Torque3D/Templates/Full/game/scripts/server/game.cs
2012-09-19 11:54:25 -04:00

191 lines
6.5 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.
//-----------------------------------------------------------------------------
// Game duration in secs, no limit if the duration is set to 0
$Game::Duration = 20 * 60;
// When a client score reaches this value, the game is ended.
$Game::EndGameScore = 30;
// Pause while looking over the end game screen (in secs)
$Game::EndGamePause = 10;
//-----------------------------------------------------------------------------
function onServerCreated()
{
// Server::GameType is sent to the master server.
// This variable should uniquely identify your game and/or mod.
$Server::GameType = $appName;
// Server::MissionType sent to the master server. Clients can
// filter servers based on mission type.
$Server::MissionType = "Deathmatch";
// GameStartTime is the sim time the game started. Used to calculated
// game elapsed time.
$Game::StartTime = 0;
// Create the server physics world.
physicsInitWorld( "server" );
// Load up any objects or datablocks saved to the editor managed scripts
%datablockFiles = new ArrayObject();
%datablockFiles.add( "art/shapes/particles/managedParticleData.cs" );
%datablockFiles.add( "art/shapes/particles/managedParticleEmitterData.cs" );
%datablockFiles.add( "art/decals/managedDecalData.cs" );
%datablockFiles.add( "art/datablocks/managedDatablocks.cs" );
%datablockFiles.add( "art/forest/managedItemData.cs" );
%datablockFiles.add( "art/datablocks/datablockExec.cs" );
loadDatablockFiles( %datablockFiles, true );
// Run the other gameplay scripts in this folder
exec("./scriptExec.cs");
// Keep track of when the game started
$Game::StartTime = $Sim::Time;
}
function onServerDestroyed()
{
// This function is called as part of a server shutdown.
physicsDestroyWorld( "server" );
// Clean up the GameCore package here as it persists over the
// life of the server.
if (isPackage(GameCore))
{
deactivatePackage(GameCore);
}
}
//-----------------------------------------------------------------------------
function onGameDurationEnd()
{
// This "redirect" is here so that we can abort the game cycle if
// the $Game::Duration variable has been cleared, without having
// to have a function to cancel the schedule.
if ($Game::Duration && !(EditorIsActive() && GuiEditorIsActive()))
Game.onGameDurationEnd();
}
//-----------------------------------------------------------------------------
function cycleGame()
{
// This is setup as a schedule so that this function can be called
// directly from object callbacks. Object callbacks have to be
// carefull about invoking server functions that could cause
// their object to be deleted.
if (!$Game::Cycling)
{
$Game::Cycling = true;
$Game::Schedule = schedule(0, 0, "onCycleExec");
}
}
function onCycleExec()
{
// End the current game and start another one, we'll pause for a little
// so the end game victory screen can be examined by the clients.
//endGame();
endMission();
$Game::Schedule = schedule($Game::EndGamePause * 1000, 0, "onCyclePauseEnd");
}
function onCyclePauseEnd()
{
$Game::Cycling = false;
// Just cycle through the missions for now.
%search = $Server::MissionFileSpec;
%oldMissionFile = makeRelativePath( $Server::MissionFile );
for( %file = findFirstFile( %search ); %file !$= ""; %file = findNextFile( %search ) )
{
if( %file $= %oldMissionFile )
{
// Get the next one, back to the first if there is no next.
%file = findNextFile( %search );
if( %file $= "" )
%file = findFirstFile(%search);
break;
}
}
if( %file $= "" )
%file = findFirstFile( %search );
loadMission(%file);
}
//-----------------------------------------------------------------------------
// GameConnection Methods
// These methods are extensions to the GameConnection class. Extending
// GameConnection makes it easier to deal with some of this functionality,
// but these could also be implemented as stand-alone functions.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
function GameConnection::onLeaveMissionArea(%this)
{
// The control objects invoke this method when they
// move out of the mission area.
messageClient(%this, 'MsgClientJoin', '\c2Now leaving the mission area!');
}
function GameConnection::onEnterMissionArea(%this)
{
// The control objects invoke this method when they
// move back into the mission area.
messageClient(%this, 'MsgClientJoin', '\c2Now entering the mission area.');
}
//-----------------------------------------------------------------------------
function GameConnection::onDeath(%this, %sourceObject, %sourceClient, %damageType, %damLoc)
{
game.onDeath(%this, %sourceObject, %sourceClient, %damageType, %damLoc);
}
// ----------------------------------------------------------------------------
// weapon HUD
// ----------------------------------------------------------------------------
function GameConnection::setAmmoAmountHud(%client, %amount, %amountInClips )
{
commandToClient(%client, 'SetAmmoAmountHud', %amount, %amountInClips);
}
function GameConnection::RefreshWeaponHud(%client, %amount, %preview, %ret, %zoomRet, %amountInClips)
{
commandToClient(%client, 'RefreshWeaponHud', %amount, %preview, %ret, %zoomRet, %amountInClips);
}