mirror of
https://github.com/fortressforever/fortressforever-scripts.git
synced 2024-11-25 22:10:57 +00:00
471 lines
14 KiB
Lua
471 lines
14 KiB
Lua
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-- base_hunted.lua
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-----------------------------------------------------------------------------
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-- includes
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-----------------------------------------------------------------------------
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IncludeScript("base_teamplay");
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IncludeScript("base_location");
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-----------------------------------------------------------------------------
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-- Basic hunted-style gameplay. Respawns all players when the VIP is killed
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-----------------------------------------------------------------------------
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POINTS_PER_HUNTED_DEATH = 5
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POINTS_PER_HUNTED_DEATH_FOR_ASSASSIN = 5
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POINTS_PER_HUNTED_ESCAPE = 10
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POINTS_PER_HUNTED_ESCAPE_FOR_HUNTED = 10
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POINTS_PER_HUNTED_ESCAPE_FOR_BODYGUARDS = 10
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POINTS_PER_HUNTED_ATTACK = 2
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HUNTED_ALLIES_TEAM = Team.kRed
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HUNTED_ENTITY = nil
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LAST_HUNTED_LOCATION = nil
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ESCAPE_DOOR_BUTTON_UNLOCKED = true
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-- escape_door_top is also defined as a base_escape_door object down below
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escape_door = {
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entity_names = { "escape_door_top", "escape_door_bottom" },
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isopen = false,
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openicon = "hud_door_open.vtf",
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closedicon = "hud_door_closed.vtf",
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hudposx = 0,
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hudposy = 32,
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hudwidth = 64,
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hudheight = 32,
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hudalignx = 4,
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hudaligny = 0
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}
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-- precache sounds
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function precache()
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PrecacheSound("ff_hunted.thunder")
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PrecacheSound("ff_hunted.cheer")
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PrecacheSound("ff_hunted.dying_bird")
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PrecacheSound("ff_hunted.dying_bird_full")
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PrecacheSound("ff_hunted.dying_bird_full")
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PrecacheSound("ff_hunted.i_am_the_werewolf")
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PrecacheSound("ff_hunted.i_fight_vampires")
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PrecacheSound("ff_hunted.werewolf_howling")
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PrecacheSound("ff_hunted.werewolf_movies")
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PrecacheSound("ff_hunted.werewolves_howling")
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PrecacheSound("otherteam.flagstolen")
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end
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function startup()
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SetGameDescription( "Hunted" )
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-- set up team names
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SetTeamName( Team.kBlue, "The Hunted" )
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SetTeamName( Team.kRed, "Bodyguards" )
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SetTeamName( Team.kYellow, "Assassins" )
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SetTeamName( Team.kGreen, "Green Kid Touchers" )
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-- set up team limits
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SetPlayerLimit( Team.kBlue, 1 ) -- There can be only one Highlander!
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SetPlayerLimit( Team.kRed, 0 ) -- Unlimited bodyguards.
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SetPlayerLimit( Team.kYellow, 6 ) -- Only 6 assassins, but can we dynamically change this based on maxplayers and/or the current playercount?
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SetPlayerLimit( Team.kGreen, -1 ) -- Fuck green.
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local team = GetTeam( Team.kBlue )
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team:SetAllies( Team.kRed )
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team:SetClassLimit( Player.kScout, -1 )
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team:SetClassLimit( Player.kSniper, -1 )
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team:SetClassLimit( Player.kSoldier, -1 )
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team:SetClassLimit( Player.kDemoman, -1 )
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team:SetClassLimit( Player.kMedic, -1 )
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team:SetClassLimit( Player.kHwguy, -1 )
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team:SetClassLimit( Player.kPyro, -1 )
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team:SetClassLimit( Player.kSpy, -1 )
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team:SetClassLimit( Player.kEngineer, -1 )
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team:SetClassLimit( Player.kCivilian, 0 )
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team = GetTeam( Team.kRed )
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team:SetAllies( Team.kBlue )
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team:SetClassLimit( Player.kScout, -1 )
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team:SetClassLimit( Player.kSniper, 1 )
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team:SetClassLimit( Player.kSoldier, 0 )
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team:SetClassLimit( Player.kDemoman, -1 )
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team:SetClassLimit( Player.kMedic, 0 )
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team:SetClassLimit( Player.kHwguy, 0 )
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team:SetClassLimit( Player.kPyro, 1 )
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team:SetClassLimit( Player.kSpy, -1 )
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team:SetClassLimit( Player.kEngineer, 0 )
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team:SetClassLimit( Player.kCivilian, -1 )
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team = GetTeam( Team.kYellow )
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team:SetClassLimit( Player.kScout, -1 )
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team:SetClassLimit( Player.kSniper, 0 )
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team:SetClassLimit( Player.kSoldier, -1 )
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team:SetClassLimit( Player.kDemoman, -1 )
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team:SetClassLimit( Player.kMedic, -1 )
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team:SetClassLimit( Player.kHwguy, -1 )
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team:SetClassLimit( Player.kPyro, -1 )
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team:SetClassLimit( Player.kSpy, 1 )
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team:SetClassLimit( Player.kEngineer, -1 )
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team:SetClassLimit( Player.kCivilian, -1 )
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RemoveSchedule( "hunted_location_timer" )
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AddScheduleRepeating( "hunted_location_timer" , 1.0, hunted_location_timer )
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end
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-------------------------------------------
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-- hunted flaginfo
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-------------------------------------------
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function flaginfo( player_entity )
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local player = CastToPlayer( player_entity )
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if escape_door.isopen then
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RemoveHudItem( player, "escape_door_closed" )
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AddHudIcon( player, escape_door.openicon, "escape_door_open", escape_door.hudposx, escape_door.hudposy, escape_door.hudwidth, escape_door.hudheight, escape_door.hudalignx, escape_door.hudaligny )
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else
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RemoveHudItem( player, "escape_door_open" )
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AddHudIcon( player, escape_door.closedicon, "escape_door_closed", escape_door.hudposx, escape_door.hudposy, escape_door.hudwidth, escape_door.hudheight, escape_door.hudalignx, escape_door.hudaligny )
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end
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end
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function hunted_location_timer()
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if HUNTED_ENTITY ~= nil then
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local player = CastToPlayer( HUNTED_ENTITY )
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if player:GetLocation() ~= LAST_HUNTED_LOCATION then
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LAST_HUNTED_LOCATION = player:GetLocation()
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RemoveHudItem( player, "hunted_location" )
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AddHudTextToTeam( GetTeam(Team.kRed), "hunted_location", "Hunted Location: " .. player:GetLocation(), 4, 44, 0, 1 )
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RemoveHudItemFromTeam( GetTeam(Team.kYellow), "hunted_location" )
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end
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elseif LAST_HUNTED_LOCATION ~= nil then
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LAST_HUNTED_LOCATION = nil
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RemoveHudItemFromAll( "hunted_location" )
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end
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end
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function respawn_everyone()
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ApplyToAll({ AT.kAllowRespawn, AT.kRespawnPlayers, AT.kRemoveProjectiles, AT.kStopPrimedGrens })
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AddSchedule( "close_escape_doors", 4.0, close_escape_doors )
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end
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function close_escape_doors()
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for i,v in ipairs(escape_door.entity_names) do
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-- close each enemy escape door
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OutputEvent( v, "Close" )
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end
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end
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function lock_escape_door_button()
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ESCAPE_DOOR_BUTTON_UNLOCKED = false
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end
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function unlock_escape_door_button()
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ESCAPE_DOOR_BUTTON_UNLOCKED = true
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end
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function hunted_escape_notification()
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BroadCastMessage( "The Hunted escaped!" )
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BroadCastSound ( "ff_hunted.cheer" )
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end
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function player_ondamage( player, damageinfo )
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-- if no damageinfo do nothing
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if not damageinfo then return end
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local attacker = damageinfo:GetAttacker()
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local inflictor = damageinfo:GetInflictor()
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-- hunted has body armor on and only takes damage from certain things
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if player:GetTeamId() == Team.kBlue then
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local weapon = damageinfo:GetInflictor():GetClassName()
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local attacker_is_buildable = false
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if IsSentrygun(attacker) or IsDispenser(attacker) or IsSentrygun(inflictor) or IsDispenser(inflictor) then
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attacker_is_buildable = true
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end
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if attacker_is_buildable ~= true and weapon ~= "ff_weapon_sniperrifle" and weapon ~= "ff_weapon_crowbar" and weapon ~= "ff_projectile_dart" and weapon ~= "ff_weapon_knife" then
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damageinfo:ScaleDamage(0)
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else
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-- BroadCastSound ( "ff_hunted.dying_bird" )
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end
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-- hunted also has quad damage
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else
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if IsPlayer( attacker ) then
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attacker = CastToPlayer( attacker )
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if attacker:GetTeamId() == Team.kBlue and player:GetTeamId() ~= HUNTED_ALLIES_TEAM then
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damageinfo:ScaleDamage(4)
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attacker:AddFortPoints( POINTS_PER_HUNTED_ATTACK * 10, "Hunted Attack" )
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ConsoleToAll( "The Hunted, " .. attacker:GetName() .. ", dealt quad damage to" .. player:GetName() .. "!" )
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end
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end
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end
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end
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function player_onkill( player )
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-- Don't let blue hunted suicide.
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if player:GetTeamId() == Team.kBlue then
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return false
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end
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return true
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end
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-- We only care when The Hunted is killed by another player
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function player_killed ( player_victim, damageinfo )
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-- if no damageinfo do nothing
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if not damageinfo then return end
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-- Entity that is attacking
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local attacker = damageinfo:GetAttacker()
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-- If no attacker do nothing
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if not attacker then return end
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local player_attacker = nil
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-- get the attacking player
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if IsPlayer(attacker) then
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attacker = CastToPlayer(attacker)
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player_attacker = attacker
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elseif IsSentrygun(attacker) then
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attacker = CastToSentrygun(attacker)
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player_attacker = attacker:GetOwner()
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elseif IsDetpack(attacker) then
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attacker = CastToDetpack(attacker)
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player_attacker = attacker:GetOwner()
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elseif IsDispenser(attacker) then
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attacker = CastToDispenser(attacker)
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player_attacker = attacker:GetOwner()
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end
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-- if still no attacking player after all that, try the inflictor
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if not player_attacker then
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-- Entity that is attacking
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local inflictor = damageinfo:GetInflictor()
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if inflictor then
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if IsSentrygun(inflictor) then
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inflictor = CastToSentrygun(inflictor)
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player_attacker = inflictor:GetOwner()
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elseif IsDetpack(inflictor) then
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inflictor = CastToDetpack(inflictor)
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player_attacker = inflictor:GetOwner()
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elseif IsDispenser(inflictor) then
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inflictor = CastToDispenser(inflictor)
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player_attacker = inflictor:GetOwner()
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end
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end
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end
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-- if still no attacking player after all that, forget about it
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if not player_attacker then return end
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if player_victim:GetTeamId() == Team.kBlue then
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ConsoleToAll( "The Hunted, " .. player_victim:GetName() .. ", was assassinated!" )
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BroadCastMessage( "The Hunted was assassinated!" )
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-- BroadCastSound ( "ff_hunted.werewolves_howling" )
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BroadCastSound ( "ff_hunted.thunder" )
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local team = GetTeam( Team.kYellow )
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team:AddScore( POINTS_PER_HUNTED_DEATH )
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ApplyToAll( { AT.kDisallowRespawn } )
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AddSchedule("respawn_everyone", 2, respawn_everyone)
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end
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end
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function player_disconnected( player )
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if player:GetTeamId() == Team.kBlue then
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HUNTED_ENTITY = nil
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UpdateObjectiveIcon( player, HUNTED_ENTITY )
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UpdateTeamObjectiveIcon( GetTeam(Team.kRed), HUNTED_ENTITY )
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RemoveHudItemFromAll("hunted_location")
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end
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end
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BLOCKTEAMCHANGE = {}
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function player_switchteam( player, currentteam, desiredteam )
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local i = player:GetId()
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local stime = GetServerTime()
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if desiredteam == Team.kBlue then
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local delaytime = BLOCKTEAMCHANGE[i]
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if delaytime ~= nil and delaytime > stime then
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return false
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end
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BLOCKTEAMCHANGE[i] = stime + 10;
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end
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if player:GetTeamId() == Team.kBlue then
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HUNTED_ENTITY = nil
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UpdateObjectiveIcon( player, HUNTED_ENTITY )
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UpdateTeamObjectiveIcon( GetTeam(Team.kRed), HUNTED_ENTITY )
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RemoveHudItemFromAll("hunted_location")
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end
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return true
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end
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-- Give everyone a full resupply, but strip grenades from assassins
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function player_spawn( player_entity )
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local player = CastToPlayer( player_entity )
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player:AddHealth( 100 )
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player:AddArmor( 100 )
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player:AddAmmo( Ammo.kNails, 300 )
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player:AddAmmo( Ammo.kShells, 300 )
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player:AddAmmo( Ammo.kRockets, 300 )
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player:AddAmmo( Ammo.kCells, 300 )
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player:AddAmmo( Ammo.kDetpack, 1 )
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player:AddAmmo( Ammo.kManCannon, 1 )
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if player:GetTeamId() ~= Team.kYellow then
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player:AddAmmo( Ammo.kGren1, 4 )
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player:AddAmmo( Ammo.kGren2, 4 )
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end
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-- AddHudText( player, "escape_door_text", "ESCAPE DOOR:", 0, 32, 4 )
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if player:GetTeamId() == Team.kRed then
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UpdateObjectiveIcon( player, HUNTED_ENTITY )
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if HUNTED_ENTITY ~= nil then
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local player_hunted = CastToPlayer( HUNTED_ENTITY )
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AddHudText( player, "hunted_location", "Hunted Location: " .. player_hunted:GetLocation(), 4, 44, 0, 1 )
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end
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elseif player:GetTeamId() == Team.kYellow then
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UpdateObjectiveIcon( player, nil )
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else
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HUNTED_ENTITY = player
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UpdateObjectiveIcon( player, GetEntityByName("hunted_escape") )
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UpdateTeamObjectiveIcon( GetTeam(Team.kRed), HUNTED_ENTITY )
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end
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-- if player:GetTeamId() == Team.kRed then
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-- BroadCastSoundToPlayer(player, "ff_hunted.i_fight_vampires")
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-- elseif player:GetTeamId() == Team.kYellow then
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-- BroadCastSoundToPlayer(player, "ff_hunted.werewolf_howling")
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-- else
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-- BroadCastSoundToPlayer(player, "ff_hunted.i_am_the_werewolf")
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-- end
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end
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-- escape portal entrance
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hunted_escape = trigger_ff_script:new({
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botgoaltype = Bot.kHuntedEscape,
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team = Team.kBlue
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})
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-- escape touch
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function hunted_escape:ontouch( touch_entity )
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if IsPlayer( touch_entity ) then
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local player = CastToPlayer( touch_entity )
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if player:GetTeamId() == Team.kBlue then
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player:AddFrags( POINTS_PER_HUNTED_ESCAPE_FOR_HUNTED )
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player:AddFortPoints( POINTS_PER_HUNTED_ESCAPE_FOR_HUNTED * 10, "Hunted Escape" )
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ConsoleToAll( "The Hunted, " .. player:GetName() .. ", escaped!" )
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local team = GetTeam( Team.kBlue )
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team:AddScore( POINTS_PER_HUNTED_ESCAPE )
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team = GetTeam( Team.kRed )
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team:AddScore( POINTS_PER_HUNTED_ESCAPE )
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ApplyToAll({ AT.kAllowRespawn, AT.kRespawnPlayers, AT.kRemoveProjectiles, AT.kStopPrimedGrens })
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AddSchedule( "hunted_escape_notification", 0.1, hunted_escape_notification )
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AddSchedule( "close_escape_doors", 4.0, close_escape_doors )
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end
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end
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end
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base_escape_door = trigger_ff_script:new({})
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function base_escape_door:onopen()
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BroadCastMessage("Escape Door Open!")
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BroadCastSound("otherteam.flagstolen")
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escape_door.isopen = true
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RemoveHudItemFromAll( "escape_door_closed" )
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AddHudIconToAll( escape_door.openicon, "escape_door_open", escape_door.hudposx, escape_door.hudposy, escape_door.hudwidth, escape_door.hudheight, escape_door.hudalignx, escape_door.hudaligny )
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end
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function base_escape_door:onfullyclosed()
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BroadCastMessage("Escape Door Closed!")
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-- BroadCastSound("otherteam.flagstolen")
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escape_door.isopen = false
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RemoveHudItemFromAll( "escape_door_open" )
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AddHudIconToAll( escape_door.closedicon, "escape_door_closed", escape_door.hudposx, escape_door.hudposy, escape_door.hudwidth, escape_door.hudheight, escape_door.hudalignx, escape_door.hudaligny )
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end
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escape_door_top = base_escape_door
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base_escape_door_button = func_button:new({})
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function base_escape_door_button:allowed( allowed_entity )
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if IsPlayer( allowed_entity ) then
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local player = CastToPlayer( allowed_entity )
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if ESCAPE_DOOR_BUTTON_UNLOCKED then
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lock_escape_door_button()
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AddSchedule( "unlock_escape_door_button", 6.66, unlock_escape_door_button )
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return EVENT_ALLOWED
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end
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end
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return EVENT_DISALLOWED
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end
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-- TODO this doesn't work
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function base_escape_door_button:onfailuse( use_entity )
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if IsPlayer( use_entity ) then
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local player = CastToPlayer( use_entity )
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BroadCastMessageToPlayer( player, "#FF_NOTALLOWEDBUTTON" )
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end
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end
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escape_door_button_left = base_escape_door_button
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escape_door_button_right = base_escape_door_button
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escape_door_button_inside = base_escape_door_button
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