TribesReplay/base/scripts/SiegeGame.cs
Robert MacGregor 7f1fccfdff v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them.

- (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water.

- (bug fix) Immersion iForce force feedback mouse is now working properly again.

- (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest.

- (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server.

- (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field.

- (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry)

- (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions.

- (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game.

- (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat.

- (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion.

- (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling.

- (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting.

- (bug fix) Fixed a problem with the ELF gun effect that was causing hangs.

- (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.)

- (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs.

- (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs.

- (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging.

- (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off.

- (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account.

- (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered.

- (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed.

- (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.)

- (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this.

- (improvement) Old Password is now required in order to enter a New Password when editing your account.

- (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive.

- (improvement) Made more room for player names to display on the Server Info box.

- (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.)

- (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level.

- (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.)

- (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area.

- (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another.

- (improvement) Added observer points to Tombstone (it previously had none).

- (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.)

- (community) Player histories are now accurate.

- (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-17 23:22:55 -04:00

1131 lines
35 KiB
C#

//--- GAME RULES BEGIN ---
//One team defends base, other team tries to conquer it as quickly as possible
//Game has two rounds: Round 1 ends when base is conquered or time runs out
//Round 2: Teams switch sides, play again -- to win, attackers MUST beat the time set by the attackers in Round 1
//Touching base switch conquers base
//--- GAME RULES END ---
//Siege type script for TRIBES 2
//
//The two teams each take a turn at defense and offense.
//
//If initial defending team's objective is captured, then roles switch
//and new offense team gets same amount of time to attempt to capture the
//objective.
//
//If time runs out before initial defending team's objective is captured,
//then roles switch and new offense team has to try to capture the
//objective before time runs out.
//
//The winner is either the team who captures the objective in least amount of time.
//
// In the mission file, Team 1 will be offense team, and team 2 will be the defense team.
// When the game actually starts, either team could start on offense, and the objects must
// have their team designation set accordingly.
//
// This mission type doesn't have a scoreLimit because, well, it really doesn't
// need one or lend itself to one.
// ai support
exec("scripts/aiSiege.cs");
package SiegeGame {
function FlipFlop::objectiveInit(%data, %flipflop)
{
Game.regObjective(%flipflop);
setTargetSkin(%flipflop.getTarget(), $teamSkin[0]);
}
function SiegeGame::regObjective(%game, %object)
{
%objSet = nameToID("MissionCleanup/Objectives");
if(!isObject(%objSet))
{
%objSet = new SimSet("Objectives");
MissionCleanup.add(%objSet);
}
%objSet.add(%object);
}
function FlipFlop::playerTouch(%data, %flipflop, %player)
{
if(%player.team != Game.offenseTeam)
return;
%defTeam = %game.offenseTeam == 1 ? 2 : 1;
// Let the observers know:
messageTeam( 0, 'MsgSiegeTouchFlipFlop', '\c2%1 captured the %2 base!~wfx/misc/flipflop_taken.wav', %player.client.name, $TeamName[%defTeam] );
// Let the teammates know:
messageTeam( %player.team, 'MsgSiegeTouchFlipFlop', '\c2%1 captured the %2 base!~wfx/misc/flipflop_taken.wav', %player.client.name, $TeamName[%defTeam] );
// Let the other team know:
%losers = %player.team == 1 ? 2 : 1;
messageTeam( %losers, 'MsgSiegeTouchFlipFlop', '\c2%1 captured the %2 base!~wfx/misc/flipflop_lost.wav', %player.client.name, $TeamName[%defTeam]);
logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") captured team "@%defTeam@" base");
Game.allObjectivesCompleted();
}
//--------------------------------------------------------------------------------
function StaticShapeData::onDisabled(%data, %obj, %prevState)
{
Parent::onDisabled(%data, %obj, %prevState);
if(%obj.waypoint)
game.switchWaypoint(%obj.waypoint);
}
//--------------------------------------------------------------------------------
function StaticShapeData::onEnabled(%data, %obj, %prevState)
{
if(%obj.waypoint)
game.switchWaypoint(%obj.waypoint);
if(%obj.isPowered())
%data.onGainPowerEnabled(%obj);
Parent::onEnabled(%data, %obj, %prevState);
}
};
//--------- Siege SCORING INIT ------------------
function SiegeGame::initGameVars(%game)
{
%game.SCORE_PER_SUICIDE = 0;
%game.SCORE_PER_TEAMKILL = 0;
%game.SCORE_PER_DEATH = 0;
%game.SCORE_PER_KILL = 0;
%game.SCORE_PER_TURRET_KILL = 0;
}
function SiegeGame::claimFlipflopResources(%game, %flipflop, %team)
{
// equipment shouldn't switch teams when flipflop is touched
}
function SiegeGame::missionLoadDone(%game)
{
//default version sets up teams - must be called first...
DefaultGame::missionLoadDone(%game);
//clear the scores
$teamScore[1] = 0;
$teamScore[2] = 0;
//decide which team is starting first
if (getRandom() > 0.5)
{
%game.offenseTeam = 1;
%defenseTeam = 2;
}
else
{
%game.offenseTeam = 2;
%defenseTeam = 1;
}
//send the message
messageAll('MsgSiegeStart', '\c2%1 is starting on offense', $teamName[%game.offenseTeam]);
//if the first offense team is team2, switch the object team designation
if (%game.offenseTeam == 2)
{
%group = nameToID("MissionGroup/Teams");
%group.swapTeams();
// search for vehicle pads also
%mcg = nameToID("MissionCleanup");
%mcg.swapVehiclePads();
}
//also ensure the objectives are all on the defending team
%objSet = nameToId("MissionCleanup/Objectives");
for(%j = 0; %j < %objSet.getCount(); %j++)
{
%obj = %objSet.getObject(%j);
%obj.team = %defenseTeam;
setTargetSensorGroup(%obj.getTarget(), %defenseTeam);
}
//indicate we're starting the game from the beginning...
%game.firstHalf = true;
%game.timeLimitMS = $Host::TimeLimit * 60 * 1000;
%game.secondHalfCountDown = false;
// save off turret bases' original barrels
%game.checkTurretBases();
// add objective waypoints
%game.findObjectiveWaypoints();
MissionGroup.setupPositionMarkers(true);
}
function SiegeGame::checkTurretBases(%game)
{
%mGroup = nameToID("MissionGroup/Teams");
%mGroup.findTurretBase();
}
function SimGroup::findTurretBase(%this)
{
for (%i = 0; %i < %this.getCount(); %i++)
%this.getObject(%i).findTurretBase();
}
function InteriorInstance::findTurretBase(%this)
{
// sorry, we're not looking for interiors
}
function AIObjective::findTurretBase(%this)
{
// prevent console error spam
}
function TSStatic::findTurretBase(%this)
{
// prevent console error spam
}
function GameBase::findTurretBase(%this)
{
// apparently, the initialBarrel attribute gets overwritten whenever the
// barrel gets replaced. :( So we have to save it again under "originalBarrel".
if(%this.getDatablock().getName() $= "TurretBaseLarge")
%this.originalBarrel = %this.initialBarrel;
}
function TSStatic::findTurretBase(%this)
{
// prevent console error spam
}
function SiegeGame::selectSpawnSphere(%game, %team)
{
//for siege, the team1 drops are offense, team2 drops are defense
%sphereTeam = %game.offenseTeam == %team ? 1 : 2;
return DefaultGame::selectSpawnSphere(%game, %sphereTeam);
}
function SiegeGame::startMatch(%game)
{
DefaultGame::startMatch( %game );
%game.startTimeMS = getSimTime();
// schedule first timeLimit check for 20 seconds
%game.timeSync = %game.schedule( 20000, "checkTimeLimit");
%game.timeThread = %game.schedule( %game.timeLimitMS, "timeLimitReached");
//updateClientTimes(%game.timeLimitMS);
messageAll('MsgSystemClock', "", $Host::TimeLimit, %game.timeLimitMS);
//make sure the AI is started
AISystemEnabled(true);
}
function SiegeGame::allObjectivesCompleted(%game)
{
Cancel( %game.timeSync );
Cancel( %game.timeThread );
cancelEndCountdown();
//store the elapsed time in the teamScore array...
$teamScore[%game.offenseTeam] = getSimTime() - %game.startTimeMS;
messageAll('MsgSiegeCaptured', '\c2%1 captured the base in %2!', $teamName[%game.offenseTeam], %game.formatTime($teamScore[%game.offenseTeam], true));
//set the new timelimit
%game.timeLimitMS = $teamScore[%game.offenseTeam];
if (%game.firstHalf)
{
// it's halftime, let everyone know
messageAll('MsgSiegeSwitchSides', "");
CenterPrintAll( "Switching Sides", 3 );
}
else
{
// game is over
messageAll('MsgSiegeMisDone', '\c2Mission complete.');
}
logEcho("objective completed in "@%game.timeLimitMS);
//setup the second half...
// MES -- per MarkF, scheduling for 0 seconds will prevent player deletion-related crashes
%game.schedule(0, halftime, 'objectives');
}
function SiegeGame::timeLimitReached(%game)
{
cancel( %game.timeThread );
cancel( %game.timeSync );
// if time has run out, the offense team gets no score (note, %game.timeLimitMS doesn't change)
$teamScore[%game.offenseTeam] = 0;
messageAll('MsgSiegeFailed', '\c2%1 failed to capture the base.', $teamName[%game.offenseTeam]);
if (%game.firstHalf)
{
// it's halftime, let everyone know
CenterPrintAll( "Switching Sides", 3 );
}
else
{
// game is over
messageAll('MsgSiegeMisDone', '\c2Mission complete.');
}
logEcho("time limit reached");
%game.halftime('time');
}
function SiegeGame::checkTimeLimit(%game)
{
//if we're counting down to the beginning of the second half, check back in
if (%game.secondHalfCountDown)
{
%game.timeSync = %game.schedule(1000, "checkTimeLimit");
return;
}
%timeElapsedMS = getSimTime() - %game.startTimeMS;
%curTimeLeftMS = %game.timeLimitMS - %timeElapsedMS;
if (%curTimeLeftMS <= 0)
{
// time's up, put down your pencils
%game.timeLimitReached();
}
else
{
if(%curTimeLeftMS >= 20000)
%game.timeSync = %game.schedule( 20000, "checkTimeLimit" );
else
%game.timeSync = %game.schedule( %curTimeLeftMS + 1, "checkTimeLimit" );
//now synchronize everyone's clock
messageAll('MsgSystemClock', "", $Host::TimeLimit, %curTimeLeftMS);
}
}
function SiegeGame::startSecondHalf(%game)
{
$MatchStarted = true;
%game.secondHalfCountDown = false;
MessageAll('MsgMissionStart', "\c2Match started");
// set the start time.
//the new %game.timeLimitMS would have been set by timeLimitReached() or allObjectivesCompleted()
%game.startTimeMS = getSimTime();
%game.timeThread = %game.schedule(%game.timeLimitMS, "timeLimitReached");
if (%game.timeLimitMS > 20000)
%game.timeSync = %game.schedule(20000, "checkTimeLimit");
else
%game.timeSync = %game.schedule(%game.timeLimitMS, "checkTimeLimit");
logEcho("start second half");
EndCountdown(%game.timeLimitMS);
// set all clients control to their player
%count = ClientGroup.getCount();
for( %i = 0; %i < %count; %i++ )
{
%cl = ClientGroup.getObject(%i);
if (!isObject(%cl.player))
commandToClient(%cl, 'setHudMode', 'Observer');
else
{
%cl.observerMode = "";
%cl.setControlObject( %cl.player );
commandToClient(%cl, 'setHudMode', 'Standard');
}
}
//now synchronize everyone's clock
updateClientTimes(%game.timeLimitMS);
//start the bots up again...
AISystemEnabled(true);
}
function SiegeGame::halftime(%game, %reason)
{
//stop the game and the bots
$MatchStarted = false;
AISystemEnabled(false);
if (%game.firstHalf)
{
//switch the game variables
%game.firstHalf = false;
if (%game.offenseTeam == 1)
%game.offenseTeam = 2;
else
%game.offenseTeam = 1;
//send the message
messageAll('MsgSiegeRolesSwitched', '\c2%1 is now on offense.', $teamName[%game.offenseTeam], %game.offenseTeam);
//reset stations and vehicles that players were using
%game.resetPlayers();
// zero out the counts for deployable items (found in defaultGame.cs)
%game.clearDeployableMaxes();
// clean up the MissionCleanup group - note, this includes deleting all the player objects
%clean = nameToID("MissionCleanup");
%clean.housekeeping();
// Non static objects placed in original position
resetNonStaticObjPositions();
// switch the teams for objects belonging to the teams
%group = nameToID("MissionGroup/Teams");
%group.swapTeams();
// search for vehicle pads also
%mcg = nameToID("MissionCleanup");
%mcg.swapVehiclePads();
//restore the objects
%game.restoreObjects();
%count = ClientGroup.getCount();
for(%cl = 0; %cl < %count; %cl++)
{
%client = ClientGroup.getObject(%cl);
if( !%client.isAIControlled() )
{
clientResetTargets(%client, true);
%client.notReady = true;
}
}
// drop all players into mission
%game.dropPlayers();
//setup the AI for the second half
%game.aiHalfTime();
// start the mission again (release players)
%game.halfTimeCountDown($Host::warmupTime);
//redo the objective waypoints
%game.findObjectiveWaypoints();
}
else
{
// let's wrap it all up
%game.gameOver();
cycleMissions();
}
}
function SiegeGame::dropPlayers( %game )
{
%count = ClientGroup.getCount();
for(%cl = 0; %cl < %count; %cl++)
{
%client = ClientGroup.getObject(%cl);
if( !%client.isAIControlled() )
{
// keep observers in observer mode
if(%client.team == 0)
%client.camera.getDataBlock().setMode(%client.camera, "justJoined");
else
{
%game.spawnPlayer( %client, false );
%client.camera.getDataBlock().setMode( %client.camera, "pre-game", %client.player );
%client.setControlObject( %client.camera );
%client.notReady = false;
}
}
}
}
function SiegeGame::resetPlayers(%game)
{
// go through the client group and reset anything the players were using
// is most of this stuff really necessary?
%count = ClientGroup.getCount();
for(%cl = 0; %cl < %count; %cl++)
{
%client = ClientGroup.getObject(%cl);
%player = %client.player;
// clear the pack icon
messageClient(%client, 'msgPackIconOff', "");
// if player was firing, stop firing
if(%player.getImageTrigger($WeaponSlot))
%player.setImageTrigger($WeaponSlot, false);
// if player had pack activated, deactivate it
if(%player.getImageTrigger($BackpackSlot))
%player.setImageTrigger($BackpackSlot, false);
// if player was in a vehicle, get rid of vehicle hud
commandToClient(%client, 'setHudMode', 'Standard', "", 0);
// clear player's weapons and inventory huds
%client.SetWeaponsHudClearAll();
%client.SetInventoryHudClearAll();
// if player was at a station, deactivate it
if(%player.station)
{
%player.station.triggeredBy = "";
%player.station.getDataBlock().stationTriggered(%player.station, 0);
if(%player.armorSwitchSchedule)
cancel(%player.armorSwitchSchedule);
}
// if piloting a vehicle, reset it (assuming it doesn't get deleted)
if(%player.lastVehicle.lastPilot)
%player.lastVehicle.lastPilot = "";
}
}
function SimGroup::housekeeping(%this)
{
// delete selectively in the MissionCleanup group
%count = %this.getCount();
// have to do this backwards or only half the objects will be deleted
for(%i = (%count - 1); %i > -1; %i--)
{
%detritus = %this.getObject(%i);
if(%detritus.getClassName() $= "SimSet")
{
// I don't think there are any simsets we want to delete
}
else if(%detritus.getName() $= "PZones")
{
// simgroup of physical zones for force fields
// don't delete them
}
//else if (%detritus.getClassName() $= "ScriptObject")
//{
// // this will be the game type object.
// // DEFINITELY don't want to delete this.
//}
else if(%detritus.getName() $= PosMarker)
{
//Needed to reset non static objects...
}
else if((%detritus.getName() $= "TeamDrops1") || (%detritus.getName() $= "TeamDrops2"))
{
// this will actually be a SimSet named TeamDropsN (1 or 2)
// don't want to delete the spawn sphere groups, so do nothing
}
else if (%detritus.getName() $= "PlayerListGroup")
{
// we don't want to delete PlayerListGroup (SimGroup)
}
else if (%detritus.getDatablock().getName() $= "stationTrigger")
{
//we don't want to delete triggers for stations
}
else if (%detritus.getDatablock().getName() $= "StationVehicle")
{
// vehicle stations automatically get placed in MissionCleanup in a
// position near the vehicle pad. Don't delete it.
}
else if (%detritus.getClassName() $= "Camera")
{
// Cameras should NOT be deleted
}
else
{
// this group of stuff to be deleted should include:
// mines, deployed objects, projectiles, explosions, corpses,
// players, and the like.
%detritus.delete();
}
}
}
function SiegeGame::groupSwapTeams(%game, %this)
{
for(%i = 0; %i < %this.getCount(); %i++)
%this.getObject(%i).swapTeams();
}
function SiegeGame::objectSwapTeams(%game, %this)
{
%defTeam = %game.offenseTeam == 1 ? 2 : 1;
if(%this.getDatablock().getName() $= "Flipflop")
{
if(getTargetSensorGroup(%this.getTarget()) != %defTeam)
{
setTargetSensorGroup(%this.getTarget(), %defTeam);
%this.team = %defTeam;
}
}
else
{
if(%this.getTarget() != -1)
{
if(getTargetSensorGroup(%this.getTarget()) == %game.offenseTeam)
{
setTargetSensorGroup(%this.getTarget(), %defTeam);
%this.team = %defTeam;
}
else if(getTargetSensorGroup(%this.getTarget()) == %defTeam)
{
setTargetSensorGroup(%this.getTarget(), %game.offenseTeam);
%this.team = %game.offenseTeam;
}
}
if(%this.getClassName() $= "Waypoint")
{
if(%this.team == %defTeam)
%this.team = %game.offenseTeam;
else if(%this.team == %game.offenseTeam)
%this.team = %defTeam;
}
}
}
function SiegeGame::groupSwapVehiclePads(%game, %this)
{
for(%i = 0; %i < %this.getCount(); %i++)
%this.getObject(%i).swapVehiclePads();
}
function SiegeGame::objectSwapVehiclePads(%game, %this)
{
%defTeam = %game.offenseTeam == 1 ? 2 : 1;
if(%this.getDatablock().getName() $= "StationVehicle")
{
if(%this.getTarget() != -1)
{
// swap the teams of both the vehicle pad and the vehicle station
if(getTargetSensorGroup(%this.getTarget()) == %game.offenseTeam)
{
setTargetSensorGroup(%this.getTarget(), %defTeam);
%this.team = %defTeam;
setTargetSensorGroup(%this.pad.getTarget(), %defTeam);
%this.pad.team = %defTeam;
}
else if(getTargetSensorGroup(%this.getTarget()) == %defTeam)
{
setTargetSensorGroup(%this.getTarget(), %game.offenseTeam);
%this.team = %game.offenseTeam;
setTargetSensorGroup(%this.pad.getTarget(), %game.offenseTeam);
%this.pad.team = %game.offenseTeam;
}
}
}
}
function SiegeGame::restoreObjects(%game)
{
// restore all the "permanent" mission objects to undamaged state
%group = nameToID("MissionGroup/Teams");
// SimGroup::objectRestore is defined in DefaultGame.cs -- it simply calls
// %game.groupObjectRestore
%group.objectRestore();
}
function SiegeGame::groupObjectRestore(%game, %this)
{
for(%i = 0; %i < %this.getCount(); %i++)
%this.getObject(%i).objectRestore();
}
function SiegeGame::shapeObjectRestore(%game, %object)
{
//if(%object.getDatablock().getName() $= FlipFlop)
//{
// messageAll('MsgSiegeObjRestore', "", %object.number, true);
//}
//else if(%object.getDamageLevel())
if(%object.getDamageLevel())
{
%object.setDamageLevel(0.0);
%object.setDamageState(Enabled);
}
if(%object.getDatablock().getName() $= "TurretBaseLarge")
{
// check to see if the turret base still has the same type of barrel it had
// at the beginning of the mission
if(%object.getMountedImage(0))
if(%object.getMountedImage(0).getName() !$= %object.originalBarrel)
{
// pop the "new" barrel
%object.unmountImage(0);
// mount the original barrel
%object.mountImage(%object.originalBarrel, 0, false);
}
}
}
function InteriorInstance::objectRestore(%this)
{
// avoid console error spam
}
function Trigger::objectRestore(%this)
{
// avoid console error spam
}
function TSStatic::objectRestore(%this)
{
// avoid console error spam
}
function ForceFieldBare::objectRestore(%this)
{
// avoid console error spam
}
// ------------------------------------------------------------------------
// Waypoint managing
function siegeGame::findObjectiveWaypoints(%game, %group)
{
if(!%group)
%group = nameToId("MissionGroup/Teams");
for (%i = 0; %i < %group.getCount(); %i++)
{
%obj = %group.getObject(%i);
if(%obj.getClassName() $= SimGroup)
{
%game.findObjectiveWaypoints(%obj);
}
else if(%obj.needsObjectiveWaypoint)
{
%game.initializeWaypointAtObjective(%obj);
}
}
}
function siegeGame::initializeWaypointAtObjective(%game, %object)
{
// out with the old...jic
if(%object.waypoint)
%object.waypoint.delete();
if(%object.team == %game.offenseTeam)
%team = %game.offenseTeam;
else
%team = (%game.offenseTeam == 1 ? 2 : 1);
// to make the waypoint look a little prettier we are using the z from
// position and the x and y from worldBoxCenter
%posX = getWord(%object.getWorldBoxCenter(), 0);
%posY = getWord(%object.getWorldBoxCenter(), 1);
%posZ = getWord(%object.position, 2);
%append = getTaggedString(%object.getDataBlock().targetTypeTag);
%object.waypoint = new WayPoint() {
position = %posX SPC %posY SPC %posZ;
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "WayPointMarker";
team = %team;
name = %object.nameTag SPC %append;
};
MissionCleanup.add(%object.waypoint);
}
function siegeGame::switchWaypoint(%game, %waypoint)
{
%team = %waypoint.team;
%newTeam = (%team == 1 ? 2 : 1);
%waypoint.team = %newTeam;
}
function SiegeGame::gameOver(%game)
{
//call the default
DefaultGame::gameOver(%game);
cancel(%game.timeThread);
messageAll('MsgClearObjHud', "");
}
function SiegeGame::sendDebriefing( %game, %client )
{
//if neither team captured
%winnerName = "";
if ( $teamScore[1] == 0 && $teamScore[2] == 0 )
%winner = -1;
//else see if team1 won
else if ( $teamScore[1] > 0 && ( $teamScore[2] == 0 || $teamScore[1] < $teamScore[2] ) )
{
%winner = 1;
%winnerName = $teamName[1];
}
//else see if team2 won
else if ($teamScore[2] > 0 && ($teamScore[1] == 0 || $teamScore[2] < $teamScore[1]))
{
%winner = 2;
%winnerName = $teamName[2];
}
//else see if it was a tie (right down to the millisecond - doubtful)
else if ($teamScore[1] == $teamScore[2])
%winner = 0;
//send the winner message
if (%winnerName $= 'Storm')
messageClient( %client, 'MsgGameOver', "Match has ended.~wvoice/announcer/ann.stowins.wav" );
else if (%winnerName $= 'Inferno')
messageClient( %client, 'MsgGameOver', "Match has ended.~wvoice/announcer/ann.infwins.wav" );
else
messageClient( %client, 'MsgGameOver', "Match has ended.~wvoice/announcer/ann.gameover.wav" );
// Mission result:
if (%winner > 0)
{
if (%winner == 1)
{
if ($teamScore[2] == 0)
messageClient(%client, 'MsgDebriefResult', "", '<just:center>%1 wins!', $TeamName[1]);
else
{
%timeDiffMS = $teamScore[2] - $teamScore[1];
messageClient(%client, 'MsgDebriefResult', "", '<just:center>%1 won by capturing the base %2 faster!', $TeamName[1], %game.formatTime(%timeDiffMS, true));
}
}
else
{
if ($teamScore[1] == 0)
messageClient(%client, 'MsgDebriefResult', "", '<just:center>%1 wins!', $TeamName[2]);
else
{
%timeDiffMS = $teamScore[1] - $teamScore[2];
messageClient(%client, 'MsgDebriefResult', "", '<just:center>%1 won by capturing the base %2 faster!', $TeamName[2], %game.formatTime(%timeDiffMS, true));
}
}
}
else
messageClient( %client, 'MsgDebriefResult', "", '<just:center>The mission ended in a tie.' );
// Game summary:
messageClient( %client, 'MsgDebriefAddLine', "", '<spush><color:00dc00><font:univers condensed:18>SUMMARY:<spop>' );
if ( $teamScore[1] > 0 )
{
%timeStr = %game.formatTime($teamScore[1], true);
messageClient( %client, 'MsgDebriefAddLine', "", ' %1 captured the base in %2.', $TeamName[1], %timeStr);
}
else
messageClient( %client, 'MsgDebriefAddLine', "", ' %1 failed to capture the base.', $TeamName[1]);
if ( $teamScore[2] > 0 )
{
%timeStr = %game.formatTime($teamScore[2], true);
messageClient( %client, 'MsgDebriefAddLine', "", ' %1 captured the base in %2.', $TeamName[2], %timeStr);
}
else
messageClient( %client, 'MsgDebriefAddLine', "", ' %1 failed to capture the base.', $TeamName[2]);
// List out the team rosters:
messageClient( %client, 'MsgDebriefAddLine', "", '\n<spush><color:00dc00><font:univers condensed:18>%1<lmargin%%:50>%2<spop>', $TeamName[1], $TeamName[2] );
%max = $TeamRank[1, count] > $TeamRank[2, count] ? $TeamRank[1, count] : $TeamRank[2, count];
for ( %line = 0; %line < %max; %line++ )
{
%plyr1 = $TeamRank[1, %line] $= "" ? "" : $TeamRank[1, %line].name;
%plyr2 = $TeamRank[2, %line] $= "" ? "" : $TeamRank[2, %line].name;
messageClient( %client, 'MsgDebriefAddLine', "", '<lmargin:0><clip%%:50> %1</clip><lmargin%%:50><clip%%:50> %2</clip>', %plyr1, %plyr2 );
}
// Show observers:
%count = ClientGroup.getCount();
%header = false;
for ( %i = 0; %i < %count; %i++ )
{
%cl = ClientGroup.getObject( %i );
if ( %cl.team <= 0 )
{
if ( !%header )
{
messageClient( %client, 'MsgDebriefAddLine', "", '\n<lmargin:0><spush><color:00dc00><font:univers condensed:18>OBSERVERS<spop>' );
%header = true;
}
messageClient( %client, 'MsgDebriefAddLine', "", ' %1', %cl.name );
}
}
}
function SiegeGame::clientMissionDropReady(%game, %client)
{
messageClient(%client, 'MsgClientReady', "", %game.class);
for(%i = 1; %i <= %game.numTeams; %i++)
{
%isOffense = (%i == %game.offenseTeam);
messageClient(%client, 'MsgSiegeAddTeam', "", %i, $teamName[%i], %isOffense);
}
messageClient(%client, 'MsgMissionDropInfo', '\c0You are in mission %1 (%2).', $MissionDisplayName, $MissionTypeDisplayName, $ServerName );
DefaultGame::clientMissionDropReady(%game, %client);
}
function SiegeGame::assignClientTeam(%game, %client, %respawn)
{
DefaultGame::assignClientTeam(%game, %client, %respawn);
// if player's team is not on top of objective hud, switch lines
messageClient(%client, 'MsgCheckTeamLines', "", %client.team);
}
function SiegeGame::resetScore(%game, %client)
{
%client.score = 0;
%client.kills = 0;
%client.deaths = 0;
%client.suicides = 0;
%client.objScore = 0;
%client.teamKills = 0;
%client.turretKills = 0;
%client.offenseScore = 0;
%client.defenseScore = 0;
}
//--------------- Scoring functions -----------------
function SiegeGame::recalcScore(%game, %cl)
{
%killValue = %cl.kills * %game.SCORE_PER_KILL;
%deathValue = %cl.deaths * %game.SCORE_PER_DEATH;
if (%killValue - %deathValue == 0)
%killPoints = 0;
else
%killPoints = (%killValue * %killValue) / (%killValue - %deathValue);
%cl.offenseScore = %killPoints;
%cl.offenseScore += %cl.teamKills * %game.SCORE_PER_TEAMKILL; // -1
%cl.offenseScore += %cl.objScore;
%cl.defenseScore = %cl.turretKills * %game.SCORE_PER_TURRET_KILL; // 1
%cl.score = %cl.offenseScore + %cl.defenseScore;
%cl.score = mFloor(%cl.score);
%game.recalcTeamRanks(%cl);
}
function SiegeGame::updateKillScores(%game, %clVictim, %clKiller, %damageType, %implement)
{
if(%game.testTurretKill(%implement)) //check for turretkill before awarded a non client points for a kill
{
%game.awardScoreTurretKill(%clVictim, %implement);
}
else if (%game.testKill(%clVictim, %clKiller)) //verify victim was an enemy
{
%game.awardScoreKill(%clKiller);
%game.awardScoreDeath(%clVictim);
}
else
{
if (%game.testSuicide(%clVictim, %clKiller, %damageType)) //otherwise test for suicide
{
%game.awardScoreSuicide(%clVictim);
}
else
{
if (%game.testTeamKill(%clVictim, %clKiller)) //otherwise test for a teamkill
%game.awardScoreTeamKill(%clVictim, %clKiller);
}
}
}
function SiegeGame::testValidRepair(%game, %obj)
{
return ((%obj.lastDamagedByTeam != %obj.team) && (%obj.repairedBy.team == %obj.team));
}
function SiegeGame::genOnRepaired(%game, %obj, %objName)
{
if (%game.testValidRepair(%obj))
{
%repairman = %obj.repairedBy;
messageTeam(%repairman.team, 'msgGenRepaired', '\c0%1 repaired the %2 generator!', %repairman.name, %obj.nameTag);
}
}
function SiegeGame::stationOnRepaired(%game, %obj, %objName)
{
if (%game.testValidRepair(%obj))
{
%repairman = %obj.repairedBy;
messageTeam(%repairman.team, 'msgStationRepaired', '\c0%1 repaired the %2 inventory station!', %repairman.name, %obj.nameTag);
}
}
function SiegeGame::sensorOnRepaired(%game, %obj, %objName)
{
if (%game.testValidRepair(%obj))
{
%repairman = %obj.repairedBy;
messageTeam(%repairman.team, 'msgSensorRepaired', '\c0%1 repaired the %2 pulse sensor!', %repairman.name, %obj.nameTag);
}
}
function SiegeGame::turretOnRepaired(%game, %obj, %objName)
{
if (%game.testValidRepair(%obj))
{
%repairman = %obj.repairedBy;
messageTeam(%repairman.team, 'msgTurretRepaired', '\c0%1 repaired the %2 turret!', %repairman.name, %obj.nameTag);
}
}
function SiegeGame::vStationOnRepaired(%game, %obj, %objName)
{
if (%game.testValidRepair(%obj))
{
%repairman = %obj.repairedBy;
messageTeam(%repairman.team, 'msgTurretRepaired', '\c0%1 repaired the %2 vehicle station!', %repairman.name, %obj.nameTag);
}
}
function SiegeGame::halfTimeCountDown(%game, %time)
{
%game.secondHalfCountDown = true;
$MatchStarted = false;
%timeMS = %time * 1000;
%game.schedule(%timeMS, "startSecondHalf");
notifyMatchStart(%timeMS);
if(%timeMS > 30000)
schedule(%timeMS - 30000, 0, "notifyMatchStart", 30000);
if(%timeMS > 20000)
schedule(%timeMS - 20000, 0, "notifyMatchStart", 20000);
if(%timeMS > 10000)
schedule(%timeMS - 10000, 0, "notifyMatchStart", 10000);
if(%timeMS > 5000)
schedule(%timeMS - 5000, 0, "notifyMatchStart", 5000);
if(%timeMS > 4000)
schedule(%timeMS - 4000, 0, "notifyMatchStart", 4000);
if(%timeMS > 3000)
schedule(%timeMS - 3000, 0, "notifyMatchStart", 3000);
if(%timeMS > 2000)
schedule(%timeMS - 2000, 0, "notifyMatchStart", 2000);
if(%timeMS > 1000)
schedule(%timeMS - 1000, 0, "notifyMatchStart", 1000);
}
function SiegeGame::applyConcussion(%game, %player)
{
}
function SiegeGame::updateScoreHud(%game, %client, %tag)
{
%timeElapsedMS = getSimTime() - %game.startTimeMS;
%curTimeLeftMS = %game.timeLimitMS - %timeElapsedMS;
if (!$MatchStarted)
%curTimeLeftStr = %game.formatTime(%game.timelimitMS, false);
else
%curTimeLeftStr = %game.formatTime(%curTimeLeftMS, false);
// Send header:
if (%game.firstHalf)
messageClient( %client, 'SetScoreHudHeader', "", '<just:center>%1 has %2 to capture the base.',
$teamName[%game.offenseTeam], %curTimeLeftStr );
else
messageClient( %client, 'SetScoreHudHeader', "", '<just:center>%1 must capture the base within %2 to win.',
$teamName[%game.offenseTeam], %curTimeLeftStr );
// Send subheader:
messageClient( %client, 'SetScoreHudSubheader', "", '<tab:15,315>\t%1 (%2)\t%3 (%4)',
$TeamName[1], $TeamRank[1, count], $TeamName[2], $TeamRank[2, count] );
%index = 0;
while (true)
{
if (%index >= $TeamRank[1, count] && %index >= $TeamRank[2, count])
break;
//get the team1 client info
%team1Client = "";
%team1ClientScore = "";
%col1Style = "";
if (%index < $TeamRank[1, count])
{
%team1Client = $TeamRank[1, %index];
%team1ClientScore = %team1Client.score $= "" ? 0 : %team1Client.score;
if ( %team1Client == %client )
%col1Style = "<color:dcdcdc>";
}
//get the team2 client info
%team2Client = "";
%team2ClientScore = "";
%col2Style = "";
if (%index < $TeamRank[2, count])
{
%team2Client = $TeamRank[2, %index];
%team2ClientScore = %team2Client.score $= "" ? 0 : %team2Client.score;
if ( %team2Client == %client )
%col2Style = "<color:dcdcdc>";
}
//if the client is not an observer, send the message
if (%client.team != 0)
{
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:20,320>\t<spush>%3<clip:200>%1</clip><spop>\t%4<clip:200>%2</clip>',
%team1Client.name, %team2Client.name, %col1Style, %col2Style );
}
//else for observers, create an anchor around the player name so they can be observed
else
{
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:20,320>\t<spush>%3<clip:200><a:gamelink\t%5>%1</a></clip><spop>\t%4<clip:200><a:gamelink\t%6>%2</a></clip>',
%team1Client.name, %team2Client.name, %col1Style, %col2Style, %team1Client, %team2Client );
}
%index++;
}
// Tack on the list of observers:
%observerCount = 0;
for (%i = 0; %i < ClientGroup.getCount(); %i++)
{
%cl = ClientGroup.getObject(%i);
if (%cl.team == 0)
%observerCount++;
}
if (%observerCount > 0)
{
messageClient( %client, 'SetLineHud', "", %tag, %index, "");
%index++;
messageClient(%client, 'SetLineHud', "", %tag, %index, '<tab:10, 310><spush><font:Univers Condensed:22>\tOBSERVERS (%1)<rmargin:260><just:right>TIME<spop>', %observerCount);
%index++;
for (%i = 0; %i < ClientGroup.getCount(); %i++)
{
%cl = ClientGroup.getObject(%i);
//if this is an observer
if (%cl.team == 0)
{
%obsTime = getSimTime() - %cl.observerStartTime;
%obsTimeStr = %game.formatTime(%obsTime, false);
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:20, 310>\t<clip:150>%1</clip><rmargin:260><just:right>%2',
%cl.name, %obsTimeStr );
%index++;
}
}
}
//clear the rest of Hud so we don't get old lines hanging around...
messageClient( %client, 'ClearHud', "", %tag, %index );
}