TribesReplay/base/scripts/HuntersGame.cs
Robert MacGregor a7153c654d v22649 (04/28/01):
- Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.)

- You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists.

- "Vote Spamming" has been prevented in-game.

- Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.)

- Moved some of the CD check from script into code, where it should be.

- Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch.

- Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot.

- Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF.

- The "sticking" mouse button problem is now fixed.

- Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved.

- (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained.

- (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly.

- (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.)

- (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15.

- (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy.

- (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles.

- (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down.

- (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-17 23:12:56 -04:00

1721 lines
61 KiB
C#

//--------------------------------------//
// HuntersGame.cs //
//--------------------------------------//
//--- GAME RULES BEGIN ---
//Kill other players to make them drop flags
//Return flags to the Nexus for points
//The more flags brought to Nexus at one time, the more each flag scores
//GREED mode: you must return 8 or more flags at once to score
//HOARD mode: no returns between 5 and 2 min. left in game
//Flag Colors: Red = 1pt, Blue = 2pts, Yellow = 4pts, Green = 8pts
//--- GAME RULES END ---
package HuntersGame {
function Nexus::objectiveInit(%data, %object)
{
Game.Nexus = %object;
Game.Nexus.playThread(0, "ambient");
Game.Nexus.setThreadDir(0, true);
//The flash animation plays forwards, then back automatically, so we have to alternate the thread direcction...
Game.Nexus.flashThreadDir = true;
}
function NexusBase::objectiveInit(%data, %object)
{
Game.NexusBase = %object;
Game.NexusBase.playthread(0, "ambient");
Game.NexusBase.setThreadDir(0, true);
}
function NexusCap::objectiveInit(%data, %object)
{
Game.NexusCap = %object;
Game.NexusCap.playthread(0, "ambient");
Game.NexusCap.setThreadDir(0, true);
}
};
$InvBanList[Hunters, "TurretOutdoorDeployable"] = 1;
$InvBanList[Hunters, "TurretIndoorDeployable"] = 1;
$InvBanList[Hunters, "ElfBarrelPack"] = 1;
$InvBanList[Hunters, "MortarBarrelPack"] = 1;
$InvBanList[Hunters, "PlasmaBarrelPack"] = 1;
$InvBanList[Hunters, "AABarrelPack"] = 1;
$InvBanList[Hunters, "MissileBarrelPack"] = 1;
$InvBanList[Hunters, "Mine"] = 1;
datablock AudioProfile(HuntersFlagPickupSound)
{
filename = "fx/misc/hunters_flag_snatch.wav";
description = AudioClose3d;
preload = true;
};
//exec the AI script
exec("scripts/aiHunters.cs");
//exec the records script
if (isFile("prefs/HuntersRecords.cs"))
exec("prefs/HuntersRecords.cs");
//-----------------------------------------------------------------------------
//Game initialization functions
function HuntersGame::setUpTeams(%game)
{
// Force the numTeams variable to one:
DefaultGame::setUpTeams(%game);
%game.numTeams = 1;
// allow teams 1->31 to listen to each other (team 0 can only listen to self)
for(%i = 1; %i < 32; %i++)
setSensorGroupListenMask(%i, 0xfffffffe);
}
function HuntersGame::initGameVars(%game)
{
%game.SCORE_PER_SUICIDE = -1;
%game.SCORE_PER_DEATH = 0;
%game.SCORE_PER_KILL = 1;
%game.teamMode = false;
%game.greedMode = $Host::HuntersGreedMode;
%game.greedMinFlags = 8; //min number of flags you must have before you can cap
%game.hoardMode = $Host::HuntersHoardMode;
%game.HoardStartTime = 5; //time left in the game at which hoard mode will start
%game.HoardDuration = 3; //duration of the hoard period
%game.HoardEndTime = %game.HoardStartTime - %game.HoardDuration;
%game.yardSaleMin = 10;
//make sure there is enough time in the match to actually have a hoard mode...
if ($host::timeLimit < %game.hoardStartTime + 1)
%game.hoardMode = false;
%game.maxSensorGroup = 0;
%game.highestFlagReturnCount = 10; //initialize to 10 - don't bother recording less than that...
%game.highestFlagReturnName = "";
%game.greedFlagCount = 10; //initialize to 10 - don't bother recording greed less than that...
%game.greedFlagName = "";
//this is how many humans have to be playing in order to set a record
%game.numHumansForRecord = 4;
//this is how many milliseconds before a warning is issued for camping near the Nexus
%game.nexusCampingTime = 10000;
%game.flagHoarder = "";
%game.flagHoarderMin = 15;
//vars for how long before the flag is deleted, and the fade transition time...
%game.flagLifeTimeMS = 120000;
%game.fadeTimeMS = 2000;
%game.flagMsgDelayMS = 3000;
%game.oobThrowFlagsDelayMS = 3000;
// targets for each of the flag types (except for base which is properly skinned already)
HuntersFlag1.target = -1; // red
HuntersFlag2.target = allocTarget("", 'Blue', "", "", 0, "", "");
HuntersFlag4.target = allocTarget("", 'Yellow', "", "", 0, "", "");
HuntersFlag8.target = allocTarget("", 'Green', "", "", 0, "", "");
}
function HuntersGame::allowsProtectedStatics(%game)
{
return true;
}
function HuntersGame::missionLoadDone(%game)
{
//default version sets up teams - must be called first...
DefaultGame::missionLoadDone(%game);
//initialize the score and flag count for all the players
%count = ClientGroup.getCount();
for(%i = 0; %i < %count; %i++)
{
%client = ClientGroup.getObject(%i);
%game.resetScore(%client);
%client.flagCount = 1;
%client.trackWaypoint = "";
%client.playerTrackLine = -1;
}
$TopClient = -1;
$TopClientScore = 0;
//create the Flag group
$FlagGroup = nameToID("MissionCleanup/FlagGroup");
if ($FlagGroup <= 0)
{
$FlagGroup = new SimGroup("FlagGroup");
MissionCleanup.add($FlagGroup);
}
//create the "yard sale waypoint set"
if(nameToId("HuntersYardSaleSet") <= 0)
{
$HuntersYardSaleSet = new SimSet("HuntersYardSaleSet");
MissionCleanup.add($HuntersYardSaleSet);
}
}
function HuntersGame::startMatch(%game)
{
//call the default
DefaultGame::startMatch(%game);
//schedule the hoard countdowns
%game.setupHoardCountdown();
}
function HuntersGame::setupHoardCountdown(%game)
{
//delete all previous scheduled calls...
cancel(%game.hoardStart30);
cancel(%game.hoardStart10);
cancel(%game.hoardStart5);
cancel(%game.hoardStart4);
cancel(%game.hoardStart3);
cancel(%game.hoardStart2);
cancel(%game.hoardStart1);
cancel(%game.hoardStart0);
cancel(%game.hoardEnd30);
cancel(%game.hoardEnd10);
cancel(%game.hoardEnd5);
cancel(%game.hoardEnd4);
cancel(%game.hoardEnd3);
cancel(%game.hoardEnd2);
cancel(%game.hoardEnd1);
cancel(%game.hoardEnd0);
//schedule hoard mode start notify calls
%curTimeLeftMS = ($Host::TimeLimit * 60 * 1000) + $missionStartTime - getSimTime();
%hoardStartTimeMS = %game.HoardStartTime * 60 * 1000;
if (%curTimeLeftMS >= %hoardStartTimeMS + 30000)
%game.hoardStart30 = %game.schedule(%curTimeLeftMS - (%hoardStartTimeMS + 30000), "notifyHoardStart", 30);
if (%curTimeLeftMS >= %hoardStartTimeMS + 10000)
%game.hoardStart10 = %game.schedule(%curTimeLeftMS - (%hoardStartTimeMS + 10000), "notifyHoardStart", 10);
if (%curTimeLeftMS >= %hoardStartTimeMS + 5000)
%game.hoardStart5 = %game.schedule(%curTimeLeftMS - (%hoardStartTimeMS + 5000), "notifyHoardStart", 5);
if (%curTimeLeftMS >= %hoardStartTimeMS + 4000)
%game.hoardStart4 = %game.schedule(%curTimeLeftMS - (%hoardStartTimeMS + 4000), "notifyHoardStart", 4);
if (%curTimeLeftMS >= %hoardStartTimeMS + 3000)
%game.hoardStart3 = %game.schedule(%curTimeLeftMS - (%hoardStartTimeMS + 3000), "notifyHoardStart", 3);
if (%curTimeLeftMS >= %hoardStartTimeMS + 2000)
%game.hoardStart2 = %game.schedule(%curTimeLeftMS - (%hoardStartTimeMS + 2000), "notifyHoardStart", 2);
if (%curTimeLeftMS >= %hoardStartTimeMS + 1000)
%game.hoardStart1 = %game.schedule(%curTimeLeftMS - (%hoardStartTimeMS + 1000), "notifyHoardStart", 1);
if (%curTimeLeftMS >= %hoardStartTimeMS)
%game.hoardStart0 = %game.schedule(%curTimeLeftMS - %hoardStartTimeMS, "notifyHoardStart", 0);
//schedule hoard mode end notify calls
%hoardEndTimeMS = %game.HoardEndTime * 60 * 1000;
if (%curTimeLeftMS >= %hoardEndTimeMS + 30000)
%game.hoardEnd30 = %game.schedule(%curTimeLeftMS - (%hoardEndTimeMS + 30000), "notifyHoardEnd", 30);
if (%curTimeLeftMS >= %hoardEndTimeMS + 10000)
%game.hoardEnd10 = %game.schedule(%curTimeLeftMS - (%hoardEndTimeMS + 10000), "notifyHoardEnd", 10);
if (%curTimeLeftMS >= %hoardEndTimeMS + 5000)
%game.hoardEnd5 = %game.schedule(%curTimeLeftMS - (%hoardEndTimeMS + 5000), "notifyHoardEnd", 5);
if (%curTimeLeftMS >= %hoardEndTimeMS + 4000)
%game.hoardEnd4 = %game.schedule(%curTimeLeftMS - (%hoardEndTimeMS + 4000), "notifyHoardEnd", 4);
if (%curTimeLeftMS >= %hoardEndTimeMS + 3000)
%game.hoardEnd3 = %game.schedule(%curTimeLeftMS - (%hoardEndTimeMS + 3000), "notifyHoardEnd", 3);
if (%curTimeLeftMS >= %hoardEndTimeMS + 2000)
%game.hoardEnd2 = %game.schedule(%curTimeLeftMS - (%hoardEndTimeMS + 2000), "notifyHoardEnd", 2);
if (%curTimeLeftMS >= %hoardEndTimeMS + 1000)
%game.hoardEnd1 = %game.schedule(%curTimeLeftMS - (%hoardEndTimeMS + 1000), "notifyHoardEnd", 1);
if (%curTimeLeftMS >= %hoardEndTimeMS)
%game.hoardEnd0 = %game.schedule(%curTimeLeftMS - %hoardEndTimeMS, "notifyHoardEnd", 0);
}
function HuntersGame::notifyHoardStart(%game, %seconds)
{
if (%game.HoardMode)
{
if (%seconds > 1)
messageAll('MsgHuntersHoardNotifyStart', '\c2%1 seconds left until the HOARD period begins.~wfx/misc/hunters_%1.wav', %seconds);
else if (%seconds == 1)
messageAll('MsgHuntersHoardNotifyStart', '\c21 second left until the HOARD period begins.~wfx/misc/hunters_1.wav');
else
{
messageAll('MsgHuntHoardNotifyStarted', '\c2The HOARD period has begun.~wfx/misc/hunters_horde.wav');
logEcho("hoard mode start");
%game.setNexusDisabled();
cancel(%game.greedNexusFlash);
}
}
}
function HuntersGame::notifyHoardEnd(%game, %seconds)
{
if (%game.HoardMode)
{
if (%seconds > 1)
messageAll('MsgHuntersHoardNotifyEnd', '\c2%1 seconds left until the HOARD period ends.~wfx/misc/hunters_%1.wav', %seconds);
else if (%seconds == 1)
messageAll('MsgHuntersHoardNotifyEnd', '\c21 second left until the HOARD period ends.~wfx/misc/hunters_1.wav');
else
{
messageAll('MsgHuntersHoardNotifyEnded', '\c2The HOARD period has ended!~wfx/misc/hunters_greed.wav');
logEcho("hoard mode end");
%game.setNexusEnabled();
cancel(%game.greedNexusFlash);
}
}
}
function HuntersGame::clientJoinTeam( %game, %client, %team, %respawn )
{
%game.assignClientTeam( %client );
// Spawn the player:
%game.spawnPlayer( %client, %respawn );
}
//-----------------------------------------------------------------------------
//Player spawn/death functions
function HuntersGame::assignClientTeam(%game, %client)
{
%client.team = 0;
//initialize the team array
for (%i = 1; %i < 32; %i++)
$HuntersTeamArray[%i] = false;
%game.maxSensorGroup = 0;
%count = ClientGroup.getCount();
for (%i = 0; %i < %count; %i++)
{
%cl = ClientGroup.getObject(%i);
if (%cl.team != 0)
$HuntersTeamArray[%cl.team] = true;
//need to set the number of sensor groups to the max...
if (%cl.team > %game.maxSensorGroup)
%game.maxSensorGroup = %cl.team;
}
//now loop through the team array, looking for an empty team
for (%i = 1; %i < 32; %i++)
{
if (! $HuntersTeamArray[%i])
{
%client.team = %i;
if (%client.team > %game.maxSensorGroup)
%game.maxSensorGroup = %client.team;
break;
}
}
// set player's skin pref here
setTargetSkin(%client.target, %client.skin);
// Let everybody know you are no longer an observer:
messageAll( 'MsgClientJoinTeam', '\c1%1 has joined the hunt.', %client.name, "", %client, 1 );
updateCanListenState( %client );
//now set the max number of sensor groups...
setSensorGroupCount(%game.maxSensorGroup + 1);
}
function HuntersGame::createPlayer(%game, %client, %spawnLoc, %respawn)
{
//first call the default
DefaultGame::createPlayer(%game, %client, %spawnLoc, %respawn);
//now set the sensor group
%client.setSensorGroup(%client.team);
}
function HuntersGame::pickPlayerSpawn(%game, %client, %respawn)
{
return %game.pickTeamSpawn(1);
}
function HuntersGame::playerSpawned(%game, %player, %armor)
{
//intialize
%client = %player.client;
%client.flagCount = 1;
%client.isDead = false;
//make sure they're not still taking camping damage...
cancel(%client.campingThread);
//continue with the default
DefaultGame::playerSpawned(%game, %player, %armor);
}
function HuntersGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLoc)
{
//set the flag
%clVictim.isDead = true;
//set the greed variable if required
if (!%game.teamMode && $missionRunning)
{
if (%clVictim.flagCount - 1 > %game.greedFlagCount)
{
%game.greedFlagCount = %clVictim.flagCount - 1;
%game.greedFlagName = getTaggedString(%clVictim.name);
}
}
//first, drop all the flags
HuntersGame::dropFlag(%game, %clVictim.player);
//now call the default game stuff
DefaultGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLoc);
messageClient(%clVictim, 'MsgHuntYouHaveFlags', "", 0);
}
function HuntersGame::updateKillScores(%game, %clVictim, %clKiller, %damageType, %implement)
{
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);
}
function Huntersgame::awardScoreKill(%game, %client)
{
//call the default
DefaultGame::awardScoreKill(%game, %client);
//check if we have a new leader
if (!%game.teamMode && (%client.score > $TopClientScore))
{
$TopClientScore = %client.score;
//this message is annoying!
//if (%client != $TopClient)
// messageAll('MsgHuntNewTopScore', '\c0%1 has taken the lead with a score of %2!~wfx/misc/flag_capture.wav', %client.name, %client.score);
$TopClient = %client;
}
}
function Huntersgame::awardScoreSuicide(%game, %client)
{
//call the default
DefaultGame::awardScoreSuicide(%game, %client);
//check if we have a new leader
if (!%game.teamMode && %client == $TopClient && (%client.score < $TopClientScore))
{
//first lower the topClientScore var
$TopClientScore = %client.score;
//see if there's a new leader...
%highestScore = %client.score;
%highestScoreClient = -1;
for (%i = 0; %i < ClientGroup.getCount(); %i++)
{
%cl = ClientGroup.getObject(%i);
if (%cl.score > %highestScore)
{
%highestScore = %cl.score;
%highestScoreClient = %cl;
}
}
//did we find someone?
if (%highestScoreClient > 0)
{
$TopClientScore = %highestScoreClient.score;
$TopClient = %highestScoreClient;
//this message is annoying...
//messageAll('MsgHuntNewTopScore', '\c0%1 is now in the lead with a score of %2!~wfx/misc/flag_capture.wav', %highestScoreClient.name, %highestScoreClient.score);
}
}
}
function HuntersGame::equip(%game, %player)
{
for(%i =0; %i<$InventoryHudCount; %i++)
%player.client.setInventoryHudItem($InventoryHudData[%i, itemDataName], 0, 1);
//%player.setArmor("Light");
%player.setInventory(RepairKit,1);
%player.setInventory(Grenade,6);
%player.setInventory(Blaster,1);
%player.setInventory(Chaingun,1);
%player.setInventory(ChaingunAmmo, 100);
%player.setInventory(Disc,1);
%player.setInventory(DiscAmmo, 20);
%player.setInventory(EnergyPack,1);
%player.setInventory(TargetingLaser, 1);
%player.weaponCount = 3;
%player.use("Disc");
}
//-----------------------------------------------------------------------------
//flag functions
function HuntersGame::playerDroppedFlag(%game, %player)
{
// this stuff has all been moved to HuntersGame::dropFlag
// we really don't want something to happen for *every* flag a player drops anyway
}
function HuntersStartFlagTimeOut(%flag)
{
// start the fade out...
%flag.startFade(Game.fadeTimeMS, 0, true);
schedule(Game.fadeTimeMS, %flag, "HuntersEndFlagTimeOut", %flag);
}
function HuntersEndFlagTimeOut(%flag)
{
%flag.delete();
}
function HuntersYardSaleTimeOut(%waypoint)
{
%waypoint.delete();
}
function HuntersGame::updateFlagHoarder(%game, %eventClient)
{
%hoarder = -1;
%maxFlags = -1;
%count = ClientGroup.getCount();
for (%i = 0; %i < %count; %i++)
{
%client = ClientGroup.getObject(%i);
if (%client.flagCount > %game.flagHoarderMin && %client.flagCount > %maxFlags)
{
%maxflags = %client.flagCount;
%hoarder = %client;
}
}
//if we found our hoarder, set the waypoint, otherwise, delete it
if (%hoarder > 0)
{
//only update if the event (capping, picking up flag, etc...) was the actual hoarder
if (!isObject(%game.flagHoarder) || %game.flagHoarder == %eventClient)
{
if (!isObject(%game.hoarderWaypoint))
{
//create a waypoint at player's location...
%game.hoarderWaypoint = new WayPoint()
{
position = %hoarder.player.position;
rotation = "1 0 0 0";
scale = "1 1 1";
name = "Flag Hoarder Was Here";
dataBlock = "WayPointMarker";
lockCount = "0";
homingCount = "0";
team = 0;
};
//add the waypoint to the cleanup group
MissionCleanup.add(%game.hoarderWaypoint);
}
//set the position
%game.flagHoarder = %hoarder;
%game.hoarderWaypoint.setTransform(%hoarder.player.getWorldBoxCenter() SPC "0 0 1 0");
}
}
else if (isObject(%game.hoarderWaypoint))
{
%game.flaghoarder = "";
%game.hoarderWaypoint.delete();
}
}
function HuntersGame::sendFlagCountMessage(%game, %client)
{
//send the messages
if (%client.flagCount - 1 == 1)
{
messageAllExcept(%client, -1, 'MsgHuntPlayerHasFlags', '\c2%1 now has 1 flag.', %client.name, 1);
messageClient(%client, 'MsgHuntYouHaveFlags', '\c2You now have 1 flag.', %client.flagCount - 1);
}
else if (%client.flagCount - 1 > 1)
{
messageAllExcept(%client, -1, 'MsgHuntPlayerHasFlags', '\c2%1 now has %2 flags.', %client.name, %client.flagCount - 1);
messageClient(%client, 'MsgHuntYouHaveFlags', '\c2You now have %1 flags.', %client.flagCount - 1);
}
}
function HuntersGame::playerTouchFlag(%game, %player, %flag)
{
//make sure the player is still alive
%client = %player.client;
if (%player.getState() !$= "Dead")
{
//increase the count bye the flag value
%flagValue = %flag.value;
%client.flagCount += %flagValue;
//delete the flag
%flag.delete();
//if the client has 5 or more flags, mount an image
if (%client.flagCount >= 5)
%player.mountImage(HuntersFlagImage, $FlagSlot);
//schedule an update message
cancel(%client.flagMsgPending);
%client.flagMsgPending = %game.schedule(%game.flagMsgDelayMS, "sendFlagCountMessage", %client);
messageClient(%client, 'MsgHuntYouHaveFlags', "", %client.flagCount - 1);
//update the log...
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") has "@%client.flagCount-1@" flags");
//play the sound pickup in 3D
%player.playAudio(0, HuntersFlagPickupSound);
//see if the client could set the record
if (!%game.teamMode && !%client.couldSetRecord)
{
%numFlags = %client.flagCount - 1;
if (%numFlags > 10 && %numFlags > $HuntersRecords::Count[$currentMission])
{
//see if we have at least 4 non-AI players
%humanCount = 0;
%count = ClientGroup.getCount();
for (%i = 0; %i < %count; %i++)
{
%cl = ClientGroup.getObject(%i);
if (!%cl.isAIControlled())
%humanCount++;
if (%humanCount >= %game.numHumansForRecord)
break;
}
if (%humanCount >= %game.numHumansForRecord)
{
%client.couldSetRecord = true;
//send a message right away...
if (isEventPending(%client.flagMsgPending))
{
cancel(%client.flagMsgPending);
%game.sendFlagCountMessage(%client);
}
//send a message to everyone
messageAllExcept(%client, -1, 'MsgHuntPlayerCouldSetRecord', '\c2%1 has enough flags to set the record for this mission!~wfx/misc/flag_return.wav');
messageClient(%client, 'MsgHuntYouCouldSetRecord', '\c2You have enough flags to set the record for this mission!~wfx/misc/flag_return.wav');
}
}
}
//new tracking - *everyone* automatically tracks the "flag hoarder" if they have at least 15 flags
%game.updateFlagHoarder(%client);
}
}
function HuntersGame::checkTimeLimit(%game)
{
DefaultGame::checkTimeLimit(%game);
//make sure the hoard counter is also up to date
%curTimeLeftMS = ($Host::TimeLimit * 60 * 1000) + $missionStartTime - getSimTime();
messageAll('MsgHuntHoardStatus', "", %game.HoardMode, $Host::TimeLimit, %curTimeLeftMS, %game.HoardStartTime, %game.HoardDuration);
}
function HuntersGame::timeLimitReached(%game)
{
logEcho("game over (timelimit)");
%game.gameOver();
cycleMissions();
}
function HuntersGame::scoreLimitReached(%game)
{
//no such thing as a score limit in Hunters...
}
function HuntersGame::gameOver(%game)
{
//call the default
DefaultGame::gameOver(%game);
messageAll('MsgGameOver', "Match has ended.~wvoice/announcer/ann.gameover.wav" );
messageAll('MsgClearObjHud', "");
for(%i = 0; %i < ClientGroup.getCount(); %i ++)
{
%client = ClientGroup.getObject(%i);
Game.resetScore(%client);
cancel(%client.oobSched);
}
}
function HuntersGame::checkScoreLimit(%game, %client)
{
//no such thing as a score limit in Hunters...
}
//-----------------------------------------------------------------------------
//Nexus functions
function HuntersGame::setNexusDisabled(%game)
{
//set the animations
Game.Nexus.playThread(1, "transition");
Game.NexusCap.playthread(1, "transition");
Game.NexusBase.playthread(1, "transition");
Game.Nexus.setThreadDir(1, true);
Game.NexusCap.setThreadDir(1, true);
Game.NexusBase.setThreadDir(1, true);
}
function HuntersGame::setNexusEnabled(%game)
{
//set the animations
Game.Nexus.playThread(1, "transition");
Game.NexusCap.playthread(1, "transition");
Game.NexusBase.playthread(1, "transition");
Game.Nexus.setThreadDir(1, false);
Game.NexusCap.setThreadDir(1, false);
Game.NexusBase.setThreadDir(1, false);
}
function HuntersGame::flashNexus(%game)
{
//set the animations
Game.Nexus.playThread(1, "flash");
Game.NexusCap.playthread(1, "flash");
Game.NexusBase.playthread(1, "flash");
Game.Nexus.setThreadDir(1, Game.Nexus.flashThreadDir);
Game.NexusCap.setThreadDir(1, Game.Nexus.flashThreadDir);
Game.NexusBase.setThreadDir(1, Game.Nexus.flashThreadDir);
Game.Nexus.flashThreadDir = !Game.Nexus.flashThreadDir;
}
function HuntersGame::NexusSparkEmitter(%game, %client, %cap, %numToScore)
{
if (isObject(%client.nexusEmitter))
%client.nexusEmitter.delete();
%client.nexusEmitter = new ParticleEmissionDummy()
{
//position = getWord(%client.player.position, 0) SPC getWord(%client.player.position, 1) SPC getWord(%client.player.position, 2) + 3;
position = (%cap ? Game.nexus.getWorldBoxCenter() : %client.player.getWorldBoxCenter());
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = defaultEmissionDummy;
emitter = (%cap ? NexusParticleCapEmitter : NexusParticleDeniedEmitter);
velocity = "1";
};
MissionCleanup.add(%client.nexusEmitter);
//the effect should only last a few seconds
if (%cap)
{
%timeMS = (%numToScore < 10 ? 200 : %numToScore * 20);
%client.nexusEmitter.schedule(%timeMS, "delete");
}
else
%client.nexusEmitter.schedule(200, "delete");
}
function HuntersGame::hoardModeActive(%game, %wouldBeActive)
{
if (%wouldBeActive $= "")
%wouldBeActive = false;
//see if hoard mode is on and active
if (%game.HoardMode || %wouldBeActive)
{
%missionEndTime = ($Host::TimeLimit * 60 * 1000) + $missionStartTime;
%timeLeftMS = %missionEndTime - getSimTime();
%hoardStartTime = %game.HoardStartTime * 60 * 1000;
%hoardEndTime = %hoardStartTime - (%game.HoardDuration * 60 * 1000);
if (%timeLeftMS <= %hoardStartTime && %timeLeftMS > %hoardEndTime)
return true;
}
return false;
}
function Nexus::onCollision(%data, %obj, %colObj)
{
//make sure it was a player that entered the trigger
if((%colObj.getDataBlock().className $= Armor) && (%colObj.getState() !$= "Dead"))
{
%player = %colObj;
%client = %player.client;
// if player has been to the nexus within last 5 seconds, don't keep spamming messages
if((getSimTime() - %player.lastNexusTime) < 5000)
return;
%player.lastNexusTime = getSimTime();
if(Game.hoardModeActive())
{
messageClient(%client, 'MsgHuntHoardNoCap', '\c2Hoard mode is in effect! You cannot return any flags right now.~wfx/powered/nexus_deny.wav');
//apply a "bounce" impulse to the player
%velocity = %player.getVelocity();
if (VectorDist("0 0 0", %velocity) < 2)
%velocityNorm = "0 20 0";
else
%velocityNorm = VectorScale(VectorNormalize(%velocity), 20);
%vector = VectorScale(%velocityNorm, -200);
%player.applyImpulse(%player.position, %vector);
Game.NexusSparkEmitter(%client, false);
return;
}
// you can't cap your own flag
%numToScore = %client.flagCount - 1;
if (Game.greedMode && (%numToScore < Game.GreedMinFlags) && (%numToScore >= 1))
{
messageClient(%client, 'MsgHuntNeedGreed', '\c2Greed mode is ON! You must have %1 flags before you can return them.~wfx/powered/nexus_deny.wav', Game.GreedMinFlags);
//transition the Nexus to the "off" animation and back again
Game.flashNexus();
//apply a "bounce" impuse to the player
%velocity = %player.getVelocity();
if (VectorDist("0 0 0", %velocity) < 2)
%velocityNorm = "0 20 0";
else
%velocityNorm = VectorScale(VectorNormalize(%velocity), 20);
%vector = VectorScale(%velocityNorm, -200);
%player.applyImpulse(%player.position, %vector);
Game.NexusSparkEmitter(%client, false);
return;
}
//send the flags message right away...
if (isEventPending(%client.flagMsgPending))
{
cancel(%client.flagMsgPending);
%game.sendFlagCountMessage(%client);
}
//unless the nexus is very near the mission boundary, there should be no oobSched to cancel, but...
cancel(%client.oobSched);
//score the flags
%totalScore = (%numToScore * (%numToScore + 1)) / 2;
if (Game.teamMode)
{
$teamScore[%client.team] += %totalScore;
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") score "@%numToScore@" flags worth "@%totalScore@" pts for team "@%client.team);
messageAll('MsgTeamScoreIs', "", %client.team, $teamScore[%client.team]);
Game.recalcTeamRanks(%client.team);
}
else
{
%client.flagPoints += %totalScore;
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") score "@%numToScore@" flags worth "@%totalScore@" pts");
Game.recalcScore(%client);
//see if we should set the highest for the mission here
if (%numToScore > Game.highestFlagReturnCount)
{
Game.highestFlagReturnCount = %numToScore;
Game.highestFlagReturnName = getTaggedString(%client.name);
}
}
//reset the flags
%client.flagCount = 1;
%client.couldSetRecord = false;
%player.unMountImage($FlagSlot);
messageClient(%client, 'MsgHuntYouHaveFlags', "", 0);
//see if it's the top score
if (!Game.teamMode && (%client.score > $TopClientScore))
%topScore = true;
else
%topScore = false;
//send the messages
if (%numToScore <= 0)
{
messageClient(%client, 'MsgHuntYouNeedHelp', '\c2Pick up flags and bring them here to score points.~wfx/misc/nexus_idle.wav');
}
else if (%numToScore == 1)
{
if(Game.teamMode)
messageAllExcept(%client, -1, 'MsgHuntPlayerScored', '\c2%1 returned 1 flag (1 point) for %2.~wfx/misc/nexus_cap.wav', %client.name, $TeamName[%client.team], 1);
else
{
messageAllExcept(%client, -1, 'MsgHuntPlayerScored', '\c2%1 returned 1 flag for 1 point.~wfx/misc/nexus_cap.wav', %client.name, 1);
//new tracking - *everyone* automatically tracks the "flag hoarder" if they have at least 15 flags
Game.updateFlagHoarder(%client);
}
//add the nexus effect
Game.NexusSparkEmitter(%client, true, %numToScore);
messageClient(%client, 'MsgHuntYouScored', '\c2You returned 1 flag for 1 point.~wfx/misc/nexus_cap.wav', 1);
}
else if (%numToScore < 5)
{
if(Game.teamMode)
messageAllExcept(%client, -1, 'MsgHuntPlayerScored', '\c2%1 returned %2 flags (%3 points) for %4.~wfx/misc/nexus_cap.wav', %client.name, %numToScore, %totalScore, $TeamName[%client.team]);
else
{
messageAllExcept(%client, -1, 'MsgHuntPlayerScored', '\c2%1 returned %2 flags for %3 points.~wfx/misc/nexus_cap.wav', %client.name, %numToScore, %totalScore);
//new tracking - *everyone* automatically tracks the "flag hoarder" if they have at least 15 flags
Game.updateFlagHoarder(%client);
}
//add the nexus effect
Game.NexusSparkEmitter(%client, true, %numToScore);
messageClient(%client, 'MsgHuntYouScored', '\c2You returned %1 flags for %2 points.~wfx/misc/nexus_cap.wav', %numToScore, %totalScore);
}
else
{
if(Game.teamMode)
messageAllExcept(%client, -1, 'MsgHuntPlayerScored', '\c2%1 returned %2 flags (%3 points) for %4.~wfx/misc/nexus_cap.wav', %client.name, %numToScore, %totalScore, $TeamName[%client.team]);
else
{
messageAllExcept(%client, -1, 'MsgHuntPlayerScored', '\c2%1 returned %2 flags for %3 points.~wfx/misc/nexus_cap.wav', %client.name, %numToScore, %totalScore);
//new tracking - *everyone* automatically tracks the "flag hoarder" if they have at least 15 flags
Game.updateFlagHoarder(%client);
}
//add the nexus effect
Game.NexusSparkEmitter(%client, true, %numToScore);
messageClient(%client, 'MsgHuntYouScored', '\c2You returned %1 flags for %2 points.~wfx/misc/nexus_cap.wav', %numToScore, %totalScore);
}
//see if it's the top score
if (%topScore)
{
$TopClientScore = %client.score;
if (%client == $TopClient)
{
if (%numToScore >= 5)
messageAll('MsgHuntTopScore', '\c0%1 is leading with a score of %2!~wfx/misc/flag_capture.wav', %client.name, %client.score);
else
messageAll('MsgHuntTopScore', '\c0%1 is leading with a score of %2!', %client.name, %client.score);
}
else
messageAll('MsgHuntNewTopScore', '\c0%1 has taken the lead with a score of %2!~wfx/misc/flag_capture.wav', %client.name, %client.score);
$TopClient = %client;
}
//see if it's a record
if (%numToScore > 10 && %numToScore > $HuntersRecords::Count[$currentMission])
{
//see if we have at least 4 non-AI players
%humanCount = 0;
%count = ClientGroup.getCount();
for (%i = 0; %i < %count; %i++)
{
%cl = ClientGroup.getObject(%i);
if (!%cl.isAIControlled())
%humanCount++;
if (%humanCount >= Game.numHumansForRecord)
break;
}
if (%humanCount >= Game.numHumansForRecord)
{
$HuntersRecords::Count[$currentMission] = %numToScore;
$HuntersRecords::Name[$currentMission] = getTaggedString(%client.name);
//send a message to everyone
messageAllExcept(%client, -1, 'MsgHuntPlayerSetRecord', '\c2%1 set the record for this mission with a return of %2 flags!~wfx/misc/flag_return.wav', %client.name, %numToScore);
messageClient(%client, 'MsgHuntYouSetRecord', '\c2You set the record for this mission with a return of %1 flags!~wfx/misc/flag_return.wav', %numToScore);
//update the records file...
export( "$HuntersRecords::*", "prefs/HuntersRecords.cs", false );
//once the record has been set, reset everyone's tag
for (%i = 0; %i < %count; %i++)
{
%cl = ClientGroup.getObject(%count);
%cl.couldSetRecord = false;
}
}
}
if(Game.teamMode)
Game.checkScoreLimit(%team);
else
Game.checkScoreLimit(%client);
}
}
function HuntersGame::clientMissionDropReady(%game, %client)
{
//%client.rank = ClientGroup.getCount();
messageClient(%client, 'MsgClientReady',"", %game.class);
//messageClient(%client, 'MsgHuntGreedStatus', "", %game.greedMode, %game.GreedMinFlags);
//%curTimeLeftMS = ($Host::TimeLimit * 60 * 1000) + $missionStartTime - getSimTime();
//messageClient(%client, 'MsgHuntHoardStatus', "", %game.HoardMode, $Host::TimeLimit, %curTimeLeftMS, %game.HoardStartTime, %game.HoardDuration);
messageClient(%client, 'MsgHuntYouHaveFlags', "", 0);
messageClient(%client, 'MsgYourScoreIs', "", 0);
// MES function below does not exist
//%game.populateRankArray(%client);
//messageClient(%client, 'MsgYourRankIs', "", -1);
messageClient(%client, 'MsgMissionDropInfo', '\c0You are in mission %1 (%2).', $MissionDisplayName, $MissionTypeDisplayName, $ServerName );
DefaultGame::clientMissionDropReady(%game, %client);
}
function HuntersGame::AIHasJoined(%game, %client)
{
//let everyone know the player has joined the game
//messageAllExcept(%client, -1, 'MsgClientJoin', '%1 joined the game.', %client.name, "", %client, 1);
}
function HuntersGame::resetScore(%game, %client)
{
%client.score = 0;
%client.suicides = 0;
%client.kills = 0;
%client.teamKills = 0;
%client.deaths = 0;
%client.flagPoints = 0;
}
function HuntersGame::recalcScore(%game, %cl)
{
if (%cl <= 0)
return;
%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.score = %killPoints;
%cl.score += %cl.flagPoints;
%cl.score += %cl.suicides * %game.SCORE_PER_SUICIDE;
//%cl.score = mFloatLength(%cl.score, 1);
%cl.score = mFloor(%cl.score);
//must send the message to update the HUD
messageClient(%cl, 'MsgYourScoreIs', "", %cl.score);
%game.recalcTeamRanks(%cl);
}
function HuntersGame::sendGameVoteMenu( %game, %client, %key )
{
// Don't send any options if a vote is already running:
if ( %game.scheduleVote $= "" )
{
// First send the common options:
DefaultGame::sendGameVoteMenu( %game, %client, %key );
if(!%client.isAdmin)
{
// Now send the Hunters-specific options:
if ( %game.greedMode )
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteGreedMode', 'disable greed mode', 'Vote Disable GREED Mode' );
else
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteGreedMode', 'enable greed mode', 'Vote Enable GREED Mode' );
if ( %game.HoardMode )
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteHoardMode', 'disable hoard mode', 'Vote Disable HOARD Mode' );
else
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteHoardMode', 'enable hoard mode', 'Vote Enable HOARD Mode' );
}
else
{
if ( %game.greedMode )
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteGreedMode', 'disable greed mode', 'Disable GREED Mode' );
else
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteGreedMode', 'enable greed mode', 'Enable GREED Mode' );
if ( %game.HoardMode )
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteHoardMode', 'disable hoard mode', 'Disable HOARD Mode' );
else
messageClient( %client, 'MsgVoteItem', "", %key, 'VoteHoardMode', 'enable hoard mode', 'Enable HOARD Mode' );
}
}
}
function HuntersGame::voteGreedMode( %game, %admin, %player )
{
%cause = "";
%setto = "";
if ( %admin )
{
if ( %game.greedMode )
{
messageAll( 'AdminDisableGreedMode', '\c2The Admin has disabled GREED mode.~wfx/misc/hunters_greed.wav' );
%game.greedMode = false;
%setto = "disabled";
}
else
{
messageAll( 'AdminEnableGreedMode', '\c2The Admin has enabled GREED mode.~wfx/misc/hunters_greed.wav' );
%game.greedMode = true;
%setto = "enabled";
}
%cause = "(admin)";
}
else
{
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
if ( %totalVotes > 0 && ( %game.totalVotesFor / %totalVotes ) > 0.7 )
{
if ( %game.greedMode )
{
messageAll( 'MsgVotePassed', '\c2GREED mode was disabled by vote.~wfx/misc/hunters_greed.wav' );
%game.greedMode = false;
%setto = "disabled";
}
else
{
messageAll( 'MsgVotePassed', '\c2GREED mode was enabled by vote.~wfx/misc/hunters_greed.wav' );
%game.greedMode = true;
%setto = "enabled";
}
%cause = "(vote)";
// alxPlay(VotePassSound, 0, 0, 0);
}
else
{
if ( %game.greedMode )
messageAll( 'MsgVoteFailed', '\c2Disable GREED mode vote did not pass, %1 to %2.', %game.totalVotesFor, %game.totalVotesAgainst );
else
messageAll( 'MsgVoteFailed', '\c2Enable GREED mode vote did not pass, %1 to %2.', %game.totalVotesFor, %game.totalVotesAgainst );
// alxPlay(VoteNotPassSound, 0, 0, 0);
}
}
//send the global message
messageAll('MsgHuntGreedStatus', "", %game.greedMode, %game.GreedMinFlags);
if(%setto !$= "")
logEcho("greed mode "@%setto SPC %cause);
//store the result
if (%game.teamMode)
$Host::TeamHuntersGreedMode = %game.greedMode;
else
$Host::HuntersGreedMode = %game.greedMode;
}
function HuntersGame::voteHoardMode( %game, %admin, %player )
{
%cause = "";
%setto = "";
if ( %admin )
{
if ( %game.HoardMode )
{
messageAll( 'AdminDisableHoardMode', '\c2The Admin has disabled HOARD mode.' );
%game.HoardMode = false;
%setto = "disabled";
}
else
{
messageAll( 'AdminEnableHoardMode', '\c2The Admin has enabled HOARD mode.' );
%game.HoardMode = true;
%setto = "enabled";
}
%cause = "(admin)";
}
else
{
%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
if ( %totalVotes > 0 && ( %game.totalVotesFor / %totalVotes ) > 0.7 )
{
if ( %game.HoardMode )
{
messageAll( 'MsgVotePassed', '\c2HOARD mode was disabled by vote.' );
%game.HoardMode = false;
%setto = "disabled";
}
else
{
messageAll( 'MsgVotePassed', '\c2HOARD mode was enabled by vote.' );
%game.HoardMode = true;
%setto = "enabled";
}
%cause = "(vote)";
// alxPlay(VotePassSound, 0, 0, 0);
}
else
{
if ( %game.HoardMode )
messageAll( 'MsgVoteFailed', '\c2Disable HOARD mode vote did not pass, %1 to %2.', %game.totalVotesFor, %game.totalVotesAgainst );
else
messageAll( 'MsgVoteFailed', '\c2Enable HOARD mode vote did not pass, %1 to %2.', %game.totalVotesFor, %game.totalVotesAgainst );
// alxPlay(VoteNotPassSound, 0, 0, 0);
}
}
//send the global message
%curTimeLeftMS = ($Host::TimeLimit * 60 * 1000) + $missionStartTime - getSimTime();
messageAll('MsgHuntHoardStatus', "", %game.HoardMode, $Host::TimeLimit, %curTimeLeftMS, %game.HoardStartTime, %game.HoardDuration);
if(%setto !$= "")
logEcho("hoard mode "@%setto SPC %cause);
//store the result
if (%game.teamMode)
$Host::TeamHuntersHoardMode = %game.HoardMode;
else
$Host::HuntersHoardMode = %game.HoardMode;
}
function HuntersGame::voteChangeTimeLimit( %game, %admin, %newLimit )
{
%oldTimeLimit = $Host::TimeLimit;
DefaultGame::voteChangeTimeLimit(%game, %admin, %newLimit);
//if the time limit changed, this will affect hoard mode:
if ($Host::TimeLimit != %oldTimeLimit)
{
%game.setupHoardCountdown();
}
}
function createDroppedFlag(%data, %value, %player, %game)
{
%client = %player.client;
%playerPos = %player.getWorldBoxCenter();
// create a flag and throw it
%droppedflag = new Item() {
position = %playerPos;
rotation = "0 0 1 " @ (getRandom() * 360);
scale = "1 1 1";
dataBlock = %data;
collideable = "0";
static = "0";
rotate = "0";
team = "0";
};
$FlagGroup.add(%droppedflag);
%droppedFlag.value = %value;
// set the flags target (for proper skin)
%droppedFlag.setTarget(%data.target);
//throw the flag randomly away from the body
if (%client.isDead)
{
%vec = (-1.0 + getRandom() * 2.0) SPC (-1.0 + getRandom() * 2.0) SPC getRandom();
%vec = VectorScale(%vec, 1000 + (getRandom() * 500));
// Add player's velocity
%vec = vectorAdd(%vec, %player.getVelocity());
}
//else if the player is Out of bounds, throw them in the direction of the nexus
else if (%client.outOfBounds)
{
%towardsNexusVec = VectorSub(%game.nexus.position, %player.position);
%towardsNexusVec = getWord(%towardsNexusVec, 0) SPC getWord(%towardsNexusVec, 1) SPC "0";
%towardsNexusVec = VectorNormalize(%towardsNexusVec);
//add a little noise
%vec = getWord(%towardsNexusVec, 0) + (-0.3 + getRandom() * 0.6) SPC
getWord(%towardsNexusVec, 1) + (-0.3 + getRandom() * 0.6) SPC
getWord(%towardsNexusVec, 2);
%vec = VectorScale(%vec, 1000 + (getRandom() * 500));
}
//else throw them more or less in the direction the player was facing...
else
{
%playerFacingVec = MatrixMulVector("0 0 0 " @ getWords(%client.player.getTransform(), 3, 6), "0 1 0");
%playerFacingVec = VectorNormalize(%playerFacingVec);
//add a little noise
%vec = getWord(%playerFacingVec, 0) + (-0.3 + getRandom() * 0.6) SPC
getWord(%playerFacingVec, 1) + (-0.3 + getRandom() * 0.6) SPC
getWord(%playerFacingVec, 2);
%vec = VectorScale(%vec, 1000 + (getRandom() * 500));
// Add player's velocity
%vec = vectorAdd(%vec, %player.getVelocity());
}
%droppedflag.applyImpulse(%playerPos, %vec);
%droppedflag.setCollisionTimeout(%player);
schedule(%game.flagLifeTimeMS, %droppedflag, "HuntersStartFlagTimeOut", %droppedflag);
}
function HuntersGame::throwFlags(%game, %player)
{
%client = %player.client;
//find out how many flags to drop
if (%client.isDead)
%numFlags = %client.flagCount;
else
%numFlags = %client.flagCount - 1;
if (%numFlags <= 0)
return;
//send the flags message right away...
if (isEventPending(%client.flagMsgPending))
{
cancel(%client.flagMsgPending);
%game.sendFlagCountMessage(%client);
}
%numFlagsToDrop = %numFlags;
//reset the count (which doesn't matter if player is dead)
%client.flagCount = 1;
%client.couldSetRecord = false;
//drop the flags
%flagIncrement = 1;
%db[1] = HuntersFlag1;
%db[2] = HuntersFlag2;
%db[4] = HuntersFlag4;
%db[8] = HuntersFlag8;
%i = 0;
while (%i < %numFlagsToDrop)
{
for (%j = 0; %j < 5; %j++)
{
%numFlagsLeft = %numFlagsToDrop - %i;
if (%numFlagsLeft >= %flagIncrement)
{
createDroppedFlag(%db[%flagIncrement], %flagIncrement, %player, %game);
%i += %flagIncrement;
}
else
{
// cleanup
if (%numFlagsLeft >= 8)
{
createDroppedFlag(%db[8], 8, %player, %game);
%i += 8;
%numFlagsLeft -= 8;
}
if (%numFlagsLeft >= 4)
{
createDroppedFlag(%db[4], 4, %player, %game);
%i += 4;
%numFlagsLeft -= 4;
}
if (%numFlagsLeft >= 2)
{
createDroppedFlag(%db[2], 2, %player, %game);
%i += 2;
%numFlagsLeft -= 2;
}
if (%numFlagsLeft >= 1)
{
createDroppedFlag(%db[1], 1, %player, %game);
%i += 1;
%numFlagsLeft -= 1;
}
if (%i != %numFlagsToDrop || %numFlagsLeft != 0)
{
error("Error, missing a flag!");
}
break;
}
}
if (%flagIncrement < 8)
%flagIncrement = %flagIncrement * 2;
}
//yard sale!
if (%numFlags >= %game.yardSaleMin)
{
messageAll('MsgHuntYardSale', '\c2YARD SALE!!!~wfx/misc/yardsale.wav');
//create a waypoint at player's location...
%yardWaypoint = new WayPoint()
{
position = %player.position;
rotation = "1 0 0 0";
scale = "1 1 1";
name = "YARD SALE!";
dataBlock = "WayPointMarker";
lockCount = "0";
homingCount = "0";
team = "0";
};
//add the waypoint to the cleanup group
MissionCleanup.add(%yardWaypoint);
$HuntersYardSaleSet.add(%yardWaypoint);
schedule(30000, %yardWaypoint, "HuntersYardSaleTimeOut", %yardWaypoint);
}
//remove any mounted flag from the player
%player.unMountImage($FlagSlot);
//update the client's hud
messageClient(%client, 'MsgHuntYouHaveFlags', "", 0);
//new tracking - *everyone* automatically tracks the "flag hoarder" if they have at least 15 flags
%game.updateFlagHoarder(%client);
}
function HuntersGame::dropFlag(%game, %player)
{
//first throw the flags
%game.throwFlags(%player);
//send the messages
if (%numFlags == 1)
{
messageAllExcept(%client, -1, 'MsgHuntPlayerDroppedFlags', '\c0%1 dropped 1 flag.', %client.name, 1);
messageClient(%client, 'MsgHuntYouDroppedFlags', '\c0You dropped 1 flag.', 1);
}
else if (%numFlags > 1)
{
messageAllExcept(%client, -1, 'MsgHuntPlayerDroppedFlags', '\c0%1 dropped %2 flags.', %client.name, %numFlags);
messageClient(%client, 'MsgHuntYouDroppedFlags', '\c0You dropped %1 flags.', %numFlags);
}
logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") dropped "@%numFlags@" flags");
}
function HuntersGame::enterMissionArea(%game, %playerData, %player)
{
%client = %player.client;
%client.outOfBounds = false;
cancel(%client.oobSched);
messageClient(%player.client, 'MsgEnterMissionArea', '\c1You are back in the mission area.');
logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") entered mission area");
cancel(%player.alertThread);
}
function HuntersGame::leaveMissionArea(%game, %playerData, %player)
{
// strip flags and throw them back into the mission area
%client = %player.client;
%client.outOfBounds = true;
if (%player.client.flagCount > 1)
messageClient(%player.client, 'MsgLeaveMissionArea', '\c1You have left the mission area and will lose your flags!~wfx/misc/warning_beep.wav');
else
messageClient(%player.client, 'MsgLeaveMissionArea', '\c1You have left the mission area.~wfx/misc/warning_beep.wav');
%client.oobSched = %game.schedule(%game.oobThrowFlagsDelayMS, "outOfBoundsThrowFlags", %client);
logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") left mission area");
}
function HuntersGame::outOfBoundsThrowFlags(%game, %client)
{
%player = %client.player;
if (!%client.outOfBounds)
return;
if (%client.flagCount > 1)
{
%game.throwFlags(%player);
messageClient(%player.client, 'MsgLeaveMissionArea', '\c1You are out of the mission area and have lost your flags!~wfx/misc/flag_taken.wav');
}
//set the next schedule check
%client.oobSched = %game.schedule(%game.oobThrowFlagsDelayMS, "outOfBoundsThrowFlags", %client);
}
function HuntersGame::onEnterTrigger(%game, %triggerName, %data, %obj, %colobj)
{
//schedule a warning in 10 seconds
%client = %colobj.client;
%client.campingThread = %game.schedule(game.nexusCampingTime, "CampingDamage", %client, true);
}
function HuntersGame::onLeaveTrigger(%game, %triggerName, %data, %obj, %colobj)
{
%client = %colobj.client;
cancel(%client.campingThread);
}
function HuntersGame::CampingDamage(%game, %client, %firstWarning)
{
//make sure we're still alive...
%player = %client.player;
if (!isObject(%player) || %player.getState() $= "Dead")
return;
//if the match hasn't yet started, don't warn or apply damage yet...
if (!$MatchStarted)
{
%client.campingThread = %game.schedule(game.nexusCampingTime / 2, "CampingDamage", %client, true);
}
else if (%firstWarning)
{
messageClient(%client, 'MsgHuntersNoCampZone', '\c2No camping near the Nexus.', 1);
%client.campingThread = %game.schedule(game.nexusCampingTime / 2, "CampingDamage", %client, false);
}
else
{
%player.setDamageFlash(0.1);
%player.damage(0, %player.position, 0.05, $DamageType::NexusCamping);
%client.campingThread = %game.schedule(1000, "CampingDamage", %client, false);
}
}
function HuntersGame::updateScoreHud(%game, %client, %tag)
{
//tricky stuff here... use two columns if we have more than 15 clients...
%numClients = $TeamRank[0, count];
if (%numClients > $ScoreHudMaxVisible)
%numColumns = 2;
// Clear the header:
messageClient( %client, 'SetScoreHudHeader', "", "" );
// Send header:
if ( %numColumns == 2 )
messageClient( %client, 'SetScoreHudSubheader', "", '<tab:5,155,225,305,455,525>\tPLAYER\tSCORE\tFLAGS\tPLAYER\tSCORE\tFLAGS' );
else
messageClient( %client, 'SetScoreHudSubheader', "", '<tab:15,235,335>\tPLAYER\tSCORE\tFLAGS' );
//find out who has the most flags
%maxFlagsClient = -1;
%maxFlags = -1;
for (%i = 0; %i < %numClients; %i++)
{
%cl = $TeamRank[0, %i];
if (%cl.flagCount > %maxFlags)
{
%maxFlags = %cl.flagCount - 1;
%maxFlagsClient = %cl;
}
}
//if no one has any flags, don't hilite anyone...
if (%maxFlags <= 0)
%maxFlagsClient = -1;
%countMax = %numClients;
if ( %countMax > ( 2 * $ScoreHudMaxVisible ) )
{
if ( %countMax & 1 )
%countMax++;
%countMax = %countMax / 2;
}
else if ( %countMax > $ScoreHudMaxVisible )
%countMax = $ScoreHudMaxVisible;
for (%index = 0; %index < %countMax; %index++)
{
//get the client info
%col1Client = $TeamRank[0, %index];
%col1ClientScore = %col1Client.score $= "" ? 0 : %col1Client.score;
%col1ClientFlags = %col1Client.flagCount - 1;
if (%col1ClientFlags <= 0)
%col1ClientFlags = "";
%col1Style = "";
if ( %col1Client == %maxFlagsClient )
%col1Style = "<color:00dc00>";
else if ( %col1Client == %client )
%col1Style = "<color:dcdcdc>";
//see if we have two columns
if (%numColumns == 2)
{
%col2Client = "";
%col2ClientScore = "";
%col2ClientFlags = "";
%col2Style = "";
//get the column 2 client info
%col2Index = %index + %countMax;
if (%col2Index < %numClients)
{
%col2Client = $TeamRank[0, %col2Index];
%col2ClientScore = %col2Client.score $= "" ? 0 : %col2Client.score;
%col2ClientFlags = %col2Client.flagCount - 1;
if (%col2ClientFlags <= 0)
%col2ClientFlags = "";
if ( %col2Client == %maxFlagsClient )
%col2Style = "<color:00dc00>";
else if ( %col2Client == %client )
%col2Style = "<color:dcdcdc>";
}
}
//if the client is not an observer, send the message
if (%client.team != 0)
{
if ( %numColumns == 2 )
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:10><spush>%7\t<clip:150>%1</clip><rmargin:205><just:right>%2<rmargin:270><just:right>%3<spop><rmargin:505><lmargin:310><just:left>%8<clip:150>%4</clip><rmargin:505><just:right>%5<rmargin:570><just:right>%6',
%col1Client.name, %col1ClientScore, %col1ClientFlags, %col2Client.name, %col2ClientScore, %col2ClientFlags, %col1Style, %col2Style );
else
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:20>%4\t<clip:200>%1</clip><rmargin:280><just:right>%2<rmargin:380><just:right>%3',
%col1Client.name, %col1ClientScore, %col1ClientFlags, %col1Style );
}
//else for observers, create an anchor around the player name so they can be observed
else
{
if ( %numColumns == 2 )
{
//this is lame, but we can only have up to %9 args
if ( %col2Client == %maxFlagsClient )
{
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:10><spush>%7\t<clip:150><a:gamelink\t%8>%1</a></clip><rmargin:205><just:right>%2<rmargin:270><just:right>%3<spop><rmargin:505><lmargin:310><just:left><color:00dc00><clip:150><a:gamelink\t%9>%4</a></clip><rmargin:505><just:right>%5<rmargin:570><just:right>%6',
%col1Client.name, %col1ClientScore, %col1ClientFlags,
%col2Client.name, %col2ClientScore, %col2ClientFlags,
%col1Style, %col1Client, %col2Client);
}
else if ( %col2Client == %client )
{
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:10><spush>%7\t<clip:150><a:gamelink\t%8>%1</a></clip><rmargin:205><just:right>%2<rmargin:270><just:right>%3<spop><rmargin:505><lmargin:310><just:left><color:dcdcdc><clip:150><a:gamelink\t%9>%4</a></clip><rmargin:505><just:right>%5<rmargin:570><just:right>%6',
%col1Client.name, %col1ClientScore, %col1ClientFlags,
%col2Client.name, %col2ClientScore, %col2ClientFlags,
%col1Style, %col1Client, %col2Client);
}
else
{
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:10><spush>%7\t<clip:150><a:gamelink\t%8>%1</a></clip><rmargin:205><just:right>%2<rmargin:270><just:right>%3<spop><rmargin:505><lmargin:310><just:left><clip:150><a:gamelink\t%9>%4</a></clip><rmargin:505><just:right>%5<rmargin:570><just:right>%6',
%col1Client.name, %col1ClientScore, %col1ClientFlags,
%col2Client.name, %col2ClientScore, %col2ClientFlags,
%col1Style, %col1Client, %col2Client);
}
}
else
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:20>%4\t<clip:200><a:gamelink\t%5>%1</a></clip><rmargin:280><just:right>%2<rmargin:380><just:right>%3',
%col1Client.name, %col1ClientScore, %col1ClientFlags, %col1Style, %col1Client );
}
}
// 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 );
}
function HuntersGame::sendDebriefing( %game, %client )
{
// Mission result:
if ( $TeamRank[0, 0].score > 0 )
messageClient( %client, 'MsgDebriefResult', "", '<just:center>%1 wins with a score of %2!', $TeamRank[0, 0].name, $TeamRank[0, 0].score );
else
messageClient( %client, 'MsgDebriefResult', "", '<just:center>Nobody wins!' );
if ( %game.highestFlagReturnName !$= "" )
messageClient( %client, 'MsgDebriefResult', "", '<spush><color:3cb4b4><font:univers condensed:18>%1 had the highest return count with %2 flags!<spop>', %game.highestFlagReturnName, %game.highestFlagReturnCount );
if ( $HuntersRecords::Count[$currentMission] !$= "" && $HuntersRecords::Name[$currentMission] !$= "" )
messageClient( %client, 'MsgDebriefResult', "", '<spush><color:3cb4b4><font:univers condensed:18>%1 holds the record with a return count of %2 flags!<spop>', $HuntersRecords::Name[$currentMission], $HuntersRecords::Count[$currentMission] );
if ( %game.greedFlagName !$= "" )
messageClient( %client, 'MsgDebriefResult', "", '<spush><color:3cb4b4><font:univers condensed:18>%1 gets the honorary greed award for dropping %2 flags!<spop>', %game.greedFlagName, %game.greedFlagCount );
// Player scores:
messageClient( %client, 'MsgDebriefAddLine', "", '<tab:150,210><spush><color:00dc00><font:univers condensed:18>PLAYER\tSCORE\tKILLS<spop>' );
%count = $TeamRank[0, count];
for ( %i = 0; %i < %count; %i++ )
{
%cl = $TeamRank[0, %i];
if ( %cl.score $= "" )
%score = 0;
else
%score = %cl.score;
if ( %cl.kills $= "" )
%kills = 0;
else
%kills = %cl.kills;
messageClient( %client, 'MsgDebriefAddLine', "", '<tab:5,155,215><clip:150>\t%1</clip>\t%2\t%3', %cl.name, %score, %kills );
}
// 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<tab:150><spush><font:univers condensed:18><color:00dc00>OBSERVERS\tSCORE<spop>' );
%header = true;
}
%score = %cl.score $= "" ? 0 : %cl.score;
messageClient( %client, 'MsgDebriefAddLine', "", '<tab:5,155><clip:150>\t%1</clip>\t%2', %cl.name, %score );
}
}
}
function HuntersGame::applyConcussion(%game, %player)
{
//%game.dropFlag( %player );
}