Objects.c4d: Added Deathmatch goal

Julius Michaelis 2011-02-11 23:06:17 +01:00
parent ea5006e092
commit 8915f22462
7 changed files with 189 additions and 0 deletions

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[DefCore]
id=Goal_DeathMatch
Version=4,10,0,0
Category=C4D_StaticBack|C4D_Goal
MaxUserSelect=1
Width=1
Height=1
Picture=0,0,64,64

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Alle Spieler oder Teams kämpfen gegeneinander bis nur noch eine Partei am Leben ist.

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All players or teams fight each other until only one survivor remains.

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/*
Deathmatch
Author: JCaesar
Provides the standard Deathmatch goal.
*/
#include Goal_Melee
#include Scoreboard_KillStreak
#include Scoreboard_Death
#include Scoreboard_Kill
#include Scoreboard_Player
local maxkills;
static const MIME_ShowBoardTime = 5; // Duration in seconds the scoreboard will be shown to a player on an event.static const MIME_ShowBoardTime = 5; // Duration in seconds the scoreboard will be shown to a player on an event.
func Initialize()
{
if(ObjectCount(Find_ID(GetID()), Find_Exclude(this)))
{
(FindObject(Find_ID(GetID()), Find_Exclude(this)).maxkills) += 2;
return RemoveObject();
}
maxkills = GameCall("WinKillCount");
if(maxkills == nil || maxkills < 1) maxkills = 4;
return _inherited(...);
}
protected func InitializePlayer(int plr)
{
// Join plr.
JoinPlayer(plr);
// Scenario script callback.
GameCall("OnPlayerRelaunch", plr);
return _inherited(plr, ...);
}
protected func RelaunchPlayer(int plr, int killer)
{
_inherited(plr, killer, ...);
var clonk = CreateObject(Clonk, 0, 0, plr);
clonk->MakeCrewMember(plr);
SetCursor(plr, clonk);
JoinPlayer(plr);
// Scenario script callback.
GameCall("OnPlayerRelaunch", plr);
// Show scoreboard for a while & sort.
SortScoreboard(Scoreboard_KillStreak->GetKillStreakCol(), true);
SortScoreboard(Scoreboard_Death->GetDeathCol(), true);
SortScoreboard(Scoreboard_Kill->GetKillCol(), true);
DoScoreboardShow(1, plr + 1);
Schedule(Format("DoScoreboardShow(-1, %d)", plr + 1), 35 * MIME_ShowBoardTime);
NotifyHUD();
return; // _inherited(plr, killer, ...);
}
protected func JoinPlayer(int plr)
{
var clonk = GetCrew(plr);
clonk->DoEnergy(100000);
var x, y;
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;
}
public func IsFulfilled()
{
//Check whether someone has reached the limit
var fulfilled = CreateArray();
for(var i = GetPlayerCount() - 1; i > -1; --i)
if(GetKillCount(GetPlayerByIndex(i)) >= maxkills)
fulfilled[GetLength(fulfilled)] = i;
if(!GetLength(fulfilled)) return false;
//Eliminate all players, that are not in a team with one of the winners
for(var i = GetPlayerCount() - 1; i > -1; --i)
{
var eliminate = true;
for(var j = GetLength(fulfilled); j; --j)
{
if(fulfilled[j] == i) {eliminate = false; break;}
if(!CheckTeamHostile(GetPlayerByIndex(fulfilled[j]), GetPlayerByIndex(i))) {eliminate = false; break;}
}
if(eliminate) EliminatePlayer(GetPlayerByIndex(i));
}
return true;
}
public func Activate(int byplr)
{
if(IsFulfilled())
{
if(GetKillCount(byplr) >= maxkills) MessageWindow("$MsgVictory$", byplr);
}
else
{
var score = GetRelativeScore(byplr);
if(score.kills > 0) MessageWindow(Format("$MsgAhead$", score.kills, GetPlayerName(score.best)), byplr);
else if(score.kills < 0) MessageWindow(Format("$MsgBehind$", -score.kills,GetPlayerName(score.best)), byplr);
else MessageWindow(Format("$MsgEqual$", GetPlayerName(score.best)), byplr);
}
}
private func GetRelativeScore(int player)
{
var bestplayer = -1, bestscore = 1<<31;
for(var i = 0; i < GetPlayerCount(); ++i)
{
var plr = GetPlayerByIndex(i);
if(plr != player && GetKillCount(plr) > bestscore) {
bestplayer = plr;
bestscore = GetKillCount(plr);
}
}
return {best: bestplayer, kills: GetKillCount(player)-bestscore};
}
private func GetPlayerTeamScore(int player)
{
if(GetPlayerTeam(player) < 1) return GetKillCount(player);
return GetTeamScore(GetPlayerTeam(player));
}
private func GetTeamScore(int team)
{
if(team < 1) return 0;
var score;
for(var i = 0; i < GetPlayerCount(); ++i)
{
var plr = GetPlayerByIndex(i);
var team2 = GetPlayerTeam(plr);
if(team == team2)
score += GetKillCount(plr);
}
return score;
}
public func GetShortDescription(int plr)
{
return Format("Deathmatch: %d", GetRelativeScore(plr).kills);
}
local Name = "$Name$";

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Name=Deathmatch
MsgVictory=Der Sieg gebührt deinem Team.
MsgAhead=Du bist %d kills voraus. Dein stärkster Verfolger ist %s.
MsgBehind=Du hast %d kills rückstand auf %s.
MsgEqual=Du liegst mit %s gleichauf.

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Name=Deathmatch
MsgVictory=You won.
MsgAhead=You are %d kills ahead. The closest follower is %s.
MsgBehind=You are %d kills behind %s.
MsgEqual=%s scored as often as you.