forked from Mirrors/openclonk
Extract Goal_MultiRoundMelee from HotIce
There are currently multiple multi-round scenarios in development that all copy most of HotIce's >500-line scenario script for the multi-round logic. This commit isolates that logic in a goal with an easy-to-use interface.master
parent
07e66279be
commit
1382478774
|
@ -7,7 +7,7 @@ Icon=21
|
|||
|
||||
[Game]
|
||||
Mode=Melee
|
||||
Goals=Goal_Melee=1;
|
||||
Goals=Goal_MultiRoundMelee=1;
|
||||
Rules=Rule_KillLogs=1;Rule_Gravestones=1;
|
||||
|
||||
[Landscape]
|
||||
|
|
|
@ -1,66 +1,7 @@
|
|||
/* Hot ice */
|
||||
|
||||
static g_remaining_rounds, g_winners, g_check_victory_effect;
|
||||
static g_gameover;
|
||||
|
||||
func Initialize()
|
||||
func InitializeRound() // called by Goal_MultiRoundMelee
|
||||
{
|
||||
g_remaining_rounds = SCENPAR_Rounds;
|
||||
g_winners = [];
|
||||
InitializeRound();
|
||||
|
||||
Scoreboard->Init([
|
||||
// Invisible team column for sorting players under their teams.
|
||||
{key = "team", title = "", sorted = true, desc = false, default = "", priority = 90},
|
||||
{key = "wins", title = "Wins", sorted = true, desc = true, default = 0, priority = 100},
|
||||
{key = "death", title = "", sorted = false, default = "", priority = 0},
|
||||
]);
|
||||
|
||||
}
|
||||
|
||||
// Resets the scenario, redrawing the map.
|
||||
func ResetRound()
|
||||
{
|
||||
// Retrieve all Clonks.
|
||||
var clonks = [];
|
||||
for (var clonk in FindObjects(Find_OCF(OCF_CrewMember)))
|
||||
{
|
||||
var container = clonk->Contained();
|
||||
if (container)
|
||||
{
|
||||
clonk->Exit();
|
||||
container->RemoveObject();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Players not waiting for a relaunch get a new Clonk to prevent
|
||||
// status effects from carrying over to the next round.
|
||||
var new_clonk = CreateObject(clonk->GetID(), 0, 0, clonk->GetOwner());
|
||||
new_clonk->GrabObjectInfo(clonk);
|
||||
clonk = new_clonk;
|
||||
}
|
||||
PushBack(clonks, clonk);
|
||||
clonk->SetObjectStatus(C4OS_INACTIVE);
|
||||
}
|
||||
// Clear and redraw the map.
|
||||
LoadScenarioSection("main");
|
||||
InitializeRound();
|
||||
AssignHandicaps();
|
||||
// Re-enable the players.
|
||||
for (var clonk in clonks)
|
||||
{
|
||||
clonk->SetObjectStatus(C4OS_NORMAL);
|
||||
SetCursor(clonk->GetOwner(), clonk);
|
||||
// Select the first item. This fixes item ordering.
|
||||
clonk->SetHandItemPos(0, 0);
|
||||
InitPlayerRound(clonk->GetOwner());
|
||||
}
|
||||
}
|
||||
|
||||
func InitializeRound()
|
||||
{
|
||||
// Checking for victory: Only active after a Clonk dies.
|
||||
g_check_victory_effect = AddEffect("CheckVictory", nil, 1, 0);
|
||||
g_player_spawn_index = 0;
|
||||
if (GetType(g_player_spawn_positions) == C4V_Array)
|
||||
ShuffleArray(g_player_spawn_positions);
|
||||
|
@ -105,55 +46,20 @@ func InitializeRound()
|
|||
if (IsFirestoneSpot(pos.x,pos.y))
|
||||
CreateObjectAbove([Firestone,IronBomb][Random(Random(3))],pos.x,pos.y-1);
|
||||
|
||||
// The game starts after a delay to ensure that everyone is ready.
|
||||
GUI_Clock->CreateCountdown(3);
|
||||
|
||||
SetSky(g_theme.Sky);
|
||||
g_theme->InitializeRound();
|
||||
g_theme->InitializeMusic();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static g_player_spawn_positions, g_map_width, g_player_spawn_index;
|
||||
|
||||
global func ScoreboardTeam(int team) { return team * 100; }
|
||||
|
||||
func InitializePlayer(int plr)
|
||||
func InitPlayerRound(int plr, object crew) // called by Goal_MultiRoundMelee
|
||||
{
|
||||
// Add the player and their team to the scoreboard.
|
||||
Scoreboard->NewPlayerEntry(plr);
|
||||
Scoreboard->SetPlayerData(plr, "wins", "");
|
||||
var team = GetPlayerTeam(plr);
|
||||
Scoreboard->NewEntry(ScoreboardTeam(team), GetTeamName(team));
|
||||
Scoreboard->SetData(ScoreboardTeam(team), "team", "", ScoreboardTeam(team));
|
||||
Scoreboard->SetPlayerData(plr, "team", "", ScoreboardTeam(team) + 1);
|
||||
|
||||
// Players joining at runtime will participate in the following round.
|
||||
// Should only happen if it's not game start, else Clonks would start stuck in a RelaunchContainer.
|
||||
if (FrameCounter() > 1) PutInRelaunchContainer(GetCrew(plr));
|
||||
}
|
||||
|
||||
func InitializePlayers()
|
||||
{
|
||||
AssignHandicaps();
|
||||
for (var i = 0; i < GetPlayerCount(); i++)
|
||||
{
|
||||
var plr = GetPlayerByIndex(i);
|
||||
InitPlayerRound(plr);
|
||||
}
|
||||
}
|
||||
|
||||
func InitPlayerRound(int plr)
|
||||
{
|
||||
// Unmark death on scoreboard.
|
||||
Scoreboard->SetPlayerData(plr, "death", "");
|
||||
// everything visible
|
||||
SetFoW(false, plr);
|
||||
SetPlayerViewLock(plr, true);
|
||||
// Player positioning.
|
||||
var ls_wdt = LandscapeWidth(), ls_hgt = LandscapeHeight();
|
||||
var crew = GetCrew(plr), start_pos;
|
||||
var start_pos;
|
||||
// Position by map type?
|
||||
if (SCENPAR_SpawnType == 0)
|
||||
{
|
||||
|
@ -202,7 +108,7 @@ func InitPlayerRound(int plr)
|
|||
var ammo = launcher->CreateContents(IronBomb);
|
||||
launcher->AddTimer(Scenario.ReplenishLauncherAmmo, 10);
|
||||
// Start reloading the launcher during the countdown.
|
||||
if (!IsHandicapped(plr))
|
||||
if (!Goal_MultiRoundMelee->IsHandicapped(plr))
|
||||
{
|
||||
crew->SetHandItemPos(0, crew->GetItemPos(launcher));
|
||||
// This doesn't play the animation properly - simulate a click instead.
|
||||
|
@ -214,14 +120,16 @@ func InitPlayerRound(int plr)
|
|||
}
|
||||
crew.MaxEnergy = 100000;
|
||||
crew->DoEnergy(1000);
|
||||
// Disable the Clonk during the countdown.
|
||||
crew->SetCrewEnabled(false);
|
||||
crew->SetComDir(COMD_Stop);
|
||||
|
||||
if (SCENPAR_SpawnType == 1 && balloon)
|
||||
balloon->CreateEffect(IntNoGravity, 1, 1);
|
||||
}
|
||||
|
||||
return true;
|
||||
func StartRound() // called by Goal_MultiRoundMelee
|
||||
{
|
||||
for (var clonk in FindObjects(Find_OCF(OCF_CrewMember)))
|
||||
if (SCENPAR_SpawnType == 1 && clonk->GetActionTarget())
|
||||
RemoveEffect("IntNoGravity", clonk->GetActionTarget());
|
||||
}
|
||||
|
||||
local IntNoGravity = new Effect {
|
||||
|
@ -230,219 +138,6 @@ local IntNoGravity = new Effect {
|
|||
}
|
||||
};
|
||||
|
||||
// Called by the round start countdown.
|
||||
func OnCountdownFinished()
|
||||
{
|
||||
// Re-enable all Clonks.
|
||||
for (var clonk in FindObjects(Find_OCF(OCF_CrewMember)))
|
||||
{
|
||||
clonk->SetCrewEnabled(true);
|
||||
SetCursor(clonk->GetOwner(), clonk);
|
||||
if (SCENPAR_SpawnType == 1 && clonk->GetActionTarget())
|
||||
RemoveEffect("IntNoGravity", clonk->GetActionTarget());
|
||||
}
|
||||
}
|
||||
|
||||
func PutInRelaunchContainer(object clonk)
|
||||
{
|
||||
var plr = clonk->GetOwner();
|
||||
var relaunch = CreateObject(RelaunchContainer, LandscapeWidth() / 2, LandscapeHeight() / 2, plr);
|
||||
// We just use the relaunch object as a dumb container.
|
||||
clonk->Enter(relaunch);
|
||||
// Allow scrolling around the landscape.
|
||||
SetPlayerViewLock(plr, false);
|
||||
}
|
||||
|
||||
func OnClonkDeath(object clonk)
|
||||
{
|
||||
var plr = clonk->GetOwner();
|
||||
// Mark death on scoreboard.
|
||||
Scoreboard->SetPlayerData(plr, "death", "{{Scoreboard_Death}}");
|
||||
// Skip eliminated players, NO_OWNER, etc.
|
||||
if (GetPlayerName(plr))
|
||||
{
|
||||
var crew = CreateObject(Clonk, 0, 0, plr);
|
||||
crew->MakeCrewMember(plr);
|
||||
PutInRelaunchContainer(crew);
|
||||
}
|
||||
|
||||
// Check for victory after three seconds to allow stalemates.
|
||||
if (!g_gameover)
|
||||
g_check_victory_effect.Interval = g_check_victory_effect.Time + 36 * 3;
|
||||
}
|
||||
|
||||
// Returns an array of team -> number of players in team.
|
||||
func GetTeamPlayers()
|
||||
{
|
||||
var result = CreateArray(GetTeamCount() + 1);
|
||||
for (var i = 0; i < GetPlayerCount(); i++)
|
||||
{
|
||||
var plr = GetPlayerByIndex(i), team = GetPlayerTeam(plr);
|
||||
SetLength(result, Max(team + 1, GetLength(result)));
|
||||
result[team] = result[team] ?? [];
|
||||
PushBack(result[team], plr);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
static g_handicapped_players;
|
||||
|
||||
func _MinSize(int a, array b) { if (b == nil) return a; else return Min(a, GetLength(b)); }
|
||||
|
||||
// Assigns handicaps so that the number of not-handicapped players is the same for all teams.
|
||||
func AssignHandicaps()
|
||||
{
|
||||
g_handicapped_players = CreateArray(GetPlayerCount());
|
||||
var teams = GetTeamPlayers();
|
||||
var smallest_size = Reduce(teams, Scenario._MinSize, ~(1<<31));
|
||||
for (var team in teams) if (team != nil)
|
||||
{
|
||||
var to_handicap = GetLength(team) - smallest_size;
|
||||
while (GetLength(team) > to_handicap)
|
||||
RemoveArrayIndexUnstable(team, Random(GetLength(team)));
|
||||
for (var plr in team)
|
||||
{
|
||||
SetLength(g_handicapped_players, Max(plr + 1, GetLength(g_handicapped_players)));
|
||||
g_handicapped_players[plr] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func IsHandicapped(int plr)
|
||||
{
|
||||
return !!g_handicapped_players[plr];
|
||||
}
|
||||
|
||||
// Returns a list of colored player names, for example "Sven2, Maikel, Luchs"
|
||||
global func GetTeamPlayerNames(int team)
|
||||
{
|
||||
var str = "";
|
||||
for (var i = 0; i < GetPlayerCount(); i++)
|
||||
{
|
||||
var plr = GetPlayerByIndex(i);
|
||||
if (GetPlayerTeam(plr) == team)
|
||||
{
|
||||
var comma = "";
|
||||
if (str != "") comma = ", ";
|
||||
str = Format("%s%s<c %x>%s</c>", str, comma, GetPlayerColor(plr), GetPlayerName(plr));
|
||||
}
|
||||
}
|
||||
return str;
|
||||
}
|
||||
|
||||
global func FxCheckVictoryTimer(_, proplist effect)
|
||||
{
|
||||
var find_living = Find_And(Find_OCF(OCF_CrewMember), Find_NoContainer());
|
||||
var clonk = FindObject(find_living);
|
||||
var msg;
|
||||
if (!clonk)
|
||||
{
|
||||
// Stalemate!
|
||||
msg = "$Stalemate$";
|
||||
Log(msg);
|
||||
GameCall("ResetRound");
|
||||
}
|
||||
else if (!FindObject(find_living, Find_Hostile(clonk->GetOwner())))
|
||||
{
|
||||
// We have a winner!
|
||||
var team = GetPlayerTeam(clonk->GetOwner());
|
||||
PushBack(g_winners, team);
|
||||
// Announce the winning team.
|
||||
msg = Format("$WinningTeam$", GetTeamPlayerNames(team));
|
||||
Log(msg);
|
||||
|
||||
// Update the scoreboard.
|
||||
UpdateScoreboardWins(team);
|
||||
|
||||
// The leading team has to win the last round.
|
||||
if (--g_remaining_rounds > 0 || GetLeadingTeam() != team)
|
||||
{
|
||||
var msg2 = CurrentRoundStr();
|
||||
Log(msg2);
|
||||
msg = Format("%s|%s", msg, msg2);
|
||||
GameCall("ResetRound");
|
||||
}
|
||||
else
|
||||
{
|
||||
GameCall("EliminateLosers");
|
||||
}
|
||||
}
|
||||
// Switching scenario sections makes the Log() messages hard to see, so announce them using a message as well.
|
||||
CustomMessage(msg);
|
||||
// Go to sleep again.
|
||||
effect.Interval = 0;
|
||||
return FX_OK;
|
||||
}
|
||||
|
||||
global func CurrentRoundStr()
|
||||
{
|
||||
if (g_remaining_rounds == 1)
|
||||
return "$LastRound$";
|
||||
else if (g_remaining_rounds > 1)
|
||||
return Format("$RemainingRounds$", g_remaining_rounds);
|
||||
else if (GetLeadingTeam() == nil)
|
||||
return "$Tiebreak$";
|
||||
else
|
||||
return "$BonusRound$";
|
||||
}
|
||||
|
||||
global func UpdateScoreboardWins(int team)
|
||||
{
|
||||
var wins = GetTeamWins(team);
|
||||
Scoreboard->SetData(ScoreboardTeam(team), "wins", wins, wins);
|
||||
// We have to update each player as well to make the sorting work.
|
||||
for (var i = 0; i < GetPlayerCount(); i++)
|
||||
{
|
||||
var plr = GetPlayerByIndex(i);
|
||||
if (GetPlayerTeam(plr) == team)
|
||||
{
|
||||
Scoreboard->SetPlayerData(plr, "wins", "", wins);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
global func GetTeamWins(int team)
|
||||
{
|
||||
var wins = 0;
|
||||
for (var w in g_winners)
|
||||
if (w == team)
|
||||
wins++;
|
||||
return wins;
|
||||
}
|
||||
|
||||
// Returns the team which won the most rounds, or nil if there is a tie.
|
||||
global func GetLeadingTeam()
|
||||
{
|
||||
var teams = [], winning_team = g_winners[0];
|
||||
for (var w in g_winners)
|
||||
{
|
||||
teams[w] += 1;
|
||||
if (teams[w] > teams[winning_team])
|
||||
winning_team = w;
|
||||
}
|
||||
// Detect a tie.
|
||||
for (var i = 0; i < GetLength(teams); i++)
|
||||
{
|
||||
if (i != winning_team && teams[i] == teams[winning_team])
|
||||
return nil;
|
||||
}
|
||||
return winning_team;
|
||||
}
|
||||
|
||||
func EliminateLosers()
|
||||
{
|
||||
g_gameover = true;
|
||||
// Determine the winning team.
|
||||
var winning_team = GetLeadingTeam();
|
||||
// Eliminate everybody who isn't on the winning team.
|
||||
for (var i = 0; i < GetPlayerCount(); i++)
|
||||
{
|
||||
var plr = GetPlayerByIndex(i);
|
||||
if (GetPlayerTeam(plr) != winning_team)
|
||||
EliminatePlayer(plr);
|
||||
}
|
||||
// The scenario goal will end the scenario.
|
||||
}
|
||||
|
||||
/* Called periodically in grenade launcher */
|
||||
func ReplenishLauncherAmmo()
|
||||
|
|
|
@ -32,9 +32,3 @@ DescBalloonSpawn=Die Clonks fallen mit Ballons vom Himmel.
|
|||
|
||||
Rounds=Rundenzahl
|
||||
DescRounds=Mehrere Runden spielen
|
||||
Stalemate=Unentschieden!
|
||||
WinningTeam=Gewinner: %s
|
||||
RemainingRounds=Noch %d Runden.
|
||||
LastRound=Letzte Runde!
|
||||
Tiebreak=Entscheidende Runde!
|
||||
BonusRound=Bonusrunde!
|
||||
|
|
|
@ -32,9 +32,3 @@ DescBalloonSpawn=The clonks will drop with balloons from the sky.
|
|||
|
||||
Rounds=Number of rounds
|
||||
DescRounds=Play for multiple rounds.
|
||||
Stalemate=Stalemate!
|
||||
WinningTeam=Winning team: %s
|
||||
RemainingRounds=%d rounds remaining.
|
||||
LastRound=Last round!
|
||||
Tiebreak=Tiebreak!
|
||||
BonusRound=Bonus round!
|
||||
|
|
|
@ -1,17 +0,0 @@
|
|||
#appendto Goal_Melee
|
||||
|
||||
public func GetDescription(int plr)
|
||||
{
|
||||
// Count active enemy clonks.
|
||||
var hostile_count = ObjectCount(Find_OCF(OCF_CrewMember), Find_NoContainer(), Find_Hostile(plr));
|
||||
var message;
|
||||
if (!hostile_count)
|
||||
message = "$MsgGoalFulfilled$";
|
||||
else
|
||||
message = Format("$MsgGoalUnfulfilled$", hostile_count);
|
||||
|
||||
// Also report the remaining rounds.
|
||||
message = Format("%s|%s", message, CurrentRoundStr());
|
||||
|
||||
return message;
|
||||
}
|
|
@ -1,2 +0,0 @@
|
|||
MsgGoalFulfilled=Eure Gegner sind eliminiert.
|
||||
MsgGoalUnfulfilled=Es sind noch %d Gegner im Spiel.
|
|
@ -1,2 +0,0 @@
|
|||
MsgGoalFulfilled=All opponents eliminated.
|
||||
MsgGoalUnfulfilled=There are still %d opponents in the game.
|
|
@ -0,0 +1,7 @@
|
|||
[DefCore]
|
||||
id=Goal_MultiRoundMelee
|
||||
Version=8,0
|
||||
Category=C4D_StaticBack|C4D_Goal
|
||||
Width=64
|
||||
Height=64
|
||||
Offset=-32,-32
|
Binary file not shown.
After Width: | Height: | Size: 18 KiB |
|
@ -0,0 +1,419 @@
|
|||
/*-- Multi-Round Melee --*/
|
||||
/* Originally part of HotIce, but now also used in other scenarios.
|
||||
|
||||
Usage:
|
||||
In the scenario script, implement the following functions:
|
||||
|
||||
InitializeRound():
|
||||
InitializeRound should create scenario objects for each round.
|
||||
|
||||
InitPlayerRound(int plr, object crew):
|
||||
InitPlayerRound is called every round for each player and should equip
|
||||
and position their Clonks. Note that the players won't be able to
|
||||
control their Clonks until the round start countdown finishes.
|
||||
Check Goal_MultiRoundMelee->IsHandicapped(plr) to improve balance
|
||||
with unequal team sizes (see documentation below).
|
||||
|
||||
StartRound():
|
||||
Called after the round start countdown finishes and the players can
|
||||
control their Clonks.
|
||||
|
||||
@author Luchs
|
||||
*/
|
||||
|
||||
#include Goal_Melee
|
||||
|
||||
/* Public Interface */
|
||||
|
||||
// SetRounds changes the number of remaining rounds. The number of rounds
|
||||
// defaults to the `Rounds` scenario parameter if available.
|
||||
public func SetRounds(int rounds)
|
||||
{
|
||||
if (this == Goal_MultiRoundMelee) return FindObject(Find_ID(Goal_MultiRoundMelee))->SetRounds(rounds);
|
||||
remaining_rounds = rounds;
|
||||
}
|
||||
|
||||
// IsHandicapped indicates whether the given player should receive a handicap.
|
||||
// When playing with inbalanced teams, the goal randomly selects players to be
|
||||
// handicapped so that the number of non-handicapped players is tha same for
|
||||
// all teams.
|
||||
public func IsHandicapped(int plr)
|
||||
{
|
||||
if (this == Goal_MultiRoundMelee) return FindObject(Find_ID(Goal_MultiRoundMelee))->IsHandicapped(plr);
|
||||
return !!handicapped_players[plr];
|
||||
}
|
||||
|
||||
/* Implementation */
|
||||
|
||||
local remaining_rounds, winners, check_victory_effect, gameover;
|
||||
local handicapped_players;
|
||||
|
||||
protected func Initialize()
|
||||
{
|
||||
// Don't allow creating the goal at runtime. This is important as the
|
||||
// engine will recreate goals during section changes, but we need to retain
|
||||
// all data.
|
||||
if (FrameCounter() > 1) return RemoveObject();
|
||||
|
||||
remaining_rounds = SCENPAR.Rounds ?? 1;
|
||||
winners = [];
|
||||
InitializeRound();
|
||||
|
||||
Scoreboard->Init([
|
||||
// Invisible team column for sorting players under their teams.
|
||||
{key = "team", title = "", sorted = true, desc = false, default = "", priority = 90},
|
||||
{key = "wins", title = "Wins", sorted = true, desc = true, default = 0, priority = 100},
|
||||
{key = "death", title = "", sorted = false, default = "", priority = 0},
|
||||
]);
|
||||
|
||||
return inherited(...);
|
||||
}
|
||||
|
||||
protected func InitializePlayer(int plr, int x, int y, object base, int team)
|
||||
{
|
||||
// Add the player and their team to the scoreboard.
|
||||
Scoreboard->NewPlayerEntry(plr);
|
||||
Scoreboard->SetPlayerData(plr, "wins", "");
|
||||
Scoreboard->NewEntry(ScoreboardTeam(team), GetTeamName(team));
|
||||
Scoreboard->SetData(ScoreboardTeam(team), "team", "", ScoreboardTeam(team));
|
||||
Scoreboard->SetPlayerData(plr, "team", "", ScoreboardTeam(team) + 1);
|
||||
|
||||
// Players joining at runtime will participate in the following round.
|
||||
// Should only happen if it's not game start, else Clonks would start stuck in a RelaunchContainer.
|
||||
if (FrameCounter() > 1) PutInRelaunchContainer(GetCrew(plr));
|
||||
|
||||
return inherited(plr, x, y, base, team, ...);
|
||||
}
|
||||
|
||||
protected func InitializePlayers()
|
||||
{
|
||||
AssignHandicaps();
|
||||
for (var i = 0; i < GetPlayerCount(); i++)
|
||||
{
|
||||
var plr = GetPlayerByIndex(i);
|
||||
InitPlayerRound(plr);
|
||||
}
|
||||
}
|
||||
|
||||
// InitPlayerRound initializes the round for the given player.
|
||||
private func InitPlayerRound(int plr)
|
||||
{
|
||||
// Unmark death on scoreboard.
|
||||
Scoreboard->SetPlayerData(plr, "death", "");
|
||||
// Players can scroll freely while waiting for the next round. Disable this now.
|
||||
SetPlayerViewLock(plr, true);
|
||||
// Disable the Clonk during the countdown.
|
||||
var crew = GetCrew(plr);
|
||||
crew->SetCrewEnabled(false);
|
||||
crew->SetComDir(COMD_Stop);
|
||||
|
||||
// Let the scenario do its thing.
|
||||
Scenario->~InitPlayerRound(plr, crew);
|
||||
}
|
||||
|
||||
// ResetRound resets the scenario, redrawing the map.
|
||||
private func ResetRound()
|
||||
{
|
||||
// Retrieve all Clonks.
|
||||
var clonks = [];
|
||||
for (var clonk in FindObjects(Find_OCF(OCF_CrewMember)))
|
||||
{
|
||||
var container = clonk->Contained();
|
||||
if (container)
|
||||
{
|
||||
clonk->Exit();
|
||||
container->RemoveObject();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Players not waiting for a relaunch get a new Clonk to prevent
|
||||
// status effects from carrying over to the next round.
|
||||
var new_clonk = CreateObject(clonk->GetID(), 0, 0, clonk->GetOwner());
|
||||
new_clonk->GrabObjectInfo(clonk);
|
||||
clonk = new_clonk;
|
||||
}
|
||||
PushBack(clonks, clonk);
|
||||
clonk->SetObjectStatus(C4OS_INACTIVE);
|
||||
}
|
||||
|
||||
// Clear and redraw the map while retaining the goal.
|
||||
SetObjectStatus(C4OS_INACTIVE);
|
||||
LoadScenarioSection("main");
|
||||
SetObjectStatus(C4OS_NORMAL);
|
||||
|
||||
InitializeRound();
|
||||
AssignHandicaps();
|
||||
// Re-enable the players.
|
||||
for (var clonk in clonks)
|
||||
{
|
||||
clonk->SetObjectStatus(C4OS_NORMAL);
|
||||
SetCursor(clonk->GetOwner(), clonk);
|
||||
// Select the first item. This fixes item ordering.
|
||||
clonk->SetHandItemPos(0, 0);
|
||||
InitPlayerRound(clonk->GetOwner());
|
||||
}
|
||||
|
||||
// Fix goal icon in the HUD.
|
||||
NotifyHUD();
|
||||
}
|
||||
|
||||
local CheckVictory = new Effect
|
||||
{
|
||||
goal = nil,
|
||||
|
||||
Construction = func(object g)
|
||||
{
|
||||
goal = g;
|
||||
},
|
||||
|
||||
Timer = func()
|
||||
{
|
||||
var find_living = Find_And(Find_OCF(OCF_CrewMember), Find_NoContainer());
|
||||
var clonk = FindObject(find_living);
|
||||
var msg;
|
||||
if (!clonk)
|
||||
{
|
||||
// Stalemate!
|
||||
msg = "$Stalemate$";
|
||||
Log(msg);
|
||||
goal->ResetRound();
|
||||
}
|
||||
else if (!FindObject(find_living, Find_Hostile(clonk->GetOwner())))
|
||||
{
|
||||
// We have a winner!
|
||||
var team = GetPlayerTeam(clonk->GetOwner());
|
||||
PushBack(goal.winners, team);
|
||||
// Announce the winning team.
|
||||
msg = Format("$WinningTeam$", GetTeamPlayerNames(team));
|
||||
Log(msg);
|
||||
|
||||
// Update the scoreboard.
|
||||
goal->UpdateScoreboardWins(team);
|
||||
|
||||
// The leading team has to win the last round.
|
||||
if (--goal.remaining_rounds > 0 || goal->GetLeadingTeam() != team)
|
||||
{
|
||||
var msg2 = goal->CurrentRoundStr();
|
||||
Log(msg2);
|
||||
msg = Format("%s|%s", msg, msg2);
|
||||
goal->ResetRound();
|
||||
}
|
||||
else
|
||||
{
|
||||
goal->EliminateLosers();
|
||||
}
|
||||
}
|
||||
// Switching scenario sections makes the Log() messages hard to see, so announce them using a message as well.
|
||||
CustomMessage(msg);
|
||||
// Go to sleep again.
|
||||
this.Interval = 0;
|
||||
return FX_OK;
|
||||
},
|
||||
|
||||
// GetTeamPlayerNames returns a list of colored player names, for example
|
||||
// "Sven2, Maikel, Luchs"
|
||||
GetTeamPlayerNames = func(int team)
|
||||
{
|
||||
var str = "";
|
||||
for (var i = 0; i < GetPlayerCount(); i++)
|
||||
{
|
||||
var plr = GetPlayerByIndex(i);
|
||||
if (GetPlayerTeam(plr) == team)
|
||||
{
|
||||
var comma = "";
|
||||
if (str != "") comma = ", ";
|
||||
str = Format("%s%s<c %x>%s</c>", str, comma, GetPlayerColor(plr), GetPlayerName(plr));
|
||||
}
|
||||
}
|
||||
return str;
|
||||
},
|
||||
};
|
||||
|
||||
private func CurrentRoundStr()
|
||||
{
|
||||
if (remaining_rounds == 1)
|
||||
return "$LastRound$";
|
||||
else if (remaining_rounds > 1)
|
||||
return Format("$RemainingRounds$", remaining_rounds);
|
||||
else if (GetLeadingTeam() == nil)
|
||||
return "$Tiebreak$";
|
||||
else
|
||||
return "$BonusRound$";
|
||||
}
|
||||
|
||||
private func InitializeRound()
|
||||
{
|
||||
// Checking for victory: Only active after a Clonk dies.
|
||||
if (!check_victory_effect)
|
||||
check_victory_effect = CreateEffect(CheckVictory, 1, 0, this);
|
||||
|
||||
// Now let the scenario do its thing.
|
||||
Scenario->~InitializeRound();
|
||||
|
||||
// The game starts after a delay to ensure that everyone is ready.
|
||||
GUI_Clock->CreateCountdown(3);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
protected func OnCountdownFinished() // called by the round start countdown
|
||||
{
|
||||
// Re-enable all Clonks.
|
||||
for (var clonk in FindObjects(Find_OCF(OCF_CrewMember)))
|
||||
{
|
||||
clonk->SetCrewEnabled(true);
|
||||
SetCursor(clonk->GetOwner(), clonk);
|
||||
}
|
||||
Scenario->~StartRound();
|
||||
}
|
||||
|
||||
private func PutInRelaunchContainer(object clonk)
|
||||
{
|
||||
var plr = clonk->GetOwner();
|
||||
var relaunch = CreateObject(RelaunchContainer, LandscapeWidth() / 2, LandscapeHeight() / 2, plr);
|
||||
// We just use the relaunch object as a dumb container.
|
||||
clonk->Enter(relaunch);
|
||||
// Allow scrolling around the landscape.
|
||||
SetPlayerViewLock(plr, false);
|
||||
}
|
||||
|
||||
protected func OnClonkDeath(object clonk)
|
||||
{
|
||||
var plr = clonk->GetOwner();
|
||||
// Mark death on scoreboard.
|
||||
Scoreboard->SetPlayerData(plr, "death", "{{Scoreboard_Death}}");
|
||||
// Skip eliminated players, NO_OWNER, etc.
|
||||
if (GetPlayerName(plr))
|
||||
{
|
||||
var crew = CreateObject(Clonk, 0, 0, plr);
|
||||
crew->MakeCrewMember(plr);
|
||||
PutInRelaunchContainer(crew);
|
||||
}
|
||||
|
||||
// Check for victory after three seconds to allow stalemates.
|
||||
if (!gameover)
|
||||
check_victory_effect.Interval = check_victory_effect.Time + 36 * 3;
|
||||
}
|
||||
|
||||
// GetTeamPlayers returns an array of team -> number of players in team.
|
||||
private func GetTeamPlayers()
|
||||
{
|
||||
var result = CreateArray(GetTeamCount() + 1);
|
||||
for (var i = 0; i < GetPlayerCount(); i++)
|
||||
{
|
||||
var plr = GetPlayerByIndex(i), team = GetPlayerTeam(plr);
|
||||
SetLength(result, Max(team + 1, GetLength(result)));
|
||||
result[team] = result[team] ?? [];
|
||||
PushBack(result[team], plr);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
func _MinSize(int a, array b) { if (b == nil) return a; else return Min(a, GetLength(b)); }
|
||||
|
||||
// Assigns handicaps so that the number of not-handicapped players is the same for all teams.
|
||||
func AssignHandicaps()
|
||||
{
|
||||
handicapped_players = CreateArray(GetPlayerCount());
|
||||
var teams = GetTeamPlayers();
|
||||
var smallest_size = Reduce(teams, this._MinSize, ~(1<<31));
|
||||
for (var team in teams) if (team != nil)
|
||||
{
|
||||
var to_handicap = GetLength(team) - smallest_size;
|
||||
while (GetLength(team) > to_handicap)
|
||||
RemoveArrayIndexUnstable(team, Random(GetLength(team)));
|
||||
for (var plr in team)
|
||||
{
|
||||
SetLength(handicapped_players, Max(plr + 1, GetLength(handicapped_players)));
|
||||
handicapped_players[plr] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// GetLeadingTeam returns the team which won the most rounds, or nil if there is a tie.
|
||||
private func GetLeadingTeam()
|
||||
{
|
||||
var teams = [], winning_team = winners[0];
|
||||
for (var w in winners)
|
||||
{
|
||||
teams[w] += 1;
|
||||
if (teams[w] > teams[winning_team])
|
||||
winning_team = w;
|
||||
}
|
||||
// Detect a tie.
|
||||
for (var i = 0; i < GetLength(teams); i++)
|
||||
{
|
||||
if (i != winning_team && teams[i] == teams[winning_team])
|
||||
return nil;
|
||||
}
|
||||
return winning_team;
|
||||
}
|
||||
|
||||
private func EliminateLosers()
|
||||
{
|
||||
gameover = true;
|
||||
// Determine the winning team.
|
||||
var winning_team = GetLeadingTeam();
|
||||
// Eliminate everybody who isn't on the winning team.
|
||||
for (var i = 0; i < GetPlayerCount(); i++)
|
||||
{
|
||||
var plr = GetPlayerByIndex(i);
|
||||
if (GetPlayerTeam(plr) != winning_team)
|
||||
EliminatePlayer(plr);
|
||||
}
|
||||
// The included melee goal will end the scenario.
|
||||
}
|
||||
|
||||
/* Scoreboard */
|
||||
|
||||
private func ScoreboardTeam(int team) { return team * 100; }
|
||||
|
||||
// GetTeamWins returns how many rounds that team has won.
|
||||
private func GetTeamWins(int team)
|
||||
{
|
||||
var wins = 0;
|
||||
for (var w in winners)
|
||||
if (w == team)
|
||||
wins++;
|
||||
return wins;
|
||||
}
|
||||
|
||||
private func UpdateScoreboardWins(int team)
|
||||
{
|
||||
var wins = GetTeamWins(team);
|
||||
Scoreboard->SetData(ScoreboardTeam(team), "wins", wins, wins);
|
||||
// We have to update each player as well to make the sorting work.
|
||||
for (var i = 0; i < GetPlayerCount(); i++)
|
||||
{
|
||||
var plr = GetPlayerByIndex(i);
|
||||
if (GetPlayerTeam(plr) == team)
|
||||
{
|
||||
Scoreboard->SetPlayerData(plr, "wins", "", wins);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Goal interface */
|
||||
|
||||
public func GetDescription(int plr)
|
||||
{
|
||||
// Count active enemy clonks.
|
||||
var hostile_count = ObjectCount(Find_OCF(OCF_CrewMember), Find_NoContainer(), Find_Hostile(plr));
|
||||
var message;
|
||||
if (!hostile_count)
|
||||
message = "$MsgGoalFulfilled$";
|
||||
else
|
||||
message = Format("$MsgGoalUnfulfilled$", hostile_count);
|
||||
|
||||
// Also report the remaining rounds.
|
||||
message = Format("%s|%s", message, CurrentRoundStr());
|
||||
|
||||
return message;
|
||||
}
|
||||
|
||||
public func GetShortDescription(int plr)
|
||||
{
|
||||
return CurrentRoundStr();
|
||||
}
|
||||
|
||||
local Name = "$Name$";
|
|
@ -0,0 +1,11 @@
|
|||
Name=Mehrrundiges Melee
|
||||
|
||||
MsgGoalFulfilled=Eure Gegner sind eliminiert.
|
||||
MsgGoalUnfulfilled=Es sind noch %d Gegner in der aktuellen Runde.
|
||||
|
||||
Stalemate=Unentschieden!
|
||||
WinningTeam=Gewinner: %s
|
||||
RemainingRounds=Noch %d Runden.
|
||||
LastRound=Letzte Runde!
|
||||
Tiebreak=Entscheidende Runde!
|
||||
BonusRound=Bonusrunde!
|
|
@ -0,0 +1,11 @@
|
|||
Name=Multi-Round Melee
|
||||
|
||||
MsgGoalFulfilled=All opponents eliminated.
|
||||
MsgGoalUnfulfilled=There are still %d opponents in the current round.
|
||||
|
||||
Stalemate=Stalemate!
|
||||
WinningTeam=Winning team: %s
|
||||
RemainingRounds=%d rounds remaining.
|
||||
LastRound=Last round!
|
||||
Tiebreak=Tiebreak!
|
||||
BonusRound=Bonus round!
|
Loading…
Reference in New Issue