mirror of
https://github.com/fortressforever/fortressforever-scripts.git
synced 2024-11-25 14:00:56 +00:00
898 lines
30 KiB
Lua
898 lines
30 KiB
Lua
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-- base_idzone.lua
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-- Invade / Defend the Zone gametype
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-----------------------------------------------------------------------------
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-- includes
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-----------------------------------------------------------------------------
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IncludeScript("base_teamplay")
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-----------------------------------------------------------------------------
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-- global overrides that you can do what you want with
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-----------------------------------------------------------------------------
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FORT_POINTS_PER_INITIAL_TOUCH = 200
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FORT_POINTS_PER_PERIOD = 50
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FORT_POINTS_PER_DEFEND = 100
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POINTS_PER_INITIAL_TOUCH = 1
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POINTS_PER_PERIOD = 1
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DELAY_BEFORE_PERIOD_POINTS = 2
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PERIOD_TIME = 1
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INITIAL_ROUND_PERIOD = 60
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ROUND_SETUP_PERIOD = 17
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DEFENSE_PERIOD_TIME = 60
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POINTS_PER_DEFENSE_PERIOD = 1
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DEFAULT_POINTS_TO_CAP = 10
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NUMBER_OF_CAP_POINTS = 3
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DELAY_BEFORE_TEAMSWITCH = 2
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DELAY_AFTER_CAP = 3
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ZONE_COLOR = "blue"
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-----------------------------------------------------------------------------
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-- global variables and other shit that shouldn't be messed with
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-----------------------------------------------------------------------------
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phase = 1
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zone_points = 0
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zone_max_points = DEFAULT_POINTS_TO_CAP
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zone_scoring = false
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draw_hud = true
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attackers = Team.kBlue
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defenders = Team.kRed
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scoring_team = Team.kRed
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local teamdata = {
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[Team.kBlue] = { skin = "0", beamcolour = "0 0 255" },
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[Team.kRed] = { skin = "1", beamcolour = "255 0 0" }
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}
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-- stores ID's of attackers in the cap room
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local zone_collection = Collection()
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-- stores if the player has touched the cap point (for 1 touch per death)
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local playerTouchedTable = {}
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-----------------------------------------------------------------------------
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-- functions that do sh... stuff
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-----------------------------------------------------------------------------
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-- sounds, right?
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function precache()
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PrecacheSound("otherteam.flagstolen") -- doors open sound
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PrecacheSound("otherteam.drop") -- warning sound
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PrecacheSound("yourteam.flagreturn") -- scoring sound
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PrecacheSound("misc.bloop") -- minutes remaining
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PrecacheSound("misc.doop") -- attackers capping sound
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end
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-- pretty standard setup, aside from scoring starting
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function startup()
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SetGameDescription( "Invade Defend the Zone" )
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-- set up team limits on each team
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SetPlayerLimit( Team.kBlue, 0 )
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SetPlayerLimit( Team.kRed, 0 )
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SetPlayerLimit( Team.kYellow, -1 )
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SetPlayerLimit( Team.kGreen, -1 )
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SetTeamName( attackers, "Attackers" )
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SetTeamName( defenders, "Defenders" )
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-- Making the game not suck.
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local team = GetTeam(attackers)
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team:SetClassLimit(Player.kCivilian, -1)
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team:SetClassLimit(Player.kSniper, 1)
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team:SetClassLimit(Player.kEngineer, 2)
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team:SetClassLimit(Player.kDemoman, 2)
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team:SetClassLimit(Player.kHwguy, 2)
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team:SetClassLimit(Player.kPyro, 2)
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team = GetTeam(defenders)
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team:SetClassLimit(Player.kCivilian, -1)
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team:SetClassLimit(Player.kScout, -1)
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team:SetClassLimit(Player.kMedic, -1)
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team:SetClassLimit(Player.kSniper, 1)
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team:SetClassLimit(Player.kEngineer, 2)
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team:SetClassLimit(Player.kDemoman, 2)
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team:SetClassLimit(Player.kHwguy, 2)
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team:SetClassLimit(Player.kPyro, 2)
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AddSchedule( "round_start", INITIAL_ROUND_PERIOD, round_start)
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if INITIAL_ROUND_PERIOD > 30 then AddSchedule( "dooropen30sec" , INITIAL_ROUND_PERIOD - 30 , schedulemessagetoall, "#ADZ_30SecWarning" ) end
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if INITIAL_ROUND_PERIOD > 10 then AddSchedule( "dooropen10sec" , INITIAL_ROUND_PERIOD - 10 , schedulemessagetoall, "#ADZ_10SecWarning" ) end
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-- sounds
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if INITIAL_ROUND_PERIOD > 30 then AddSchedule( "dooropen30secsound" , INITIAL_ROUND_PERIOD - 30 , schedulesound, "misc.bloop" ) end
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if INITIAL_ROUND_PERIOD > 10 then AddSchedule( "dooropen10secsound" , INITIAL_ROUND_PERIOD - 10 , schedulesound, "misc.bloop" ) end
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if INITIAL_ROUND_PERIOD > 5 then AddSchedule( "dooropen5seccount" , INITIAL_ROUND_PERIOD - 5 , schedulecountdown, 5 ) end
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if INITIAL_ROUND_PERIOD > 4 then AddSchedule( "dooropen4seccount" , INITIAL_ROUND_PERIOD - 4 , schedulecountdown, 4 ) end
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if INITIAL_ROUND_PERIOD > 3 then AddSchedule( "dooropen3seccount" , INITIAL_ROUND_PERIOD - 3 , schedulecountdown, 3 ) end
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if INITIAL_ROUND_PERIOD > 2 then AddSchedule( "dooropen2seccount" , INITIAL_ROUND_PERIOD - 2 , schedulecountdown, 2 ) end
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if INITIAL_ROUND_PERIOD > 1 then AddSchedule( "dooropen1seccount" , INITIAL_ROUND_PERIOD - 1 , schedulecountdown, 1 ) end
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zone_max_points = zone1.pointstocap
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-- calculate defense period points
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local total_points_to_reset = 1
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for i=1,NUMBER_OF_CAP_POINTS do
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local t_points = getfield("zone"..i..".pointstocap")
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total_points_to_reset = total_points_to_reset + t_points
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end
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local timelimit = GetConvar( "mp_timelimit" )
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-- convert mp_timelimit from minutes to seconds and divide by the number of rounds minus initial round period
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POINTS_PER_DEFENSE_PERIOD = total_points_to_reset / (timelimit / (DEFENSE_PERIOD_TIME / 60))
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POINTS_PER_DEFENSE_PERIOD = math.ceil(POINTS_PER_DEFENSE_PERIOD)
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update_zone_all( )
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AddScheduleRepeating( "period_scoring_sched", PERIOD_TIME, period_scoring )
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AddScheduleRepeating( "defense_period_scoring_sched", DEFENSE_PERIOD_TIME, defenders_scoring )
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end
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-----------------------------------------------------------------------------
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-- player_ functions
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-----------------------------------------------------------------------------
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-- on player spawn
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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( 300 )
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player:AddAmmo( Ammo.kNails, 400 )
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player:AddAmmo( Ammo.kShells, 400 )
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player:AddAmmo( Ammo.kRockets, 400 )
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player:AddAmmo( Ammo.kCells, 400 )
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player:RemoveAmmo( Ammo.kManCannon, 1 )
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player:SetCloakable( true )
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player:SetDisguisable( true )
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update_zone_player( player )
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-- give demo 1 mirv, and only 1 mirv
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if player:GetClass() == Player.kDemoman or player:GetClass() == Player.kEngineer then
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player:RemoveAmmo( Ammo.kGren2, 4 )
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player:AddAmmo( Ammo.kGren2, 1 )
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end
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if player:GetTeamId() == attackers then
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local attackers_objective = GetEntityByName( "zone"..phase )
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UpdateObjectiveIcon( player, attackers_objective )
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else
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UpdateObjectiveIcon( player, nil )
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player:RemoveAmmo( Ammo.kDetpack, 1 )
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end
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-- wtf, scout or med on d? are you mental?
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if (player:GetClass() == Player.kScout or player:GetClass() == Player.kMedic) and (player:GetTeamId() == defenders) then
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local classt = "Scout"
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if player:GetClass() == Player.kMedic then classt = "Medic" end
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local id = player:GetId()
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AddSchedule("force_changemessage"..id, 2, schedulechangemessage, player, "No "..classt.."s on defense. Autoswitching to Soldier." )
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AddSchedule("force_change"..id, 2, forcechange, player)
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end
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-- remove any players not on a team from playertouchedtable
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for playerx, recordx in pairs(playerTouchedTable) do
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if GetPlayerByID( playerx ) then
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local playert = GetPlayerByID( playerx )
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if ( playert:GetTeamId() ~= attackers ) then
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playerTouchedTable[playerx] = nil
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end
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end
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end
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if player:GetTeamId() ~= attackers then return end
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-- add to table and reset touched to 0
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playerTouchedTable[player:GetId()] = {touched = false, allowed = true}
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end
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-- needed so that people who switch team are removed from the cap room collection properly.
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function player_switchteam ( player, oldteam, newteam )
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if oldteam == attackers then
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base_zone_trigger:onendtouch( player )
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end
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return true
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end
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-- on player killed
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function player_killed ( 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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-- 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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else
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return
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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 killed self or teammate do nothing
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if (player:GetId() == player_attacker:GetId()) or (player:GetTeamId() == player_attacker:GetTeamId()) then
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return
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end
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-- If player is an attacker, then do stuff
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if player:GetTeamId() == attackers then
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-- Check if he's in the cap point
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for playerx in zone_collection.items do
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playerx = CastToPlayer(playerx)
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if playerx:GetId() == player:GetId() then
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player_attacker:AddFortPoints( FORT_POINTS_PER_DEFEND, "Defending the Point" )
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-- for safety, remove player from collection
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zone_collection:RemoveItem( player )
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-- also for safety, if no more players, reset the cap
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if zone_collection:Count() == 0 then
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update_zone_all( )
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zone_turnoff( phase )
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end
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return
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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_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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-- Get Damage Force
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local damage = damageinfo:GetDamage()
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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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else
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return
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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 killed self or teammate do nothing
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if (player:GetId() == player_attacker:GetId()) or (player:GetTeamId() == player_attacker:GetTeamId()) then
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return
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end
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-- If player is an attacker, then do stuff
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if player:GetTeamId() == attackers then
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-- Check if he's in the cap point
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for playerx in zone_collection.items do
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playerx = CastToPlayer(playerx)
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if playerx:GetId() == player:GetId() then
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if (damage > 100) then damage = 100 end
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player_attacker:AddFortPoints( damage, "Protecting the Point" )
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return
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end
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end
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end
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end
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-----------------------------------------------------------------------------
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-- on cap
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-----------------------------------------------------------------------------
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function zone_cap( cap_phase )
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zone_collection:RemoveAllItems()
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zone_turnoff( phase )
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zone_points = 0
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-- reset touches
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for playerx, recordx in pairs(playerTouchedTable) do
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if GetPlayerByID( playerx ) then
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local playert = GetPlayerByID( playerx )
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if ( playert:GetTeamId() == attackers ) then
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-- add to table and reset touched to 0
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playerTouchedTable[playert:GetId()] = {touched = false, allowed = true}
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end
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end
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end
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draw_hud = false
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if phase == NUMBER_OF_CAP_POINTS then
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onreset_outputs()
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-- it's the last round. end and stuff
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phase = 1
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-- run custom round reset stuff
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AddSchedule( "onroundreset_sched", DELAY_BEFORE_TEAMSWITCH, onroundreset )
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else
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oncap_outputs()
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phase = phase + 1
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AddSchedule( "aftercap_sched", DELAY_AFTER_CAP, oncap_outputs_nextphase )
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AddSchedule( "aftercap_sched2", DELAY_AFTER_CAP, oncap_nextphase )
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end
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update_zone_all( )
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end
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-----------------------------------------------------------------------------
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-- round functions
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-----------------------------------------------------------------------------
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-- Opens the gates and schedules the round's end.
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function round_start()
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-- Opens the gates and all that lovely stuff
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OpenDoor("frontgate")
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BroadCastMessage( "#FF_AD_GATESOPEN" )
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BroadCastSound( "otherteam.flagstolen" )
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SpeakAll( "AD_GATESOPEN" )
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openstartdoor()
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end
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-- Checks to see if it's the first or second round, then either swaps teams, or ends the game.
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function onroundreset()
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if attackers == Team.kBlue then
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attackers = Team.kRed
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defenders = Team.kBlue
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onswitch_bluetodef()
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else
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attackers = Team.kBlue
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defenders = Team.kRed
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onswitch_redtodef()
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end
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-- objective icon
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UpdateTeamObjectiveIcon( GetTeam(attackers), nil )
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UpdateTeamObjectiveIcon( GetTeam(defenders), nil )
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-- switch them team names
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SetTeamName( attackers, "Attackers" )
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SetTeamName( defenders, "Defenders" )
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-- reset them limits
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team = GetTeam(defenders)
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team:SetClassLimit(Player.kCivilian, -1)
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team:SetClassLimit(Player.kScout, -1)
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team:SetClassLimit(Player.kMedic, -1)
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team = GetTeam(attackers)
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team:SetClassLimit(Player.kCivilian, -1)
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team:SetClassLimit(Player.kScout, 0)
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team:SetClassLimit(Player.kMedic, 0)
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-- reset schedules
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AddSchedule( "round_start", INITIAL_ROUND_PERIOD, round_start)
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-- reset player touched table
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playerTouchedTable = {}
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-- remove all leftovers from the cap point collection
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zone_collection:RemoveAllItems()
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-- respawn the players
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RespawnAllPlayers()
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-- MORE scheduled message loveliness.
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if INITIAL_ROUND_PERIOD > 30 then AddSchedule( "dooropen30sec" , INITIAL_ROUND_PERIOD - 30 , schedulemessagetoall, "#ADZ_30SecWarning" ) end
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if INITIAL_ROUND_PERIOD > 10 then AddSchedule( "dooropen10sec" , INITIAL_ROUND_PERIOD - 10 , schedulemessagetoall, "#ADZ_10SecWarning" ) end
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-- sounds
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if INITIAL_ROUND_PERIOD > 10 then AddSchedule( "dooropen30secsound" , INITIAL_ROUND_PERIOD - 30 , schedulesound, "misc.bloop" ) end
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if INITIAL_ROUND_PERIOD > 10 then AddSchedule( "dooropen10secsound" , INITIAL_ROUND_PERIOD - 10 , schedulesound, "misc.bloop" ) end
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if INITIAL_ROUND_PERIOD > 5 then AddSchedule( "dooropen5seccount" , INITIAL_ROUND_PERIOD - 5 , schedulecountdown, 5 ) end
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if INITIAL_ROUND_PERIOD > 4 then AddSchedule( "dooropen4seccount" , INITIAL_ROUND_PERIOD - 4 , schedulecountdown, 4 ) end
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if INITIAL_ROUND_PERIOD > 3 then AddSchedule( "dooropen3seccount" , INITIAL_ROUND_PERIOD - 3 , schedulecountdown, 3 ) end
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if INITIAL_ROUND_PERIOD > 2 then AddSchedule( "dooropen2seccount" , INITIAL_ROUND_PERIOD - 2 , schedulecountdown, 2 ) end
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if INITIAL_ROUND_PERIOD > 1 then AddSchedule( "dooropen1seccount" , INITIAL_ROUND_PERIOD - 1 , schedulecountdown, 1 ) end
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DeleteSchedule( "defense_period_scoring_sched" )
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AddScheduleRepeating( "defense_period_scoring_sched", DEFENSE_PERIOD_TIME, defenders_scoring )
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draw_hud = true
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update_zone_all( )
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onswitch()
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end
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-----------------------------------------------------------------------------
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-- zone functions
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-----------------------------------------------------------------------------
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function zone_turnon( cp_num )
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zone_on_outputs()
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-- init scoring
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AddSchedule( "period_init", DELAY_BEFORE_PERIOD_POINTS, init_scoring, team )
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AddSchedule( "period_init_alarm", DELAY_BEFORE_PERIOD_POINTS - 1, init_scoring_alarm )
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end
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function zone_turnoff( cp_num )
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zone_off_outputs()
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-- stop scoring
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zone_scoring = false
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end
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function oncap_nextphase()
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draw_hud = true
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update_zone_all( )
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-- update objective icon
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local attackers_objective = GetEntityByName( "zone"..phase )
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UpdateTeamObjectiveIcon( GetTeam(attackers), attackers_objective )
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UpdateTeamObjectiveIcon( GetTeam(defenders), nil )
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end
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-----------------------------------------------------------------------------
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-- output functions
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-----------------------------------------------------------------------------
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function zone_on_outputs()
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return
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end
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function zone_off_outputs()
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return
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end
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function onswitch_bluetodef()
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return
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end
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function onswitch_redtodef()
|
|
return
|
|
end
|
|
function onswitch()
|
|
return
|
|
end
|
|
function openstartdoor()
|
|
return
|
|
end
|
|
function oncap_outputs()
|
|
return
|
|
end
|
|
function oncap_outputs_nextphase()
|
|
return
|
|
end
|
|
function onreset_outputs()
|
|
return
|
|
end
|
|
|
|
-----------------------------------------------------------------------------
|
|
-- hud
|
|
-----------------------------------------------------------------------------
|
|
|
|
function update_zone_all( )
|
|
|
|
RemoveHudItemFromAll( "Zone_Status" )
|
|
RemoveHudItemFromAll( "Zone_Status_BG" )
|
|
RemoveHudItemFromAll( "Zone_Status_Points" )
|
|
RemoveHudItemFromAll( "Zone_Team"..attackers )
|
|
RemoveHudItemFromAll( "Zone_Team"..defenders )
|
|
RemoveHudItemFromAll( "Zone_Team_Text"..attackers )
|
|
RemoveHudItemFromAll( "Zone_Team_Text"..defenders )
|
|
|
|
if draw_hud then
|
|
AddHudIconToAll( "hud_statusbar_256.vtf", "Zone_Status_BG", -64, 36, 128, 16, 3 )
|
|
AddHudTextToTeam( GetTeam(attackers), "Zone_Team_Text"..attackers, "Attacking Zone "..phase, 33, 56, 4, 0 )
|
|
AddHudTextToTeam( GetTeam(defenders), "Zone_Team_Text"..defenders, "Defending Zone "..phase, 33, 56, 4, 0 )
|
|
AddHudTextToAll( "Zone_Status_Points", zone_points.." / "..zone_max_points, 40, 56, 2, 0 )
|
|
|
|
AddHudIconToTeam( GetTeam(attackers), "hud_offense.vtf", "Zone_Team"..attackers, -92, 38, 24, 24, 3 )
|
|
AddHudIconToTeam( GetTeam(defenders), "hud_defense.vtf", "Zone_Team"..defenders, -92, 38, 24, 24, 3 )
|
|
|
|
local max_width = 124
|
|
if zone_points > 0 then
|
|
|
|
bar_width = zone_points / zone_max_points * max_width
|
|
|
|
if zone_collection:Count() > 0 then
|
|
AddHudIconToAll( "hud_statusbar_"..ZONE_COLOR.."_active.vtf", "Zone_Status", -62, 36, bar_width, 16, 3 )
|
|
else
|
|
AddHudIconToAll( "hud_statusbar_"..ZONE_COLOR..".vtf", "Zone_Status", -62, 36, bar_width, 16, 3 )
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
function update_zone_player( player )
|
|
RemoveHudItem( player, "Zone_Status" )
|
|
RemoveHudItem( player, "Zone_Status_BG" )
|
|
RemoveHudItem( player, "Zone_Status_Points" )
|
|
RemoveHudItem( player, "Zone_Team"..attackers )
|
|
RemoveHudItem( player, "Zone_Team"..defenders )
|
|
RemoveHudItem( player, "Zone_Team_Text"..attackers )
|
|
RemoveHudItem( player, "Zone_Team_Text"..defenders )
|
|
|
|
if draw_hud then
|
|
AddHudIcon( player, "hud_statusbar_256.vtf", "Zone_Status_BG", -64, 36, 128, 16, 3 )
|
|
AddHudText( player, "Zone_Status_Points", zone_points.." / "..zone_max_points, 40, 56, 2, 0 )
|
|
|
|
if player:GetTeamId() == attackers then
|
|
AddHudIcon( player, "hud_offense.vtf", "Zone_Team"..attackers, -92, 38, 24, 24, 3 )
|
|
AddHudText( player, "Zone_Team_Text"..attackers, "Attacking Zone "..phase, 33, 56, 4, 0 )
|
|
else
|
|
AddHudIcon( player, "hud_defense.vtf", "Zone_Team"..defenders, -92, 38, 24, 24, 3 )
|
|
AddHudText( player, "Zone_Team_Text"..defenders, "Defending Zone "..phase, 33, 56, 4, 0 )
|
|
end
|
|
|
|
local max_width = 124
|
|
if zone_points > 0 then
|
|
|
|
bar_width = zone_points / zone_max_points * max_width
|
|
|
|
if zone_collection:Count() > 0 then
|
|
AddHudIcon( player, "hud_statusbar_"..ZONE_COLOR.."_active.vtf", "Zone_Status", -62, 36, bar_width, 16, 3 )
|
|
else
|
|
AddHudIcon( player, "hud_statusbar_"..ZONE_COLOR..".vtf", "Zone_Status", -62, 36, bar_width, 16, 3 )
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
-----------------------------------------------------------------------------
|
|
-- base_zone_trigger
|
|
-----------------------------------------------------------------------------
|
|
|
|
-- capture room
|
|
base_zone_trigger = trigger_ff_script:new({ phase = 0, pointstocap = DEFAULT_POINTS_TO_CAP })
|
|
|
|
zone1 = base_zone_trigger:new({phase=1})
|
|
zone2 = base_zone_trigger:new({phase=2})
|
|
zone3 = base_zone_trigger:new({phase=3})
|
|
zone4 = base_zone_trigger:new({phase=4})
|
|
zone5 = base_zone_trigger:new({phase=5})
|
|
zone6 = base_zone_trigger:new({phase=6})
|
|
zone7 = base_zone_trigger:new({phase=7})
|
|
zone8 = base_zone_trigger:new({phase=8})
|
|
|
|
-- registers attackers as they enter the cap room
|
|
function base_zone_trigger:ontouch( trigger_entity )
|
|
if IsPlayer( trigger_entity ) then
|
|
|
|
local player = CastToPlayer( trigger_entity )
|
|
|
|
if phase ~= self.phase then return end
|
|
if player:GetTeamId() == defenders then return end
|
|
|
|
player:SetCloakable( false )
|
|
player:SetDisguisable( false )
|
|
|
|
update_zone_all( )
|
|
|
|
local playerid = player:GetId()
|
|
zone_collection:AddItem( player )
|
|
|
|
local team = GetTeam(attackers)
|
|
-- if it's the first touch, give points and stuff
|
|
if playerTouchedTable[playerid].touched == false then
|
|
team:AddScore( POINTS_PER_INITIAL_TOUCH )
|
|
player:AddFortPoints( FORT_POINTS_PER_INITIAL_TOUCH, "Initial Point Touch" )
|
|
|
|
zone_points = zone_points + POINTS_PER_INITIAL_TOUCH
|
|
update_zone_all( )
|
|
|
|
if zone_points >= self.pointstocap then
|
|
zone_cap( self.phase )
|
|
return
|
|
end
|
|
|
|
SmartTeamSound( GetTeam(defenders), "yourteam.flagreturn", "misc.doop" )
|
|
|
|
playerTouchedTable[playerid].touched = true
|
|
|
|
elseif zone_collection:Count() == 1 then
|
|
SmartTeamSound( GetTeam(defenders), "otherteam.drop", nil )
|
|
end
|
|
if zone_collection:Count() == 1 then
|
|
-- activate the cap point, bro
|
|
update_zone_all( )
|
|
zone_turnon( self.phase )
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
-- deregisters attackers as they enter the cap room. Checks to see if all attackers have left.
|
|
function base_zone_trigger:onendtouch( trigger_entity )
|
|
|
|
if IsPlayer( trigger_entity ) then
|
|
local player = CastToPlayer( trigger_entity )
|
|
|
|
if player:GetTeamId() == defenders then return end
|
|
|
|
player:SetCloakable( true )
|
|
player:SetDisguisable( true )
|
|
|
|
zone_collection:RemoveItem( player )
|
|
|
|
local team = GetTeam(defenders)
|
|
if zone_collection:Count() == 0 then
|
|
update_zone_all( )
|
|
zone_turnoff( self.phase )
|
|
end
|
|
end
|
|
end
|
|
|
|
-- empties the collection if no-one in in the room. Shouldn't really be nessecary.
|
|
function base_zone_trigger:oninactive()
|
|
-- Clear out the flags in the collection
|
|
DeleteSchedule( "period_scoring" )
|
|
DeleteSchedule( "period_init" )
|
|
DeleteSchedule( "period_init_alarm" )
|
|
zone_collection:RemoveAllItems()
|
|
update_zone_status( false )
|
|
zone_turnoff( self.phase )
|
|
end
|
|
|
|
-----------------------------------------------------------------------------
|
|
-- scoring
|
|
-----------------------------------------------------------------------------
|
|
|
|
-- Adds points based on time inside cap room and number of attackers inside cap room
|
|
function period_scoring( )
|
|
if zone_scoring then
|
|
local team = GetTeam( attackers )
|
|
team:AddScore( POINTS_PER_PERIOD )
|
|
zone_points = zone_points + POINTS_PER_PERIOD
|
|
update_zone_all( )
|
|
SmartTeamSound( GetTeam(defenders), "yourteam.flagreturn", "misc.doop" )
|
|
|
|
for player in zone_collection.items do
|
|
player = CastToPlayer(player)
|
|
|
|
if player ~= nil then
|
|
player:AddFortPoints( FORT_POINTS_PER_PERIOD, "Touching the Point" )
|
|
else
|
|
ConsoleToAll("LUA ERROR: player_addfortpoints: Unable to find player")
|
|
end
|
|
end
|
|
end
|
|
-- cap zone if the points say to
|
|
if zone_points >= zone_max_points then
|
|
zone_cap( phase )
|
|
end
|
|
end
|
|
|
|
-- Initializes the period_scoring (allows for a delay after initial touch)
|
|
function init_scoring( team )
|
|
if zone_collection:Count() > 0 then
|
|
zone_scoring = true
|
|
end
|
|
end
|
|
|
|
-- Initializes the period_scoring (allows for a delay after initial touch)
|
|
function init_scoring_alarm( )
|
|
if zone_collection:Count() > 0 then
|
|
SmartTeamSound( GetTeam(defenders), "otherteam.drop", nil )
|
|
end
|
|
end
|
|
|
|
-- Adds points based on time inside cap room and number of attackers inside cap room
|
|
function defenders_scoring( )
|
|
local team = GetTeam( defenders )
|
|
team:AddScore( POINTS_PER_DEFENSE_PERIOD )
|
|
end
|
|
|
|
-----------------------------------------------------------------------------
|
|
-- misc functions
|
|
-----------------------------------------------------------------------------
|
|
|
|
-- Sends a message to all after the determined time
|
|
function schedulechangemessage( player, message )
|
|
if (player:GetClass() == Player.kScout or player:GetClass() == Player.kMedic) and (player:GetTeamId() == defenders) then
|
|
BroadCastMessageToPlayer( player, message )
|
|
end
|
|
end
|
|
|
|
-- reset everything
|
|
function RespawnAllPlayers()
|
|
ApplyToAll({ AT.kRemovePacks, AT.kRemoveProjectiles, AT.kRespawnPlayers, AT.kRemoveBuildables, AT.kRemoveRagdolls, AT.kStopPrimedGrens, AT.kReloadClips, AT.kAllowRespawn, AT.kReturnDroppedItems })
|
|
end
|
|
|
|
-- force a scout/med to switch to soli if they haven't
|
|
function forcechange( player )
|
|
if (player:GetClass() == Player.kScout or player:GetClass() == Player.kMedic) and (player:GetTeamId() == defenders) then
|
|
ApplyToPlayer( player, { AT.kChangeClassSoldier, AT.kRespawnPlayers } )
|
|
end
|
|
end
|
|
|
|
-- Sends a message to all after the determined time
|
|
function schedulemessagetoall( message )
|
|
BroadCastMessage( message )
|
|
end
|
|
|
|
-- Plays a sound to all after the determined time
|
|
function schedulesound( sound )
|
|
BroadCastSound( sound )
|
|
end
|
|
|
|
|
|
function schedulecountdown( time )
|
|
BroadCastMessage( ""..time.."" )
|
|
SpeakAll( "AD_" .. time .. "SEC" )
|
|
end
|
|
|
|
-----------------------------------------------------------------------------
|
|
-- Entity definitions (flags/command points/backpacks etc.)
|
|
-----------------------------------------------------------------------------
|
|
|
|
-- respawns
|
|
base_attacker_spawn = info_ff_teamspawn:new({ phase = 0, validspawn = function(self,player)
|
|
return player:GetTeamId() == attackers and phase == self.phase
|
|
end })
|
|
base_defender_spawn = info_ff_teamspawn:new({ phase = 0, validspawn = function(self,player)
|
|
return player:GetTeamId() == defenders and phase == self.phase
|
|
end })
|
|
zone1_attacker = base_attacker_spawn:new({phase=1})
|
|
zone2_attacker = base_attacker_spawn:new({phase=2})
|
|
zone3_attacker = base_attacker_spawn:new({phase=3})
|
|
zone4_attacker = base_attacker_spawn:new({phase=4})
|
|
zone5_attacker = base_attacker_spawn:new({phase=5})
|
|
zone6_attacker = base_attacker_spawn:new({phase=6})
|
|
zone7_attacker = base_attacker_spawn:new({phase=7})
|
|
zone8_attacker = base_attacker_spawn:new({phase=8})
|
|
zone1_defender = base_defender_spawn:new({phase=1})
|
|
zone2_defender = base_defender_spawn:new({phase=2})
|
|
zone3_defender = base_defender_spawn:new({phase=3})
|
|
zone4_defender = base_defender_spawn:new({phase=4})
|
|
zone5_defender = base_defender_spawn:new({phase=5})
|
|
zone6_defender = base_defender_spawn:new({phase=6})
|
|
zone7_defender = base_defender_spawn:new({phase=7})
|
|
zone8_defender = base_defender_spawn:new({phase=8})
|
|
|
|
-- generic respawns
|
|
attacker_spawn = info_ff_teamspawn:new({ validspawn = function(self,player)
|
|
return player:GetTeamId() == attackers
|
|
end })
|
|
defender_spawn = info_ff_teamspawn:new({ validspawn = function(self,player)
|
|
return player:GetTeamId() == defenders
|
|
end })
|
|
|
|
-----------------------------------------------------------------------------
|
|
-- Generic Backpack
|
|
-----------------------------------------------------------------------------
|
|
genericbackpack = info_ff_script:new({
|
|
health = 0,
|
|
armor = 0,
|
|
grenades = 0,
|
|
shells = 0,
|
|
nails = 0,
|
|
rockets = 0,
|
|
cells = 0,
|
|
detpacks = 0,
|
|
mancannons = 0,
|
|
gren1 = 0,
|
|
gren2 = 0,
|
|
respawntime = 5,
|
|
model = "models/items/healthkit.mdl",
|
|
materializesound = "Item.Materialize",
|
|
touchsound = "HealthKit.Touch",
|
|
notallowedmsg = "#FF_NOTALLOWEDPACK",
|
|
touchflags = {AllowFlags.kOnlyPlayers,AllowFlags.kBlue, AllowFlags.kRed, AllowFlags.kYellow, AllowFlags.kGreen}
|
|
})
|
|
|
|
function genericbackpack:dropatspawn() return false end
|
|
|
|
function genericbackpack:precache( )
|
|
-- precache sounds
|
|
PrecacheSound(self.materializesound)
|
|
PrecacheSound(self.touchsound)
|
|
|
|
-- precache models
|
|
PrecacheModel(self.model)
|
|
end
|
|
|
|
function genericbackpack:touch( touch_entity )
|
|
if IsPlayer( touch_entity ) then
|
|
local player = CastToPlayer( touch_entity )
|
|
|
|
local dispensed = 0
|
|
|
|
-- give player some health and armor
|
|
if self.health ~= nil and self.health ~= 0 then dispensed = dispensed + player:AddHealth( self.health ) end
|
|
if self.armor ~= nil and self.armor ~= 0 then dispensed = dispensed + player:AddArmor( self.armor ) end
|
|
|
|
-- give player ammo
|
|
if self.nails ~= nil and self.nails ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kNails, self.nails) end
|
|
if self.shells ~= nil and self.shells ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kShells, self.shells) end
|
|
if self.rockets ~= nil and self.rockets ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kRockets, self.rockets) end
|
|
if self.cells ~= nil and self.cells ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kCells, self.cells) end
|
|
if self.detpacks ~= nil and self.detpacks ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kDetpack, self.detpacks) end
|
|
if self.mancannons ~= nil and self.mancannons ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kManCannon, self.mancannons) end
|
|
if self.gren1 ~= nil and self.gren1 ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kGren1, self.gren1) end
|
|
if self.gren2 ~= nil and self.gren2 ~= 0 then dispensed = dispensed + player:AddAmmo(Ammo.kGren2, self.gren2) end
|
|
|
|
-- if the player took ammo, then have the backpack respawn with a delay
|
|
if dispensed >= 1 then
|
|
local backpack = CastToInfoScript(entity);
|
|
if backpack then
|
|
backpack:EmitSound(self.touchsound);
|
|
backpack:Respawn(self.respawntime);
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function genericbackpack:materialize( )
|
|
entity:EmitSound(self.materializesound)
|
|
end
|
|
|
|
-- from http://www.lua.org/pil/14.1.html
|
|
function getfield (f)
|
|
local v = _G -- start with the table of globals
|
|
for w in string.gfind(f, "[%w_]+") do
|
|
v = v[w]
|
|
end
|
|
return v
|
|
end
|
|
function setfield (f, v)
|
|
local t = _G -- start with the table of globals
|
|
for w, d in string.gfind(f, "([%w_]+)(.?)") do
|
|
if d == "." then -- not last field?
|
|
t[w] = t[w] or {} -- create table if absent
|
|
t = t[w] -- get the table
|
|
else -- last field
|
|
t[w] = v -- do the assignment
|
|
end
|
|
end
|
|
end
|