SkillSector/scripts/SkillSectorFlagTrainer.cs

137 lines
4.2 KiB
C#

// TODO: flag cannon
// TODO: flag collide with stand, return to stand
// TODO: flag goals
// Time in seconds
$FlagTrainerTossReset = 45;
$FlagTrainerGrabReset = 90;
function Flag::objectiveInit(%data, %flag) {
%flag.originalPosition = %flag.getTransform();
$flagPos[%flag.team] = %flag.originalPosition;
%flag.isHome = true;
%flag.carrier = 0;
%flag.grabber = 0;
}
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);
}
}
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;
}
// Find all the flag stands and give them a flag
scanGroupForFlagStands(FlagTrain);
}
function SkillSectorGame::playerTouchFlag(%game, %player, %flag) {
if (isObject(%player.holdingFlag)) {
echo("Already holding a flag");
return;
}
if (isObject(%flag.carrier)) {
echo("Can't pick up a flag that's being carried")
return;
}
%game.playerTouchEnemyFlag(%player, %flag);
// %client = %player.client;
// if ((%flag.carrier $= "") && (%player.getState() !$= "Dead"))
// {
// // z0dd - ZOD, 5/07/04. Cancel the lava return.
// if(isEventPending(%obj.lavaEnterThread))
// cancel(%obj.lavaEnterThread);
// //flag isn't held and has been touched by a live player
// if (%client.team == %flag.team)
// %game.playerTouchOwnFlag(%player, %flag);
// else
// %game.playerTouchEnemyFlag(%player, %flag);
// }
// // toggle visibility of the flag
// setTargetRenderMask(%flag.waypoint.getTarget(), %flag.isHome ? 0 : 1);
}
function SkillSectorGame::playerTouchEnemyFlag(%game, %player, %flag) {
%client = %player.client;
%player.holdingFlag = %flag; //%player has this flag
%flag.carrier = %player; //this %flag is carried by %player
%player.mountImage(FlagImage, $FlagSlot, true, 'dsword');
%flag.hide(true);
%flag.startFade(0, 0, false);
if(%flag.stand)
%flag.stand.getDataBlock().onFlagTaken(%flag.stand);//animate, if exterior stand
returnFlagAfter(%flag, $FlagTrainerGrabReset, 'GrabReset');
}
function SkillSectorGame::dropFlag(%game, %player)
{
%player.throwObject(%player.holdingFlag);
// if(%player.holdingFlag > 0)
// {
// if (!%player.client.outOfBounds)
// %player.throwObject(%player.holdingFlag);
// else
// %game.boundaryLoseFlag(%player);
// }
}
function returnFlag(%flag, %reason) {
if (isObject(%flag.carrier)) {
%flag.carrier.unMountImage($FlagSlot);
%flag.hide(false);
%flag.carrier.holdingFlag = 0; // tell the player they've lost the flag
}
%flag.stand.getDataBlock().onFlagReturn(%flag.stand);
%flag.setTransform(%flag.stand.getTransform());
//messageClient(%flag.carrier.client, 'MsgFlagReturned', '\c0Flag returned (%1)', %reason);
%flag.carrier = 0;
}
function returnFlagAfter(%flag, %after, %reason) {
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);
}
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;
}