aboutsummaryrefslogtreecommitdiff
path: root/Northstar.Custom/mod/scripts/vscripts/gamemodes/_gamemode_hs.gnut
blob: 4fb45a740b98741a2dd856cbba2110201bf9c02c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
global function GamemodeHideAndSeek_Init

struct {
	entity intermissionCam
	array<entity> droppodSpawns

	float hidingTime
	bool autobalance
	
	float hidingStartTime
} file

void function GamemodeHideAndSeek_Init()
{
	SetSpawnpointGamemodeOverride( FFA )
	Riff_ForceTitanAvailability( eTitanAvailability.Never )
	Riff_ForceBoostAvailability( eBoostAvailability.Disabled )
	SetRespawnsEnabled( false )
	Riff_ForceSetEliminationMode( eEliminationMode.Pilots )
	SetLoadoutGracePeriodEnabled( false )
	
	SetTimeoutWinnerDecisionFunc( HideAndSeekDecideWinner )
	ClassicMP_SetCustomIntro( GamemodeHideAndSeekIntroSetup, 0.0 )
	ClassicMP_ForceDisableEpilogue( true )
	
	AddCallback_OnPlayerRespawned( SetupHideAndSeekPlayer )
	AddCallback_OnPlayerKilled( TryNotifyLastPlayerAlive )
	AddSpawnCallback( "info_intermission", SetIntermissionCam )
	AddSpawnCallback( "info_spawnpoint_droppod_start", AddDroppodSpawn )
	
	file.hidingTime = GetCurrentPlaylistVarFloat( "hideandseek_hiding_time", 60.0 )
	file.autobalance = GetCurrentPlaylistVarInt( "hideandseek_balance_teams", 1 ) == 1
}

void function GamemodeHideAndSeekIntroSetup()
{
	AddCallback_GameStateEnter( eGameState.Prematch, HideAndSeekIntroPrematch )
	AddCallback_OnClientConnected( AddPlayerToHideAndSeekIntro )
}

void function SetIntermissionCam( entity cam )
{
	file.intermissionCam = cam
}

void function AddDroppodSpawn( entity spawn )
{
	file.droppodSpawns.append( spawn )
}

void function AddPlayerToHideAndSeekIntro( entity player )
{
	if ( GetGameState() < eGameState.Prematch || Time() - file.hidingStartTime > file.hidingTime )
		return
	
	// seeker/hider autobalance
	// try to have 1/6 of players be seekers
	if ( file.autobalance )
	{
		int wantedSeekers = int( max( 1, GetPlayerArray().len() / 6 ) )
		
		if ( GetPlayerArrayOfTeam( HIDEANDSEEK_TEAM_SEEKER ).len() < wantedSeekers )
			SetTeam( player, HIDEANDSEEK_TEAM_SEEKER )
		else
			SetTeam( player, HIDEANDSEEK_TEAM_HIDER )
	}
	
	ScreenFadeFromBlack( player, 1.0, 0.75 )
	Remote_CallFunction_NonReplay( player, "ServerCallback_ShowHideAndSeekCountdown", file.hidingStartTime + file.hidingTime )
		
	if ( player.GetTeam() == HIDEANDSEEK_TEAM_HIDER )
	{
		player.kv.VisibilityFlags = ENTITY_VISIBLE_TO_FRIENDLY
		Highlight_ClearEnemyHighlight( player )
		
		thread HiderIntroThread( player )
	}
	else 
		thread SeekerIntroThread( player )
	
	thread DelayedRoleAnnounce( player )
}

void function HideAndSeekIntroPrematch()
{
	ClassicMP_OnIntroStarted()
	
	file.hidingStartTime = Time()
	foreach ( entity player in GetPlayerArray() )
		AddPlayerToHideAndSeekIntro( player )
	
	// this intro is mostly done in playing, so just finish the intro up now and we can do fully custom logic from here
	wait 2.5
	ClassicMP_OnIntroFinished()
	
	thread GlobalSeekerIntroThread()
}

void function HiderIntroThread( entity player )
{
	player.EndSignal( "OnDestroy" )
	// need to wait a frame in case we're joining after eGameState.Playing, in which case we'll be turned into a spectator on first frame
	WaitFrame()
	RespawnAsPilot( player )

	wait ( file.hidingStartTime + file.hidingTime ) - Time()
	
	player.kv.VisibilityFlags = ENTITY_VISIBLE_TO_EVERYONE // make sure everyone can see us again
} 

void function SeekerIntroThread( entity player )
{
	player.EndSignal( "OnDestroy" )
	MuteHalfTime( player )

	player.SetObserverModeStaticPosition( file.intermissionCam.GetOrigin() )
	player.SetObserverModeStaticAngles( file.intermissionCam.GetAngles() )
	player.StartObserverMode( OBS_MODE_STATIC_LOCKED )
	
	wait ( file.hidingStartTime + file.hidingTime ) - Time()
	UnMuteAll( player )
}

void function DelayedRoleAnnounce( entity player )
{
	wait 1.75
	Remote_CallFunction_NonReplay( player, "ServerCallback_AnnounceHideAndSeekRole" )
}

void function GlobalSeekerIntroThread()
{
	wait file.hidingTime
	
	PlayMusicToAll( eMusicPieceID.GAMEMODE_1 )
	foreach ( entity hider in GetPlayerArrayOfTeam( HIDEANDSEEK_TEAM_HIDER ) )
		Remote_CallFunction_NonReplay( hider, "ServerCallback_SeekersIncoming" )

	array<entity> seekers = GetPlayerArrayOfTeam( HIDEANDSEEK_TEAM_SEEKER )
	entity podSpawn
	if ( file.droppodSpawns.len() != 0 )
		podSpawn = file.droppodSpawns.getrandom()
	else
		podSpawn = SpawnPoints_GetPilot().getrandom()
	
	SpawnPlayersInDropPod( seekers, podSpawn.GetOrigin(), podSpawn.GetAngles() )
	
	foreach ( entity seeker in seekers )
		if ( IsValid( seeker ) )
			Highlight_SetEnemyHighlight( seeker, "enemy_sonar" )
}

void function SetupHideAndSeekPlayer( entity player )
{
	foreach ( entity weapon in player.GetMainWeapons() )
		player.TakeWeapon( weapon.GetWeaponClassName() )
	
	player.TakeWeapon( player.GetOffhandWeapon( OFFHAND_ORDNANCE ).GetWeaponClassName() )
	
	player.GiveWeapon( "mp_weapon_rocket_launcher" )
	player.SetActiveWeaponByName( "mp_weapon_rocket_launcher" )

	Highlight_SetFriendlyHighlight( player, "sp_friendly_pilot" )

	if ( player.GetTeam() == HIDEANDSEEK_TEAM_HIDER )
	{
		player.TakeWeapon( player.GetMeleeWeapon().GetWeaponClassName() )
	
		// set visibility flags if we're hiding, so seekers can't see us on intermission cam
		if ( Time() - file.hidingStartTime < file.hidingTime )
			player.kv.VisiblityFlags = ENTITY_VISIBLE_TO_FRIENDLY
		
		// remove red outline, ideally should work tm
		Highlight_ClearEnemyHighlight( player )
		thread PlayHintSoundsForHider( player )
	}
	else
		player.TakeWeapon( "mp_weapon_grenade_sonar" ) // seekers should not have pulse blade
}

void function PlayHintSoundsForHider( entity player )
{
	player.EndSignal( "OnDeath" )
	player.EndSignal( "OnDestroy" )
	
	while ( true )
	{
		wait 60.0
		EmitSoundOnEntityToTeamExceptPlayer( player, "weapon_chargerifle_fire_3p", HIDEANDSEEK_TEAM_SEEKER, null )
	}
}

void function TryNotifyLastPlayerAlive( entity victim, entity attacker, var damageInfo )
{
	if ( victim.GetTeam() == HIDEANDSEEK_TEAM_HIDER )
	{
		array<entity> hiders = GetPlayerArrayOfTeam( HIDEANDSEEK_TEAM_HIDER )
		if ( hiders.len() == 2 ) // 2nd to last hider is the one getting killed rn
		{
			PlayMusicToAll( eMusicPieceID.GAMEMODE_2 )
		
			// let them know they're the last hider
			Remote_CallFunction_NonReplay( hiders[ 0 ], "ServerCallback_LastHiderAlive" )
			StimPlayer( hiders[ 0 ], 9999.9 ) // can't do endless since we don't get the visual effect in endless
			
			// tell seekers
			foreach ( entity player in GetPlayerArrayOfTeam( HIDEANDSEEK_TEAM_SEEKER ) )
				Remote_CallFunction_NonReplay( player, "ServerCallback_LastHiderAlive" )
		}
	}
}

int function HideAndSeekDecideWinner()
{
	return HIDEANDSEEK_TEAM_HIDER // on timeout, hiders always win
}