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Empty Template for ticket #1
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Templates/Empty/game/scripts/server/game.cs
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233
Templates/Empty/game/scripts/server/game.cs
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// What kind of "player" is spawned is either controlled directly by the
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// SpawnSphere or it defaults back to the values set here. This also controls
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// which SimGroups to attempt to select the spawn sphere's from by walking down
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// the list of SpawnGroups till it finds a valid spawn object.
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// These override the values set in core/scripts/server/spawn.cs
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//-----------------------------------------------------------------------------
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// Leave $Game::defaultPlayerClass and $Game::defaultPlayerDataBlock as empty strings ("")
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// to spawn a the $Game::defaultCameraClass as the control object.
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$Game::DefaultPlayerClass = "";
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$Game::DefaultPlayerDataBlock = "";
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$Game::DefaultPlayerSpawnGroups = "CameraSpawnPoints PlayerSpawnPoints PlayerDropPoints";
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//-----------------------------------------------------------------------------
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// What kind of "camera" is spawned is either controlled directly by the
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// SpawnSphere or it defaults back to the values set here. This also controls
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// which SimGroups to attempt to select the spawn sphere's from by walking down
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// the list of SpawnGroups till it finds a valid spawn object.
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// These override the values set in core/scripts/server/spawn.cs
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//-----------------------------------------------------------------------------
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$Game::DefaultCameraClass = "Camera";
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$Game::DefaultCameraDataBlock = "Observer";
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$Game::DefaultCameraSpawnGroups = "CameraSpawnPoints PlayerSpawnPoints PlayerDropPoints";
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// Global movement speed that affects all Cameras
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$Camera::MovementSpeed = 30;
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//-----------------------------------------------------------------------------
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// GameConnection manages the communication between the server's world and the
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// client's simulation. These functions are responsible for maintaining the
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// client's camera and player objects.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// This is the main entry point for spawning a control object for the client.
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// The control object is the actual game object that the client is responsible
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// for controlling in the client and server simulations. We also spawn a
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// convenient camera object for use as an alternate control object. We do not
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// have to spawn this camera object in order to function in the simulation.
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//
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// Called for each client after it's finished downloading the mission and is
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// ready to start playing.
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//-----------------------------------------------------------------------------
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function GameConnection::onClientEnterGame(%this)
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{
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// This function currently relies on some helper functions defined in
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// core/scripts/spawn.cs. For custom spawn behaviors one can either
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// override the properties on the SpawnSphere's or directly override the
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// functions themselves.
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// Find a spawn point for the camera
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%cameraSpawnPoint = pickCameraSpawnPoint($Game::DefaultCameraSpawnGroups);
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// Spawn a camera for this client using the found %spawnPoint
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%this.spawnCamera(%cameraSpawnPoint);
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// Find a spawn point for the player
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%playerSpawnPoint = pickPlayerSpawnPoint($Game::DefaultPlayerSpawnGroups);
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// Spawn a camera for this client using the found %spawnPoint
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%this.spawnPlayer(%playerSpawnPoint);
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}
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//-----------------------------------------------------------------------------
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// Clean up the client's control objects
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//-----------------------------------------------------------------------------
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function GameConnection::onClientLeaveGame(%this)
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{
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// Cleanup the camera
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if (isObject(%this.camera))
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%this.camera.delete();
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// Cleanup the player
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if (isObject(%this.player))
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%this.player.delete();
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}
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//-----------------------------------------------------------------------------
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// Handle a player's death
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//-----------------------------------------------------------------------------
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function GameConnection::onDeath(%this, %sourceObject, %sourceClient, %damageType, %damLoc)
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{
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// Clear out the name on the corpse
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if (isObject(%this.player))
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{
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if (%this.player.isMethod("setShapeName"))
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%this.player.setShapeName("");
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}
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// Switch the client over to the death cam
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if (isObject(%this.camera) && isObject(%this.player))
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{
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%this.camera.setMode("Corpse", %this.player);
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%this.setControlObject(%this.camera);
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}
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// Unhook the player object
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%this.player = 0;
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}
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//-----------------------------------------------------------------------------
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// Server, mission, and game management
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// The server has started up so do some game start up
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//-----------------------------------------------------------------------------
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function onServerCreated()
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{
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// Server::GameType is sent to the master server.
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// This variable should uniquely identify your game and/or mod.
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$Server::GameType = "Torque 3D";
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// Server::MissionType sent to the master server. Clients can
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// filter servers based on mission type.
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$Server::MissionType = "pureLIGHT";
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// GameStartTime is the sim time the game started. Used to calculated
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// game elapsed time.
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$Game::StartTime = 0;
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// Create the server physics world.
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physicsInitWorld( "server" );
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// Load up any objects or datablocks saved to the editor managed scripts
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%datablockFiles = new ArrayObject();
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%datablockFiles.add( "art/shapes/particles/managedParticleData.cs" );
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%datablockFiles.add( "art/shapes/particles/managedParticleEmitterData.cs" );
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%datablockFiles.add( "art/decals/managedDecalData.cs" );
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%datablockFiles.add( "art/datablocks/managedDatablocks.cs" );
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%datablockFiles.add( "art/forest/managedItemData.cs" );
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%datablockFiles.add( "art/datablocks/datablockExec.cs" );
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loadDatablockFiles( %datablockFiles, true );
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// Run the other gameplay scripts in this folder
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exec("./scriptExec.cs");
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// Keep track of when the game started
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$Game::StartTime = $Sim::Time;
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}
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//-----------------------------------------------------------------------------
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// This function is called as part of a server shutdown
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//-----------------------------------------------------------------------------
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function onServerDestroyed()
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{
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// Destroy the server physcis world
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physicsDestroyWorld( "server" );
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}
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//-----------------------------------------------------------------------------
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// Called by loadMission() once the mission is finished loading
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//-----------------------------------------------------------------------------
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function onMissionLoaded()
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{
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// Start the server side physics simulation
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physicsStartSimulation( "server" );
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// Nothing special for now, just start up the game play
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startGame();
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}
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//-----------------------------------------------------------------------------
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// Called by endMission(), right before the mission is destroyed
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//-----------------------------------------------------------------------------
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function onMissionEnded()
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{
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// Stop the server physics simulation
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physicsStopSimulation( "server" );
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// Normally the game should be ended first before the next
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// mission is loaded, this is here in case loadMission has been
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// called directly. The mission will be ended if the server
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// is destroyed, so we only need to cleanup here.
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$Game::Running = false;
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}
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//-----------------------------------------------------------------------------
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// Called once the game has started
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//-----------------------------------------------------------------------------
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function startGame()
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{
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if ($Game::Running)
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{
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error("startGame(): End the game first!");
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return;
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}
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$Game::Running = true;
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}
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//-----------------------------------------------------------------------------
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// Called once the game has ended
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//-----------------------------------------------------------------------------
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function endGame()
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{
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if (!$Game::Running)
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{
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error("endGame(): No game running!");
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return;
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}
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// Inform the client the game is over
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for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ )
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{
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%cl = ClientGroup.getObject( %clientIndex );
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commandToClient(%cl, 'GameEnd');
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}
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// Delete all the temporary mission objects
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resetMission();
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$Game::Running = false;
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}
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