TribesReplay/base/scripts/CnHGame.cs
Robert MacGregor f9ca0b52f9 v22337 (04/13/01):
**SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily.

**FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided.

*There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs.

*There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now.

*A stray underground generator was removed from Caldera.

*The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name.

*If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle.

*Bounty & Hunter: The player icons on the command maps are now the correct colors.

*More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated.

*The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again.

*Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; )

*Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed.

*Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible.

*Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.)

*Fixed a small texture leak on 3Space objects.

*Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-17 23:07:50 -04:00

465 lines
14 KiB
C#

// DisplayName = Capture and Hold
//--- GAME RULES BEGIN ---
//Teams try to capture marked objectives
//Capturing player gets a point 12 seconds after a capture
//Hold objectives in order to score
//A team scores 2 points per second it holds an objective
//Turrets and inventory stations convert when their switch is taken
//--- GAME RULES END ---
//exec the AI scripts
exec("scripts/aiCnH.cs");
package CnHGame {
function FlipFlop::playerTouch(%data, %flipflop, %player)
{
if(%flipflop.team != %player.client.team)
{
Parent::playerTouch(%data, %flipflop, %player);
Game.startTimerPlayerFFCap(%player.client, %flipflop);
}
}
function Flipflop::objectiveInit(%data, %flipflop)
{
%flipflop.tCapThread = "";
%flipflop.tHoldThread = "";
%flipflop.pCapThread = "";
Parent::objectiveInit(%data, %flipflop);
}
};
//--------- CnH SCORING INIT ------------------
function CnHGame::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_FLIPFLOP_CAP = 1;
%game.SCORE_PER_TEAM_FLIPFLOP_CAP = 1;
%game.SCORE_PER_TEAM_FLIPFLOP_HOLD = 1;
%game.SCORE_PER_TURRET_KILL = 1;
%game.SCORE_PER_FLIPFLOP_DEFEND = 1;
%game.SCORE_LIMIT_PER_TOWER = 1200; //default of 1200 points per tower required to win @ 1 pt per %game.TIME_REQ_TEAM_HOLD_BONUS milliseconds
%game.TIME_REQ_PLYR_CAP_BONUS = 12 * 1000; //player must hold a switch 12 seconds to get a point for it.
%game.TIME_REQ_TEAM_CAP_BONUS = 12 * 1000; //time after touching it takes for team to get a point
%game.TIME_REQ_TEAM_HOLD_BONUS = 0.5 * 1000; //recurring time it takes team to earn a point when flipflop held
%game.RADIUS_FLIPFLOP_DEFENSE = 20; //meters
}
function CnHGame::setUpTeams(%game)
{
DefaultGame::setUpTeams(%game);
// reset the visibility of team 0 (team is still defaulted as friendly)
setSensorGroupAlwaysVisMask(0, 0);
}
//-- tracking ---
// .deaths .kills .suicides .teamKills .turretKills
// .flipFlopDefends .flipFlopsCapped
function CnHGame::startMatch(%game)
{
for(%i = 0; %i <= %game.numTeams; %i++)
$TeamScore[%i] = 0;
DefaultGame::startMatch(%game);
}
function CnHGame::checkScoreLimit(%game, %team)
{
%scoreLimit = %game.getScoreLimit();
if($TeamScore[%team] >= %scoreLimit)
%game.scoreLimitReached();
}
function CnHGame::getScoreLimit(%game)
{
%scoreLimit = MissionGroup.CnH_scoreLimit;
if(%scoreLimit $= "")
%scoreLimit = %game.getNumFlipFlops() * %game.SCORE_LIMIT_PER_TOWER;
return %scoreLimit;
}
function CnHGame::scoreLimitReached(%game)
{
logEcho("game over (scorelimit)");
%game.gameOver();
cycleMissions();
}
function CnHGame::timeLimitReached(%game)
{
logEcho("game over (timelimit)");
%game.gameOver();
cycleMissions();
}
function CnHGame::gameOver(%game)
{
//call the default
DefaultGame::gameOver(%game);
// stop all bonus timers
%game.stopScoreTimers();
//send the winner message
%winner = "";
if ($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 = ClientGroup.getObject(%i);
%game.resetScore(%client);
}
for ( %team = 1; %team <= %game.numTeams; %team++ )
{
$TeamScore[%team] = 0;
messageAll('MsgCnHTeamCap', "", -1, -1, -1, %team, $TeamScore[%team], %game.getScoreLimit());
}
}
function CnHGame::stopScoreTimers(%game)
{
// find all switches and cancel any timers associated with them
%ffGroup = nameToId("MissionCleanup/FlipFlops");
if(%ffGroup <= 0)
return;
for(%i = 0; %i < %ffGroup.getCount(); %i++)
{
%curFF = %ffGroup.getObject(%i);
cancel(%curFF.tHoldThread);
cancel(%curFF.pCapThread);
cancel(%curFF.tCapThread);
}
}
function CnHGame::clientMissionDropReady(%game, %client)
{
messageClient(%client, 'MsgClientReady',"", %game.class);
%scoreLimit = %game.getScoreLimit();
for(%i = 1; %i <= %game.numTeams; %i++)
{
%teamHeld = %game.countFlipsHeld(%i);
messageClient(%client, 'MsgCnHAddTeam', "", %i, $TeamName[%i], $TeamScore[%i], %scoreLimit, %teamHeld);
}
//%game.populateTeamRankArray(%client);
//messageClient(%client, 'MsgYourRankIs', "", -1);
messageClient(%client, 'MsgMissionDropInfo', '\c0You are in mission %1 (%2).', $MissionDisplayName, $MissionTypeDisplayName, $ServerName );
DefaultGame::clientMissionDropReady(%game, %client);
}
function CnHGame::assignClientTeam(%game, %client, %respawn)
{
DefaultGame::assignClientTeam(%game, %client, %respawn);
// if player's team is not on top of objective hud, switch lines
messageClient(%client, 'MsgCheckTeamLines', "", %client.team);
}
function CnHGame::getNumFlipFlops()
{
%ffGroup = nameToID("MissionCleanup/FlipFlops");
return %ffGroup.getCount();
}
function CnHGame::countFlipsHeld(%game, %team)
{
%teamHeld = 0;
// count how many flipflops each team holds
%ffSet = nameToID("MissionCleanup/FlipFlops");
if(%ffSet > 0)
{
%numFF = %ffSet.getCount();
for(%j = 0; %j < %numFF; %j++)
{
%curFF = %ffSet.getObject(%j);
if(%curFF.team == %team)
%teamHeld++;
}
}
return %teamHeld;
}
function CnHGame::countFlips(%game)
{
return true;
}
function CnHGame::equip(%game, %player)
{
for(%i =0; %i<$InventoryHudCount; %i++)
%player.client.setInventoryHudItem($InventoryHudData[%i, itemDataName], 0, 1);
//%player.setArmor("Light");
%player.setInventory(Blaster,1);
%player.setInventory(Chaingun, 1);
%player.setInventory(ChaingunAmmo, 100);
%player.setInventory(Disc,1);
%player.setInventory(DiscAmmo, 20);
%player.setInventory(TargetingLaser, 1);
%player.setInventory(Grenade,6);
%player.setInventory(Beacon, 3);
%player.setInventory(RepairKit,1);
%player.weaponCount = 3;
%player.use("Blaster");
}
//--------------- Scoring functions -----------------
function CnHGame::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.suicides * %game.SCORE_PER_SUICIDE; //-1
%cl.offenseScore += %cl.teamKills * %game.SCORE_PER_TEAMKILL; // -1
%cl.offenseScore += %cl.flipFlopsCapped * %game.SCORE_PER_PLYR_FLIPFLOP_CAP;
%cl.defenseScore = %cl.turretKills * %game.SCORE_PER_TURRET_KILL; // 1
%cl.defenseScore += %cl.flipFlopDefends * %game.SCORE_PER_FLIPFLOP_DEFEND;
%cl.score = mFloor(%cl.offenseScore + %cl.defenseScore);
//track switches held (not touched), switches defended, kills, deaths, suicides, tks
%game.recalcTeamRanks(%cl);
}
function CnHGame::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);
//see if we were defending a flip flop
%flipflop = %game.testPlayerFFDefend(%clVictim, %clKiller);
if (isObject(%flipflop))
%game.awardScorePlayerFFDefend(%clKiller, %flipflop);
}
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 CnHGame::testPlayerFFDefend(%game, %victimID, %killerID)
{
if (!isObject(%victimId) || !isObject(%killerId) || %killerId.team <= 0)
return -1;
//loop through the flipflops looking for one within range that belongs to the killer...
%ffGroup = nameToID("MissionCleanup/FlipFlops");
for (%i = 0; %i < %ffGroup.getCount(); %i++)
{
%ffObj = %ffGroup.getObject(%i);
if (VectorDist(%ffObj.position, %victimID.plyrPointOfDeath) < %game.RADIUS_FLIPFLOP_DEFENSE)
{
if (%ffObj.team == %killerID.team)
return %ffObj;
}
}
//none were found
return -1;
}
function CnHGame::awardScorePlayerFFDefend(%game, %cl, %flipflop)
{
%cl.flipFlopDefends++;
if (%game.SCORE_PER_FLIPFLOP_DEFEND != 0)
{
messageClient(%cl, 'msgFFDef', '\c0You received a %1 point bonus for defending %2.', %game.SCORE_PER_FLIPFLOP_DEFEND, %game.cleanWord(%flipflop.name));
messageTeamExcept(%cl, 'msgFFDef', '\c0Teammate %1 received a %2 point bonus for defending %3', %cl.name, %game.SCORE_PER_FLIPFLOP_DEFEND, %game.cleanWord(%flipflop.name));
}
%game.recalcScore(%cl);
}
function CnHGame::awardScorePlayerFFCap(%game, %cl, %this)
{
if(!($missionRunning))
return;
%cl.flipFlopsCapped++;
if (%game.SCORE_PER_PLYR_FLIPFLOP_CAP != 0)
{
messageClient(%cl, 'msgFFDef', '\c0You received a %1 point bonus for holding the %2.', %game.SCORE_PER_PLYR_FLIPFLOP_CAP, %game.cleanWord(%this.name));
messageTeamExcept(%cl, 'msgFFDef', '\c0Teammate %1 received a %2 point bonus for holding the %3', %cl.name, %game.SCORE_PER_PLYR_FLIPFLOP_CAP, %game.cleanWord(%this.name));
}
%game.recalcScore(%cl);
}
function CnHGame::awardScoreTeamFFCap(%game, %team, %this)
{
cancel(%this.tCapThread);
if(!($missionRunning))
return;
$TeamScore[%team] +=%game.SCORE_PER_TEAM_FLIPFLOP_CAP;
%sLimit = %game.getScoreLimit();
if (%game.SCORE_PER_TEAM_FLIPFLOP_CAP)
messageAll('MsgCnHTeamCap', "", -1, -1, -1, %team, $teamScore[%team], %sLimit);
if (%game.SCORE_PER_TEAM_FLIPFLOP_HOLD != 0)
%this.tHoldThread = %game.schedule(%game.TIME_REQ_TEAM_HOLD_BONUS, "awardScoreTeamFFHold", %team, %this);
%game.checkScoreLimit(%team);
}
function CnHGame::awardScoreTeamFFHold(%game, %team, %this)
{
cancel(%this.tHoldThread);
if(!($missionRunning))
return;
$TeamScore[%team] +=%game.SCORE_PER_TEAM_FLIPFLOP_HOLD;
%sLimit = %game.getScoreLimit();
if (%game.SCORE_PER_TEAM_FLIPFLOP_HOLD)
messageAll('MsgCnHTeamCap', "", $TeamName[%team], %game.SCORE_PER_TEAM_FLIPFLOP_HOLD, %game.cleanWord(%this.name), %team, $teamScore[%team], %sLimit);
// if either team's score is divisible by 100, send a console log message
if(($TeamScore[%team] / 100) == (mFloor($TeamScore[%team] / 100)))
for(%i = 1; %i <= %game.numTeams; %i++)
logEcho("team "@%i@" score "@$TeamScore[%i]);
%game.checkScoreLimit(%team);
%this.tHoldThread = %game.schedule(%game.TIME_REQ_TEAM_HOLD_BONUS, "awardScoreTeamFFHold", %team, %this);
}
function CnHGame::testValidRepair(%game, %obj)
{
return ((%obj.lastDamagedByTeam != %obj.team) && (%obj.repairedBy.team == %obj.team));
}
function CnHGame::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 CnHGame::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 CnHGame::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 CnHGame::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 CnHGame::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 CnHGame::startTimerPlayerFFCap(%game, %cl, %this)
{
cancel(%this.pCapThread); //stop the last owner from collecting a cap bonus
%this.pCapThread = %game.schedule(%game.TIME_REQ_PLYR_CAP_BONUS, "awardScorePlayerFFCap", %cl, %this);
cancel(%this.tCapThread); //stop the old owners from collecting any cap bonus
cancel(%this.tHoldThread); //stop the old owners from collecting any hold bonus
%this.tCapThread = %game.schedule(%game.TIME_REQ_TEAM_CAP_BONUS, "awardScoreTeamFFCap", %cl.team, %this);
}
function CnHGame::startTimerTeamFFCap(%game, %team, %this, %time)
{
%this.tCapThread = %game.schedule(%time, "awardScoreTeamFFCap", %team, %this);
}
//------------------------------------------------------------------------
function CnHGame::resetScore(%game, %client)
{
%client.offenseScore = 0;
%client.kills = 0;
%client.deaths = 0;
%client.teamKills = 0;
%client.flipFlopsCapped = 0;
%client.defenseScore = 0;
%client.turretKills = 0;
%client.flipFlopDefends = 0;
%client.score = 0;
for ( %team = 1; %team <= %game.numTeams; %team++ )
if($TeamScore[%team] != 0)
$TeamScore[%team] = 0;
}
function CnHGame::applyConcussion(%game, %player)
{
}