massive Hide and Seek overhaul (#364)

- Seekers only go faster in water
- No more Act Select
- Pause exits only allowed 30 seconds after entering a level
- Dying no longer makes you seeker unless next to a seeker
- Picks random seeker at the end of a round instead of last seeker
- staying too long in a cannon shoots you out
- can't trigger text or dialog
- Defaults to hit to tag instead of touch to tag
- no levels are banned
- Anti camp removed
- Much more optimized

- Probably other stuff i cannot remember
This commit is contained in:
Blockyyy 2023-04-29 06:01:55 +02:00 committed by GitHub
parent 7d70778a64
commit 602b665d1c
1 changed files with 223 additions and 380 deletions

View File

@ -1,61 +1,70 @@
-- name: Hide and Seek
-- name: \\#5feb7a\\Hide and Seek
-- incompatible: gamemode
-- 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
-- globally sync enabled state
gGlobalSyncTable.hideAndSeek = true
-- 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.\n\nEnjoy! :D\n\nConcept by: Super Keeberghrh
-- keep track of round info
ROUND_STATE_WAIT = 0
ROUND_STATE_ACTIVE = 1
ROUND_STATE_SEEKERS_WIN = 2
ROUND_STATE_HIDERS_WIN = 3
ROUND_STATE_UNKNOWN_END = 4
gGlobalSyncTable.touchTag = true
gGlobalSyncTable.campingTimer = false -- enable/disable camping timer
gGlobalSyncTable.hiderCaps = true
local ROUND_STATE_WAIT = 0
local ROUND_STATE_ACTIVE = 1
local ROUND_STATE_SEEKERS_WIN = 2
local ROUND_STATE_HIDERS_WIN = 3
local ROUND_STATE_UNKNOWN_END = 4
gGlobalSyncTable.roundState = ROUND_STATE_WAIT -- current round state
gGlobalSyncTable.touchTag = false
gGlobalSyncTable.hiderCaps = false
gGlobalSyncTable.seekerCaps = false
gGlobalSyncTable.banKoopaShell = true
gGlobalSyncTable.banRR = true
gGlobalSyncTable.roundState = ROUND_STATE_WAIT -- current round state
gGlobalSyncTable.displayTimer = 0 -- the displayed timer
sRoundTimer = 0 -- the server's round timer
sRoundStartTimeout = 15 * 30 -- fifteen seconds
sRoundEndTimeout = 3 * 60 * 30 -- three minutes
local sRoundTimer = 0 -- the server's round timer
local sRoundStartTimeout = 15 * 30 -- fifteen seconds
local sRoundEndTimeout = 3 * 60 * 30 -- three minutes
local pauseExitTimer = 0
local canLeave = false
-- server keeps track of last player turned seeker
sLastSeekerIndex = 0
-- keep track of distance moved recently (camping detection)
sLastPos = {}
sLastPos.x = 0
sLastPos.y = 0
sLastPos.z = 0
sDistanceMoved = 0
sDistanceTimer = 0
sDistanceTimeout = 10 * 30 -- ten seconds
-- flashing 'keep moving' index
sFlashingIndex = 0
-- flashing text index
local sFlashingIndex = 0
-- pu prevention
local puX = 0
local puZ = 0
function server_update(m)
-- avoid repetion
local np = gNetworkPlayers[0]
--localize functions to improve performance
local
hook_chat_command, network_player_set_description, hook_on_sync_table_change, network_is_server,
hook_event, djui_popup_create, network_get_player_text_color_string, play_sound,
play_character_sound, djui_chat_message_create, djui_hud_set_resolution, djui_hud_set_font,
djui_hud_set_color, djui_hud_render_rect, djui_hud_print_text, djui_hud_get_screen_width, djui_hud_get_screen_height,
djui_hud_measure_text, tostring, warp_to_level, warp_to_start_level, stop_cap_music, dist_between_objects,
math_floor, math_ceil, table_insert, set_camera_mode
=
hook_chat_command, network_player_set_description, hook_on_sync_table_change, network_is_server,
hook_event, djui_popup_create, network_get_player_text_color_string, play_sound,
play_character_sound, djui_chat_message_create, djui_hud_set_resolution, djui_hud_set_font,
djui_hud_set_color, djui_hud_render_rect, djui_hud_print_text, djui_hud_get_screen_width, djui_hud_get_screen_height,
djui_hud_measure_text, tostring, warp_to_level, warp_to_start_level, stop_cap_music, dist_between_objects,
math.floor, math.ceil, table.insert, set_camera_mode
local function on_or_off(value)
if value then return "enabled" end
return "disabled"
end
local function server_update()
-- increment timer
sRoundTimer = sRoundTimer + 1
gGlobalSyncTable.displayTimer = math.floor(sRoundTimer / 30)
gGlobalSyncTable.displayTimer = math_floor(sRoundTimer / 30)
-- figure out state of the game
local hasSeeker = false
local hasHider = false
local activePlayers = {}
local connectedCount = 0
for i=0,(MAX_PLAYERS-1) do
for i = 0, (MAX_PLAYERS-1) do
if gNetworkPlayers[i].connected then
connectedCount = connectedCount + 1
table.insert(activePlayers, gPlayerSyncTable[i])
table_insert(activePlayers, gPlayerSyncTable[i])
if gPlayerSyncTable[i].seeking then
hasSeeker = true
else
@ -99,15 +108,7 @@ function server_update(m)
end
hasSeeker = false
-- 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
-- pick random seeker
if not hasSeeker then
local randNum = math.random(#activePlayers)
local s = activePlayers[randNum]
@ -119,87 +120,76 @@ function server_update(m)
sRoundTimer = 0
gGlobalSyncTable.displayTimer = 0
end
end
function camping_detection(m)
-- this code only runs for the local player
local s = gPlayerSyncTable[m.playerIndex]
local function update()
pauseExitTimer = pauseExitTimer + 1
-- track how far the local player has moved recently
sDistanceMoved = sDistanceMoved - 0.25 + vec3f_dist(sLastPos, m.pos) * 0.02
vec3f_copy(sLastPos, m.pos)
-- clamp between 0 to 100
if sDistanceMoved < 0 then sDistanceMoved = 0 end
if sDistanceMoved > 100 then sDistanceMoved = 100 end
if obj_get_first_with_behavior_id(id_bhvActSelector) ~= nil then
sDistanceMoved = 0
if pauseExitTimer >= 900 and not canLeave then
canLeave = true
end
-- if player hasn't moved enough, start a timer
if sDistanceMoved < 10 and not s.seeking then
sDistanceTimer = sDistanceTimer + 1
end
-- if the player has moved enough, reset the timer
if sDistanceMoved > 25 then
sDistanceTimer = 0
end
-- inform the player that they need to move, or make them a seeker
if sDistanceTimer > sDistanceTimeout then
s.seeking = true
end
-- make sound
if sDistanceTimer > 0 and sDistanceTimer % 30 == 1 then
play_sound(SOUND_MENU_CAMERA_BUZZ, m.marioObj.header.gfx.cameraToObject)
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
-- check if local player is camping
if gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
if gGlobalSyncTable.campingTimer or obj_get_first_with_behavior_id(id_bhvActSelector) ~= nil then
camping_detection(gMarioStates[0])
else
sDistanceTimer = 0
end
else
sDistanceTimer = 0
server_update()
end
end
function mario_update(m)
-- check gamemode enabled state
if not gGlobalSyncTable.hideAndSeek then
return
end
local function screen_transition(trans)
-- if the local player died next to a seeker, make them a seeker
local s = gPlayerSyncTable[0]
if not s.seeking then
for i=1,(MAX_PLAYERS-1) do
if gNetworkPlayers[i].connected and gNetworkPlayers[i].currLevelNum == np.currLevelNum and
gNetworkPlayers[i].currActNum == np.currActNum and gNetworkPlayers[i].currAreaIndex == np.currAreaIndex
and gPlayerSyncTable[i].seeking then
local m = gMarioStates[0]
local a = gMarioStates[i]
if trans == WARP_TRANSITION_FADE_INTO_BOWSER or (m.floor.type == SURFACE_DEATH_PLANE and m.pos.y <= m.floorHeight + 2048) then
if dist_between_objects(m.marioObj, a.marioObj) <= 4000 and m.playerIndex == 0 then
s.seeking = true
end
end
end
end
end
end
local cannonTimer = 0
--- @param m MarioState
local function mario_update(m)
if (m.flags & MARIO_VANISH_CAP) ~= 0 then
m.flags = m.flags & ~MARIO_VANISH_CAP --Always Remove Vanish Cap Cuz Broken
m.flags = m.flags & ~MARIO_VANISH_CAP --Always Remove Vanish Cap
stop_cap_music()
end
-- this code runs for all players
local s = gPlayerSyncTable[m.playerIndex]
-- if the local player died, make them a seeker
if m.playerIndex == 0 and m.health <= 0x110 then
s.seeking = true
if m.playerIndex == 0 and m.action == ACT_IN_CANNON and m.actionState == 2 then
cannonTimer = cannonTimer + 1
if cannonTimer >= 150 then
m.forwardVel = 100 * coss(m.faceAngle.x)
m.vel.y = 100 * sins(m.faceAngle.x)
m.pos.x = m.pos.x + 120 * coss(m.faceAngle.x) * sins(m.faceAngle.y)
m.pos.y = m.pos.y + 120 * sins(m.faceAngle.x)
m.pos.z = m.pos.z + 120 * coss(m.faceAngle.x) * coss(m.faceAngle.y)
play_sound(SOUND_ACTION_FLYING_FAST, m.marioObj.header.gfx.cameraToObject)
play_sound(SOUND_OBJ_POUNDING_CANNON, m.marioObj.header.gfx.cameraToObject)
m.marioObj.header.gfx.node.flags = m.marioObj.header.gfx.node.flags | GRAPH_RENDER_ACTIVE
set_camera_mode(m.area.camera, m.area.camera.defMode, 1)
set_mario_action(m, ACT_SHOT_FROM_CANNON, 0)
queue_rumble_data_mario(m, 60, 70)
m.usedObj.oAction = 2
cannonTimer = 0
end
end
-- remove caps
@ -217,71 +207,55 @@ function mario_update(m)
end
end
-- warp players out of banned levels
-- warp to the beninging
if m.playerIndex == 0 then
if gNetworkPlayers[m.playerIndex].currLevelNum == LEVEL_RR and gGlobalSyncTable.banRR then
warp_to_castle(LEVEL_RR)
end
if gNetworkPlayers[m.playerIndex].currLevelNum == LEVEL_BOWSER_1 then
warp_to_castle(LEVEL_BITDW)
end
if gNetworkPlayers[m.playerIndex].currLevelNum == LEVEL_BOWSER_2 then
warp_to_castle(LEVEL_BITFS)
end
if gNetworkPlayers[m.playerIndex].currLevelNum == LEVEL_BOWSER_3 then
warp_to_castle(LEVEL_BITS)
end
if gPlayerSyncTable[m.playerIndex].seeking and gGlobalSyncTable.displayTimer == 0 and gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
warp_to_level(gLevelValues.entryLevel, 1, 0)
warp_to_start_level()
end
end
-- display all seekers as metal
if s.seeking then
m.marioBodyState.modelState = MODEL_STATE_METAL
m.health = 0x880
m.marioBodyState.modelState = m.marioBodyState.modelState | MODEL_STATE_METAL
end
-- pu prevention
if m.pos.x >= 0 then
puX = math.floor((8192 + m.pos.x) / 65536)
puX = math_floor((8192 + m.pos.x) / 65536)
else
puX = math.ceil((-8192 + m.pos.x) / 65536)
puX = math_ceil((-8192 + m.pos.x) / 65536)
end
if m.pos.z >= 0 then
puZ = math.floor((8192 + m.pos.z) / 65536)
puZ = math_floor((8192 + m.pos.z) / 65536)
else
puZ = math.ceil((-8192 + m.pos.z) / 65536)
puZ = math_ceil((-8192 + m.pos.z) / 65536)
end
if (puX ~= 0) or (puZ ~= 0) then
if puX ~= 0 or puZ ~= 0 then
s.seeking = true
warp_restart_level()
end
end
function mario_before_phys_step(m)
function before_set_mario_action(m, action)
if m.playerIndex == 0 then
if action == ACT_WAITING_FOR_DIALOG or action == ACT_READING_SIGN or action == ACT_READING_AUTOMATIC_DIALOG or action == ACT_READING_NPC_DIALOG or action == ACT_JUMBO_STAR_CUTSCENE then
return 1
elseif action == ACT_EXIT_LAND_SAVE_DIALOG then
set_camera_mode(m.area.camera, m.area.camera.defMode, 1)
return ACT_IDLE
end
end
end
--- @param m MarioState
local function before_phys_step(m)
-- prevent physics from being altered when bubbled
if m.action == ACT_BUBBLED then
return
end
-- check gamemode enabled state
if not gGlobalSyncTable.hideAndSeek then
return
end
local s = gPlayerSyncTable[m.playerIndex]
if m.action == ACT_BUBBLED or s.seeking then return end
-- only make seekers faster
if not s.seeking then
return
end
local hScale = 1.0
local vScale = 1.0
@ -293,23 +267,9 @@ function mario_before_phys_step(m)
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
local function on_pvp_attack(attacker, victim)
-- this code runs when a player attacks another player
local sAttacker = gPlayerSyncTable[attacker.playerIndex]
local sVictim = gPlayerSyncTable[victim.playerIndex]
@ -325,98 +285,66 @@ function on_pvp_attack(attacker, victim)
end
end
function on_player_connected(m)
--- @param m MarioState
local function on_player_connected(m)
-- start out as a seeker
local s = gPlayerSyncTable[m.playerIndex]
s.seeking = true
network_player_set_description(gNetworkPlayers[m.playerIndex], "seeker", 255, 64, 64, 255)
end
function hud_top_render()
-- check gamemode enabled state
if not gGlobalSyncTable.hideAndSeek then
return
end
local function hud_top_render()
local seconds = 0
local text = ''
local text = ""
if gGlobalSyncTable.roundState == ROUND_STATE_WAIT then
seconds = 60
text = 'waiting for players'
text = "waiting for players"
elseif gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
seconds = math.floor(sRoundEndTimeout / 30 - gGlobalSyncTable.displayTimer)
seconds = math_floor(sRoundEndTimeout / 30 - gGlobalSyncTable.displayTimer)
if seconds < 0 then seconds = 0 end
text = 'seekers have ' .. seconds .. ' seconds'
text = "seekers have " .. seconds .. " seconds"
else
seconds = math.floor(sRoundStartTimeout / 30 - gGlobalSyncTable.displayTimer)
seconds = math_floor(sRoundStartTimeout / 30 - gGlobalSyncTable.displayTimer)
if seconds < 0 then seconds = 0 end
text = 'next round in ' .. seconds .. ' seconds'
text = "next round in " .. seconds .. " seconds"
end
local scale = 0.50
local scale = 0.5
-- get width of screen and text
local screenWidth = djui_hud_get_screen_width()
local width = djui_hud_measure_text(text) * scale
local x = (screenWidth - width) / 2.0
local x = (screenWidth - width) * 0.5
local y = 0
local background = 0.0
if seconds < 60 and gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
background = (math.sin(sFlashingIndex / 10.0) * 0.5 + 0.5) * 1.0
background = (math.sin(sFlashingIndex * 0.1) * 0.5 + 0.5) * 1
background = background * background
background = background * background
end
-- render top
djui_hud_set_color(255 * background, 0, 0, 128);
djui_hud_render_rect(x - 6, y, width + 12, 16);
djui_hud_set_color(255 * background, 0, 0, 128)
djui_hud_render_rect(x - 6, y, width + 12, 16)
djui_hud_set_color(255, 255, 255, 255);
djui_hud_print_text(text, x, y, scale);
djui_hud_set_color(255, 255, 255, 255)
djui_hud_print_text(text, x, y, scale)
end
function hud_bottom_render()
local seconds = math.floor((sDistanceTimeout - sDistanceTimer) / 30)
if seconds < 0 then seconds = 0 end
if sDistanceTimer < 1 then return end
local text = 'Keep moving! (' .. seconds .. ')'
local scale = 0.50
-- get width of screen and text
local screenWidth = djui_hud_get_screen_width()
local screenHeight = djui_hud_get_screen_height()
local width = djui_hud_measure_text(text) * scale
local x = (screenWidth - width) / 2.0
local y = screenHeight - 16
local background = (math.sin(sFlashingIndex / 10.0) * 0.5 + 0.5) * 1.0
background = background * background
background = background * background
-- render top
djui_hud_set_color(255 * background, 0, 0, 128);
djui_hud_render_rect(x - 6, y, width + 12, 16);
djui_hud_set_color(255, 255, 255, 255);
djui_hud_print_text(text, x, y, scale);
end
function hud_center_render()
local function hud_center_render()
if gGlobalSyncTable.displayTimer > 3 then return end
-- set text
local text = ''
local text = ""
if gGlobalSyncTable.roundState == ROUND_STATE_SEEKERS_WIN then
text = 'Seekers Win!'
text = "Seekers Win!"
elseif gGlobalSyncTable.roundState == ROUND_STATE_HIDERS_WIN then
text = 'Hiders Win!'
text = "Hiders Win!"
elseif gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
text = 'Go!'
text = "Go!"
else
return
end
@ -430,203 +358,114 @@ function hud_center_render()
local width = djui_hud_measure_text(text) * scale
local height = 32 * scale
local x = (screenWidth - width) / 2.0
local y = (screenHeight - height) / 2.0
local x = (screenWidth - width) * 0.5
local y = (screenHeight - height) * 0.5
-- render
djui_hud_set_color(0, 0, 0, 128);
djui_hud_render_rect(x - 6 * scale, y, width + 12 * scale, height);
djui_hud_set_color(0, 0, 0, 128)
djui_hud_render_rect(x - 6 * scale, y, width + 12 * scale, height)
djui_hud_set_color(255, 255, 255, 255);
djui_hud_print_text(text, x, y, scale);
djui_hud_set_color(255, 255, 255, 255)
djui_hud_print_text(text, x, y, scale)
end
function on_hud_render()
local function on_hud_render()
-- render to N64 screen space, with the HUD font
djui_hud_set_resolution(RESOLUTION_N64)
djui_hud_set_font(FONT_NORMAL)
hud_top_render()
hud_bottom_render()
hud_center_render()
sFlashingIndex = sFlashingIndex + 1
end
function on_hide_and_seek_command(msg)
if msg == 'on' then
djui_chat_message_create('Hide-and-seek mod: enabled')
gGlobalSyncTable.hideAndSeek = true
gGlobalSyncTable.roundState = ROUND_STATE_WAIT
sRoundTimer = 0
for i=0,(MAX_PLAYERS-1) do
gPlayerSyncTable[i].seeking = true
end
sLastSeekerIndex = 0
return true
elseif msg == 'off' then
djui_chat_message_create('Hide-and-seek mod: disabled')
gGlobalSyncTable.hideAndSeek = false
return true
end
return false
local function on_touch_tag_command()
gGlobalSyncTable.touchTag = not gGlobalSyncTable.touchTag
djui_chat_message_create("Touch tag: " .. on_or_off(gGlobalSyncTable.touchTag))
return true
end
function on_anti_camp_command(msg)
if msg == 'on' then
djui_chat_message_create('Anti-camping timer: enabled')
gGlobalSyncTable.campingTimer = true
return true
elseif msg == 'off' then
djui_chat_message_create('Anti-camping timer: disabled')
gGlobalSyncTable.campingTimer = false
return true
end
return false
local function on_hider_cap_command()
gGlobalSyncTable.hiderCaps = not gGlobalSyncTable.hiderCaps
djui_chat_message_create("Hider Caps: " .. on_or_off(gGlobalSyncTable.hiderCaps))
return true
end
function on_touch_tag_command(msg)
if msg == 'on' then
djui_chat_message_create('Touch tag: enabled')
gGlobalSyncTable.touchTag = true
return true
elseif msg == 'off' then
djui_chat_message_create('Touch tag: disabled')
gGlobalSyncTable.touchTag = false
return true
end
return false
local function on_seeker_cap_command()
gGlobalSyncTable.seekerCaps = not gGlobalSyncTable.seekerCaps
djui_chat_message_create("Seeker Caps: " .. on_or_off(gGlobalSyncTable.seekerCaps))
return true
end
function on_hider_cap_command(msg)
if msg == 'on' then
djui_chat_message_create('Hider Caps: enabled')
gGlobalSyncTable.hiderCaps = false
return true
elseif msg == 'off' then
djui_chat_message_create('Hider Caps: disabled')
gGlobalSyncTable.hiderCaps = true
return true
end
return false
local function on_koopa_shell_command()
gGlobalSyncTable.banKoopaShell = not gGlobalSyncTable.banKoopaShell
djui_chat_message_create("Koopa Shells: " .. on_or_off(not gGlobalSyncTable.seekerCaps))
return true
end
function on_seeker_cap_command(msg)
if msg == 'on' then
djui_chat_message_create('Seeker Caps: enabled')
gGlobalSyncTable.seekerCaps = false
return true
elseif msg == 'off' then
djui_chat_message_create('Seeker Caps: disabled')
gGlobalSyncTable.seekerCaps = true
return true
end
return false
end
function on_koopa_shell_command(msg)
if msg == 'on' then
djui_chat_message_create('Koopa Shell: enabled')
gGlobalSyncTable.banKoopaShell = false
return true
elseif msg == 'off' then
djui_chat_message_create('Koopa Shell: disabled')
gGlobalSyncTable.banKoopaShell = true
return true
end
return false
end
function on_ban_rr_command(msg)
if msg == 'on' then
djui_chat_message_create('Ban RR: enabled')
gGlobalSyncTable.banRR = true
return true
elseif msg == 'off' then
djui_chat_message_create('Ban RR: disabled')
gGlobalSyncTable.banRR = false
return true
end
return false
end
function on_pause_exit(exitToCastle)
local function level_init()
local s = gPlayerSyncTable[0]
if not s.seeking then
for i=1,(MAX_PLAYERS-1) do
if gNetworkPlayers[i].connected and gNetworkPlayers[i].currLevelNum == gNetworkPlayers[0].currLevelNum and gNetworkPlayers[i].currActNum == gNetworkPlayers[0].currActNum and gNetworkPlayers[i].currAreaIndex == gNetworkPlayers[0].currAreaIndex and gPlayerSyncTable[i].seeking then
local m = gMarioStates[0]
local a = gMarioStates[i]
if dist_between_objects(m.marioObj, a.marioObj) <= 4000 then
return false
end
end
end
end
pauseExitTimer = 0
canLeave = false
if s.seeking then canLeave = true end
end
function allow_pvp_attack(m1, m2)
local s1 = gPlayerSyncTable[m1.playerIndex]
local s2 = gPlayerSyncTable[m2.playerIndex]
if s1.seeking == s2.seeking then
local function on_pause_exit()
local s = gPlayerSyncTable[0]
if not canLeave and not s.seeking then
djui_popup_create(tostring(math_floor(30 - pauseExitTimer / 30)).." Seconds until you can leave!", 2)
return false
end
return true
end
-----------------------
-- network callbacks --
-----------------------
function on_round_state_changed(tag, oldVal, newVal)
local function on_round_state_changed()
local rs = gGlobalSyncTable.roundState
if rs == ROUND_STATE_WAIT then
-- nothing
elseif rs == ROUND_STATE_ACTIVE then
if rs == ROUND_STATE_ACTIVE then
play_character_sound(gMarioStates[0], CHAR_SOUND_HERE_WE_GO)
elseif rs == ROUND_STATE_SEEKERS_WIN then
play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, gMarioStates[0].marioObj.header.gfx.cameraToObject)
elseif rs == ROUND_STATE_HIDERS_WIN then
elseif rs == ROUND_STATE_HIDERS_WIN then
play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, gMarioStates[0].marioObj.header.gfx.cameraToObject)
elseif rs == ROUND_STATE_UNKNOWN_END then
-- nothing
end
end
function on_seeking_changed(tag, oldVal, newVal)
local function on_seeking_changed(tag, oldVal, newVal)
local m = gMarioStates[tag]
local np = gNetworkPlayers[tag]
local npT = gNetworkPlayers[tag]
-- play sound and create popup if became a seeker
if newVal and not oldVal 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)
if gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
sLastSeekerIndex = m.playerIndex
end
djui_popup_create(playerColor .. npT.name .. "\\#ffa0a0\\ is now a seeker", 2)
sRoundTimer = 32
end
if newVal then
network_player_set_description(np, "seeker", 255, 64, 64, 255)
network_player_set_description(npT, "seeker", 255, 64, 64, 255)
else
network_player_set_description(np, "hider", 128, 128, 128, 255)
network_player_set_description(npT, "hider", 128, 128, 128, 255)
end
end
function on_interact(m, obj, intee)
local function check_touch_tag_allowed(i)
if gMarioStates[i].action ~= ACT_TELEPORT_FADE_IN and gMarioStates[i].action ~= ACT_TELEPORT_FADE_OUT and gMarioStates[i].action ~= ACT_PULLING_DOOR and gMarioStates[i].action ~= ACT_PUSHING_DOOR and gMarioStates[i].action ~= ACT_WARP_DOOR_SPAWN and gMarioStates[i].action ~= ACT_ENTERING_STAR_DOOR and gMarioStates[i].action ~= ACT_STAR_DANCE_EXIT and gMarioStates[i].action ~= ACT_STAR_DANCE_NO_EXIT and gMarioStates[i].action ~= ACT_STAR_DANCE_WATER and gMarioStates[i].action ~= ACT_PANTING and gMarioStates[i].action ~= ACT_UNINITIALIZED and gMarioStates[i].action ~= ACT_WARP_DOOR_SPAWN then
return true
end
return false
end
local function on_interact(m, obj, intee)
if intee == INTERACT_PLAYER then
if not gGlobalSyncTable.touchTag then
@ -647,50 +486,54 @@ function on_interact(m, obj, intee)
end
end
function check_touch_tag_allowed(i)
if gMarioStates[i].action ~= ACT_TELEPORT_FADE_IN and gMarioStates[i].action ~= ACT_TELEPORT_FADE_OUT and gMarioStates[i].action ~= ACT_PULLING_DOOR and gMarioStates[i].action ~= ACT_PUSHING_DOOR and gMarioStates[i].action ~= ACT_WARP_DOOR_SPAWN and gMarioStates[i].action ~= ACT_ENTERING_STAR_DOOR and gMarioStates[i].action ~= ACT_STAR_DANCE_EXIT and gMarioStates[i].action ~= ACT_STAR_DANCE_NO_EXIT and gMarioStates[i].action ~= ACT_STAR_DANCE_WATER and gMarioStates[i].action ~= ACT_PANTING and gMarioStates[i].action ~= ACT_UNINITIALIZED and gMarioStates[i].action ~= ACT_WARP_DOOR_SPAWN then
return true
end
return false
end
function allow_interact(m, obj, intee)
local function allow_interact(_, _, intee)
if intee == INTERACT_KOOPA_SHELL and gGlobalSyncTable.banKoopaShell then
return false
end
end
function allow_pvp_attack(m1, m2)
local s1 = gPlayerSyncTable[m1.playerIndex]
local s2 = gPlayerSyncTable[m2.playerIndex]
if s1.seeking == s2.seeking then
return false
end
return true
end
gLevelValues.disableActs = true
-----------
-- hooks --
-----------
hook_event(HOOK_UPDATE, update)
hook_event(HOOK_ON_SCREEN_TRANSITION, screen_transition)
hook_event(HOOK_BEFORE_SET_MARIO_ACTION, before_set_mario_action)
hook_event(HOOK_MARIO_UPDATE, mario_update)
hook_event(HOOK_BEFORE_PHYS_STEP, mario_before_phys_step)
hook_event(HOOK_BEFORE_PHYS_STEP, before_phys_step)
hook_event(HOOK_ALLOW_PVP_ATTACK, allow_pvp_attack)
hook_event(HOOK_ON_PVP_ATTACK, on_pvp_attack)
hook_event(HOOK_ON_PLAYER_CONNECTED, on_player_connected)
hook_event(HOOK_ON_HUD_RENDER, on_hud_render)
hook_event(HOOK_ON_PAUSE_EXIT, on_pause_exit)
hook_event(HOOK_ALLOW_PVP_ATTACK, allow_pvp_attack)
hook_event(HOOK_ON_LEVEL_INIT, level_init)
hook_event(HOOK_ON_PAUSE_EXIT, on_pause_exit) -- timer
hook_event(HOOK_ON_INTERACT, on_interact)
hook_event(HOOK_ALLOW_INTERACT, allow_interact)
hook_event(HOOK_USE_ACT_SELECT, function () return false end)
if network_is_server() then
hook_chat_command('hide-and-seek', "[on|off] turn hide-and-seek on or off", on_hide_and_seek_command)
hook_chat_command('touch-to-tag', "[on|off] turn touch tag on or off", on_touch_tag_command)
hook_chat_command('hiders-caps', "[on|off] turn caps for hiders on or off", on_hider_cap_command)
hook_chat_command('seekers-caps', "[on|off] turn caps for seekers on or off", on_seeker_cap_command)
hook_chat_command('anti-camp', "[on|off] turn the anti-camp timer on or off", on_anti_camp_command)
hook_chat_command('koopa-shell', "[on|off] Turn the koopa shell on or off", on_koopa_shell_command)
hook_chat_command('ban-rr', "[on|off] Turn Banning RR on or off", on_ban_rr_command)
hook_chat_command("touch-to-tag", "turn touch tag on or off", on_touch_tag_command)
hook_chat_command("hiders-caps", "turn caps for hiders on or off", on_hider_cap_command)
hook_chat_command("seekers-caps", "turn caps for seekers on or off", on_seeker_cap_command)
hook_chat_command("koopa-shell", "Turn the koopa shell on or off", on_koopa_shell_command)
end
-- call functions when certain sync table values change
hook_on_sync_table_change(gGlobalSyncTable, 'roundState', 0, on_round_state_changed)
for i=0,(MAX_PLAYERS-1) do
hook_on_sync_table_change(gGlobalSyncTable, "roundState", 0, on_round_state_changed)
for i = 0, (MAX_PLAYERS - 1) do
gPlayerSyncTable[i].seeking = true
hook_on_sync_table_change(gPlayerSyncTable[i], 'seeking', i, on_seeking_changed)
hook_on_sync_table_change(gPlayerSyncTable[i], "seeking", i, on_seeking_changed)
network_player_set_description(gNetworkPlayers[i], "seeker", 255, 64, 64, 255)
end