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// 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()" )
file.map = GetConVarString( "ns_private_match_last_map" )
file.mode = GetConVarString( "ns_private_match_last_mode" )
thread SetupPrivateMatchUIVarsWhenReady()
AddClientCommandCallback( "PrivateMatchLaunch", ClientCommandCallback_PrivateMatchLaunch )
AddClientCommandCallback( "PrivateMatchSetMode", ClientCommandCallback_PrivateMatchSetMode )
AddClientCommandCallback( "SetCustomMap", ClientCommandCallback_SetCustomMap )
AddClientCommandCallback( "PrivateMatchSwitchTeams", ClientCommandCallback_PrivateMatchSwitchTeams )
AddClientCommandCallback( "PrivateMatchToggleSpectate", ClientCommandCallback_PrivateMatchToggleSpectate )
AddClientCommandCallback( "PrivateMatchSetPlaylistVarOverride", ClientCommandCallback_PrivateMatchSetPlaylistVarOverride )
AddClientCommandCallback( "ResetMatchSettingsToDefault", ClientCommandCallback_ResetMatchSettingsToDefault )
}
void function SetupPrivateMatchUIVarsWhenReady()
{
// have to wait until end of first frame for SetUIVar to work
WaitEndFrame()
SetUIVar( level, "privatematch_map", GetPrivateMatchMapIndex( file.map ) )
SetUIVar( level, "privatematch_mode", GetPrivateMatchModeIndex( file.mode ) )
}
bool function ClientCommandCallback_PrivateMatchLaunch( entity player, array<string> args )
{
if ( GetConVarBool( "ns_private_match_only_host_can_start" ) )
if ( !NSIsPlayerLocalPlayer( player ) )
return true
LogPrivateMatchChange( player , " changed the game state." , args )
if ( file.startState == ePrivateMatchStartState.STARTING )
{
LogPrivateMatchChange( player , " canceled the game countdown." , args )
// cancel start if we're already mid-countdown
file.startState = ePrivateMatchStartState.READY
SetUIVar( level, "privatematch_starting", ePrivateMatchStartState.READY )
SetUIVar( level, "gameStartTime", null )
}
else
{
LogPrivateMatchChange( player , " started the game countdown." , args )
// 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
if ( GetConVarInt( "ns_private_match_only_host_can_change_settings" ) == 2 )
if ( !NSIsPlayerLocalPlayer( player ) )
return true
LogPrivateMatchChange( player , " changed the mode to " , args )
// 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
if ( GetConVarInt( "ns_private_match_only_host_can_change_settings" ) == 2 )
if ( !NSIsPlayerLocalPlayer( player ) )
return true
LogPrivateMatchChange( player , " changed the map to " , args )
// 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 || GetGamemodeVarOrUseValue( file.mode, "max_teams", "2" ).tointeger() != 2 )
return true
// currently only support 2 teams in private matches
SetTeam( player, player.GetTeam() == 2 ? 3 : 2 )
return true
}
bool function ClientCommandCallback_PrivateMatchToggleSpectate( entity player, array<string> args )
{
if ( file.startState == ePrivateMatchStartState.STARTING || !GetConVarBool( "ns_allow_spectators" ) )
return true
player.SetPersistentVar( "privateMatchState", player.GetPersistentVarAsInt( "privateMatchState" ) == 0 ? 1 : 0 )
return true
}
void function StartMatch()
{
// set starting uivar
SetUIVar( level, "privatematch_starting", ePrivateMatchStartState.STARTING )
// start countdown
SetUIVar( level, "gameStartTime", Time() + GetConVarFloat( "ns_private_match_countdown_length" ) )
float countdownEndTime = Time() + GetConVarFloat( "ns_private_match_countdown_length" )
// 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()
}
// do this before setting playlist
if ( GetConVarBool( "ns_private_match_override_maxplayers" ) )
SetPlaylistVarOverride( "max_players", GetCurrentPlaylistVarString( "max_players", "16" ) )
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()
SetConVarString( "ns_private_match_last_map", file.map )
SetConVarString( "ns_private_match_last_mode", file.mode )
//SetConVarBool( "ns_should_return_to_lobby", true ) // potentially temp?
string mode = file.mode
if ( !( mode in GAMETYPE_TEXT ) )
mode = GetPlaylistGamemodeByIndex( file.mode, 0 )
GameRules_ChangeMap( file.map, mode )
}
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
}
}
}
bool function ClientCommandCallback_PrivateMatchSetPlaylistVarOverride( entity player, array<string> args )
{
if ( args.len() < 2 )
return true
if ( GetConVarInt( "ns_private_match_only_host_can_change_settings" ) >= 1 )
if ( !NSIsPlayerLocalPlayer( player ) )
return true
LogPrivateMatchChange( player , " override the setting " , args )
bool found = false
foreach ( string category in GetPrivateMatchSettingCategories() )
{
foreach ( CustomMatchSettingContainer setting in GetPrivateMatchCustomSettingsForCategory( category ) )
{
if ( args[ 0 ] == setting.playlistVar )
{
found = true
break
}
}
}
if ( found )
SetPlaylistVarOverride( args[0], args[1] )
return true
}
bool function ClientCommandCallback_ResetMatchSettingsToDefault( entity player, array<string> args )
{
if ( GetConVarInt( "ns_private_match_only_host_can_change_settings" ) >= 1 )
if ( !NSIsPlayerLocalPlayer( player ) )
return true
LogPrivateMatchChange( player , " reset to default" , args )
ClearPlaylistVarOverrides()
return true
}
void function LogPrivateMatchChange( entity player , string step , array<string> args )
{
if( step.find( "mode" ) || step.find( "map" ) )
print( player.GetPlayerName() + step + args[ 0 ] + ".---" + "UID:" +player.GetUID() )
else if ( step.find( "setting" ) )
print( player.GetPlayerName() + step + args[ 0 ] + " to "+ args[ 1 ] + ".---" + "UID:" +player.GetUID() )
else
print( player.GetPlayerName() + step + ".---" + "UID:" + player.GetUID())
}
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