Added DEFENDERS_OBJECTIVE_ONCAP global to allow for easy removal of D objective (completely) if needed

Added UpdateDefendersObjective() function
	- makes it easier to change objective and removes some redundancy
	- also fixes some old issues with _onflag and _oncarrier code

#58
This commit is contained in:
alaswell 2014-12-26 20:00:47 -07:00
parent 47d91154c7
commit 6c5357fd3e

View file

@ -20,7 +20,9 @@ if onroundreset == nil then onroundreset = function() end end
if FLAG_RETURN_TIME == nil then FLAG_RETURN_TIME = 60; end
if ATTACKERS_OBJECTIVE_ENTITY == nil then ATTACKERS_OBJECTIVE_ENTITY = nil end
if DEFENDERS_OBJECTIVE_ENTITY == nil then DEFENDERS_OBJECTIVE_ENTITY = nil end
-- DEFENDERS_OBJECTIVE_ONCARRIER and ONFLAG set to false to keep objective on cap
-- _ONCAP set to true; Defenders should always point to cap
if DEFENDERS_OBJECTIVE_ONCAP == nil then DEFENDERS_OBJECTIVE_ONCAP = true end
-- _OBJECTIVE_ONCARRIER and _ONFLAG set to false to keep objective on cap
if DEFENDERS_OBJECTIVE_ONFLAG == nil then DEFENDERS_OBJECTIVE_ONFLAG = false end
if DEFENDERS_OBJECTIVE_ONCARRIER == nil then DEFENDERS_OBJECTIVE_ONCARRIER = false end
if TEAM_SWITCH_DELAY == nil then TEAM_SWITCH_DELAY = 2 end
@ -140,6 +142,7 @@ function baseflag:spawn()
self.status = 0
UpdateDefendersObjective()
update_hud()
end
@ -156,11 +159,7 @@ function baseflag:ownercloak( owner_entity )
-- objective icon
ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" )
-- Check to see if we want to point to flag and do stuff
if DEFENDERS_OBJECTIVE_ONFLAG then
DEFENDERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" )
UpdateTeamObjectiveIcon( GetTeam(defenders), DEFENDERS_OBJECTIVE_ENTITY )
end
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
setup_return_timer()
@ -186,11 +185,7 @@ function baseflag:dropitemcmd( owner_entity )
-- objective icon
ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" )
-- Check to see if we want to point to flag and do stuff
if DEFENDERS_OBJECTIVE_ONFLAG then
DEFENDERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" )
UpdateTeamObjectiveIcon( GetTeam(defenders), DEFENDERS_OBJECTIVE_ENTITY )
end
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
setup_return_timer()
@ -210,11 +205,7 @@ function baseflag:onownerforcerespawn( owner_entity )
-- objective icon
ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" )
-- Check to see if we want to point to flag and do stuff
if DEFENDERS_OBJECTIVE_ONFLAG then
DEFENDERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" )
UpdateTeamObjectiveIcon( GetTeam(defenders), DEFENDERS_OBJECTIVE_ENTITY )
end
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
update_hud()
@ -235,11 +226,7 @@ function baseflag:onreturn( )
-- objective icon
ATTACKERS_OBJECTIVE_ENTITY = flag
-- Check to see if we want to point to flag and do stuff
if DEFENDERS_OBJECTIVE_ONFLAG then
DEFENDERS_OBJECTIVE_ENTITY = flag
UpdateTeamObjectiveIcon( GetTeam(defenders), DEFENDERS_OBJECTIVE_ENTITY )
end
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
destroy_return_timer()
@ -303,10 +290,8 @@ function startup()
flags_set_team( attackers )
ATTACKERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_flag" )
-- Defenders should point to the cap and NOT the flag to avoid tracing the flag holder
DEFENDERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_cap" )
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
UpdateTeamObjectiveIcon( GetTeam(defenders), DEFENDERS_OBJECTIVE_ENTITY )
end
-- Give everyone a full resupply, but strip secondary grenades
@ -448,16 +433,7 @@ function base_id_flag:touch( touch_entity )
-- change objective icons
ATTACKERS_OBJECTIVE_ENTITY = player
if DEFENDERS_OBJECTIVE_ONFLAG then
-- we want to target the flag ONLY when it's not being carried, so show D the cap instead
DEFENDERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..self.phase.."_cap" )
UpdateTeamObjectiveIcon( GetTeam(defenders), DEFENDERS_OBJECTIVE_ENTITY )
end
if DEFENDERS_OBJECTIVE_ONCARRIER then
-- we want to target the flag, even if it's being carried (not suggested as D can wallhack)
DEFENDERS_OBJECTIVE_ENTITY = player
UpdateTeamObjectiveIcon( GetTeam(defenders), DEFENDERS_OBJECTIVE_ENTITY )
end
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
UpdateObjectiveIcon( player, GetEntityByName( "cp"..self.phase.."_cap" ) )
@ -486,11 +462,7 @@ function base_id_flag:onownerdie( owner_entity )
-- change objective icon
ATTACKERS_OBJECTIVE_ENTITY = flag
-- Check to see if we want to point to flag and do stuff
if DEFENDERS_OBJECTIVE_ONFLAG then
DEFENDERS_OBJECTIVE_ENTITY = flag
UpdateTeamObjectiveIcon( GetTeam(defenders), DEFENDERS_OBJECTIVE_ENTITY )
end
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
UpdateObjectiveIcon( player, nil )
@ -567,10 +539,8 @@ function base_id_cap:oncapture(player, item)
-- clear objective icon
ATTACKERS_OBJECTIVE_ENTITY = nil
if DEFENDERS_OBJECTIVE_ONFLAG or DEFENDERS_OBJECTIVE_ONCARRIER then DEFENDERS_OBJECTIVE_ENTITY = nil
else DEFENDERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_cap" ) end
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
UpdateTeamObjectiveIcon( GetTeam(defenders), DEFENDERS_OBJECTIVE_ENTITY )
setup_tobase_timer()
update_hud()
@ -613,9 +583,8 @@ function round_end()
-- change objective icon
ATTACKERS_OBJECTIVE_ENTITY = flag
DEFENDERS_OBJECTIVE_ENTITY = GetEntityByName( "cp"..phase.."_cap" )
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
UpdateTeamObjectiveIcon( GetTeam(defenders), DEFENDERS_OBJECTIVE_ENTITY )
-- reset the timer on points
AddScheduleRepeating("addpoints", PERIOD_TIME, addpoints)
@ -656,10 +625,7 @@ function flag_start(flagname)
-- change objective icon
ATTACKERS_OBJECTIVE_ENTITY = flag
if DEFENDERS_OBJECTIVE_ONFLAG then
DEFENDERS_OBJECTIVE_ENTITY = flag
UpdateTeamObjectiveIcon( GetTeam(defenders), DEFENDERS_OBJECTIVE_ENTITY )
end
UpdateDefendersObjective()
UpdateTeamObjectiveIcon( GetTeam(attackers), ATTACKERS_OBJECTIVE_ENTITY )
update_hud()
end
@ -693,6 +659,20 @@ function destroy_tobase_timer()
RemoveSchedule( "timer_tobase_schedule" )
end
function UpdateDefendersObjective()
-- Check to see what Defenders should be focused on and update
local flag = GetInfoScriptByName("cp"..phase.."_flag")
local carried = flag:IsCarried()
if (not carried and DEFENDERS_OBJECTIVE_ONFLAG) or (carried and DEFENDERS_OBJECTIVE_ONCARRIER) then
DEFENDERS_OBJECTIVE_ENTITY = flag
elseif DEFENDERS_OBJECTIVE_ONCAP then
DEFENDERS_OBJECTIVE_ENTITY = GetEntityByName("cp"..phase.."_cap")
else
DEFENDERS_OBJECTIVE_ENTITY = nil
end
UpdateTeamObjectiveIcon( GetTeam(defenders), DEFENDERS_OBJECTIVE_ENTITY )
end
------------------------------------------------
-- instanciate them
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