabled state if not gGlobalSyncTable.hideAndSeek then return end -- only allow the server to figure out the seeker if network_is_server() then server_update(gMarioStates[0]) end -- inform players when a new round has begun if sCachedRoundNumber < gGlobalSyncTable.roundNumber then sCachedRoundNumber = gGlobalSyncTable.roundNumber djui_popup_create('\\#a0ffa0\\a new round has begun', 2) sDistanceMoved = 100 sDistanceTimer = 0 play_character_sound(gMarioStates[0], CHAR_SOUND_HERE_WE_GO) end camping_detection(gMarioStates[0]) end function camping_detection(m) -- this code only runs for the local player local s = gPlayerSyncTable[m.playerIndex] -- become a seeker if you stop moving sDistanceMoved = sDistanceMoved - 0.25 + vec3f_dist(sLastPos, m.pos) * 0.02 vec3f_copy(sLastPos, m.pos) if sDistanceMoved > 100 then sDistanceMoved = 100 end if sDistanceMoved < 0 then sDistanceMoved = 0 end if sDistanceMoved < 10 and not s.seeking then sDistanceTimer = sDistanceTimer + 1 if sDistanceTimer == 30 * 1 then djui_popup_create('\\#ff4040\\Keep moving!', 3) elseif sDistanceTimer > 30 * 6 then s.seeking = true end end if sDistanceMoved > 20 then sDistanceTimer = 0 end end function mario_local_update(m) -- this code only runs for the local player local s = gPlayerSyncTable[m.playerIndex] if m.health <= 0x110 then s.seeking = true end end function mario_update(m) -- check gamemode enabled state if not gGlobalSyncTable.hideAndSeek then return end -- this code runs for all players local s = gPlayerSyncTable[m.playerIndex] -- only run certain code for the local player if m.playerIndex == 0 then mario_local_update(m) end -- display all seekers as metal if s.seeking then m.marioBodyState.modelState = MODEL_STATE_METAL m.health = 0x880 end -- play sound and create popup if seeker state changed local c = sCachedState[m.playerIndex] local np = gNetworkPlayers[m.playerIndex] if s.seeking and not c.seeking then play_sound(SOUND_OBJ_BOWSER_LAUGH, m.marioObj.header.gfx.cameraToObject) playerColor = network_get_player_text_color_string(m.playerIndex) djui_popup_create(playerColor .. np.name .. '\\#ffa0a0\\ is now a seeker', 2) sLastSeekerIndex = m.playerIndex end c.seeking = s.seeking end function mario_before_phys_step(m) -- check gamemode enabled state if not gGlobalSyncTable.hideAndSeek then return end local s = gPlayerSyncTable[m.playerIndex] -- only make seekers faster if not s.seeking then return end local hScale = 1.0 local vScale = 1.0 -- make swimming seekers 5% faster if (m.action & ACT_FLAG_SWIMMING) ~= 0 then hScale = hScale * 1.05 if m.action ~= ACT_WATER_PLUNGE then vScale = vScale * 1.05 end end -- faster ground movement if (m.action & ACT_FLAG_MOVING) ~= 0 then hScale = hScale * 1.19 end m.vel.x = m.vel.x * hScale m.vel.y = m.vel.y * vScale m.vel.z = m.vel.z * hScale end function on_pvp_attack(attacker, victim) -- check gamemode enabled state if not gGlobalSyncTable.hideAndSeek then return end -- this code runs when a player attacks another player local sAttacker = gPlayerSyncTable[attacker.playerIndex] local sVictim = gPlayerSyncTable[victim.playerIndex] -- only consider local player if victim.playerIndex ~= 0 then return end -- make victim a seeker if sAttacker.seeking and not sVictim.seeking then sVictim.seeking = true end end function on_player_connected(m) -- start out as a non-seeker local s = gPlayerSyncTable[m.playerIndex] s.seeking = false end function on_hide_and_seek_command(msg) if msg == 'on' then djui_chat_message_create('Hide-and-seek mod: enabled') gGlobalSyncTable.hideAndSeek = true return true elseif msg == 'off' then djui_chat_message_create('Hide-and-seek mod: disabled') gGlobalSyncTable.hideAndSeek = false return true end return false end ----------- -- hooks -- ----------- hook_event(HOOK_UPDATE, update) hook_event(HOOK_MARIO_UPDATE, mario_update) hook_event(HOOK_BEFORE_PHYS_STEP, mario_before_phys_step) hook_event(HOOK_ON_PVP_ATTACK, on_pvp_attack) hook_event(HOOK_ON_PLAYER_CONNECTED, on_player_connected) hook_chat_command('hide', "[on|off] turn hide-and-seek on or off", on_hide_and_seek_command)