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https://github.com/Ragora/TribesReplay.git
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**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).
1126 lines
35 KiB
C#
1126 lines
35 KiB
C#
//--- GAME RULES BEGIN ---
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//One team defends base, other team tries to conquer it as quickly as possible
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//Game has two rounds: Round 1 ends when base is conquered or time runs out
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//Round 2: Teams switch sides, play again -- to win, attackers MUST beat the time set by the attackers in Round 1
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//Touching base switch conquers base
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//--- GAME RULES END ---
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//Siege type script for TRIBES 2
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//
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//The two teams each take a turn at defense and offense.
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//
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//If initial defending team's objective is captured, then roles switch
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//and new offense team gets same amount of time to attempt to capture the
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//objective.
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//
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//If time runs out before initial defending team's objective is captured,
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//then roles switch and new offense team has to try to capture the
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//objective before time runs out.
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//
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//The winner is either the team who captures the objective in least amount of time.
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//
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// In the mission file, Team 1 will be offense team, and team 2 will be the defense team.
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// When the game actually starts, either team could start on offense, and the objects must
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// have their team designation set accordingly.
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//
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// This mission type doesn't have a scoreLimit because, well, it really doesn't
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// need one or lend itself to one.
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// ai support
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exec("scripts/aiSiege.cs");
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package SiegeGame {
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function FlipFlop::objectiveInit(%data, %flipflop)
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{
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Game.regObjective(%flipflop);
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setTargetSkin(%flipflop.getTarget(), $teamSkin[0]);
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}
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function SiegeGame::regObjective(%game, %object)
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{
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%objSet = nameToID("MissionCleanup/Objectives");
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if(!isObject(%objSet))
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{
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%objSet = new SimSet("Objectives");
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MissionCleanup.add(%objSet);
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}
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%objSet.add(%object);
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}
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function FlipFlop::playerTouch(%data, %flipflop, %player)
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{
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if(%player.team != Game.offenseTeam)
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return;
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%defTeam = %game.offenseTeam == 1 ? 2 : 1;
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// Let the observers know:
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messageTeam( 0, 'MsgSiegeTouchFlipFlop', '\c2%1 captured the %2 base!~wfx/misc/flipflop_taken.wav', %player.client.name, $TeamName[%defTeam] );
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// Let the teammates know:
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messageTeam( %player.team, 'MsgSiegeTouchFlipFlop', '\c2%1 captured the %2 base!~wfx/misc/flipflop_taken.wav', %player.client.name, $TeamName[%defTeam] );
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// Let the other team know:
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%losers = %player.team == 1 ? 2 : 1;
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messageTeam( %losers, 'MsgSiegeTouchFlipFlop', '\c2%1 captured the %2 base!~wfx/misc/flipflop_lost.wav', %player.client.name, $TeamName[%defTeam]);
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logEcho(%player.client.nameBase@" (pl "@%player@"/cl "@%player.client@") captured team "@%defTeam@" base");
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Game.allObjectivesCompleted();
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}
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//--------------------------------------------------------------------------------
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function StaticShapeData::onDisabled(%data, %obj, %prevState)
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{
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Parent::onDisabled(%data, %obj, %prevState);
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if(%obj.waypoint)
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game.switchWaypoint(%obj.waypoint);
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}
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//--------------------------------------------------------------------------------
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function StaticShapeData::onEnabled(%data, %obj, %prevState)
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{
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if(%obj.waypoint)
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game.switchWaypoint(%obj.waypoint);
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}
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};
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//--------- Siege SCORING INIT ------------------
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function SiegeGame::initGameVars(%game)
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{
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%game.SCORE_PER_SUICIDE = 0;
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%game.SCORE_PER_TEAMKILL = 0;
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%game.SCORE_PER_DEATH = 0;
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%game.SCORE_PER_KILL = 0;
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%game.SCORE_PER_TURRET_KILL = 0;
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}
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function SiegeGame::claimFlipflopResources(%game, %flipflop, %team)
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{
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// equipment shouldn't switch teams when flipflop is touched
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}
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function SiegeGame::missionLoadDone(%game)
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{
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//default version sets up teams - must be called first...
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DefaultGame::missionLoadDone(%game);
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//clear the scores
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$teamScore[1] = 0;
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$teamScore[2] = 0;
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//decide which team is starting first
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if (getRandom() > 0.5)
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{
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%game.offenseTeam = 1;
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%defenseTeam = 2;
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}
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else
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{
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%game.offenseTeam = 2;
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%defenseTeam = 1;
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}
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//send the message
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messageAll('MsgSiegeStart', '\c2%1 is starting on offense', $teamName[%game.offenseTeam]);
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//if the first offense team is team2, switch the object team designation
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if (%game.offenseTeam == 2)
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{
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%group = nameToID("MissionGroup/Teams");
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%group.swapTeams();
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// search for vehicle pads also
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%mcg = nameToID("MissionCleanup");
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%mcg.swapVehiclePads();
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}
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//also ensure the objectives are all on the defending team
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%objSet = nameToId("MissionCleanup/Objectives");
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for(%j = 0; %j < %objSet.getCount(); %j++)
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{
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%obj = %objSet.getObject(%j);
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%obj.team = %defenseTeam;
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setTargetSensorGroup(%obj.getTarget(), %defenseTeam);
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}
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//indicate we're starting the game from the beginning...
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%game.firstHalf = true;
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%game.timeLimitMS = $Host::TimeLimit * 60 * 1000;
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%game.secondHalfCountDown = false;
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// save off turret bases' original barrels
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%game.checkTurretBases();
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// add objective waypoints
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%game.findObjectiveWaypoints();
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MissionGroup.setupPositionMarkers(true);
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}
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function SiegeGame::checkTurretBases(%game)
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{
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%mGroup = nameToID("MissionGroup/Teams");
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%mGroup.findTurretBase();
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}
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function SimGroup::findTurretBase(%this)
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{
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for (%i = 0; %i < %this.getCount(); %i++)
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%this.getObject(%i).findTurretBase();
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}
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function InteriorInstance::findTurretBase(%this)
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{
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// sorry, we're not looking for interiors
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}
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function AIObjective::findTurretBase(%this)
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{
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// prevent console error spam
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}
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function TSStatic::findTurretBase(%this)
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{
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// prevent console error spam
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}
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function GameBase::findTurretBase(%this)
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{
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// apparently, the initialBarrel attribute gets overwritten whenever the
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// barrel gets replaced. :( So we have to save it again under "originalBarrel".
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if(%this.getDatablock().getName() $= "TurretBaseLarge")
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%this.originalBarrel = %this.initialBarrel;
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}
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function TSStatic::findTurretBase(%this)
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{
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// prevent console error spam
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}
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function SiegeGame::selectSpawnSphere(%game, %team)
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{
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//for siege, the team1 drops are offense, team2 drops are defense
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%sphereTeam = %game.offenseTeam == %team ? 1 : 2;
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return DefaultGame::selectSpawnSphere(%game, %sphereTeam);
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}
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function SiegeGame::startMatch(%game)
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{
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DefaultGame::startMatch( %game );
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%game.startTimeMS = getSimTime();
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// schedule first timeLimit check for 20 seconds
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%game.timeSync = %game.schedule( 20000, "checkTimeLimit");
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%game.timeThread = %game.schedule( %game.timeLimitMS, "timeLimitReached");
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//updateClientTimes(%game.timeLimitMS);
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messageAll('MsgSystemClock', "", $Host::TimeLimit, %game.timeLimitMS);
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//make sure the AI is started
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AISystemEnabled(true);
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}
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function SiegeGame::allObjectivesCompleted(%game)
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{
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Cancel( %game.timeSync );
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Cancel( %game.timeThread );
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cancelEndCountdown();
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//store the elapsed time in the teamScore array...
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$teamScore[%game.offenseTeam] = getSimTime() - %game.startTimeMS;
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messageAll('MsgSiegeCaptured', '\c2%1 captured the base in %2!', $teamName[%game.offenseTeam], %game.formatTime($teamScore[%game.offenseTeam], true));
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//set the new timelimit
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%game.timeLimitMS = $teamScore[%game.offenseTeam];
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if (%game.firstHalf)
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{
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// it's halftime, let everyone know
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messageAll('MsgSiegeSwitchSides', "");
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CenterPrintAll( "Switching Sides", 3 );
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}
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else
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{
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// game is over
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messageAll('MsgSiegeMisDone', '\c2Mission complete.');
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}
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logEcho("objective completed in "@%game.timeLimitMS);
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//setup the second half...
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// MES -- per MarkF, scheduling for 0 seconds will prevent player deletion-related crashes
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%game.schedule(0, halftime, 'objectives');
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}
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function SiegeGame::timeLimitReached(%game)
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{
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cancel( %game.timeThread );
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cancel( %game.timeSync );
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// if time has run out, the offense team gets no score (note, %game.timeLimitMS doesn't change)
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$teamScore[%game.offenseTeam] = 0;
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messageAll('MsgSiegeFailed', '\c2%1 failed to capture the base.', $teamName[%game.offenseTeam]);
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if (%game.firstHalf)
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{
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// it's halftime, let everyone know
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CenterPrintAll( "Switching Sides", 3 );
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}
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else
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{
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// game is over
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messageAll('MsgSiegeMisDone', '\c2Mission complete.');
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}
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logEcho("time limit reached");
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%game.halftime('time');
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}
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function SiegeGame::checkTimeLimit(%game)
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{
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//if we're counting down to the beginning of the second half, check back in
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if (%game.secondHalfCountDown)
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{
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%game.timeSync = %game.schedule(1000, "checkTimeLimit");
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return;
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}
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%timeElapsedMS = getSimTime() - %game.startTimeMS;
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%curTimeLeftMS = %game.timeLimitMS - %timeElapsedMS;
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if (%curTimeLeftMS <= 0)
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{
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// time's up, put down your pencils
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%game.timeLimitReached();
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}
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else
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{
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if(%curTimeLeftMS >= 20000)
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%game.timeSync = %game.schedule( 20000, "checkTimeLimit" );
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else
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%game.timeSync = %game.schedule( %curTimeLeftMS + 1, "checkTimeLimit" );
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//now synchronize everyone's clock
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messageAll('MsgSystemClock', "", $Host::TimeLimit, %curTimeLeftMS);
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}
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}
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function SiegeGame::startSecondHalf(%game)
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{
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$MatchStarted = true;
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%game.secondHalfCountDown = false;
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MessageAll('MsgMissionStart', "\c2Match started");
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// set the start time.
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//the new %game.timeLimitMS would have been set by timeLimitReached() or allObjectivesCompleted()
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%game.startTimeMS = getSimTime();
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%game.timeThread = %game.schedule(%game.timeLimitMS, "timeLimitReached");
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if (%game.timeLimitMS > 20000)
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%game.timeSync = %game.schedule(20000, "checkTimeLimit");
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else
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%game.timeSync = %game.schedule(%game.timeLimitMS, "checkTimeLimit");
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logEcho("start second half");
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EndCountdown(%game.timeLimitMS);
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// set all clients control to their player
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%count = ClientGroup.getCount();
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for( %i = 0; %i < %count; %i++ )
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{
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%cl = ClientGroup.getObject(%i);
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if (!isObject(%cl.player))
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commandToClient(%cl, 'setHudMode', 'Observer');
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else
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{
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%cl.observerMode = "";
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%cl.setControlObject( %cl.player );
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commandToClient(%cl, 'setHudMode', 'Standard');
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}
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}
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//now synchronize everyone's clock
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updateClientTimes(%game.timeLimitMS);
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//start the bots up again...
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AISystemEnabled(true);
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}
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function SiegeGame::halftime(%game, %reason)
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{
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//stop the game and the bots
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$MatchStarted = false;
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AISystemEnabled(false);
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if (%game.firstHalf)
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{
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//switch the game variables
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%game.firstHalf = false;
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if (%game.offenseTeam == 1)
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%game.offenseTeam = 2;
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else
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%game.offenseTeam = 1;
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//send the message
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messageAll('MsgSiegeRolesSwitched', '\c2%1 is now on offense.', $teamName[%game.offenseTeam], %game.offenseTeam);
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//reset stations and vehicles that players were using
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%game.resetPlayers();
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// zero out the counts for deployable items (found in defaultGame.cs)
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%game.clearDeployableMaxes();
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// clean up the MissionCleanup group - note, this includes deleting all the player objects
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%clean = nameToID("MissionCleanup");
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%clean.housekeeping();
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// Non static objects placed in original position
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resetNonStaticObjPositions();
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// switch the teams for objects belonging to the teams
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%group = nameToID("MissionGroup/Teams");
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%group.swapTeams();
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// search for vehicle pads also
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%mcg = nameToID("MissionCleanup");
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%mcg.swapVehiclePads();
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//restore the objects
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%game.restoreObjects();
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%count = ClientGroup.getCount();
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for(%cl = 0; %cl < %count; %cl++)
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{
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%client = ClientGroup.getObject(%cl);
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if( !%client.isAIControlled() )
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{
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clientResetTargets(%client, true);
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%client.notReady = true;
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}
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}
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// drop all players into mission
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%game.dropPlayers();
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//setup the AI for the second half
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%game.aiHalfTime();
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// start the mission again (release players)
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%game.halfTimeCountDown($Host::warmupTime);
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//redo the objective waypoints
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%game.findObjectiveWaypoints();
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}
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else
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{
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// let's wrap it all up
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%game.gameOver();
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cycleMissions();
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}
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}
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function SiegeGame::dropPlayers( %game )
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{
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%count = ClientGroup.getCount();
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for(%cl = 0; %cl < %count; %cl++)
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{
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%client = ClientGroup.getObject(%cl);
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if( !%client.isAIControlled() )
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{
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// keep observers in observer mode
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if(%client.team == 0)
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%client.camera.getDataBlock().setMode(%client.camera, "justJoined");
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else
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{
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%game.spawnPlayer( %client, false );
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%client.camera.getDataBlock().setMode( %client.camera, "pre-game", %client.player );
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%client.setControlObject( %client.camera );
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%client.notReady = false;
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}
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}
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}
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}
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function SiegeGame::resetPlayers(%game)
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{
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// go through the client group and reset anything the players were using
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// is most of this stuff really necessary?
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%count = ClientGroup.getCount();
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for(%cl = 0; %cl < %count; %cl++)
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{
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%client = ClientGroup.getObject(%cl);
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%player = %client.player;
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// clear the pack icon
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messageClient(%client, 'msgPackIconOff', "");
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// if player was firing, stop firing
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if(%player.getImageTrigger($WeaponSlot))
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%player.setImageTrigger($WeaponSlot, false);
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// if player had pack activated, deactivate it
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if(%player.getImageTrigger($BackpackSlot))
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%player.setImageTrigger($BackpackSlot, false);
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// if player was in a vehicle, get rid of vehicle hud
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commandToClient(%client, 'setHudMode', 'Standard', "", 0);
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// clear player's weapons and inventory huds
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%client.SetWeaponsHudClearAll();
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%client.SetInventoryHudClearAll();
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// if player was at a station, deactivate it
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if(%player.station)
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{
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%player.station.triggeredBy = "";
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%player.station.getDataBlock().stationTriggered(%player.station, 0);
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if(%player.armorSwitchSchedule)
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cancel(%player.armorSwitchSchedule);
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}
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// if piloting a vehicle, reset it (assuming it doesn't get deleted)
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if(%player.lastVehicle.lastPilot)
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%player.lastVehicle.lastPilot = "";
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}
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}
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function SimGroup::housekeeping(%this)
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{
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// delete selectively in the MissionCleanup group
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%count = %this.getCount();
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// have to do this backwards or only half the objects will be deleted
|
|
for(%i = (%count - 1); %i > -1; %i--)
|
|
{
|
|
%detritus = %this.getObject(%i);
|
|
if(%detritus.getClassName() $= "SimSet")
|
|
{
|
|
// I don't think there are any simsets we want to delete
|
|
}
|
|
else if(%detritus.getName() $= "PZones")
|
|
{
|
|
// simgroup of physical zones for force fields
|
|
// don't delete them
|
|
}
|
|
//else if (%detritus.getClassName() $= "ScriptObject")
|
|
//{
|
|
// // this will be the game type object.
|
|
// // DEFINITELY don't want to delete this.
|
|
//}
|
|
else if(%detritus.getName() $= PosMarker)
|
|
{
|
|
//Needed to reset non static objects...
|
|
}
|
|
else if((%detritus.getName() $= "TeamDrops1") || (%detritus.getName() $= "TeamDrops2"))
|
|
{
|
|
// this will actually be a SimSet named TeamDropsN (1 or 2)
|
|
// don't want to delete the spawn sphere groups, so do nothing
|
|
}
|
|
else if (%detritus.getName() $= "PlayerListGroup")
|
|
{
|
|
// we don't want to delete PlayerListGroup (SimGroup)
|
|
}
|
|
else if (%detritus.getDatablock().getName() $= "stationTrigger")
|
|
{
|
|
//we don't want to delete triggers for stations
|
|
}
|
|
else if (%detritus.getDatablock().getName() $= "StationVehicle")
|
|
{
|
|
// vehicle stations automatically get placed in MissionCleanup in a
|
|
// position near the vehicle pad. Don't delete it.
|
|
}
|
|
else if (%detritus.getClassName() $= "Camera")
|
|
{
|
|
// Cameras should NOT be deleted
|
|
}
|
|
else
|
|
{
|
|
// this group of stuff to be deleted should include:
|
|
// mines, deployed objects, projectiles, explosions, corpses,
|
|
// players, and the like.
|
|
%detritus.delete();
|
|
}
|
|
}
|
|
}
|
|
|
|
function SiegeGame::groupSwapTeams(%game, %this)
|
|
{
|
|
for(%i = 0; %i < %this.getCount(); %i++)
|
|
%this.getObject(%i).swapTeams();
|
|
}
|
|
|
|
function SiegeGame::objectSwapTeams(%game, %this)
|
|
{
|
|
%defTeam = %game.offenseTeam == 1 ? 2 : 1;
|
|
|
|
if(%this.getDatablock().getName() $= "Flipflop")
|
|
{
|
|
if(getTargetSensorGroup(%this.getTarget()) != %defTeam)
|
|
{
|
|
setTargetSensorGroup(%this.getTarget(), %defTeam);
|
|
%this.team = %defTeam;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(%this.getTarget() != -1)
|
|
{
|
|
if(getTargetSensorGroup(%this.getTarget()) == %game.offenseTeam)
|
|
{
|
|
setTargetSensorGroup(%this.getTarget(), %defTeam);
|
|
%this.team = %defTeam;
|
|
}
|
|
else if(getTargetSensorGroup(%this.getTarget()) == %defTeam)
|
|
{
|
|
setTargetSensorGroup(%this.getTarget(), %game.offenseTeam);
|
|
%this.team = %game.offenseTeam;
|
|
}
|
|
}
|
|
if(%this.getClassName() $= "Waypoint")
|
|
{
|
|
if(%this.team == %defTeam)
|
|
%this.team = %game.offenseTeam;
|
|
else if(%this.team == %game.offenseTeam)
|
|
%this.team = %defTeam;
|
|
}
|
|
}
|
|
}
|
|
|
|
function SiegeGame::groupSwapVehiclePads(%game, %this)
|
|
{
|
|
for(%i = 0; %i < %this.getCount(); %i++)
|
|
%this.getObject(%i).swapVehiclePads();
|
|
}
|
|
|
|
function SiegeGame::objectSwapVehiclePads(%game, %this)
|
|
{
|
|
%defTeam = %game.offenseTeam == 1 ? 2 : 1;
|
|
|
|
if(%this.getDatablock().getName() $= "StationVehicle")
|
|
{
|
|
if(%this.getTarget() != -1)
|
|
{
|
|
// swap the teams of both the vehicle pad and the vehicle station
|
|
if(getTargetSensorGroup(%this.getTarget()) == %game.offenseTeam)
|
|
{
|
|
setTargetSensorGroup(%this.getTarget(), %defTeam);
|
|
%this.team = %defTeam;
|
|
setTargetSensorGroup(%this.pad.getTarget(), %defTeam);
|
|
%this.pad.team = %defTeam;
|
|
}
|
|
else if(getTargetSensorGroup(%this.getTarget()) == %defTeam)
|
|
{
|
|
setTargetSensorGroup(%this.getTarget(), %game.offenseTeam);
|
|
%this.team = %game.offenseTeam;
|
|
setTargetSensorGroup(%this.pad.getTarget(), %game.offenseTeam);
|
|
%this.pad.team = %game.offenseTeam;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
function SiegeGame::restoreObjects(%game)
|
|
{
|
|
// restore all the "permanent" mission objects to undamaged state
|
|
%group = nameToID("MissionGroup/Teams");
|
|
// SimGroup::objectRestore is defined in DefaultGame.cs -- it simply calls
|
|
// %game.groupObjectRestore
|
|
%group.objectRestore();
|
|
}
|
|
|
|
function SiegeGame::groupObjectRestore(%game, %this)
|
|
{
|
|
for(%i = 0; %i < %this.getCount(); %i++)
|
|
%this.getObject(%i).objectRestore();
|
|
}
|
|
|
|
function SiegeGame::shapeObjectRestore(%game, %object)
|
|
{
|
|
//if(%object.getDatablock().getName() $= FlipFlop)
|
|
//{
|
|
// messageAll('MsgSiegeObjRestore', "", %object.number, true);
|
|
//}
|
|
//else if(%object.getDamageLevel())
|
|
if(%object.getDamageLevel())
|
|
{
|
|
%object.setDamageLevel(0.0);
|
|
%object.setDamageState(Enabled);
|
|
}
|
|
if(%object.getDatablock().getName() $= "TurretBaseLarge")
|
|
{
|
|
// check to see if the turret base still has the same type of barrel it had
|
|
// at the beginning of the mission
|
|
if(%object.getMountedImage(0))
|
|
if(%object.getMountedImage(0).getName() !$= %object.originalBarrel)
|
|
{
|
|
// pop the "new" barrel
|
|
%object.unmountImage(0);
|
|
// mount the original barrel
|
|
%object.mountImage(%object.originalBarrel, 0, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
function InteriorInstance::objectRestore(%this)
|
|
{
|
|
// avoid console error spam
|
|
}
|
|
|
|
function Trigger::objectRestore(%this)
|
|
{
|
|
// avoid console error spam
|
|
}
|
|
|
|
function TSStatic::objectRestore(%this)
|
|
{
|
|
// avoid console error spam
|
|
}
|
|
|
|
function ForceFieldBare::objectRestore(%this)
|
|
{
|
|
// avoid console error spam
|
|
}
|
|
|
|
// ------------------------------------------------------------------------
|
|
// Waypoint managing
|
|
|
|
function siegeGame::findObjectiveWaypoints(%game, %group)
|
|
{
|
|
if(!%group)
|
|
%group = nameToId("MissionGroup/Teams");
|
|
|
|
for (%i = 0; %i < %group.getCount(); %i++)
|
|
{
|
|
%obj = %group.getObject(%i);
|
|
if(%obj.getClassName() $= SimGroup)
|
|
{
|
|
%game.findObjectiveWaypoints(%obj);
|
|
}
|
|
else if(%obj.needsObjectiveWaypoint)
|
|
{
|
|
%game.initializeWaypointAtObjective(%obj);
|
|
}
|
|
}
|
|
}
|
|
|
|
function siegeGame::initializeWaypointAtObjective(%game, %object)
|
|
{
|
|
// out with the old...jic
|
|
if(%object.waypoint)
|
|
%object.waypoint.delete();
|
|
|
|
if(%object.team == %game.offenseTeam)
|
|
%team = %game.offenseTeam;
|
|
else
|
|
%team = (%game.offenseTeam == 1 ? 2 : 1);
|
|
|
|
// to make the waypoint look a little prettier we are using the z from
|
|
// position and the x and y from worldBoxCenter
|
|
%posX = getWord(%object.getWorldBoxCenter(), 0);
|
|
%posY = getWord(%object.getWorldBoxCenter(), 1);
|
|
%posZ = getWord(%object.position, 2);
|
|
|
|
%append = getTaggedString(%object.getDataBlock().targetTypeTag);
|
|
|
|
%object.waypoint = new WayPoint() {
|
|
position = %posX SPC %posY SPC %posZ;
|
|
rotation = "1 0 0 0";
|
|
scale = "1 1 1";
|
|
dataBlock = "WayPointMarker";
|
|
team = %team;
|
|
name = %object.nameTag SPC %append;
|
|
};
|
|
MissionCleanup.add(%object.waypoint);
|
|
}
|
|
|
|
function siegeGame::switchWaypoint(%game, %waypoint)
|
|
{
|
|
%team = %waypoint.team;
|
|
%newTeam = (%team == 1 ? 2 : 1);
|
|
|
|
%waypoint.team = %newTeam;
|
|
}
|
|
|
|
|
|
|
|
function SiegeGame::gameOver(%game)
|
|
{
|
|
//call the default
|
|
DefaultGame::gameOver(%game);
|
|
|
|
cancel(%game.timeThread);
|
|
|
|
messageAll('MsgClearObjHud', "");
|
|
}
|
|
|
|
function SiegeGame::sendDebriefing( %game, %client )
|
|
{
|
|
//if neither team captured
|
|
%winnerName = "";
|
|
if ( $teamScore[1] == 0 && $teamScore[2] == 0 )
|
|
%winner = -1;
|
|
|
|
//else see if team1 won
|
|
else if ( $teamScore[1] > 0 && ( $teamScore[2] == 0 || $teamScore[1] < $teamScore[2] ) )
|
|
{
|
|
%winner = 1;
|
|
%winnerName = $teamName[1];
|
|
}
|
|
|
|
//else see if team2 won
|
|
else if ($teamScore[2] > 0 && ($teamScore[1] == 0 || $teamScore[2] < $teamScore[1]))
|
|
{
|
|
%winner = 2;
|
|
%winnerName = $teamName[2];
|
|
}
|
|
|
|
//else see if it was a tie (right down to the millisecond - doubtful)
|
|
else if ($teamScore[1] == $teamScore[2])
|
|
%winner = 0;
|
|
|
|
//send the winner message
|
|
if (%winnerName $= 'Storm')
|
|
messageClient( %client, 'MsgGameOver', "Match has ended.~wvoice/announcer/ann.stowins.wav" );
|
|
else if (%winnerName $= 'Inferno')
|
|
messageClient( %client, 'MsgGameOver', "Match has ended.~wvoice/announcer/ann.infwins.wav" );
|
|
else
|
|
messageClient( %client, 'MsgGameOver', "Match has ended.~wvoice/announcer/ann.gameover.wav" );
|
|
|
|
// Mission result:
|
|
if (%winner > 0)
|
|
{
|
|
if (%winner == 1)
|
|
{
|
|
if ($teamScore[2] == 0)
|
|
messageClient(%client, 'MsgDebriefResult', "", '<just:center>%1 wins!', $TeamName[1]);
|
|
else
|
|
{
|
|
%timeDiffMS = $teamScore[2] - $teamScore[1];
|
|
messageClient(%client, 'MsgDebriefResult', "", '<just:center>%1 won by capturing the base %2 faster!', $TeamName[1], %game.formatTime(%timeDiffMS, true));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ($teamScore[1] == 0)
|
|
messageClient(%client, 'MsgDebriefResult', "", '<just:center>%1 wins!', $TeamName[2]);
|
|
else
|
|
{
|
|
%timeDiffMS = $teamScore[1] - $teamScore[2];
|
|
messageClient(%client, 'MsgDebriefResult', "", '<just:center>%1 won by capturing the base %2 faster!', $TeamName[2], %game.formatTime(%timeDiffMS, true));
|
|
}
|
|
}
|
|
}
|
|
else
|
|
messageClient( %client, 'MsgDebriefResult', "", '<just:center>The mission ended in a tie.' );
|
|
|
|
// Game summary:
|
|
messageClient( %client, 'MsgDebriefAddLine', "", '<spush><color:00dc00><font:univers condensed:18>SUMMARY:<spop>' );
|
|
if ( $teamScore[1] > 0 )
|
|
{
|
|
%timeStr = %game.formatTime($teamScore[1], true);
|
|
messageClient( %client, 'MsgDebriefAddLine', "", '<tab:5>\t%1 captured the base in %2.', $TeamName[1], %timeStr);
|
|
}
|
|
else
|
|
messageClient( %client, 'MsgDebriefAddLine', "", '<tab:5>\t%1 failed to capture the base.', $TeamName[1]);
|
|
|
|
if ( $teamScore[2] > 0 )
|
|
{
|
|
%timeStr = %game.formatTime($teamScore[2], true);
|
|
messageClient( %client, 'MsgDebriefAddLine', "", '<tab:5>\t%1 captured the base in %2.', $TeamName[2], %timeStr);
|
|
}
|
|
else
|
|
messageClient( %client, 'MsgDebriefAddLine', "", '<tab:5>\t%1 failed to capture the base.', $TeamName[2]);
|
|
|
|
// List out the team rosters:
|
|
messageClient( %client, 'MsgDebriefAddLine', "", '\n<tab:130><spush><color:00dc00><font:univers condensed:18>%1\t%2<spop>', $TeamName[1], $TeamName[2] );
|
|
%max = $TeamRank[1, count] > $TeamRank[2, count] ? $TeamRank[1, count] : $TeamRank[2, count];
|
|
for ( %line = 0; %line < %max; %line++ )
|
|
{
|
|
%plyr1 = $TeamRank[1, %line] $= "" ? "" : $TeamRank[1, %line].name;
|
|
%plyr2 = $TeamRank[2, %line] $= "" ? "" : $TeamRank[2, %line].name;
|
|
messageClient( %client, 'MsgDebriefAddLine', "", '<tab:5,135><clip:130>\t%1</clip>\t%2', %plyr1, %plyr2 );
|
|
}
|
|
|
|
// Show observers:
|
|
%count = ClientGroup.getCount();
|
|
%header = false;
|
|
for ( %i = 0; %i < %count; %i++ )
|
|
{
|
|
%cl = ClientGroup.getObject( %i );
|
|
if ( %cl.team <= 0 )
|
|
{
|
|
if ( !%header )
|
|
{
|
|
messageClient( %client, 'MsgDebriefAddLine', "", '\n<spush><color:00dc00><font:univers condensed:18>OBSERVERS<spop>' );
|
|
%header = true;
|
|
}
|
|
|
|
messageClient( %client, 'MsgDebriefAddLine', "", '<tab:5>\t%1', %cl.name );
|
|
}
|
|
}
|
|
}
|
|
|
|
function SiegeGame::clientMissionDropReady(%game, %client)
|
|
{
|
|
messageClient(%client, 'MsgClientReady', "", %game.class);
|
|
|
|
for(%i = 1; %i <= %game.numTeams; %i++)
|
|
{
|
|
%isOffense = (%i == %game.offenseTeam);
|
|
messageClient(%client, 'MsgSiegeAddTeam', "", %i, $teamName[%i], %isOffense);
|
|
}
|
|
|
|
messageClient(%client, 'MsgMissionDropInfo', '\c0You are in mission %1 (%2).', $MissionDisplayName, $MissionTypeDisplayName, $ServerName );
|
|
DefaultGame::clientMissionDropReady(%game, %client);
|
|
}
|
|
|
|
function SiegeGame::assignClientTeam(%game, %client, %respawn)
|
|
{
|
|
DefaultGame::assignClientTeam(%game, %client, %respawn);
|
|
// if player's team is not on top of objective hud, switch lines
|
|
messageClient(%client, 'MsgCheckTeamLines', "", %client.team);
|
|
}
|
|
|
|
function SiegeGame::resetScore(%game, %client)
|
|
{
|
|
%client.score = 0;
|
|
%client.kills = 0;
|
|
%client.deaths = 0;
|
|
%client.objScore = 0;
|
|
%client.teamKills = 0;
|
|
%client.turretKills = 0;
|
|
%client.offenseScore = 0;
|
|
%client.defenseScore = 0;
|
|
}
|
|
|
|
//--------------- Scoring functions -----------------
|
|
function SiegeGame::recalcScore(%game, %cl)
|
|
{
|
|
%killValue = %cl.kills * %game.SCORE_PER_KILL;
|
|
%deathValue = %cl.deaths * %game.SCORE_PER_DEATH;
|
|
|
|
if (%killValue - %deathValue == 0)
|
|
%killPoints = 0;
|
|
else
|
|
%killPoints = (%killValue * %killValue) / (%killValue - %deathValue);
|
|
|
|
%cl.offenseScore = %killPoints;
|
|
%cl.offenseScore += %cl.teamKills * %game.SCORE_PER_TEAMKILL; // -1
|
|
%cl.offenseScore += %cl.objScore;
|
|
|
|
%cl.defenseScore = %cl.turretKills * %game.SCORE_PER_TURRET_KILL; // 1
|
|
|
|
%cl.score = %cl.offenseScore + %cl.defenseScore;
|
|
%cl.score = mFloor(%cl.score);
|
|
%game.recalcTeamRanks(%cl);
|
|
}
|
|
|
|
function SiegeGame::updateKillScores(%game, %clVictim, %clKiller, %damageType, %implement)
|
|
{
|
|
if(%game.testTurretKill(%implement)) //check for turretkill before awarded a non client points for a kill
|
|
{
|
|
%game.awardScoreTurretKill(%clVictim, %implement);
|
|
}
|
|
else if (%game.testKill(%clVictim, %clKiller)) //verify victim was an enemy
|
|
{
|
|
%game.awardScoreKill(%clKiller);
|
|
%game.awardScoreDeath(%clVictim);
|
|
}
|
|
else
|
|
{
|
|
if (%game.testSuicide(%clVictim, %clKiller, %damageType)) //otherwise test for suicide
|
|
{
|
|
%game.awardScoreSuicide(%clVictim);
|
|
}
|
|
else
|
|
{
|
|
if (%game.testTeamKill(%clVictim, %clKiller)) //otherwise test for a teamkill
|
|
%game.awardScoreTeamKill(%clVictim, %clKiller);
|
|
}
|
|
}
|
|
}
|
|
|
|
function SiegeGame::testValidRepair(%game, %obj)
|
|
{
|
|
return ((%obj.lastDamagedByTeam != %obj.team) && (%obj.repairedBy.team == %obj.team));
|
|
}
|
|
|
|
function SiegeGame::genOnRepaired(%game, %obj, %objName)
|
|
{
|
|
|
|
if (%game.testValidRepair(%obj))
|
|
{
|
|
%repairman = %obj.repairedBy;
|
|
messageTeam(%repairman.team, 'msgGenRepaired', '\c0%1 repaired the %2 generator!', %repairman.name, %obj.nameTag);
|
|
}
|
|
}
|
|
|
|
function SiegeGame::stationOnRepaired(%game, %obj, %objName)
|
|
{
|
|
if (%game.testValidRepair(%obj))
|
|
{
|
|
%repairman = %obj.repairedBy;
|
|
messageTeam(%repairman.team, 'msgStationRepaired', '\c0%1 repaired the %2 inventory station!', %repairman.name, %obj.nameTag);
|
|
}
|
|
}
|
|
|
|
function SiegeGame::sensorOnRepaired(%game, %obj, %objName)
|
|
{
|
|
if (%game.testValidRepair(%obj))
|
|
{
|
|
%repairman = %obj.repairedBy;
|
|
messageTeam(%repairman.team, 'msgSensorRepaired', '\c0%1 repaired the %2 pulse sensor!', %repairman.name, %obj.nameTag);
|
|
}
|
|
}
|
|
|
|
function SiegeGame::turretOnRepaired(%game, %obj, %objName)
|
|
{
|
|
if (%game.testValidRepair(%obj))
|
|
{
|
|
%repairman = %obj.repairedBy;
|
|
messageTeam(%repairman.team, 'msgTurretRepaired', '\c0%1 repaired the %2 turret!', %repairman.name, %obj.nameTag);
|
|
}
|
|
}
|
|
|
|
function SiegeGame::vStationOnRepaired(%game, %obj, %objName)
|
|
{
|
|
if (%game.testValidRepair(%obj))
|
|
{
|
|
%repairman = %obj.repairedBy;
|
|
messageTeam(%repairman.team, 'msgTurretRepaired', '\c0%1 repaired the %2 vehicle station!', %repairman.name, %obj.nameTag);
|
|
}
|
|
}
|
|
|
|
function SiegeGame::halfTimeCountDown(%game, %time)
|
|
{
|
|
%game.secondHalfCountDown = true;
|
|
$MatchStarted = false;
|
|
|
|
%timeMS = %time * 1000;
|
|
%game.schedule(%timeMS, "startSecondHalf");
|
|
notifyMatchStart(%timeMS);
|
|
|
|
if(%timeMS > 30000)
|
|
schedule(%timeMS - 30000, 0, "notifyMatchStart", 30000);
|
|
if(%timeMS > 20000)
|
|
schedule(%timeMS - 20000, 0, "notifyMatchStart", 20000);
|
|
if(%timeMS > 10000)
|
|
schedule(%timeMS - 10000, 0, "notifyMatchStart", 10000);
|
|
if(%timeMS > 5000)
|
|
schedule(%timeMS - 5000, 0, "notifyMatchStart", 5000);
|
|
if(%timeMS > 4000)
|
|
schedule(%timeMS - 4000, 0, "notifyMatchStart", 4000);
|
|
if(%timeMS > 3000)
|
|
schedule(%timeMS - 3000, 0, "notifyMatchStart", 3000);
|
|
if(%timeMS > 2000)
|
|
schedule(%timeMS - 2000, 0, "notifyMatchStart", 2000);
|
|
if(%timeMS > 1000)
|
|
schedule(%timeMS - 1000, 0, "notifyMatchStart", 1000);
|
|
}
|
|
|
|
function SiegeGame::applyConcussion(%game, %player)
|
|
{
|
|
}
|
|
|
|
function SiegeGame::updateScoreHud(%game, %client, %tag)
|
|
{
|
|
%timeElapsedMS = getSimTime() - %game.startTimeMS;
|
|
%curTimeLeftMS = %game.timeLimitMS - %timeElapsedMS;
|
|
|
|
if (!$MatchStarted)
|
|
%curTimeLeftStr = %game.formatTime(%game.timelimitMS, false);
|
|
else
|
|
%curTimeLeftStr = %game.formatTime(%curTimeLeftMS, false);
|
|
|
|
// Send header:
|
|
if (%game.firstHalf)
|
|
messageClient( %client, 'SetScoreHudHeader', "", '<just:center>%1 has %2 to capture the base.',
|
|
$teamName[%game.offenseTeam], %curTimeLeftStr );
|
|
else
|
|
messageClient( %client, 'SetScoreHudHeader', "", '<just:center>%1 must capture the base within %2 to win.',
|
|
$teamName[%game.offenseTeam], %curTimeLeftStr );
|
|
|
|
// Send subheader:
|
|
messageClient( %client, 'SetScoreHudSubheader', "", '<tab:15,315>\t%1 (%2)\t%3 (%4)',
|
|
$TeamName[1], $TeamRank[1, count], $TeamName[2], $TeamRank[2, count] );
|
|
|
|
%index = 0;
|
|
while (true)
|
|
{
|
|
if (%index >= $TeamRank[1, count] && %index >= $TeamRank[2, count])
|
|
break;
|
|
|
|
//get the team1 client info
|
|
%team1Client = "";
|
|
%team1ClientScore = "";
|
|
%col1Style = "";
|
|
if (%index < $TeamRank[1, count])
|
|
{
|
|
%team1Client = $TeamRank[1, %index];
|
|
%team1ClientScore = %team1Client.score $= "" ? 0 : %team1Client.score;
|
|
if ( %team1Client == %client )
|
|
%col1Style = "<color:dcdcdc>";
|
|
}
|
|
|
|
//get the team2 client info
|
|
%team2Client = "";
|
|
%team2ClientScore = "";
|
|
%col2Style = "";
|
|
if (%index < $TeamRank[2, count])
|
|
{
|
|
%team2Client = $TeamRank[2, %index];
|
|
%team2ClientScore = %team2Client.score $= "" ? 0 : %team2Client.score;
|
|
if ( %team2Client == %client )
|
|
%col2Style = "<color:dcdcdc>";
|
|
}
|
|
|
|
|
|
//if the client is not an observer, send the message
|
|
if (%client.team != 0)
|
|
{
|
|
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:20,320>\t<spush>%3<clip:200>%1</clip><spop>\t%4<clip:200>%2</clip>',
|
|
%team1Client.name, %team2Client.name, %col1Style, %col2Style );
|
|
}
|
|
//else for observers, create an anchor around the player name so they can be observed
|
|
else
|
|
{
|
|
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:20,320>\t<spush>%3<clip:200><a:gamelink\t%5>%1</a></clip><spop>\t%4<clip:200><a:gamelink\t%6>%2</a></clip>',
|
|
%team1Client.name, %team2Client.name, %col1Style, %col2Style, %team1Client, %team2Client );
|
|
}
|
|
|
|
%index++;
|
|
}
|
|
|
|
// Tack on the list of observers:
|
|
%observerCount = 0;
|
|
for (%i = 0; %i < ClientGroup.getCount(); %i++)
|
|
{
|
|
%cl = ClientGroup.getObject(%i);
|
|
if (%cl.team == 0)
|
|
%observerCount++;
|
|
}
|
|
|
|
if (%observerCount > 0)
|
|
{
|
|
messageClient( %client, 'SetLineHud', "", %tag, %index, "");
|
|
%index++;
|
|
messageClient(%client, 'SetLineHud', "", %tag, %index, '<tab:10, 310><spush><font:Univers Condensed:22>\tOBSERVERS (%1)<rmargin:260><just:right>TIME<spop>', %observerCount);
|
|
%index++;
|
|
for (%i = 0; %i < ClientGroup.getCount(); %i++)
|
|
{
|
|
%cl = ClientGroup.getObject(%i);
|
|
//if this is an observer
|
|
if (%cl.team == 0)
|
|
{
|
|
%obsTime = getSimTime() - %cl.observerStartTime;
|
|
%obsTimeStr = %game.formatTime(%obsTime, false);
|
|
messageClient( %client, 'SetLineHud', "", %tag, %index, '<tab:20, 310>\t<clip:150>%1</clip><rmargin:260><just:right>%2',
|
|
%cl.name, %obsTimeStr );
|
|
%index++;
|
|
}
|
|
}
|
|
}
|
|
|
|
//clear the rest of Hud so we don't get old lines hanging around...
|
|
messageClient( %client, 'ClearHud', "", %tag, %index );
|
|
}
|