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SSFT: added flag cannon functionality, flag collide with stand 'return'
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commit
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3 changed files with 109 additions and 65 deletions
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@ -1,10 +1,9 @@
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// TODO: flag cannon
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// TODO: flag collide with stand, return to stand
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// TODO: flag goals
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// Time in seconds
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$FlagTrainerTossReset = 45;
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$FlagTrainerGrabReset = 90;
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$FlagTrainerCannonInterval = 25;
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function Flag::objectiveInit(%data, %flag) {
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%flag.originalPosition = %flag.getTransform();
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@ -14,6 +13,12 @@ function Flag::objectiveInit(%data, %flag) {
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%flag.grabber = 0;
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}
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function SkillSectorGame::flagStandCollision(%game, %dataBlock, %obj, %colObj) {
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if (%colObj.getDatablock().getName() $= "FLAG" && !%colObj.isHome) {
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returnFlag(%colObj, 'StandCollide');
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}
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}
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function initFlagStand(%stand) {
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// Give the stand a flag
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echo("Found a stand");
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@ -30,6 +35,23 @@ function initFlagStand(%stand) {
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if(%flag.stand) {
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%flag.stand.getDataBlock().onFlagReturn(%flag.stand);
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}
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if (%stand.cannon) {
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// Stand is a flag cannon! Fire the missiles!
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$Cannons[$CannonCount] = %stand;
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$CannonCount++;
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flagCannon(%stand);
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}
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}
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function flagCannon(%stand) {
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// Fire flag and schedule another flag fire
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%flag = %stand.flag;
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if (isObject(%flag)) {
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%flag.setVelocity(%stand.flagvel);
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cancel(%stand.cannonSched); // don't allow accidental re-queue
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%stand.cannonSched = schedule($FlagTrainerCannonInterval*1000, 0, flagCannon, %stand);
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returnFlagAfter(%flag, $FlagTrainerCannonInterval-2, 'CannonReset');
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}
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}
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function scanGroupForFlagStands(%group) {
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@ -46,62 +68,45 @@ function scanGroupForFlagStands(%group) {
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function SkillSectorGame::InitFlagTrainer() {
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if ($DEVMODE) {
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// echo("Not putting a flags on stands");
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// return;
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return;
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}
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$CannonCount = 0;
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// Find all the flag stands and give them a flag
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scanGroupForFlagStands(FlagTrain);
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}
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function SkillSectorGame::ShutdownFlagTrainer() {
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for (%i = 0; %i < $CannonCount; %i++) {
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cancel($Cannons[%i].cannonSched);
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}
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}
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function SkillSectorGame::playerTouchFlag(%game, %player, %flag) {
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if (isObject(%player.holdingFlag)) {
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echo("Already holding a flag");
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messageClient(%player.client, 'MsgFlagAlready', '\c0You\'re already holding a flag - don\'t be greedy!');
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return;
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}
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if (isObject(%flag.carrier)) {
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echo("Can't pick up a flag that's being carried")
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echo("Can't pick up a flag that's being carried");
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return;
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}
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%game.playerTouchEnemyFlag(%player, %flag);
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// %client = %player.client;
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// if ((%flag.carrier $= "") && (%player.getState() !$= "Dead"))
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// {
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// // z0dd - ZOD, 5/07/04. Cancel the lava return.
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// if(isEventPending(%obj.lavaEnterThread))
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// cancel(%obj.lavaEnterThread);
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// //flag isn't held and has been touched by a live player
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// if (%client.team == %flag.team)
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// %game.playerTouchOwnFlag(%player, %flag);
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// else
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// %game.playerTouchEnemyFlag(%player, %flag);
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// }
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// // toggle visibility of the flag
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// setTargetRenderMask(%flag.waypoint.getTarget(), %flag.isHome ? 0 : 1);
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}
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function SkillSectorGame::playerTouchEnemyFlag(%game, %player, %flag) {
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%client = %player.client;
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%player.holdingFlag = %flag; //%player has this flag
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%flag.carrier = %player; //this %flag is carried by %player
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%player.holdingFlag = %flag;
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%flag.carrier = %player;
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%player.mountImage(FlagImage, $FlagSlot, true, 'dsword');
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%flag.hide(true);
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%flag.startFade(0, 0, false);
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if(%flag.stand)
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%flag.stand.getDataBlock().onFlagTaken(%flag.stand);//animate, if exterior stand
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%flag.hide(true);
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%flag.startFade(0, 0, false);
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if(%flag.stand) %flag.stand.getDataBlock().onFlagTaken(%flag.stand);
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returnFlagAfter(%flag, $FlagTrainerGrabReset, 'GrabReset');
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}
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function SkillSectorGame::dropFlag(%game, %player)
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{
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function SkillSectorGame::dropFlag(%game, %player) {
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%player.throwObject(%player.holdingFlag);
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// if(%player.holdingFlag > 0)
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// {
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// if (!%player.client.outOfBounds)
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// %player.throwObject(%player.holdingFlag);
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// else
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// %game.boundaryLoseFlag(%player);
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// }
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}
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function returnFlag(%flag, %reason) {
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@ -110,16 +115,19 @@ function returnFlag(%flag, %reason) {
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%flag.hide(false);
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%flag.carrier.holdingFlag = 0; // tell the player they've lost the flag
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}
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%flag.stand.getDataBlock().onFlagReturn(%flag.stand);
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if(%flag.stand) %flag.stand.getDataBlock().onFlagReturn(%flag.stand);
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%flag.setVelocity("0 0 0");
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%flag.setTransform(%flag.stand.getTransform());
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//messageClient(%flag.carrier.client, 'MsgFlagReturned', '\c0Flag returned (%1)', %reason);
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%flag.isHome = true;
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//messageClient(%flag.carrier.client, 'MsgFlagReturned', '\c0Flag returned (%1)', %reason); // Kinda annoying, players will figure this out eventually
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%flag.carrier = 0;
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}
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function returnFlagAfter(%flag, %after, %reason) {
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%flag.isHome = false; // happens whenever player tosses or picks up flag. also happens when cannon fires
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cancel(%flag.returnSched);
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%flag.returnSched = schedule(%after*1000, 0, returnFlag, %flag, %reason);
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//messageClient(%flag.carrier.client, 'MsgFlagReturnCountdown', '\c0Flag will be returned to stand in %1 seconds (%2)', %after, %reason);
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//messageClient(%flag.carrier.client, 'MsgFlagReturnCountdown', '\c0Flag will be returned to stand in %1 seconds (%2)', %after, %reason); // Kinda annoying, players will figure this out eventually
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}
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function SkillSectorGame::playerDroppedFlag(%game, %player) {
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@ -57,6 +57,8 @@ function SkillSectorGame::gameOver(%game) {
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DefaultGame::gameOver(%game);
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WaypointWranglerShutdown();
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%game.ShutdownFlagTrainer();
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// deactivatePackage(SkillSectorGame);
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}
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if ($DEVMODE) {
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