diff --git a/.github/workflows/skillsector.yml b/.github/workflows/skillsector.yml index 8ee36e3..40135ce 100644 --- a/.github/workflows/skillsector.yml +++ b/.github/workflows/skillsector.yml @@ -14,11 +14,14 @@ jobs: steps: - name: Checkout repository code uses: actions/checkout@v4 - # - name: Update DMP2::Version script to match GitHub tag - # run: | - # VERSION_FILE='scripts/autoexec/dmp2VersionCheck.cs' - # NEW_VERSION="\"${{ github.ref_name }}\"" - # sed -i "s/\(\$DMP2::Version = \)[^;]*;/\1${NEW_VERSION};/" "$VERSION_FILE" + - name: Disable development mode when creating a release + run: | + sed -i "s/DEVMODE.*=.*1;/DEVMODE = 0;/" scripts/SkillSectorGame.cs + - name: Update SkillSector version to match GitHub tag + run: | + VERSION_FILE='scripts/SkillSectorGame.cs' + NEW_VERSION="\"${{ github.ref_name }}\"" + sed -i "s/\(\$SkillSector::Version = \)[^;]*;/\1${NEW_VERSION};/" "$VERSION_FILE" - name: Build and release a vl2 using the vl2-builder action id: 'release' uses: tribes2/vl2-builder@v2.0 diff --git a/.gitignore b/.gitignore index d89b198..ac4bed0 100644 --- a/.gitignore +++ b/.gitignore @@ -7,6 +7,8 @@ editor/ lighting/ prefs/ gui/ +recordings/ +fonts/ Classic* # scripts folder need to be ignored and then exclusions have to be carved out diff --git a/README.md b/README.md index 11c2b19..cbbe8a1 100644 --- a/README.md +++ b/README.md @@ -4,49 +4,20 @@ SkillSector is a game mode for Tribes 2 for building skills you will need to pla # Mode plan Building on the concepts seen in the [Training Grounds](https://github.com/jakraska/Tribes-2-Training-Grounds/) game mode by [jakraska](https://github.com/jakraska), SkillSector hopes to achieve the following features for the following modes.\ -#### Movement and shooting - - [ ] Flying aim training, multiple difficulty levels +#### Aim training + - [x] Static aim training + - [ ] Dynamic aim training + - [ ] LakRabbit aim training +#### Duelling - [ ] Human duel arena(s) - [ ] Robot duel arena(s) #### Flag handling - - [ ] Flag toss practice - - [ ] Baseball machine flag catch practice (CTF, TR2) - - [ ] Human flag practice (CTF, TR2) + - [x] Flag toss practice + - [x] Baseball machine flag catch practice (CTF, TR2) + - [x] Human flag practice (CTF, TR2) #### Toys - [ ] Grav cycle racing - [ ] Ski racing -# Modes -## Flying aim training -### Beginner difficulty -Static targets. Shots will only count when the player is... - - In the air - - Travelling at a minimum velocity - -Different weapons will have different scores based on their 'ease' of hitting a static target.\ -Static targets will be both on the ground and in the air.\ -Hitting a static target with splash damage will count, but won't grant much score compared to a direct hit. - -### Moderate difficulty -Moving targets. Splash damage does not count. Same rules as previous. - -### Advanced difficulty -Fast moving targets. Same rules as previous. - -## Human duel arena(s) -Humans should be able to schedule a duel between themselves. I like the way that TG did it. - -## Robot duel arena(s) -Humans should be able to select from various difficulty robots for dueling. - -## Flag toss/catch practice -Flag tossing and flag catching require a fair bit of practice. Doing so manually or between players - #### auxiliary todo list / odds and ends - noIndividualDamage could be set for the roof's power stations, making it possible to annoy other players by disabling FloatingBank's inventory station(s) - - -# map ideas -# twin towers 9/11 map is a good meme - -# flying aim training thinking \ No newline at end of file diff --git a/missions/NewbiesNexus.mis b/missions/NewbiesNexus.mis index b4ce1b9..fdfe2f7 100644 --- a/missions/NewbiesNexus.mis +++ b/missions/NewbiesNexus.mis @@ -13,11 +13,11 @@ //--- OBJECT WRITE BEGIN --- new SimGroup(MissionGroup) { + musicTrack = "ice"; cdTrack = "5"; powerCount = "0"; Hunters_timeLimit = "25"; Team_Hunters_timeLimit = "25"; - musicTrack = "ice"; new MissionArea(MissionArea) { area = "-1008 -1032 2144 2080"; @@ -63,14 +63,14 @@ new SimGroup(MissionGroup) { cullDensity = "0.3"; customArea = "0 0 0 0"; - GraphFile = "Scarabrae_nef.nav"; position = "0 0 0 1"; - coverage = "0"; + conjoinBowlDev = "20"; rotation = "0 0 0 0"; + coverage = "0"; + scale = "1 1 1"; XDimOverSize = "0"; YDimOverSize = "0"; - scale = "1 1 1"; - conjoinBowlDev = "20"; + GraphFile = "Scarabrae_nef.nav"; locked = "true"; }; new Sky(Sky) { @@ -267,7 +267,7 @@ new SimGroup(MissionGroup) { homingCount = "0"; team = "0"; - Trigger = "4552"; + Trigger = "34762"; Target = "34"; locked = "false"; }; @@ -280,7 +280,7 @@ new SimGroup(MissionGroup) { homingCount = "0"; team = "0"; - Trigger = "4554"; + Trigger = "34764"; Target = "35"; locked = "false"; }; @@ -303,7 +303,7 @@ new SimGroup(MissionGroup) { homingCount = "0"; team = "0"; - Trigger = "4557"; + Trigger = "34767"; Target = "36"; locked = "false"; }; @@ -400,10 +400,10 @@ new SimGroup(MissionGroup) { lockCount = "0"; homingCount = "0"; - Trigger = "4568"; - Target = "39"; - inUse = "Down"; notReady = "1"; + Trigger = "34778"; + inUse = "Down"; + Target = "39"; }; new Marker(BankSpawn) { position = "-155.307 126.636 243.233"; @@ -425,9 +425,9 @@ new SimGroup(MissionGroup) { homingCount = "0"; Desc = "Dynamic Aim Trainer\nShoot moving targets while in the air to score points!\nMove faster to score more points and have fun!"; - Target = "40"; wrangle = "Aim Trainer teleports"; destination = "ATMSpawn"; + Target = "40"; }; new StaticShape(ATHT) { position = "-170.634 150.644 233.142"; @@ -438,8 +438,8 @@ new SimGroup(MissionGroup) { homingCount = "0"; Desc = "Aim Trainer\nShoot fast moving targets while in the air to score points!\nMove faster to score more points and have fun!"; - Target = "41"; destination = "ATHSpawn"; + Target = "41"; }; new StaticShape(ATLT) { position = "-176.634 144.844 233.142"; @@ -450,8 +450,34 @@ new SimGroup(MissionGroup) { homingCount = "0"; Desc = "Static Aim Trainer\nShoot static targets while in the air to score points!\nMove faster to score more points and have fun!"; - Target = "42"; destination = "ATLSpawn"; + Target = "42"; + }; + new StaticShape(DuelZone) { + position = "-140.434 150.844 233.142"; + rotation = "1 0 0 0"; + scale = "1 1 1"; + dataBlock = "BankTeleporter"; + lockCount = "0"; + homingCount = "0"; + + Desc = "it\'s time to d-d-d-d-d-d-d-duel"; + wrangle = "Duel zone teleports"; + destination = "undefined"; + Target = "43"; + }; + new StaticShape(FTT) { + position = "-176.634 117.644 233.142"; + rotation = "1 0 0 0"; + scale = "1 1 1"; + dataBlock = "BankTeleporter"; + lockCount = "0"; + homingCount = "0"; + + Desc = "Flag Training Zone\nCatch flags! Throw flags!\nWe love flags!"; + wrangle = "Flag Trainer teleport"; + destination = "FTSpawn"; + Target = "44"; }; }; new ForceFieldBare(TractorBeamFront) { @@ -463,9 +489,9 @@ new SimGroup(MissionGroup) { homingCount = "0"; gravityMod = "-2.75"; - originalscale = "10 40 140"; appliedForce = "0 0 0"; - pz = "4575"; + originalscale = "10 40 140"; + pz = "34787"; Target = "-1"; velocityMod = "1.0"; }; @@ -480,6 +506,16 @@ new SimGroup(MissionGroup) { Target = "45"; }; + new WayPoint() { + position = "-158.549 134.258 252.611"; + rotation = "1 0 0 0"; + scale = "1 1 1"; + dataBlock = "WayPointMarker"; + lockCount = "0"; + homingCount = "0"; + name = "The Bank"; + team = "0"; + }; }; new SimGroup(AimTrain) { @@ -542,8 +578,8 @@ new SimGroup(MissionGroup) { homingCount = "0"; Desc = "\nWelcome back to the Bank!"; - Target = "43"; destination = "BankSpawn"; + Target = "45"; }; new Marker(ATLSpawn) { position = "-546.054 112.086 223.904"; @@ -558,23 +594,55 @@ new SimGroup(MissionGroup) { powerCount = "0"; new Marker(ATMSpawn) { - position = "-203.46 693.682 274.118"; - rotation = "0 0 -1 90"; + position = "-283.86 678.282 266.518"; + rotation = "1 0 0 0"; scale = "1 1 1"; seqNum = "0"; msToNext = "1000"; }; new StaticShape(ATMBankTeleport) { - position = "-197.111 696.524 262.891"; - rotation = "1 0 0 0"; + position = "-284.511 664.298 254.306"; + rotation = "-1 0 0 12"; scale = "1 1 1"; dataBlock = "BankTeleporter"; lockCount = "0"; homingCount = "0"; Desc = "\nWelcome back to the Bank!"; - Target = "44"; destination = "BankSpawn"; + Target = "46"; + }; + new TSStatic(LeftPlaceholder) { + position = "-419.363 775.104 251.039"; + rotation = "0 0 1 180"; + scale = "1 1 1"; + shapeName = "statue_hmale.dts"; + + placeholder = "1"; + }; + new TSStatic(MidPlaceholder) { + position = "-340.323 809.004 247.674"; + rotation = "0 0 -1 90"; + scale = "1 1 1"; + shapeName = "statue_lfemale.dts"; + + placeholder = "1"; + }; + new TSStatic(RightPlaceholder) { + position = "-229.983 815.217 248.474"; + rotation = "0 0 1 180"; + scale = "1 1 1"; + shapeName = "statue_lfemale.dts"; + + placeholder = "1"; + }; + new TSStatic(JetPlaceholder) { + position = "-210.451 631.718 267.535"; + rotation = "0 0 1 180"; + scale = "1 1 1"; + shapeName = "statue_lfemale.dts"; + + placeholder = "1"; }; }; new SimGroup(AimTrainHigh) { @@ -582,5 +650,93 @@ new SimGroup(MissionGroup) { powerCount = "0"; }; }; + new SimGroup(FlagTrain) { + + powerCount = "0"; + + new Marker(FTSpawn) { + position = "284.013 -543.625 261.344"; + rotation = "0 0 -1 90"; + scale = "1 1 1"; + seqNum = "0"; + msToNext = "1000"; + }; + new StaticShape(FTBankTeleport) { + position = "272.726 -537.15 254.086"; + rotation = "1 0 0 0"; + scale = "1 1 1"; + dataBlock = "BankTeleporter"; + lockCount = "0"; + homingCount = "0"; + + Desc = "\nWelcome back to the Bank!"; + destination = "BankSpawn"; + Target = "47"; + }; + new StaticShape() { + position = "264.386 -581.653 232.142"; + rotation = "-1 0 0 15"; + scale = "1 1 1"; + dataBlock = "ExteriorFlagStand"; + lockCount = "0"; + homingCount = "0"; + + Target = "-1"; + }; + new StaticShape() { + position = "247.87 -543.343 249.677"; + rotation = "0 1 0 15"; + scale = "1 1 1"; + dataBlock = "ExteriorFlagStand"; + lockCount = "0"; + homingCount = "0"; + + Target = "-1"; + }; + new StaticShape() { + position = "319.348 -598.244 226.873"; + rotation = "1 0 0 0"; + scale = "1 1 1"; + dataBlock = "ExteriorFlagStand"; + lockCount = "0"; + homingCount = "0"; + + Target = "-1"; + }; + new StaticShape() { + position = "164.875 -615.487 223.553"; + rotation = "1 0 0 0"; + scale = "1 1 1"; + dataBlock = "ExteriorFlagStand"; + lockCount = "0"; + homingCount = "0"; + + Target = "-1"; + }; + new StaticShape() { + position = "264.341 -564.157 241.442"; + rotation = "-1 0 0 40"; + scale = "1 1 1"; + dataBlock = "ExteriorFlagStand"; + lockCount = "0"; + homingCount = "0"; + + flagvel = "0 -25 40"; + cannon = "1"; + Target = "-1"; + }; + new StaticShape() { + position = "310.537 -493.475 229.386"; + rotation = "0.67341 0 0.739269 100"; + scale = "1 1 1"; + dataBlock = "ExteriorFlagStand"; + lockCount = "0"; + homingCount = "0"; + + flagvel = "15 30 40"; + cannon = "1"; + Target = "-1"; + }; + }; }; //--- OBJECT WRITE END --- diff --git a/scripts/SkillSectorAimTrainer.cs b/scripts/SkillSectorAimTrainer.cs index ecf90db..f156cf3 100644 --- a/scripts/SkillSectorAimTrainer.cs +++ b/scripts/SkillSectorAimTrainer.cs @@ -85,7 +85,7 @@ function DermDummy::damageObject(%data, %targetObject, %sourceObject, %position, // echo("wtf is this then: " @ %this @ " tgt " @ %sourceObject); // } -function AimTrainerInit() { +function InitAimTrainer() { if (!$DEVMODE) { findAndReplacePlaceholders(); } diff --git a/scripts/SkillSectorFlagTrainer.cs b/scripts/SkillSectorFlagTrainer.cs new file mode 100644 index 0000000..b75a24e --- /dev/null +++ b/scripts/SkillSectorFlagTrainer.cs @@ -0,0 +1,144 @@ +// TODO: flag goals + +// Time in seconds +$FlagTrainerTossReset = 45; +$FlagTrainerGrabReset = 90; +$FlagTrainerCannonInterval = 25; + +function Flag::objectiveInit(%data, %flag) { + %flag.originalPosition = %flag.getTransform(); + $flagPos[%flag.team] = %flag.originalPosition; + %flag.isHome = true; + %flag.carrier = 0; + %flag.grabber = 0; +} + +function SkillSectorGame::flagStandCollision(%game, %dataBlock, %obj, %colObj) { + if (%colObj.getDatablock().getName() $= "FLAG" && !%colObj.isHome) { + returnFlag(%colObj, 'StandCollide'); + } +} + +function initFlagStand(%stand) { + // Give the stand a flag + echo("Found a stand"); + %flag = new Item() { + position = %stand.getPosition(); + className = FlagObj; + dataBlock = "FLAG"; + static = false; + rotate = true; + }; + FlagTrain.add(%flag); + %stand.flag = %flag; + %flag.stand = %stand; + if(%flag.stand) { + %flag.stand.getDataBlock().onFlagReturn(%flag.stand); + } + if (%stand.cannon) { + // Stand is a flag cannon! Fire the missiles! + $Cannons[$CannonCount] = %stand; + $CannonCount++; + flagCannon(%stand); + } +} + +function flagCannon(%stand) { + // Fire flag and schedule another flag fire + %flag = %stand.flag; + if (isObject(%flag)) { + %flag.setVelocity(%stand.flagvel); + cancel(%stand.cannonSched); // don't allow accidental re-queue + %stand.cannonSched = schedule($FlagTrainerCannonInterval*1000, 0, flagCannon, %stand); + returnFlagAfter(%flag, $FlagTrainerCannonInterval-2, 'CannonReset'); + } +} + +function scanGroupForFlagStands(%group) { + for (%i = 0; %i < %group.getCount(); %i++) { + %obj = %group.getObject(%i); + if (%obj.getClassName() $= "SimGroup") { + scanGroupForFlagStands(%obj); + } else if (%obj.getClassName() $= "StaticShape" && %obj.getDatablock().getName() $= "ExteriorFlagStand") { + initFlagStand(%obj); + } + } +} + +function SkillSectorGame::InitFlagTrainer() { + if ($DEVMODE) { + // echo("Not putting a flags on stands"); + return; + } + $CannonCount = 0; + // Find all the flag stands and give them a flag + scanGroupForFlagStands(FlagTrain); +} + +function SkillSectorGame::ShutdownFlagTrainer() { + for (%i = 0; %i < $CannonCount; %i++) { + cancel($Cannons[%i].cannonSched); + } +} + +function SkillSectorGame::playerTouchFlag(%game, %player, %flag) { + if (isObject(%player.holdingFlag)) { + messageClient(%player.client, 'MsgFlagAlready', '\c0You\'re already holding a flag - don\'t be greedy!'); + return; + } + if (isObject(%flag.carrier)) { + echo("Can't pick up a flag that's being carried"); + return; + } + %game.playerTouchEnemyFlag(%player, %flag); +} + +function SkillSectorGame::playerTouchEnemyFlag(%game, %player, %flag) { + %client = %player.client; + %player.holdingFlag = %flag; + %flag.carrier = %player; + %player.mountImage(FlagImage, $FlagSlot, true, 'dsword'); + + %flag.hide(true); + %flag.startFade(0, 0, false); + if(%flag.stand) %flag.stand.getDataBlock().onFlagTaken(%flag.stand); + returnFlagAfter(%flag, $FlagTrainerGrabReset, 'GrabReset'); +} + +function SkillSectorGame::dropFlag(%game, %player) { + %player.throwObject(%player.holdingFlag); +} + +function returnFlag(%flag, %reason) { + if (isObject(%flag.carrier)) { + %flag.carrier.unMountImage($FlagSlot); + %flag.hide(false); + %flag.carrier.holdingFlag = 0; // tell the player they've lost the flag + } + if(%flag.stand) %flag.stand.getDataBlock().onFlagReturn(%flag.stand); + %flag.setVelocity("0 0 0"); + %flag.setTransform(%flag.stand.getTransform()); + %flag.isHome = true; + //messageClient(%flag.carrier.client, 'MsgFlagReturned', '\c0Flag returned (%1)', %reason); // Kinda annoying, players will figure this out eventually + %flag.carrier = 0; +} + +function returnFlagAfter(%flag, %after, %reason) { + %flag.isHome = false; // happens whenever player tosses or picks up flag. also happens when cannon fires + cancel(%flag.returnSched); + %flag.returnSched = schedule(%after*1000, 0, returnFlag, %flag, %reason); + //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 +} + +function SkillSectorGame::playerDroppedFlag(%game, %player) { + %client = %player.client; + %flag = %player.holdingFlag; + + %player.unMountImage($FlagSlot); + %flag.hide(false); + + %flag.setTransform(%flag.getTransform()); + returnFlagAfter(%flag, $FlagTrainerTossReset, 'TossReset'); + %player.holdingFlag = 0; + %flag.carrier = 0; +} diff --git a/scripts/SkillSectorGame.cs b/scripts/SkillSectorGame.cs index 76fdb61..ce7e929 100644 --- a/scripts/SkillSectorGame.cs +++ b/scripts/SkillSectorGame.cs @@ -7,24 +7,42 @@ // Allows you to modify AimTrain placeholder entities. // Leave it on when editing the map, leave it off when playing the game. $DEVMODE = 1; +$SkillSector::Version = "DEV"; // Load the various modes, datablocks and functions. exec("scripts/SkillSectorTeleporter.cs"); exec("scripts/SkillSectorAimTrainer.cs"); exec("scripts/SkillSectorTractorBeam.cs"); exec("scripts/SkillSectorWaypointWrangler.cs"); +exec("scripts/SkillSectorFlagTrainer.cs"); -package SkillSector { - function none() {} -}; +// package SkillSectorGame { +// function EditorSaveMissionMenu() { +// // Delete all flags, they're spawned at 'boot' +// parent::EditorSaveMissionMenu(); +// } +// }; -function SkillSector::initGameVars(%game) { - AimTrainerInit(); - WaypointWranglerInit(); + +function SkillSectorGame::missionLoadDone(%game) { + DefaultGame::missionLoadDone(%game); + + echo("Mission loading..."); + + InitAimTrainer(); + InitWaypointWrangler(); + %game.InitFlagTrainer(); +} + +function SkillSectorGame::initGameVars(%game) { +} + +function SkillSectorGame::onClientLeaveGame(%client) { + CLWaypointWrangler(%client); } // No longer dispatching 'primary' waypoints because they can't be made semi-permanent. -function SkillSector::clientMissionDropReady(%game, %client) { +function SkillSectorGame::clientMissionDropReady(%game, %client) { messageClient(%client, 'MsgClientReady',"", %game.class); // %game.resetScore(%client); // for(%i = 1; %i <= %game.numTeams; %i++) { @@ -38,6 +56,14 @@ function SkillSector::clientMissionDropReady(%game, %client) { DefaultGame::clientMissionDropReady(%game, %client); } +function SkillSectorGame::gameOver(%game) { + DefaultGame::gameOver(%game); + + WaypointWranglerShutdown(); + %game.ShutdownFlagTrainer(); + // deactivatePackage(SkillSectorGame); +} + if ($DEVMODE) { moveMap.unbind(keyboard, "f5"); moveMap.unbind(keyboard, "f6"); diff --git a/scripts/SkillSectorTeleporter.cs b/scripts/SkillSectorTeleporter.cs index ae2831c..ff2ade8 100644 --- a/scripts/SkillSectorTeleporter.cs +++ b/scripts/SkillSectorTeleporter.cs @@ -38,7 +38,7 @@ function BankTeleporter::onCollision(%data, %obj, %collider) { messageClient(%collider.client, 'MsgStationDenied', '\c2Teleporter is recharging please stand by. ~wfx/powered/nexus_deny.wav'); return; } - messageClient(%collider.client, 'MsgTeleportStart', '\c2Teleporter is calculating transport coherence... ~wfx/misc/nexus_idle.wav'); + //messageClient(%collider.client, 'MsgTeleportStart', '\c2Teleporter is calculating transport coherence... ~wfx/misc/nexus_idle.wav'); %collider.setVelocity("0 0 0"); %collider.setMoveState(true); %collider.startFade(1000, 0, true); diff --git a/scripts/SkillSectorWaypointWrangler.cs b/scripts/SkillSectorWaypointWrangler.cs index d432ec1..4d59155 100644 --- a/scripts/SkillSectorWaypointWrangler.cs +++ b/scripts/SkillSectorWaypointWrangler.cs @@ -42,6 +42,18 @@ function WaypointWranglerZone::onLeaveTrigger(%this, %trigger, %obj) { function WaypointWranglerZone::onTickTrigger(%this, %trigger) { } +function CLWaypointWrangler(%client) { + // cancel any ongoing waypoint wrangler scheduler + cancel(%client.wwsched); +} + +function ShutdownWaypointWrangler() { + %count = ClientGroup.getCount(); + for (%i = 0; %i < %count; %i++) { + cancel(ClientGroup.getObject(%i).wwsched); + } +} + function scanZoneForWaypoints(%group) { for (%i = 0; %i < %group.getCount(); %i++) { %obj = %group.getObject(%i); @@ -83,7 +95,7 @@ function scanGroupForWWZ(%group) { } } -function WaypointWranglerInit() { +function InitWaypointWrangler() { // Reset WPZone system $WPZNextFree = 0; $WPZones[0] = 0; @@ -105,9 +117,12 @@ function WWDispatch(%client, %zoneIndex) { for (%i = 1; %i < $WPZPoints[%zoneIndex, 0]+1; %i++) { showWaypoint(%client, $WPZPoints[%zoneIndex, %i]); } + cancel(%client.wwsched); // can't be dispatched for more than one zone at once %client.wwsched = schedule(1900, 0, WWDispatch, %client, %zoneIndex); } +// This function is unnecessarily expensive, this lookup could be done by attaching the zone and index to the trigger. +// I'm also too lazy to re-write it now function WWStartWaypointDispatch(%client, %zone) { // echo("zone count:" @ $WPZNextFree); for (%i = 0; %i < $WPZNextFree; %i++) {