Updated hide-and-seek mod

This commit is contained in:
MysterD 2022-02-03 19:06:21 -08:00
parent 75d5211fcf
commit 9926c951e2
1 changed files with 95 additions and 25 deletions

View File

@ -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