From 9926c951e2da86515261eafa0c302557e73e98d2 Mon Sep 17 00:00:00 2001 From: MysterD Date: Thu, 3 Feb 2022 19:06:21 -0800 Subject: [PATCH] Updated hide-and-seek mod --- mods/hide-and-seek.lua | 120 ++++++++++++++++++++++++++++++++--------- 1 file changed, 95 insertions(+), 25 deletions(-) diff --git a/mods/hide-and-seek.lua b/mods/hide-and-seek.lua index 8d0c6d1d..12277d08 100644 --- a/mods/hide-and-seek.lua +++ b/mods/hide-and-seek.lua @@ -2,15 +2,32 @@ -- 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 + +-- keep track of round numbers for popup +sCachedRoundNumber = 0 +gGlobalSyncTable.roundNumber = 0 + +-- timer for server to start a new round sStaleTimer = 0 -sWasLocalSeeking = false -function update(m) - -- only allow the server to figure out the seeker - if not network_is_server() then - return - end +-- 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 @@ -43,11 +60,66 @@ function update(m) hasSeeker = false end - -- pick random seeker + -- 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 - s = activePlayers[math.random(#activePlayers)] + local s = activePlayers[math.random(#activePlayers)] s.seeking = true end + + -- increment round number + gGlobalSyncTable.roundNumber = gGlobalSyncTable.roundNumber + 1 + end +end + +function update() + -- 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 @@ -55,40 +127,37 @@ function mario_local_update(m) -- this code only runs for the local player local s = gPlayerSyncTable[m.playerIndex] - -- disabled code that allows players to swap teams - --if (m.controller.buttonPressed & D_JPAD) ~= 0 and m.action == ACT_CROUCHING then - -- s.seeking = not s.seeking - --end - if m.health <= 0x110 then s.seeking = true end - - if s.seeking and not sWasLocalSeeking then - play_sound(SOUND_OBJ_BOWSER_LAUGH, m.marioObj.header.gfx.cameraToObject) - elseif not s.seeking and sWasLocalSeeking then - play_character_sound(m, CHAR_SOUND_HERE_WE_GO) - end - - sWasLocalSeeking = s.seeking - end function mario_update(m) -- 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] - -- only run the following code for the local player - if m.playerIndex == 0 then - mario_local_update(m) + 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) @@ -137,6 +206,7 @@ function on_pvp_attack(attacker, victim) end function on_player_connected(m) + -- start out as a non-seeker local s = gPlayerSyncTable[m.playerIndex] s.seeking = false end