sm64coopdx/mods/hide-and-seek.lua

269 lines
7.4 KiB
Lua

-- 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)