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-- name: Hide and Seek
-- incompatible: gamemode
-- description: A simple manhunt gamemode for Co-op.\n\nThe game is split into two teams:\n\nHiders and Seekers. The goal is for all\n\Hiders to be converted into a Seeker within a certain timeframe.\n\nAll Seekers appear as a metal character, and are given boosted speed\n\and jump height.\n\nHiders are given no enhancements, and\n\become a Seeker upon dying.\n\nEnjoy! :D\n\nConcept by: Super Keeberghrh
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-- cache old seeking state for sounds and popups
sCachedState = { }
for i = 0 , ( MAX_PLAYERS - 1 ) do
sCachedState [ i ] = { }
sCachedState [ i ] . seeking = false
end
-- keep track of round numbers for popup
sCachedRoundNumber = 0
gGlobalSyncTable.roundNumber = 0
-- timer for server to start a new round
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sStaleTimer = 0
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-- server keeps track of last player turned seeker
sLastSeekerIndex = 0
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-- keep track of distance moved recently
sLastPos = { }
sLastPos.x = 0
sLastPos.y = 0
sLastPos.z = 0
sDistanceMoved = 0
sDistanceTimer = 0
function server_update ( m )
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-- figure out state of the game
local hasSeeker = false
local hasHider = false
local activePlayers = { }
for i = 0 , ( MAX_PLAYERS - 1 ) do
if gNetworkPlayers [ i ] . connected then
table.insert ( activePlayers , gPlayerSyncTable [ i ] )
if gPlayerSyncTable [ i ] . seeking then
hasSeeker = true
else
hasHider = true
end
end
end
-- increment stale timer
if not hasHider or not hasSeeker then
sStaleTimer = sStaleTimer + 1
else
sStaleTimer = 0
end
-- if there have been no hiders, or no seekers, for 5 seconds
if sStaleTimer >= 30 * 5 then
-- reset seekers
if not hasHider then
for i = 0 , ( MAX_PLAYERS - 1 ) do
gPlayerSyncTable [ i ] . seeking = false
end
hasSeeker = false
end
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-- set seeker to last one turned into seeker
local np = gNetworkPlayers [ sLastSeekerIndex ]
if np.connected then
local s = gPlayerSyncTable [ sLastSeekerIndex ]
s.seeking = true
hasSeeker = true
end
-- pick random seeker if last turned to seeker is invalid
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if not hasSeeker then
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local s = activePlayers [ math.random ( # activePlayers ) ]
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s.seeking = true
end
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-- increment round number
gGlobalSyncTable.roundNumber = gGlobalSyncTable.roundNumber + 1
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end
end
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function update ( )
-- only allow the server to figure out the seeker
if network_is_server ( ) then
server_update ( gMarioStates [ 0 ] )
end
-- inform players when a new round has begun
if sCachedRoundNumber < gGlobalSyncTable.roundNumber then
sCachedRoundNumber = gGlobalSyncTable.roundNumber
djui_popup_create ( ' \\ #a0ffa0 \\ a new round has begun ' , 2 )
sDistanceMoved = 100
sDistanceTimer = 0
play_character_sound ( gMarioStates [ 0 ] , CHAR_SOUND_HERE_WE_GO )
end
camping_detection ( gMarioStates [ 0 ] )
end
function camping_detection ( m )
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-- this code only runs for the local player
local s = gPlayerSyncTable [ m.playerIndex ]
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-- become a seeker if you stop moving
sDistanceMoved = sDistanceMoved - 0.25 + vec3f_dist ( sLastPos , m.pos ) * 0.02
vec3f_copy ( sLastPos , m.pos )
if sDistanceMoved > 100 then
sDistanceMoved = 100
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end
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if sDistanceMoved < 0 then
sDistanceMoved = 0
end
if sDistanceMoved < 10 and not s.seeking then
sDistanceTimer = sDistanceTimer + 1
if sDistanceTimer == 30 * 1 then
djui_popup_create ( ' \\ #ff4040 \\ Keep moving! ' , 3 )
elseif sDistanceTimer > 30 * 6 then
s.seeking = true
end
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end
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if sDistanceMoved > 20 then
sDistanceTimer = 0
end
end
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function mario_local_update ( m )
-- this code only runs for the local player
local s = gPlayerSyncTable [ m.playerIndex ]
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if m.health <= 0x110 then
s.seeking = true
end
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end
function mario_update ( m )
-- this code runs for all players
local s = gPlayerSyncTable [ m.playerIndex ]
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-- only run certain code for the local player
if m.playerIndex == 0 then
mario_local_update ( m )
end
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-- display all seekers as metal
if s.seeking then
m.marioBodyState . modelState = MODEL_STATE_METAL
m.health = 0x880
end
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-- play sound and create popup if seeker state changed
local c = sCachedState [ m.playerIndex ]
local np = gNetworkPlayers [ m.playerIndex ]
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if s.seeking and not c.seeking then
play_sound ( SOUND_OBJ_BOWSER_LAUGH , m.marioObj . header.gfx . cameraToObject )
playerColor = network_get_player_text_color_string ( m.playerIndex )
djui_popup_create ( playerColor .. np.name .. ' \\ #ffa0a0 \\ is now a seeker ' , 2 )
sLastSeekerIndex = m.playerIndex
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end
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c.seeking = s.seeking
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end
function mario_before_phys_step ( m )
local s = gPlayerSyncTable [ m.playerIndex ]
-- only make seekers faster
if not s.seeking then
return
end
local hScale = 1.0
local vScale = 1.0
-- make swimming seekers 5% faster
if ( m.action & ACT_FLAG_SWIMMING ) ~= 0 then
hScale = hScale * 1.05
if m.action ~= ACT_WATER_PLUNGE then
vScale = vScale * 1.05
end
end
-- faster ground movement
if ( m.action & ACT_FLAG_MOVING ) ~= 0 then
hScale = hScale * 1.19
end
m.vel . x = m.vel . x * hScale
m.vel . y = m.vel . y * vScale
m.vel . z = m.vel . z * hScale
end
function on_pvp_attack ( attacker , victim )
-- this code runs when a player attacks another player
local sAttacker = gPlayerSyncTable [ attacker.playerIndex ]
local sVictim = gPlayerSyncTable [ victim.playerIndex ]
-- only consider local player
if victim.playerIndex ~= 0 then
return
end
-- make victim a seeker
if sAttacker.seeking and not sVictim.seeking then
sVictim.seeking = true
end
end
function on_player_connected ( m )
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-- start out as a non-seeker
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local s = gPlayerSyncTable [ m.playerIndex ]
s.seeking = false
end
-----------
-- hooks --
-----------
hook_event ( HOOK_UPDATE , update )
hook_event ( HOOK_MARIO_UPDATE , mario_update )
hook_event ( HOOK_BEFORE_PHYS_STEP , mario_before_phys_step )
hook_event ( HOOK_ON_PVP_ATTACK , on_pvp_attack )
hook_event ( HOOK_ON_PLAYER_CONNECTED , on_player_connected )