452 lines
14 KiB
Lua
452 lines
14 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.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 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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camping_detection(gMarioStates[0])
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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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-- 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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-- 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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-----------------------
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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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sLastSeekerIndex = m.playerIndex
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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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-----------
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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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hook_event(HOOK_ON_HUD_RENDER, on_hud_render)
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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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-- call functions when certain sync table values change
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hook_on_sync_table_change(gGlobalSyncTable, 'roundState', 0, on_round_state_changed)
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for i=0,(MAX_PLAYERS-1) do
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gPlayerSyncTable[i].seeking = true
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hook_on_sync_table_change(gPlayerSyncTable[i], 'seeking', i, on_seeking_changed)
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network_player_set_description(gNetworkPlayers[i], "seeker", 255, 64, 64, 255)
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end
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