aboutsummaryrefslogtreecommitdiff
path: root/Northstar.CustomServers/scripts/vscripts/lobby
diff options
context:
space:
mode:
Diffstat (limited to 'Northstar.CustomServers/scripts/vscripts/lobby')
-rw-r--r--Northstar.CustomServers/scripts/vscripts/lobby/_lobby.gnut37
-rw-r--r--Northstar.CustomServers/scripts/vscripts/lobby/_private_lobby.gnut156
2 files changed, 193 insertions, 0 deletions
diff --git a/Northstar.CustomServers/scripts/vscripts/lobby/_lobby.gnut b/Northstar.CustomServers/scripts/vscripts/lobby/_lobby.gnut
new file mode 100644
index 00000000..fd877f8c
--- /dev/null
+++ b/Northstar.CustomServers/scripts/vscripts/lobby/_lobby.gnut
@@ -0,0 +1,37 @@
+untyped
+global function Lobby_Init
+global function Lobby_OnClientConnectionStarted
+global function Lobby_OnClientConnectionCompleted
+
+void function Lobby_Init()
+{
+ // need to prevent a crash
+ Music_Init()
+
+ if ( IsPrivateMatch() || GetCurrentPlaylistName() == "private_match" ) // IsPrivateMatch() doesn't seem to be reliable on local server start
+ PrivateLobby_Init()
+ else
+ {
+ // non-private lobby clientcommands
+ AddClientCommandCallback( "StartPrivateMatchSearch", ClientCommandCallback_StartPrivateMatchSearch )
+ }
+}
+
+void function Lobby_OnClientConnectionStarted( entity player )
+{
+
+}
+
+void function Lobby_OnClientConnectionCompleted( entity player )
+{
+ FinishClientScriptInitialization( player )
+}
+
+bool function ClientCommandCallback_StartPrivateMatchSearch( entity player, array<string> args )
+{
+ // open lobby in private match mode
+ SetCurrentPlaylist( "private_match" ) // required for private match lobby to start properly
+ ServerCommand( "changelevel mp_lobby" )
+
+ return true
+} \ No newline at end of file
diff --git a/Northstar.CustomServers/scripts/vscripts/lobby/_private_lobby.gnut b/Northstar.CustomServers/scripts/vscripts/lobby/_private_lobby.gnut
new file mode 100644
index 00000000..c428d309
--- /dev/null
+++ b/Northstar.CustomServers/scripts/vscripts/lobby/_private_lobby.gnut
@@ -0,0 +1,156 @@
+// TODO: could probably add some checks for whether player setting stuff is player 0 to check for host, might fail in dedicated tho
+
+global function PrivateLobby_Init
+
+struct {
+ int startState
+ string map = "mp_forwardbase_kodai"
+ string mode = "aitdm"
+} file
+
+void function PrivateLobby_Init()
+{
+ print( "PrivateLobby_Init()" )
+ ClearPlaylistVarOverrides()
+
+ AddClientCommandCallback( "PrivateMatchLaunch", ClientCommandCallback_PrivateMatchLaunch )
+ AddClientCommandCallback( "PrivateMatchSetMode", ClientCommandCallback_PrivateMatchSetMode )
+ AddClientCommandCallback( "SetCustomMap", ClientCommandCallback_SetCustomMap )
+ AddClientCommandCallback( "PrivateMatchSwitchTeams", ClientCommandCallback_PrivateMatchSwitchTeams )
+}
+
+bool function ClientCommandCallback_PrivateMatchLaunch( entity player, array<string> args )
+{
+ if ( file.startState == ePrivateMatchStartState.STARTING )
+ {
+ // cancel start if we're already mid-countdown
+ file.startState = ePrivateMatchStartState.READY
+ SetUIVar( level, "privatematch_starting", ePrivateMatchStartState.READY )
+ SetUIVar( level, "gameStartTime", null )
+ }
+ else
+ {
+ // start match
+ file.startState = ePrivateMatchStartState.STARTING
+ thread StartMatch()
+ }
+
+ return true
+}
+
+bool function ClientCommandCallback_PrivateMatchSetMode( entity player, array<string> args )
+{
+ if ( file.startState == ePrivateMatchStartState.STARTING )
+ return true
+
+ if ( args.len() != 1 )
+ return true
+
+ // todo: need to verify this value
+ file.mode = args[0]
+ //GameRules_SetGameMode( args[0] ) // can't do this here due to out of sync errors with new clients
+
+ RefreshPlayerTeams()
+
+ SetUIVar( level, "privatematch_mode", GetPrivateMatchModeIndex( args[0] ) )
+ return true
+}
+
+bool function ClientCommandCallback_SetCustomMap( entity player, array<string> args )
+{
+ if ( file.startState == ePrivateMatchStartState.STARTING )
+ return true
+
+ if ( args.len() != 1 )
+ return true
+
+ // todo: need to verify this value
+ file.map = args[0]
+
+ // todo: this should NOT be necessary, private matches should use an api to register maps in the future rather than hardcoded ids
+ // should be removed whenever possible really
+ SetUIVar( level, "privatematch_map", GetPrivateMatchMapIndex( args[0] ) )
+ return true
+}
+
+bool function ClientCommandCallback_PrivateMatchSwitchTeams( entity player, array<string> args )
+{
+ if ( file.startState == ePrivateMatchStartState.STARTING )
+ return true
+
+ // currently only support 2 teams in private matches
+ SetTeam( player, player.GetTeam() == 2 ? 3 : 2 )
+ return true
+}
+
+void function StartMatch()
+{
+ // set starting uivar
+ SetUIVar( level, "privatematch_starting", ePrivateMatchStartState.STARTING )
+
+ // start countdown
+ SetUIVar( level, "gameStartTime", Time() + 15 )
+ float countdownEndTime = Time() + 15.0
+
+ // can't use start here because we need to check stuff
+ while ( Time() < countdownEndTime )
+ {
+ // stop if the countdown's been cancelled
+ if ( file.startState != ePrivateMatchStartState.STARTING)
+ return
+
+ WaitFrame()
+ }
+
+ GameRules_SetGameMode( file.mode )
+ try
+ {
+ // todo: not every gamemode uses the same playlist as their name! need some code to resolve these manually
+ // would be nice if the gamemode api got some tweaks to allow for registering private match gamemodes maybe
+ SetCurrentPlaylist( file.mode )
+ }
+ catch ( exception )
+ {
+ // temp
+ if ( file.mode == "speedball" )
+ SetCurrentPlaylist( "lf" )
+
+ print( "couldn't find playlist for gamemode " + file.mode )
+ }
+
+ RefreshPlayerTeams()
+
+ SetPlaylistVarOverride( "return_to_private_lobby", "1" )
+ // TEMP for now: start game
+ ServerCommand( "changelevel " + file.map )
+}
+
+void function RefreshPlayerTeams()
+{
+ int maxTeams = GetGamemodeVarOrUseValue( file.mode, "max_teams", "2" ).tointeger()
+ int maxPlayers = GetGamemodeVarOrUseValue( file.mode, "max_players", "12" ).tointeger()
+
+ // special case for situations where we wrongly assume ffa teams because there's 2 teams/2 players
+ if ( maxPlayers == maxTeams && maxTeams > 2 )
+ {
+ array<entity> players = GetPlayerArray()
+ for ( int i = 0; i < players.len(); i++ )
+ SetTeam( players[ i ], i + 7 ) // 7 is the lowest ffa team
+ }
+ else
+ {
+ bool lastSetMilitia = false
+ foreach ( entity player in GetPlayerArray() )
+ {
+ if ( player.GetTeam() == TEAM_MILITIA || player.GetTeam() == TEAM_IMC )
+ continue
+
+ if ( lastSetMilitia ) // ensure roughly evenish distribution
+ SetTeam( player, TEAM_IMC )
+ else
+ SetTeam( player, TEAM_MILITIA )
+
+ lastSetMilitia = !lastSetMilitia
+ }
+ }
+} \ No newline at end of file