Torque3D/Templates/Modules/spectatorGameplay/scripts/server/DefaultGame.cs
Areloch d680dc9934 Initial implementation of the new Base Game Template and some starting modules.
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00

193 lines
7.7 KiB
C#

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// What kind of "player" 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
//-----------------------------------------------------------------------------
function DefaultGame::initGameVars(%this)
{
// Leave $Game::defaultPlayerClass and $Game::defaultPlayerDataBlock as empty strings ("")
// to spawn a the $Game::defaultCameraClass as the control object.
$Game::DefaultPlayerClass = "";
$Game::DefaultPlayerDataBlock = "";
$Game::DefaultPlayerSpawnGroups = "CameraSpawnPoints PlayerSpawnPoints PlayerDropPoints";
//-----------------------------------------------------------------------------
// 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
//-----------------------------------------------------------------------------
$Game::DefaultCameraClass = "Camera";
$Game::DefaultCameraDataBlock = "Observer";
$Game::DefaultCameraSpawnGroups = "CameraSpawnPoints PlayerSpawnPoints PlayerDropPoints";
// Global movement speed that affects all Cameras
$Camera::MovementSpeed = 30;
}
//-----------------------------------------------------------------------------
// DefaultGame manages the communication between the server's world and the
// client's simulation. These functions are responsible for maintaining the
// client's camera and player objects.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// This is the main entry point for spawning a control object for the client.
// The control object is the actual game object that the client is responsible
// for controlling in the client and server simulations. We also spawn a
// convenient camera object for use as an alternate control object. We do not
// have to spawn this camera object in order to function in the simulation.
//
// Called for each client after it's finished downloading the mission and is
// ready to start playing.
//-----------------------------------------------------------------------------
function DefaultGame::onClientEnterGame(%this, %client)
{
// This function currently relies on some helper functions defined in
// core/scripts/spawn.cs. For custom spawn behaviors one can either
// override the properties on the SpawnSphere's or directly override the
// functions themselves.
// Find a spawn point for the camera
%cameraSpawnPoint = %this.pickCameraSpawnPoint($Game::DefaultCameraSpawnGroups);
// Spawn a camera for this client using the found %spawnPoint
%this.spawnCamera(%cameraSpawnPoint, %client);
}
//-----------------------------------------------------------------------------
// Clean up the client's control objects
//-----------------------------------------------------------------------------
function DefaultGame::onClientLeaveGame(%this, %client)
{
// Cleanup the camera
if (isObject(%this.camera))
%this.camera.delete();
}
//-----------------------------------------------------------------------------
// The server has started up so do some game start up
//-----------------------------------------------------------------------------
function DefaultGame::onMissionStart(%this)
{
//set up the game and game variables
%this.initGameVars();
$Game::Duration = %this.duration;
}
function DefaultGame::onMissionEnded(%this)
{
cancel($Game::Schedule);
$Game::Running = false;
$Game::Cycling = false;
}
function DefaultGame::onMissionReset(%this)
{
// Called by resetMission(), after all the temporary mission objects
// have been deleted.
%this.initGameVars();
$Game::Duration = %this.duration;
}
//-----------------------------------------------------------------------------
// Functions that implement game-play
// These are here for backwards compatibilty only, games and/or mods should
// really be overloading the server and mission functions listed ubove.
//-----------------------------------------------------------------------------
function DefaultGame::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;
}
function DefaultGame::spawnCamera(%this, %spawnPoint, %client)
{
// Set the control object to the default camera
if (!isObject(%client.camera))
{
%camObj = spawnObject(Camera, Observer);
%client.camera = %camObj;
}
// 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 (isDefined("%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);
}
}
}
}