Reorganized the exec's for datablocks in module template file to be within the start/stop blocks

Tweaked example module script file to comply
Moved ExampleGameMode script file to scripts/shared since client and server need access to the gamemode for logic to work
This commit is contained in:
Areloch 2024-09-01 23:26:10 -05:00
parent d7335a73e4
commit 4bb26bf96c
3 changed files with 4 additions and 5 deletions

View file

@ -0,0 +1,255 @@
if(!isObject(ExampleGameMode))
new GameMode(ExampleGameMode){};
//-----------------------------------------------------------------------------
// The server has started up so do some game start up
//-----------------------------------------------------------------------------
function ExampleGameMode::onMissionStart(%this)
{
//set up the game and game variables
%this.initGameVars();
if (%this.Running)
{
error("onMissionStart: End the game first!");
return;
}
// Inform the client we're starting up
for (%clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++)
{
%cl = ClientGroup.getObject(%clientIndex);
commandToClient(%cl, 'GameStart');
}
%this.Running = true;
}
function ExampleGameMode::onMissionEnded(%this)
{
if (!%this.Running)
{
error("onMissionEnded: No game running!");
return;
}
for (%clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++)
{
%cl = ClientGroup.getObject(%clientIndex);
commandToClient(%cl, 'GameEnd', %this.EndGamePause);
}
%this.Running = false;
}
function ExampleGameMode::onMissionReset(%this)
{
// Called by resetMission(), after all the temporary mission objects
// have been deleted.
%this.initGameVars();
}
function ExampleGameMode::initGameVars(%this)
{
//-----------------------------------------------------------------------------
// What kind of "camera" is spawned is either controlled directly by the
// SpawnSphere or it defaults back to the values set here. This also controls
// which SimGroups to attempt to select the spawn sphere's from by walking down
// the list of SpawnGroups till it finds a valid spawn object.
// These override the values set in core/scripts/server/spawn.cs
//-----------------------------------------------------------------------------
%this.defaultCameraClass = "Camera";
%this.defaultCameraDataBlock = "Observer";
%this.defaultCameraSpawnGroups = "CameraSpawnPoints PlayerSpawnPoints PlayerDropPoints";
}
function ExampleGameMode::onGameDurationEnd(%this)
{
}
function ExampleGameMode::onClientEnterGame(%this, %client)
{
// This function currently relies on some helper functions defined in
// core/scripts/spawn.cs. For custom spawn behaviors one can either
// override the properties on the SpawnSphere's or directly override the
// functions themselves.
//echo (%game @"\c4 -> "@ %game.class @" -> GameCore::onClientEntergame");
// Sync the client's clocks to the server's
commandToClient(%client, 'SyncClock', $Sim::Time - %this.StartTime);
//Set the player name based on the client's connection data
%client.setPlayerName(%client.connectData);
// Find a spawn point for the camera
// This function currently relies on some helper functions defined in
// core/scripts/server/spawn.cs. For custom spawn behaviors one can either
// override the properties on the SpawnSphere's or directly override the
// functions themselves.
%cameraSpawnPoint = %this.pickCameraSpawnPoint(%this.DefaultCameraSpawnGroups);
// Spawn a camera for this client using the found %spawnPoint
%this.spawnCamera(%client, %cameraSpawnPoint);
// Inform the client of all the other clients
%count = ClientGroup.getCount();
for (%cl = 0; %cl < %count; %cl++)
{
%other = ClientGroup.getObject(%cl);
if ((%other != %client))
{
// These should be "silent" versions of these messages...
messageClient(%client, 'MsgClientJoin', "",
%other.playerName,
%other,
%other.sendGuid,
%other.team,
%other.score,
%other.kills,
%other.deaths,
%other.isAIControlled(),
%other.isAdmin,
%other.isSuperAdmin);
}
}
// Inform the client we've joined up
messageClient(%client,
'MsgClientJoin', '\c2Welcome to the Torque demo app %1.',
%client.playerName,
%client,
%client.sendGuid,
%client.team,
%client.score,
%client.kills,
%client.deaths,
%client.isAiControlled(),
%client.isAdmin,
%client.isSuperAdmin);
// Inform all the other clients of the new guy
messageAllExcept(%client, -1, 'MsgClientJoin', '\c1%1 joined the game.',
%client.playerName,
%client,
%client.sendGuid,
%client.team,
%client.score,
%client.kills,
%client.deaths,
%client.isAiControlled(),
%client.isAdmin,
%client.isSuperAdmin);
}
function ExampleGameMode::onClientLeaveGame(%this, %client)
{
// Cleanup the camera
if (isObject(%client.camera))
%client.camera.delete();
}
function ExampleGameMode::onInitialControlSet(%this)
{
}
function ExampleGameMode::onSceneLoaded(%this)
{
echo("===================================");
echo("ExampleGameMode - Scene is loaded");
}
function ExampleGameMode::onSceneUnloaded(%this)
{
echo("===================================");
echo("ExampleGameMode - Scene is unloaded");
}
function ExampleGameMode::onSubsceneLoaded(%this)
{
echo("===================================");
echo("ExampleGameMode - Subscene is loaded");
}
function ExampleGameMode::onSubsceneUnloaded(%this)
{
echo("===================================");
echo("ExampleGameMode - Subscene is unloaded");
}
function ExampleGameMode::spawnCamera(%this, %client, %spawnPoint)
{
// Set the control object to the default camera
if (!isObject(%client.camera))
{
if (%this.defaultCameraClass !$= "")
%client.camera = spawnObject(%this.defaultCameraClass, %this.defaultCameraDataBlock);
}
// If we have a camera then set up some properties
if (isObject(%client.camera))
{
MissionCleanup.add( %client.camera );
%client.camera.scopeToClient(%client);
%client.setControlObject(%client.camera);
if(!isObject(%spawnPoint))
%spawnPoint = %this.pickCameraSpawnPoint(%this.defaultCameraSpawnGroups);
if (isObject(%spawnPoint))
{
// Attempt to treat %spawnPoint as an object
if (getWordCount(%spawnPoint) == 1 && isObject(%spawnPoint))
{
%client.camera.setTransform(%spawnPoint.getTransform());
}
else
{
// Treat %spawnPoint as an AxisAngle transform
%client.camera.setTransform(%spawnPoint);
}
}
}
}
//-----------------------------------------------------------------------------
// pickCameraSpawnPoint() is responsible for finding a valid spawn point for a
// camera.
//-----------------------------------------------------------------------------
function ExampleGameMode::pickCameraSpawnPoint(%this, %spawnGroups)
{
// Walk through the groups until we find a valid object
for (%i = 0; %i < getWordCount(%spawnGroups); %i++)
{
%group = getWord(%spawnGroups, %i);
%count = getWordCount(%group);
if (isObject(%group))
%spawnPoint = %group.getRandom();
if (isObject(%spawnPoint))
return %spawnPoint;
}
// Didn't find a spawn point by looking for the groups
// so let's return the "default" SpawnSphere
// First create it if it doesn't already exist
if (!isObject(DefaultCameraSpawnSphere))
{
%spawn = new SpawnSphere(DefaultCameraSpawnSphere)
{
dataBlock = "SpawnSphereMarker";
spawnClass = $Game::DefaultCameraClass;
spawnDatablock = $Game::DefaultCameraDataBlock;
};
// Add it to the MissionCleanup group so that it
// doesn't get saved to the Mission (and gets cleaned
// up of course)
MissionCleanup.add(%spawn);
}
return DefaultCameraSpawnSphere;
}