diff options
Diffstat (limited to 'Northstar.CustomServers/scripts/vscripts/gamemodes')
3 files changed, 57 insertions, 146 deletions
diff --git a/Northstar.CustomServers/scripts/vscripts/gamemodes/_gamemode_ctf.nut b/Northstar.CustomServers/scripts/vscripts/gamemodes/_gamemode_ctf.nut index e710a911..f3490730 100644 --- a/Northstar.CustomServers/scripts/vscripts/gamemodes/_gamemode_ctf.nut +++ b/Northstar.CustomServers/scripts/vscripts/gamemodes/_gamemode_ctf.nut @@ -30,7 +30,8 @@ void function CaptureTheFlag_Init() CaptureTheFlagShared_Init() SetSwitchSidesBased( true ) SetSuddenDeathBased( true ) - //SetSpawnsUseFrontline( true ) + SetShouldUseRoundWinningKillReplay( true ) + SetRoundWinningKillReplayKillClasses( false, false ) // make these fully manual AddCallback_OnClientConnected( CTFInitPlayer ) @@ -417,6 +418,7 @@ void function CaptureFlag( entity player, entity flag ) AddTeamScore( team, 1 ) AddPlayerScore( player, "FlagCapture", player ) player.AddToPlayerGameStat( PGS_ASSAULT_SCORE, 1 ) // add 1 to captures on scoreboard + SetRoundWinningKillReplayAttacker( player ) // set attacker for last cap replay array<entity> assistList if ( player.GetTeam() == TEAM_IMC ) diff --git a/Northstar.CustomServers/scripts/vscripts/gamemodes/_gamemode_lts.nut b/Northstar.CustomServers/scripts/vscripts/gamemodes/_gamemode_lts.nut index 18cf9735..e8231aad 100644 --- a/Northstar.CustomServers/scripts/vscripts/gamemodes/_gamemode_lts.nut +++ b/Northstar.CustomServers/scripts/vscripts/gamemodes/_gamemode_lts.nut @@ -17,49 +17,49 @@ void function GamemodeLts_Init() SetRoundBased( true ) SetRespawnsEnabled( false ) Riff_ForceSetEliminationMode( eEliminationMode.PilotsTitans ) - SetServerVar( "roundWinningKillReplayEnabled", true ) // really ought to get a function for setting this - - AddCallback_OnPlayerKilled( OnPlayerKilled ) - AddDeathCallback( "npc_titan", OnTitanKilled ) + SetShouldUseRoundWinningKillReplay( true ) + SetRoundWinningKillReplayKillClasses( true, true ) // both titan and pilot kills are tracked AddDamageCallback( "player", OnPlayerDamaged ) AddDamageCallback( "npc_titan", OnTitanDamaged ) - AddCallback_OnPilotBecomesTitan( GamemodeLTS_RefreshHighlight ) - AddCallback_OnTitanBecomesPilot( GamemodeLTS_RefreshHighlight ) + AddCallback_OnPilotBecomesTitan( RefreshThirtySecondWallhackHighlight ) + AddCallback_OnTitanBecomesPilot( RefreshThirtySecondWallhackHighlight ) + + SetTimeoutWinnerDecisionFunc( CheckTitanHealthForDraw ) - ClassicMP_SetCustomIntro( GamemodeLTS_Intro, 0.0 ) + ClassicMP_SetCustomIntro( GamemodeLTS_Intro, 0.0 ) // dont any sorta } +// this should also probably be moved into a generic intro rather than being lts-specific void function GamemodeLTS_Intro() { - AddCallback_GameStateEnter( eGameState.Prematch, GamemodeLTS_IntroOnPrematchStart ) + AddCallback_GameStateEnter( eGameState.Prematch, LTSIntroOnPrematchStart ) } -void function GamemodeLTS_IntroOnPrematchStart() +void function LTSIntroOnPrematchStart() { ClassicMP_OnIntroStarted() - - SetGameState( eGameState.Playing ) + foreach ( entity player in GetPlayerArray() ) - thread GamemodeLTS_IntroSpawnPlayer( player ) + thread LTSIntroSpawnPlayer( player ) + + wait 2.0 // literally a guess number for how long the drop might take ClassicMP_OnIntroFinished() - SetKillcamsEnabled( true ) - file.shouldDoHighlights = false thread GamemodeLTS_PlayingThink() } -void function GamemodeLTS_IntroSpawnPlayer( entity player ) +void function LTSIntroSpawnPlayer( entity player ) { if ( IsAlive( player ) ) { player.Die() - WaitFrame() + WaitFrame() // this doesn't work for some reason but the player will die in roundend anyway so not really an issue } - - RespawnAsTitan( player, false ) + + thread RespawnAsTitan( player, false ) while ( !player.IsTitan() ) WaitFrame() @@ -69,12 +69,9 @@ void function GamemodeLTS_IntroSpawnPlayer( entity player ) void function GamemodeLTS_PlayingThink() { - WaitFrame() // due to how this is all written the prematch callbacks might not've run by the time this starts - // so we need to wait a frame to ensure they've been run so gameEndTime is set svGlobal.levelEnt.EndSignal( "RoundEnd" ) // end this on round end float endTime = expect float ( GetServerVar( "gameEndTime" ) ) - print( "ENDTIME " + endTime ) // wait until 30sec left wait endTime - 30 - Time() @@ -83,18 +80,14 @@ void function GamemodeLTS_PlayingThink() // warn there's 30 seconds left Remote_CallFunction_NonReplay( player, "ServerCallback_LTSThirtySecondWarning" ) - // do highlights - file.shouldDoHighlights = true - GamemodeLTS_RefreshHighlight( player, null ) + // do initial highlight + RefreshThirtySecondWallhackHighlight( player, null ) } - - wait endTime - Time() - thread CheckTitansForDraw() // need to thread this so we don't accidentally signal roundend in the same thread that'll be ended when we hit roundend } -void function GamemodeLTS_RefreshHighlight( entity player, entity titan ) +void function RefreshThirtySecondWallhackHighlight( entity player, entity titan ) { - if ( !file.shouldDoHighlights ) + if ( TimeSpentInCurrentState() < 30.0 ) return Highlight_SetEnemyHighlight( player, "enemy_sonar" ) // i think this needs a different effect, this works for now tho @@ -103,133 +96,59 @@ void function GamemodeLTS_RefreshHighlight( entity player, entity titan ) Highlight_SetEnemyHighlight( player.GetPetTitan(), "enemy_sonar" ) } -void function CheckTeamTitans( int team ) +int function CheckTitanHealthForDraw() { - if ( GetGameState() != eGameState.Playing ) - return - - array<entity> teamPlayers = GetPlayerArrayOfTeam( team ) - - int numLivingTitans = 0 - int numLivingPlayers = 0 - foreach ( entity player in teamPlayers ) - { - // wouldn't it be easier just to only track and increment numLivingTitans if the owner is alive? - // yes it would - // but for some reason this is not how respawn does it - if ( IsAlive( player ) ) - numLivingPlayers++ + int militiaTitans + int imcTitans - if ( IsAlive( player.GetPetTitan() ) || player.IsTitan() ) - numLivingTitans++ - } - - if ( numLivingPlayers == 0 || numLivingTitans == 0 ) - { - SetKillcamsEnabled( false ) // make sure killcams can't interrupt the round winning kill replay - //SetRoundWinningKillReplayInfo( file.lastDamageInfoVictim, file.lastDamageInfoAttacker, file.lastDamageInfoMethodOfDeath, file.lastDamageInfoTime ) - SetWinner( GetOtherTeam( team ), "#GAMEMODE_ENEMY_TITANS_DESTROYED", "#GAMEMODE_FRIENDLY_TITANS_DESTROYED" ) - } -} - -void function CheckTitansForDraw() -{ - int militiaLivingTitans - int imcLivingTitans + float militiaHealth + float imcHealth - float militiaCombinedHealth - float imcCombinedHealth - - foreach ( entity player in GetPlayerArray() ) + foreach ( entity titan in GetTitanArray() ) { - // only need to track titans for this, can assume that neither team has lost due to titan death if the round is still going - entity titan = IsAlive( player.GetPetTitan() ) ? player.GetPetTitan() : player - if ( titan.IsPlayer() && !titan.IsTitan() ) - continue - - if ( IsAlive( titan ) ) - if ( player.GetTeam() == TEAM_MILITIA ) - { - // doomed is counted as 0 health in this - militiaCombinedHealth += titan.GetTitanSoul().IsDoomed() ? 0.0 : GetHealthFrac( titan ) - militiaLivingTitans++ - } - else - { - // doomed is counted as 0 health in this - imcCombinedHealth += titan.GetTitanSoul().IsDoomed() ? 0.0 : GetHealthFrac( titan ) - imcLivingTitans++ - } + if ( titan.GetTeam() == TEAM_MILITIA ) + { + // doomed is counted as 0 health + militiaHealth += titan.GetTitanSoul().IsDoomed() ? 0.0 : GetHealthFrac( titan ) + militiaTitans++ + } + else + { + // doomed is counted as 0 health in this + imcHealth += titan.GetTitanSoul().IsDoomed() ? 0.0 : GetHealthFrac( titan ) + imcTitans++ + } } - SetKillcamsEnabled( false ) - //SetRoundWinningKillReplayInfo( null, null, 0, 0 ) // make sure we don't do a replay - - // default if both teams are equal - int winner = TEAM_UNASSIGNED - - string winnerSubstr - string loserSubstr + // note: due to how stuff is set up rn, there's actually no way to do win/loss reasons in timeout decision funcs + // as soon as there is, strings in question are "#GAMEMODE_TITAN_TITAN_ADVANTAGE" and "#GAMEMODE_TITAN_TITAN_DISADVANTAGE" - if ( militiaLivingTitans != imcLivingTitans ) // one team has a titan lead - { - winnerSubstr = "#GAMEMODE_TITAN_TITAN_ADVANTAGE" - loserSubstr = "#GAMEMODE_TITAN_TITAN_DISADVANTAGE" + if ( militiaTitans != imcTitans ) + return militiaTitans > imcTitans ? TEAM_MILITIA : TEAM_IMC + else if ( militiaHealth != imcHealth ) + return militiaHealth > imcHealth ? TEAM_MILITIA : TEAM_IMC - winner = militiaLivingTitans > imcLivingTitans ? TEAM_MILITIA : TEAM_IMC - } - else if ( militiaCombinedHealth != imcCombinedHealth ) // one team has a health lead - { - winnerSubstr = "#GAMEMODE_TITAN_DAMAGE_ADVANTAGE" - loserSubstr = "#GAMEMODE_TITAN_DAMAGE_DISADVANTAGE" - - winner = militiaCombinedHealth > imcCombinedHealth ? TEAM_MILITIA : TEAM_IMC - } - - print( "CheckTitansForDraw(): " + winner ) - SetWinner( winner, winnerSubstr, loserSubstr ) -} - -void function OnPlayerKilled( entity victim, entity attacker, var damageInfo ) -{ - file.lastDamageInfoVictim = victim - file.lastDamageInfoAttacker = DamageInfo_GetAttacker( damageInfo ) - file.lastDamageInfoMethodOfDeath = DamageInfo_GetDamageSourceIdentifier( damageInfo ) - file.lastDamageInfoTime = Time() - - if ( !victim.isSpawning ) - CheckTeamTitans( victim.GetTeam() ) -} - -void function OnTitanKilled( entity titan, var damageInfo ) -{ - file.lastDamageInfoVictim = titan.GetOwner() - file.lastDamageInfoAttacker = DamageInfo_GetAttacker( damageInfo ) - file.lastDamageInfoMethodOfDeath = DamageInfo_GetDamageSourceIdentifier( damageInfo ) - file.lastDamageInfoTime = Time() - - if ( IsPetTitan( titan ) && !titan.GetBossPlayer().isSpawning ) - CheckTeamTitans( titan.GetTeam() ) + return TEAM_UNASSIGNED } -void function AddToDamageStat( var damageInfo ) +// this should be generic, not restricted to a specific gamemode +void function AddToTitanDamageStat( entity victim, var damageInfo ) { // todo: this needs to not count selfdamage entity attacker = DamageInfo_GetAttacker( damageInfo ) float amount = DamageInfo_GetDamage( damageInfo ) - if ( attacker.IsPlayer() ) + if ( attacker.IsPlayer() && attacker != victim ) attacker.AddToPlayerGameStat( PGS_ASSAULT_SCORE, amount ) // titan damage on } void function OnPlayerDamaged( entity player, var damageInfo ) { if ( player.IsTitan() ) - AddToDamageStat( damageInfo ) + AddToTitanDamageStat( player, damageInfo ) } void function OnTitanDamaged( entity titan, var damageInfo ) { - if ( IsPetTitan( titan ) ) - AddToDamageStat( damageInfo ) + AddToTitanDamageStat( titan, damageInfo ) }
\ No newline at end of file diff --git a/Northstar.CustomServers/scripts/vscripts/gamemodes/_gamemode_speedball.nut b/Northstar.CustomServers/scripts/vscripts/gamemodes/_gamemode_speedball.nut index 9c70cfb9..91ebf8c6 100644 --- a/Northstar.CustomServers/scripts/vscripts/gamemodes/_gamemode_speedball.nut +++ b/Northstar.CustomServers/scripts/vscripts/gamemodes/_gamemode_speedball.nut @@ -14,9 +14,9 @@ void function GamemodeSpeedball_Init() // gamemode settings SetRoundBased( true ) SetRespawnsEnabled( false ) + SetShouldUseRoundWinningKillReplay( true ) Riff_ForceTitanAvailability( eTitanAvailability.Never ) Riff_ForceSetEliminationMode( eEliminationMode.Pilots ) - SetServerVar( "roundWinningKillReplayEnabled", true ) // really ought to get a function for setting this AddSpawnCallbackEditorClass( "script_ref", "info_speedball_flag", CreateFlag ) @@ -59,19 +59,9 @@ void function OnPlayerKilled( entity victim, entity attacker, var damageInfo ) DropFlag() if ( victim.IsPlayer() && GetGameState() == eGameState.Playing ) - { - // this REALLY ought to be an elimationmode thing rather than gamemode-based - int livingPlayers - foreach ( entity player in GetPlayerArrayOfTeam( victim.GetTeam() ) ) - if ( IsAlive( player ) ) - livingPlayers++ - - if ( livingPlayers == 0 ) - SetWinner( GetOtherTeam( victim.GetTeam() ) ) - else if ( livingPlayers == 1 ) + if ( GetPlayerArrayOfTeam_Alive( victim.GetTeam() ).len() == 1 ) foreach ( entity player in GetPlayerArray() ) Remote_CallFunction_NonReplay( player, "ServerCallback_SPEEDBALL_LastPlayer", player.GetTeam() != victim.GetTeam() ) - } } void function GiveFlag( entity player ) |