TribesReplay/base/scripts/CTFGame.cs
2017-07-17 22:51:48 -04:00

923 lines
34 KiB
C#

// DisplayName = Capture the Flag
//--- GAME RULES BEGIN ---
//Prevent enemy from capturing your flag
//Capture enemy flag and bring it to your team's flag stand
//Score a point each time enemy flag is "capped"
//To score, your flag must be at its stand when the enemy flag arrives
//--- GAME RULES END ---
//exec the AI scripts
exec("scripts/aiCTF.cs");
package CTFGame {
function Generator::onDestroyed(%data, %obj)
{
if (Game.testGenDestroyed(%obj))
Game.awardScoreGenDestroy(%obj.lastDamagedBy);
}
function Flag::objectiveInit(%data, %flag)
{
if (!%flag.isTeamSkinned)
{
%pos = %flag.getTransform();
%group = %flag.getGroup();
}
%flag.originalPosition = %flag.getTransform();
%flag.isHome = true;
%flag.carrier = "";
setTargetSkin(%flag.getTarget(), $TeamSkin[%flag.team]);
setTargetSensorGroup(%flag.getTarget(), %flag.team);
setTargetAlwaysVisMask(%flag.getTarget(), 0x7);
setTargetRenderMask(%flag.getTarget(), getTargetRenderMask(%flag.getTarget()) | 0x2);
%flag.scopeWhenSensorVisible(true);
$flagStatus[%flag.team] = "<At Base>";
//Point the flag and stand at each other
%group = %flag.getGroup();
%count = %group.getCount();
%flag.stand = "";
for(%i = 0; %i < %count; %i++)
{
%this = %group.getObject(%i);
if((%this.getClassName() !$= "InteriorInstance") && (%this.getClassName() !$= "SimGroup"))
{
if(%this.getDataBlock().getName() $= "ExteriorFlagStand")
{
%flag.stand = %this;
%this.flag = %flag;
}
}
}
// set the nametag on the target
setTargetName(%flag.getTarget(), $teamName[%flag.team]);
// create a marker on this guy
%flag.waypoint = new MissionMarker() {
position = %flag.getTransform();
dataBlock = "FlagMarker";
};
MissionCleanup.add(%flag.waypoint);
// create a target for this (there is no MissionMarker::onAdd script call)
%target = createTarget(%flag.waypoint, $teamName[%flag.team], "", "", 'Base', %flag.team, 0);
setTargetAlwaysVisMask(%target, 0xffffffff);
//store the flag in an array
$TeamFlag[%flag.team] = %flag;
}
};
//-- tracking ---
// .deaths .kills .genDefends .carrierKills .flagDefends .escortAssists .suicides .teamKills .turretKills .flagCaps
// .flagReturns .genDestroys .genRepairs
function CTFGame::initGameVars(%game)
{
%game.SCORE_PER_SUICIDE = -1;
%game.SCORE_PER_TEAMKILL = -1;
%game.SCORE_PER_DEATH = -1;
%game.SCORE_PER_KILL = 1;
%game.SCORE_PER_PLYR_FLAG_CAP = 3;
%game.SCORE_PER_TEAM_FLAG_CAP = 1;
%game.SCORE_PER_GEN_DESTROY = 2;
%game.SCORE_PER_ESCORT_ASSIST = 1;
%game.SCORE_PER_TURRET_KILL = 1;
%game.SCORE_PER_FLAG_DEFEND = 1;
%game.SCORE_PER_CARRIER_KILL = 1;
%game.SCORE_PER_FLAG_RETURN = 1;
%game.SCORE_PER_GEN_DEFEND = 1;
%game.SCORE_PER_GEN_REPAIR = 1;
%game.FLAG_RETURN_DELAY = 45 * 1000; //45 seconds
%game.TIME_CONSIDERED_FLAGCARRIER_THREAT = 3 * 1000; //after damaging enemy flag carrier
%game.RADIUS_GEN_DEFENSE = 20; //meters
%game.RADIUS_FLAG_DEFENSE = 20; //meters
%game.fadeTimeMS = 2000;
%game.notifyMineDist = 7.5;
%game.stalemate = false;
%game.stalemateObjsVisible = false;
%game.stalemateTimeMS = 60000;
%game.stalemateFreqMS = 15000;
%game.stalemateDurationMS = 6000;
}
//--------------------------------------------------------------------------
// need to have this for the corporate maps which could not be fixed
function SimObject::clearFlagWaypoints(%this)
{
}
function WayPoint::clearFlagWaypoints(%this)
{
logEcho("Removing flag waypoint: " @ %this);
if(%this.nameTag $= "Flag")
%this.delete();
}
function SimGroup::clearFlagWaypoints(%this)
{
for(%i = %this.getCount() - 1; %i >= 0; %i--)
%this.getObject(%i).clearFlagWaypoints();
}
//--------------------------------------------------------------------------
function CTFGame::missionLoadDone(%game)
{
//default version sets up teams - must be called first...
DefaultGame::missionLoadDone(%game);
for(%i = 1; %i < (%game.numTeams + 1); %i++)
$teamScore[%i] = 0;
// remove
MissionGroup.clearFlagWaypoints();
}
function CTFGame::playerTouchFlag(%game, %player, %flag)
{
%client = %player.client;
if ((%flag.carrier $= "") && (%player.getState() !$= "Dead"))
{
//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 CTFGame::playerTouchOwnFlag(%game, %player, %flag)
{
if(%flag.isHome)
{
if (%player.holdingFlag !$= "")
%game.flagCap(%player);
}
else
%game.flagReturn(%flag, %player);
//call the AI function
%game.AIplayerTouchOwnFlag(%player, %flag);
}
function CTFGame::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, $teamSkin[%flag.team]);
%game.playerGotFlagTarget(%player);
//only cancel the return timer if the player is in bounds...
if (!%client.outOfBounds)
{
cancel($FlagReturnTimer[%flag]);
$FlagReturnTimer[%flag] = "";
}
//if this flag was "at home", see if both flags have now been taken
if (%flag.isHome)
{
%startStalemate = false;
if ($TeamFlag[1] == %flag)
%startStalemate = !$TeamFlag[2].isHome;
else
%startStalemate = !$TeamFlag[1].isHome;
if (%startStalemate)
%game.stalemateSchedule = %game.schedule(%game.stalemateTimeMS, beginStalemate);
}
%flag.hide(true);
%flag.isHome = false;
if(%flag.stand)
%flag.stand.getDataBlock().onFlagTaken(%flag.stand);//animate, if exterior stand
$flagStatus[%flag.team] = %client.nameBase;
messageTeamExcept(%client, 'MsgCTFFlagTaken', '\c2Teammate %1 took the %2 flag.~wfx/misc/flag_snatch.wav', %client.name, $teamName[%flag.team], %flag.team, %client.nameBase);
messageTeam(%flag.team, 'MsgCTFFlagTaken', '\c2Your flag has been taken by %1!~wfx/misc/flag_taken.wav',%client.name, 0, %flag.team, %client.nameBase);
messageTeam(0, 'MsgCTFFlagTaken', '\c2%1 took the %2 flag.~wfx/misc/flag_snatch.wav', %client.name, $teamName[%flag.team], %flag.team, %client.nameBase);
messageClient(%client, 'MsgCTFFlagTaken', '\c2You took the %2 flag.~wfx/misc/flag_snatch.wav', %client.name, $teamName[%flag.team], %flag.team, %client.nameBase);
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") took team "@%flag.team@" flag");
//call the AI function
%game.AIplayerTouchEnemyFlag(%player, %flag);
//if the player is out of bounds, then in 3 seconds, it should be thrown back towards the in bounds area...
if (%client.outOfBounds)
%game.schedule(3000, "boundaryLoseFlag", %player);
}
function CTFGame::playerGotFlagTarget(%game, %player)
{
%player.scopeWhenSensorVisible(true);
%target = %player.getTarget();
setTargetRenderMask(%target, getTargetRenderMask(%target) | 0x2);
if(%game.stalemateObjsVisible)
setTargetAlwaysVisMask(%target, 0x7);
}
function CTFGame::playerLostFlagTarget(%game, %player)
{
%player.scopeWhenSensorVisible(false);
%target = %player.getTarget();
setTargetRenderMask(%target, getTargetRenderMask(%target) & ~0x2);
// clear his always vis target mask
setTargetAlwaysVisMask(%target, (1 << getTargetSensorGroup(%target)));
}
function CTFGame::playerDroppedFlag(%game, %player)
{
%client = %player.client;
%flag = %player.holdingFlag;
%game.playerLostFlagTarget(%player);
%player.holdingFlag = ""; //player isn't holding a flag anymore
%flag.carrier = ""; //flag isn't held anymore
$flagStatus[%flag.team] = "<In the Field>";
%player.unMountImage($FlagSlot);
%flag.hide(false); //Does the throwItem function handle this?
messageTeamExcept(%client, 'MsgCTFFlagDropped', '\c2Teammate %1 dropped the %2 flag.~wfx/misc/flag_drop.wav', %client.name, $teamName[%flag.team], %flag.team);
messageTeam(%flag.team, 'MsgCTFFlagDropped', '\c2Your flag has been dropped by %1!~wfx/misc/flag_drop.wav', %client.name, 0, %flag.team);
messageTeam(0, 'MsgCTFFlagDropped', '\c2%1 dropped the %2 flag.~wfx/misc/flag_drop.wav', %client.name, $teamName[%flag.team], %flag.team);
if(!%player.client.outOfBounds)
messageClient(%client, 'MsgCTFFlagDropped', '\c2You dropped the %2 flag.~wfx/misc/flag_drop.wav', 0, $teamName[%flag.team], %flag.team);
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") dropped team "@%flag.team@" flag");
//don't duplicate the schedule if there's already one in progress...
if ($FlagReturnTimer[%flag] <= 0)
$FlagReturnTimer[%flag] = %game.schedule(%game.FLAG_RETURN_DELAY - %game.fadeTimeMS, "flagReturnFade", %flag);
//call the AI function
%game.AIplayerDroppedFlag(%player, %flag);
}
function CTFGame::flagCap(%game, %player)
{
%client = %player.client;
%flag = %player.holdingFlag;
%flag.carrier = "";
%game.playerLostFlagTarget(%player);
//award points to player and team
messageTeamExcept(%client, 'MsgCTFFlagCapped', '\c2%1 captured the %2 flag!~wfx/misc/flag_capture.wav', %client.name, $teamName[%flag.team], %flag.team, %client.team);
messageTeam(%flag.team, 'MsgCTFFlagCapped', '\c2Your flag was captured by %1.~wfx/misc/flag_lost.wav', %client.name, 0, %flag.team, %client.team);
messageTeam(0, 'MsgCTFFlagCapped', '\c2%1 captured the %2 flag!~wfx/misc/flag_capture.wav', %client.name, $teamName[%flag.team], %flag.team, %client.team);
messageClient(%client, 'MsgCTFFlagCapped', '\c2You captured the %2 flag!~wfx/misc/flag_capture.wav', 0, $teamName[%flag.team], %flag.team, %client.team);
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") capped team "@%client.team@" flag");
%player.holdingFlag = ""; //no longer holding it.
%player.unMountImage($FlagSlot);
%game.flagReset(%flag);
%game.awardScoreFlagCap(%client, %flag);
//call the AI function
%game.AIflagCap(%player, %flag);
//if this cap didn't end the game, play the announcer...
if ($missionRunning)
{
if ($teamName[%client.team] $= 'Inferno')
messageAll("", '~wvoice/announcer/ann.infscores.wav');
else if ($teamName[%client.team] $= 'Storm')
messageAll("", '~wvoice/announcer/ann.stoscores.wav');
}
}
function CTFGame::flagReturnFade(%game, %flag)
{
$FlagReturnTimer[%flag] = %game.schedule(%game.fadeTimeMS, "flagReturn", %flag);
%flag.startFade(%game.fadeTimeMS, 0, true);
}
function CTFGame::flagReturn(%game, %flag, %player)
{
cancel($FlagReturnTimer[%flag]);
$FlagReturnTimer[%flag] = "";
if(%flag.team == 1)
%otherTeam = 2;
else
%otherTeam = 1;
if (%player !$= "")
{
//a player returned it
%client = %player.client;
messageTeamExcept(%client, 'MsgCTFFlagReturned', '\c2Teammate %1 returned your flag to base.~wfx/misc/flag_return.wav', %client.name, 0, %flag.team);
messageTeam(%otherTeam, 'MsgCTFFlagReturned', '\c2Enemy %1 returned the %2 flag.~wfx/misc/flag_return.wav', %client.name, $teamName[%flag.team], %flag.team);
messageTeam(0, 'MsgCTFFlagReturned', '\c2%1 returned the %2 flag.~wfx/misc/flag_return.wav', %client.name, $teamName[%flag.team], %flag.team);
messageClient(%client, 'MsgCTFFlagReturned', '\c2You returned your flag.~wfx/misc/flag_return.wav', 0, $teamName[%flag.team], %flag.team);
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") returned team "@%flag.team@" flag");
%game.awardScoreFlagReturn(%player.client);
}
else
{
//returned due to timer
messageTeam(%otherTeam, 'MsgCTFFlagReturned', '\c2The %2 flag was returned to base.~wfx/misc/flag_return.wav', 0, $teamName[%flag.team], %flag.team); //because it was dropped for too long
messageTeam(%flag.team, 'MsgCTFFlagReturned', '\c2Your flag was returned.~wfx/misc/flag_return.wav', 0, 0, %flag.team);
messageTeam(0, 'MsgCTFFlagReturned', '\c2The %2 flag was returned to base.~wfx/misc/flag_return.wav', 0, $teamName[%flag.team], %flag.team);
logEcho("team "@%flag.team@" flag returned (timeout)");
}
%game.flagReset(%flag);
}
function CTFGame::showStalemateTargets(%game)
{
cancel(%game.stalemateSchedule);
//show the targets
for (%i = 1; %i <= 2; %i++)
{
%flag = $TeamFlag[%i];
//find the object to scope/waypoint....
//render the target hud icon for slot 1 (a centermass flag)
//if we just set him as always sensor vis, it'll work fine.
if (isObject(%flag.carrier))
setTargetAlwaysVisMask(%flag.carrier.getTarget(), 0x7);
}
//schedule the targets to hide
%game.stalemateObjsVisible = true;
%game.stalemateSchedule = %game.schedule(%game.stalemateDurationMS, hideStalemateTargets);
}
function CTFGame::hideStalemateTargets(%game)
{
cancel(%game.stalemateSchedule);
//hide the targets
for (%i = 1; %i <= 2; %i++)
{
%flag = $TeamFlag[%i];
if (isObject(%flag.carrier))
{
%target = %flag.carrier.getTarget();
setTargetAlwaysVisMask(%target, (1 << getTargetSensorGroup(%target)));
}
}
//schedule the targets to show again
%game.stalemateObjsVisible = false;
%game.stalemateSchedule = %game.schedule(%game.stalemateFreqMS, showStalemateTargets);
}
function CTFGame::beginStalemate(%game)
{
%game.stalemate = true;
%game.showStalemateTargets();
}
function CTFGame::endStalemate(%game)
{
%game.stalemate = false;
%game.hideStalemateTargets();
cancel(%game.stalemateSchedule);
}
function CTFGame::flagReset(%game, %flag)
{
//any time a flag is reset, kill the stalemate schedule
%game.endStalemate();
//make sure if there's a player carrying it (probably one out of bounds...), it is stripped first
if (isObject(%flag.carrier))
{
//hide the target hud icon for slot 2 (a centermass flag - visible only as part of a teams sensor network)
%game.playerLostFlagTarget(%flag.carrier);
%flag.carrier.holdingFlag = ""; //no longer holding it.
%flag.carrier.unMountImage($FlagSlot);
}
//fades, restore default position, home, velocity, general status, etc.
%flag.setVelocity("0 0 0");
%flag.setTransform(%flag.originalPosition);
%flag.isHome = true;
%flag.carrier = "";
$flagStatus[%flag.team] = "<At Base>";
%flag.hide(false);
if(%flag.stand)
%flag.stand.getDataBlock().onFlagReturn(%flag.stand);//animate, if exterior stand
//fade the flag in...
%flag.startFade(%game.fadeTimeMS, 0, false);
// dont render base target
setTargetRenderMask(%flag.waypoint.getTarget(), 0);
//call the AI function
%game.AIflagReset(%flag);
}
function CTFGame::timeLimitReached(%game)
{
logEcho("game over (timelimit)");
%game.gameOver();
cycleMissions();
}
function CTFGame::scoreLimitReached(%game)
{
logEcho("game over (scorelimit)");
%game.gameOver();
cycleMissions();
}
function CTFGame::notifyMineDeployed(%game, %mine)
{
//see if the mine is within 5 meters of the flag stand...
%mineTeam = %mine.sourceObject.team;
%homeFlag = $TeamFlag[%mineTeam];
if (isObject(%homeFlag))
{
%dist = VectorDist(%homeFlag.originalPosition, %mine.position);
if (%dist <= %game.notifyMineDist)
{
messageTeam(%mineTeam, 'MsgCTFFlagMined', "The flag has been mined.~wvoice/announcer/flag_minedFem.wav" );
}
}
}
function CTFGame::gameOver(%game)
{
//call the default
DefaultGame::gameOver(%game);
//send the winner message
%winner = "";
if ($teamScore[1] > $teamScore[2])
%winner = $teamName[1];
else if ($teamScore[2] > $teamScore[1])
%winner = $teamName[2];
if (%winner $= 'Storm')
messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.stowins.wav" );
else if (%winner $= 'Inferno')
messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.infwins.wav" );
else
messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.gameover.wav" );
messageAll('MsgClearObjHud', "");
for(%i = 0; %i < ClientGroup.getCount(); %i ++)
{
%client = %group.getObject(%i);
%game.resetScore(%client);
}
for(%j = 1; %j <= %game.numTeams; %j++)
$TeamScore[%j] = 0;
}
function CTFGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %implement, %damageLoc)
{
//the DefaultGame will set some vars
DefaultGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %implement, %damageLoc);
//if victim is carrying a flag and is not on the attackers team, mark the attacker as a threat for x seconds(for scoring purposes)
if ((%clVictim.holdingFlag !$= "") && (%clVictim.team != %clAttacker.team))
{
%clAttacker.dmgdFlagCarrier = true;
cancel(%clAttacker.threatTimer); //restart timer
%clAttacker.threatTimer = schedule(%game.TIME_CONSIDERED_FLAGCARRIER_THREAT, %clAttacker.dmgdFlagCarrier = false);
}
}
////////////////////////////////////////////////////////////////////////////////////////
function CTFGame::clientMissionDropReady(%game, %client)
{
messageClient(%client, 'MsgClientReady',"", %game.class);
%game.resetScore(%client);
for(%i = 1; %i <= %game.numTeams; %i++)
{
$Teams[%i].score = 0;
messageClient(%client, 'MsgCTFAddTeam', "", %i, $TeamName[%i], $flagStatus[%i], $TeamScore[%i]);
}
//%game.populateTeamRankArray(%client);
//messageClient(%client, 'MsgYourRankIs', "", -1);
messageClient(%client, 'MsgMissionDropInfo', '\c0You are in mission %1 (%2).', $MissionDisplayName, $MissionTypeDisplayName, $ServerName );
DefaultGame::clientMissionDropReady(%game, %client);
}
//NOTE - if we revert to this method of scoring, the function DefaultGame::awardScoreSuicide() no longer increments %client.deaths
// function CTFGame::recalcScore(%game, %cl)
// {
// // currently no penalty for suicide?
// //%cl.offenseScore = ((%cl.kills * %game.SCORE_PER_KILL) * (%cl.kills * %game.SCORE_PER_KILL)) / ((%cl.kills * %game.SCORE_PER_KILL) + (%cl.deaths * %game.SCORE_PER_DEATH)); //currently 1 pt per
// %cl.offenseScore = %cl.kills * %game.SCORE_PER_KILL + // 1
// %cl.deaths * %game.SCORE_PER_DEATH + // -1
// %cl.escortAssists * %game.SCORE_PER_ESCORT_ASSIST + // 1
// %cl.teamKills * %game.SCORE_PER_TEAMKILL + // -1
// %cl.flagCaps * %game.SCORE_PER_PLYR_FLAG_CAP + // 3
// %cl.genDestroys * %game.SCORE_PER_GEN_DESTROY + // 2
//
// %cl.defenseScore = %cl.genDefends * %game.SCORE_PER_GEN_DEFEND + // 1
// %cl.carrierKills * %game.SCORE_PER_CARRIER_KILL + // 1
// %cl.escortAssists * %game.SCORE_PER_ESCORT_ASSIST + // 1
// %cl.turretKills * %game.SCORE_PER_TURRET_KILL + // 1
// %cl.flagReturns * %game.SCORE_PER_FLAG_RETURN + // 1
// %cl.genRepairs * %game.SCORE_PER_GEN_REPAIR + // 1
//
// %cl.score = %cl.offenseScore + %cl.defenseScore;
//
// %game.recalcTeamRanks(%cl);
// }
function CTFGame::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 CTFGame::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.suicides * %game.SCORE_PER_SUICIDE + //-1
%cl.escortAssists * %game.SCORE_PER_ESCORT_ASSIST + // 1
%cl.teamKills * %game.SCORE_PER_TEAMKILL + // -1
%cl.flagCaps * %game.SCORE_PER_PLYR_FLAG_CAP + // 3
%cl.genDestroys * %game.SCORE_PER_GEN_DESTROY; // 2
%cl.defenseScore = %cl.genDefends * %game.SCORE_PER_GEN_DEFEND + // 1
%cl.carrierKills * %game.SCORE_PER_CARRIER_KILL + // 1
%cl.escortAssists * %game.SCORE_PER_ESCORT_ASSIST + // 1
%cl.turretKills * %game.SCORE_PER_TURRET_KILL + // 1
%cl.flagReturns * %game.SCORE_PER_FLAG_RETURN + // 1
%cl.genRepairs * %game.SCORE_PER_GEN_REPAIR; // 1
%cl.score = mFloor(%cl.offenseScore + %cl.defenseScore);
%game.recalcTeamRanks(%cl);
}
function CTFGame::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);
if (%game.testGenDefend(%clVictim, %clKiller))
%game.awardScoreGenDefend(%clKiller);
if(%game.testCarrierKill(%clVictim, %clKiller))
%game.awardScoreCarrierKill(%clKiller);
else
{
if (%game.testFlagDefend(%clVictim, %clKiller))
%game.awardScoreFlagDefend(%clKiller);
}
if (%game.testEscortAssist(%clVictim, %clKiller))
%game.awardScoreEscortAssist(%clKiller);
}
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 CTFGame::testFlagDefend(%game, %victimID, %killerID)
{
InitContainerRadiusSearch(%victimID.plyrPointOfDeath, %game.RADIUS_FLAG_DEFENSE, $TypeMasks::ItemObjectType);
%objID = containerSearchNext();
while(%objID != 0)
{
%objType = %objID.getDataBlock().getName();
if ((%objType $= "Flag") && (%objID.team == %killerID.team))
return true; //found the(a) killer's flag near the victim's point of death
else
%objID = containerSearchNext();
}
return false; //didn't find a qualifying flag within required radius of victims point of death
}
function CTFGame::testGenDefend(%game, %victimID, %killerID)
{
InitContainerRadiusSearch(%victimID.plyrPointOfDeath, %game.RADIUS_GEN_DEFENSE, $TypeMasks::StaticShapeObjectType);
%objID = containerSearchNext();
while(%objID != 0)
{
%objType = %objID.getDataBlock().ClassName;
if ((%objType $= "generator") && (%objID.team == %killerID.team))
return true; //found a killer's generator within required radius of victim's death
else
%objID = containerSearchNext();
}
return false; //didn't find a qualifying gen within required radius of victim's point of death
}
function CTFGame::testCarrierKill(%game, %victimID, %killerID)
{
%flag = %victimID.plyrDiedHoldingFlag;
return ((%flag !$= "") && (%flag.team == %killerID.team));
}
function CTFGame::testEscortAssist(%game, %victimID, %killerID)
{
return (%victimID.dmgdFlagCarrier);
}
function CTFGame::testGenDestroyed(%game, %obj)
{
return (%obj.lastDamagedByTeam != %obj.team);
}
function CTFGame::testValidRepair(%game, %obj)
{
return ((%obj.lastDamagedByTeam != %obj.team) && (%obj.repairedBy.team == %obj.team));
}
function CTFGame::awardScoreFlagCap(%game, %cl, %flag)
{
%cl.flagCaps++;
$TeamScore[%cl.team] += %game.SCORE_PER_TEAM_FLAG_CAP;
messageAll('MsgTeamScoreIs', "", %cl.team, $TeamScore[%cl.team]);
if (%game.SCORE_PER_TEAM_FLAG_CAP > 0)
{
%plural = (%game.SCORE_PER_PLYR_FLAG_CAP != 1 ? 's' : "");
messageClient(%cl, 'msgCTFFriendCap', '\c0You receive %1 point%2 for capturing the enemy flag!', %game.SCORE_PER_PLYR_FLAG_CAP, %plural);
messageTeamExcept(%cl, 'msgCTFFriendCap', '\c0%1 receives %2 point%3 for capturing the enemy flag!', %cl.name, %game.SCORE_PER_PLYR_FLAG_CAP, %plural);
messageTeam(%flag.team, 'msgCTFEnemyCap', '\c0Enemy %1 received %2 point%3 for capturing your flag!', %cl.name, %game.SCORE_PER_PLYR_FLAG_CAP, %plural);
}
%game.recalcScore(%cl);
%game.checkScoreLimit(%cl.team);
}
function CTFGame::checkScoreLimit(%game, %team)
{
%scoreLimit = MissionGroup.CTF_scoreLimit;
// default of 5 if scoreLimit not defined
if(%scoreLimit $= "")
%scoreLimit = 5;
if($TeamScore[%team] >= %scoreLimit)
%game.scoreLimitReached();
}
function CTFGame::awardScoreFlagReturn(%game, %cl)
{
%cl.flagReturns++;
if (%game.SCORE_PER_FLAG_RETURN != 0)
{
messageClient(%cl, 'scoreFlaRetMsg', '\c0You received a %1 point bonus for returning your flag.', %game.SCORE_PER_FLAG_RETURN);
messageTeamExcept(%cl, 'scoreFlaRetMsg', '\c0Teammate %1 received a %2 point bonus for returning your flag.', %cl.name, %game.SCORE_PER_FLAG_RETURN);
}
%game.recalcScore(%cl);
}
function CTFGame::awardScoreGenDestroy(%game,%cl)
{
%cl.genDestroys++;
if (%game.SCORE_PER_GEN_DESTROY != 0)
{
messageClient(%cl, 'msgGenDes', '\c0You received a %1 point bonus for destroying an enemy generator.', %game.SCORE_PER_GEN_DESTROY);
messageTeamExcept(%cl, 'msgGenDes', '\c0Teammate %1 received a %2 point bonus for destroying an enemy generator.', %cl.name, %game.SCORE_PER_GEN_DESTROY);
}
%game.recalcScore(%cl);
}
function CTFGame::awardScoreGenRepair(%game, %cl)
{
%cl.genRepairs++;
if (%game.SCORE_PER_GEN_REPAIR != 0)
{
messageClient(%cl, 'msgGenRep', '\c0You received a %1 point bonus for repairing a generator.', %game.SCORE_PER_GEN_REPAIR);
messageTeamExcept(%cl, 'msgGenRep', '\c0Teammate %1 received a %2 point bonus for repairing a generator.', %cl.name, %game.SCORE_PER_GEN_REPAIR);
}
%game.recalcScore(%cl);
}
function CTFGame::awardScoreGenDefend(%game, %killerID)
{
%killerID.genDefends++;
if (%game.SCORE_PER_GEN_DEFEND != 0)
{
messageClient(%killerID, 'msgGenDef', '\c0You received a %1 point bonus for defending a generator.', %game.SCORE_PER_GEN_DEFEND);
messageTeamExcept(%killerID, 'msgGenDef', '\c0Teammate %1 received a %2 point bonus for defending a generator.', %killerID.name, %game.SCORE_PER_GEN_DEFEND);
}
%game.recalcScore(%cl);
}
function CTFGame::awardScoreCarrierKill(%game, %killerID)
{
%killerID.carrierKills++;
if (%game.SCORE_PER_CARRIER_KILL != 0)
{
messageClient(%killerID, 'msgCarKill', '\c0You received a %1 point bonus for stopping the enemy flag carrier!', %game.SCORE_PER_CARRIER_KILL);
messageTeamExcept(%killerID, 'msgCarKill', '\c0Teammate %1 received a %2 point bonus for stopping the enemy flag carrier!', %killerID.name, %game.SCORE_PER_CARRIER_KILL);
}
%game.recalcScore(%killerID);
}
function CTFGame::awardScoreFlagDefend(%game, %killerID)
{
%killerID.flagDefends++;
if (%game.SCORE_PER_FLAG_DEFEND != 0)
{
messageClient(%killerID, 'msgFlagDef', '\c0You received a %1 point bonus for defending your flag!', %game.SCORE_PER_FLAG_DEFEND);
messageTeamExcept(%killerID, 'msgFlagDef', '\c0Teammate %1 received a %2 point bonus for defending your flag!', %killerID.name, %game.SCORE_PER_FLAG_DEFEND);
}
%game.recalcScore(%killerID);
}
function CTFGame::awardScoreEscortAssist(%game, %killerID)
{
%killerID.escortAssists++;
if (%game.SCORE_PER_ESCORT_ASSIST != 0)
{
messageClient(%killerID, 'msgEscAsst', '\c0You received a %1 point bonus for protecting the flag carrier!', %game.SCORE_PER_ESCORT_ASSIST);
messageTeamExcept(%killerID, 'msgEscAsst', '\c0Teammate %1 received a %2 point bonus for protecting the flag carrier!', %killerID.name, %game.SCORE_PER_ESCORT_ASSIST);
}
%game.recalcScore(%killerID);
}
function CTFGame::resetScore(%game, %client)
{
%client.offenseScore = 0;
%client.kills = 0;
%client.deaths = 0;
%client.suicides = 0;
%client.escortAssists = 0;
%client.teamKills = 0;
%client.flagCaps = 0;
%client.genDestroys = 0;
%client.defenseScore = 0;
%client.genDefends = 0;
%client.carrierKills = 0;
%client.escortAssists = 0;
%client.turretKills = 0;
%client.flagReturns = 0;
%client.genRepairs = 0;
%client.score = 0;
}
function CTFGame::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);
%game.awardScoreGenRepair(%obj.repairedBy);
}
}
function CTFGame::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 CTFGame::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 CTFGame::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 CTFGame::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 CTFGame::enterMissionArea(%game, %playerData, %player)
{
%player.client.outOfBounds = false;
messageClient(%player.client, 'EnterMissionArea', '\c1You are back in the mission area.');
logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") entered mission area");
//the instant a player leaves the mission boundary, the flag is dropped, and the return is scheduled...
if (%player.holdingFlag > 0)
{
cancel($FlagReturnTimer[%player.holdingFlag]);
$FlagReturnTimer[%player.holdingFlag] = "";
}
}
function CTFGame::leaveMissionArea(%game, %playerData, %player)
{
// maybe we'll do this just in case
%player.client.outOfBounds = true;
// if the player is holding a flag, strip it and throw it back into the mission area
// otherwise, just print a message
if(%player.holdingFlag > 0)
%game.boundaryLoseFlag(%player);
else
messageClient(%player.client, 'MsgLeaveMissionArea', '\c1You have left the mission area.~wfx/misc/warning_beep.wav');
logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") left mission area");
}
function CTFGame::boundaryLoseFlag(%game, %player)
{
// this is called when a player goes out of the mission area while holding
// the enemy flag. - make sure the player is still out of bounds
if (!%player.client.outOfBounds || !isObject(%player.holdingFlag))
return;
%client = %player.client;
%flag = %player.holdingFlag;
%flag.setVelocity("0 0 0");
%flag.setTransform(%player.getWorldBoxCenter());
%flag.setCollisionTimeout(%player);
%game.playerDroppedFlag(%player);
// now for the tricky part -- throwing the flag back into the mission area
// let's try throwing it back towards its "home"
%home = %flag.originalPosition;
%vecx = firstWord(%home) - firstWord(%player.getWorldBoxCenter());
%vecy = getWord(%home, 1) - getWord(%player.getWorldBoxCenter(), 1);
%vecz = getWord(%home, 2) - getWord(%player.getWorldBoxCenter(), 2);
%vec = %vecx SPC %vecy SPC %vecz;
// normalize the vector, scale it, and add an extra "upwards" component
%vecNorm = VectorNormalize(%vec);
%vec = VectorScale(%vecNorm, 1500);
%vec = vectorAdd(%vec, "0 0 500");
// apply the impulse to the flag object
%flag.applyImpulse(%player.getWorldBoxCenter(), %vec);
//don't forget to send the message
messageClient(%player.client, 'MsgCTFFlagDropped', '\c1You have left the mission area and lost the flag.~wfx/misc/flag_drop.wav', 0, 0, %player.holdingFlag.team);
logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") lost flag (out of bounds)");
}
function CTFGame::dropFlag(%game, %player)
{
if(%player.holdingFlag > 0)
{
if (!%player.client.outOfBounds)
%player.throwObject(%player.holdingFlag);
else
%game.boundaryLoseFlag(%player);
}
}
function CTFGame::applyConcussion(%game, %player)
{
%game.dropFlag( %player );
}