LastManStanding: Remove relaunch functionality which is handled by Rule_Relaunch

alut-include-path
Fulgen301 2017-03-25 13:45:45 +01:00
parent 82f3883486
commit 3de5261e8a
1 changed files with 0 additions and 59 deletions

View File

@ -4,8 +4,6 @@
Premade goal for simple melees with relaunches.
Callbacks made to scenario script:
* OnPlayerRelaunch(int plr) made when the player is relaunched and at game start plr init.
* RelaunchCount() should return the number of relaunches.
* KillsToRelaunch() should return how many kills will earn the player an extra relaunch.
--*/
@ -19,7 +17,6 @@
#include Scoreboard_Relaunch
// Some rule default values
local DefaultRelaunchCount = 5; // Number of relaunches.
local DefaultKillsToRelaunch = 4; // Number of kills one needs to make before gaining a relaunch.
local ShowBoardTime = 5; // Duration in seconds the scoreboard will be shown to a player on an event.
@ -33,14 +30,6 @@ protected func Initialize()
/*-- Scenario callbacks --*/
private func RelaunchCount()
{
var relaunch_cnt = GameCall("RelaunchCount");
if (relaunch_cnt != nil)
return relaunch_cnt;
return DefaultRelaunchCount;
}
private func KillsToRelaunch()
{
var kills_to_relaunch = GameCall("KillsToRelaunch");
@ -53,21 +42,12 @@ private func KillsToRelaunch()
protected func InitializePlayer(int plr)
{
// First process relaunches, etc.
_inherited(plr, ...);
// Join plr.
JoinPlayer(plr);
// Scenario script callback.
GameCall("OnPlayerRelaunch", plr, false);
return;
}
protected func RelaunchPlayer(int plr, int killer)
{
_inherited(plr, killer, ...);
if (GetRelaunchCount(plr) < 0)
return EliminatePlayer(plr);
// the kill logs rule cares about logging the respawn
// ..
@ -82,50 +62,11 @@ protected func RelaunchPlayer(int plr, int killer)
Log("$MsgRelaunchGained$", GetPlayerName(killer));
}
var clonk = CreateObjectAbove(Clonk, 0, 0, plr);
clonk->MakeCrewMember(plr);
SetCursor(plr, clonk);
JoinPlayer(plr);
// Scenario script callback.
GameCall("OnPlayerRelaunch", plr, true);
// Show scoreboard for a while.
DoScoreboardShow(1, plr + 1);
Schedule(this,Format("DoScoreboardShow(-1, %d)", plr + 1), 35 * ShowBoardTime);
return;
}
protected func JoinPlayer(int plr)
{
var clonk = GetCrew(plr);
clonk->DoEnergy(100000);
var pos = FindRelaunchPos(plr);
clonk->SetPosition(pos[0], pos[1]);
return;
}
private func FindRelaunchPos(int plr)
{
var tx, ty; // Test position.
for (var i = 0; i < 500; i++)
{
tx = Random(LandscapeWidth());
ty = Random(LandscapeHeight());
if (GBackSemiSolid(AbsX(tx), AbsY(ty)))
continue;
if (GBackSemiSolid(AbsX(tx+5), AbsY(ty+10)))
continue;
if (GBackSemiSolid(AbsX(tx+5), AbsY(ty-10)))
continue;
if (GBackSemiSolid(AbsX(tx-5), AbsY(ty+10)))
continue;
if (GBackSemiSolid(AbsX(tx-5), AbsY(ty-10)))
continue;
// Succes.
return [tx, ty];
}
return nil;
}
protected func RemovePlayer(int plr)
{
return _inherited(plr, ...);