Change how effects are applied to players
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parent
c05123e83e
commit
dca873cb18
@ -1,7 +1,7 @@
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#Extends "Modes/TrackMania/TM_TimeAttack_Online.Script.txt"
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#Extends "Modes/TrackMania/TM_TimeAttack_Online.Script.txt"
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#Setting S_AdminPlayers "" as "Comma separated admin to manage all players physics"
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#Setting S_AdminPlayers "" as "Comma separated admin to manage all players physics"
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#Setting S_LinksSpectatorsToPlayers "" as "Comma separated Spectator login linked to a Player login with a colon" // Exemple : "Spectator1Login:Player1Login,Spectator1Login:Player2Login,Spectator2Login:any". To prevent all spectators to control all players, just add a random key:value like "lock:lock"
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#Setting S_LinksSpectatorsToPlayers "" as "Comma separated Spectator login linked to a Player login with a colon" // Exemple : "Spectator1Login:Player1Login] =Spectator1Login:Player2Login] =Spectator2Login:any". To prevent all spectators to control all players] = just add a random key:value like "lock:lock"
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#Setting S_ForcePlayersToBeControledBySpectators False as "Force Players to be controlled by Spectators"
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#Setting S_ForcePlayersToBeControledBySpectators False as "Force Players to be controlled by Spectators"
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#Setting S_AllowPlayersToBeControledBySpectators True as "Allow Players to be controlled by Spectators"
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#Setting S_AllowPlayersToBeControledBySpectators True as "Allow Players to be controlled by Spectators"
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@ -23,9 +23,10 @@
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Boolean SlowMotion;
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Boolean SlowMotion;
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}
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}
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#Struct K_RespawnStatus {
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#Struct K_NewPhysicsEffect {
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Boolean ResetBeforeAppling;
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Integer Time;
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Integer RespawnTime;
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Text Effect;
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Text Value;
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}
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}
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***Match_StartServer***
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***Match_StartServer***
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@ -60,13 +61,18 @@ declare K_PlayerPhysics AllPlayersPhysics = InitPlayerPhysicsVariable();
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declare Text Last_AdminPlayers;
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declare Text Last_AdminPlayers;
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declare Text Last_LinksSpectatorsToPlayers;
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declare Text Last_LinksSpectatorsToPlayers;
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declare Text[][Text] Array_LinksSpectatorsToPlayers ;
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declare Text[][Text] Array_LinksSpectatorsToPlayers ;
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declare K_RespawnStatus[Text] ApplyPhysicsAtRespawn_Queue;
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declare K_NewPhysicsEffect[][Text] ApplyPhysics_Queue;
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declare netwrite Text Net_ScriptEnvironment for Teams[0] = S_ScriptEnvironment;
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declare netwrite Text Net_ScriptEnvironment for Teams[0] = S_ScriptEnvironment;
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declare netwrite Boolean Net_ServerForcePlayersToBeControledBySpectators for Teams[0] = S_ForcePlayersToBeControledBySpectators;
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declare netwrite Boolean Net_ServerForcePlayersToBeControledBySpectators for Teams[0] = S_ForcePlayersToBeControledBySpectators;
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declare netwrite Boolean Net_ServerAllowPlayersToBeControledBySpectators for Teams[0] = S_AllowPlayersToBeControledBySpectators;
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declare netwrite Boolean Net_ServerAllowPlayersToBeControledBySpectators for Teams[0] = S_AllowPlayersToBeControledBySpectators;
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***
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***
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***Match_InitPlayLoop***
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***
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ApplyPhysics_Queue = [];
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***
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***Match_PlayLoop***
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***Match_PlayLoop***
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***
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***
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@ -103,14 +109,24 @@ foreach (Event in UIManager.PendingEvents) { // TODO: Add Secure token to admins
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if (Target == "all") {
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if (Target == "all") {
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AllPlayersPhysics = GetUpdatedPlayerPhysicsVariable(EventName, Value, AllPlayersPhysics);
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AllPlayersPhysics = GetUpdatedPlayerPhysicsVariable(EventName, Value, AllPlayersPhysics);
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foreach (Player in AllPlayers) {
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foreach (Player in AllPlayers) {
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SetPhysicsChange(EventName, Value, Player);
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if (!ApplyPhysics_Queue.existskey(Player.User.WebServicesUserId)) ApplyPhysics_Queue[Player.User.WebServicesUserId] = [];
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ApplyPhysics_Queue[Player.User.WebServicesUserId].add(K_NewPhysicsEffect {
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Time = Now,
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Effect = EventName,
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Value = Value
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});
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declare netwrite K_PlayerPhysics Net_PlayerPhysics for Player = InitPlayerPhysicsVariable();
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declare netwrite K_PlayerPhysics Net_PlayerPhysics for Player = InitPlayerPhysicsVariable();
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Net_PlayerPhysics = AllPlayersPhysics;
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Net_PlayerPhysics = AllPlayersPhysics;
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}
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}
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} else {
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} else {
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declare CSmPlayer Player = GetPlayer(Target);
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declare CSmPlayer Player = GetPlayer(Target);
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if (Player != Null && (Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning)) {
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if (Player != Null && (Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning)) {
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SetPhysicsChange(EventName, Value, Player);
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if (!ApplyPhysics_Queue.existskey(Player.User.WebServicesUserId)) ApplyPhysics_Queue[Player.User.WebServicesUserId] = [];
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ApplyPhysics_Queue[Player.User.WebServicesUserId].add(K_NewPhysicsEffect {
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Time = Now,
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Effect = EventName,
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Value = Value
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});
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declare netwrite K_PlayerPhysics Net_PlayerPhysics for Player = InitPlayerPhysicsVariable();
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declare netwrite K_PlayerPhysics Net_PlayerPhysics for Player = InitPlayerPhysicsVariable();
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Net_PlayerPhysics = GetUpdatedPlayerPhysicsVariable(EventName, Value, Net_PlayerPhysics);
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Net_PlayerPhysics = GetUpdatedPlayerPhysicsVariable(EventName, Value, Net_PlayerPhysics);
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}
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}
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@ -131,7 +147,11 @@ foreach (Event in UIManager.PendingEvents) { // TODO: Add Secure token to admins
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AllPlayersPhysics = InitPlayerPhysicsVariable();
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AllPlayersPhysics = InitPlayerPhysicsVariable();
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if (Locked) {
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if (Locked) {
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foreach (Player in AllPlayers) {
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foreach (Player in AllPlayers) {
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SetPhysicsChange("Reset", "", Player);
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if (!ApplyPhysics_Queue.existskey(Player.User.WebServicesUserId)) ApplyPhysics_Queue[Player.User.WebServicesUserId] = [];
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ApplyPhysics_Queue[Player.User.WebServicesUserId].add(K_NewPhysicsEffect {
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Time = Now,
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Effect = "Reset"
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});
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declare netwrite K_PlayerPhysics Net_PlayerPhysics for Player = InitPlayerPhysicsVariable();
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declare netwrite K_PlayerPhysics Net_PlayerPhysics for Player = InitPlayerPhysicsVariable();
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Net_PlayerPhysics = AllPlayersPhysics;
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Net_PlayerPhysics = AllPlayersPhysics;
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}
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}
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@ -139,7 +159,8 @@ foreach (Event in UIManager.PendingEvents) { // TODO: Add Secure token to admins
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}
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}
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}
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}
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---PhysicsController_ApplyPhysicsAtRespawn---
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---PhysicsController_ApplyPhysics---
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---PhysicsController_PhysicsAtRespawn---
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if (Last_AdminPlayers != S_AdminPlayers) {
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if (Last_AdminPlayers != S_AdminPlayers) {
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Last_AdminPlayers = S_AdminPlayers;
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Last_AdminPlayers = S_AdminPlayers;
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@ -202,48 +223,38 @@ if (Net_ServerAllowPlayersToBeControledBySpectators != S_AllowPlayersToBeControl
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}
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}
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***
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***
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***PhysicsController_ApplyPhysicsAtRespawn***
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***PhysicsController_ApplyPhysics***
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***
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foreach (AccountId => ArrayNewPlayerPhysics in ApplyPhysics_Queue) {
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declare CSmPlayer Player = ModeUtils::GetPlayerFromAccountId(AccountId);
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foreach (Key => NewPlayerPhysics in ArrayNewPlayerPhysics) {
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if (Player != Null && (Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning)) {
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if (SetPlayerPhysics(NewPlayerPhysics.Effect,NewPlayerPhysics.Value,Player)) {
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ApplyPhysics_Queue[AccountId].removekey(Key);
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if (ApplyPhysics_Queue[AccountId].count == 0) ApplyPhysics_Queue.removekey(AccountId);
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}
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} else if (NewPlayerPhysics.Time + 10000 < Now) { // Clear old entry
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ApplyPhysics_Queue[AccountId].removekey(Key);
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if (ApplyPhysics_Queue[AccountId].count == 0) ApplyPhysics_Queue.removekey(AccountId);
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}
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}
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}
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***
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***PhysicsController_PhysicsAtRespawn***
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***
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***
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foreach (Event in RacePendingEvents) {
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foreach (Event in RacePendingEvents) {
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Log::Log("[RacePendingEvents] Event.Type: " ^ Event.Type);
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Log::Log("[RacePendingEvents] Event.Type: " ^ Event.Type);
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if (Event.Type == Events::C_Type_StartLine || Event.Type == Events::C_Type_GiveUp || Event.Type == Events::C_Type_SkipOutro) {
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if (Event.Type == Events::C_Type_StartLine || Event.Type == Events::C_Type_GiveUp || Event.Type == Events::C_Type_SkipOutro || Event.Type == Events::C_Type_Respawn) {
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ApplyPhysicsAtRespawn_Queue[Event.Player.User.WebServicesUserId] = K_RespawnStatus {
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declare K_NewPhysicsEffect[] NewPhysics = DiffPhysics(Event.Player, (Event.Type == Events::C_Type_Respawn));
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ResetBeforeAppling = False,
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if (NewPhysics.count > 0) {
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RespawnTime = Now
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if (!ApplyPhysics_Queue.existskey(Event.Player.User.WebServicesUserId)) ApplyPhysics_Queue[Event.Player.User.WebServicesUserId] = [];
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} ;
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ApplyPhysics_Queue[Event.Player.User.WebServicesUserId] = NewPhysics;
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} else if (Event.Type == Events::C_Type_Respawn) {
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ApplyPhysicsAtRespawn_Queue[Event.Player.User.WebServicesUserId] = K_RespawnStatus {
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ResetBeforeAppling = True,
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RespawnTime = Now
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} ;
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}
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}
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if (Now % 100 == 0 && ApplyPhysicsAtRespawn_Queue.count > 0) {
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foreach (AccountId => RespawnStatus in ApplyPhysicsAtRespawn_Queue) {
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declare CSmPlayer Player = ModeUtils::GetPlayerFromAccountId(AccountId);
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if (Player != Null && (Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning)) {
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Log::Log("[ApplyPhysicsAtRespawn] Player: " ^ Player.User.Name);
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if (RespawnStatus.ResetBeforeAppling) SetPhysicsChange("Reset", "", Player);
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ApplyPhysicsAtRespawn(Player);
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ApplyPhysicsAtRespawn_Queue.removekey(AccountId);
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} else if (RespawnStatus.RespawnTime > Now || RespawnStatus.RespawnTime + 10000 < Now ) { // Clear ApplyPhysicsAtRespawn_Queue array if player is DC
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Log::Log("[ApplyPhysicsAtRespawn] Clear from array after 10s: " ^ AccountId);
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if (Player != Null) {
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declare netwrite K_PlayerPhysics Net_PlayerPhysics for Player = InitPlayerPhysicsVariable();
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Net_PlayerPhysics = InitPlayerPhysicsVariable();
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}
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ApplyPhysicsAtRespawn_Queue.removekey(AccountId);
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}
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}
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}
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}
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}
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}
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***
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***
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***PhysicsController_Yield***
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***
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MB_Yield();
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***
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K_PlayerPhysics InitPlayerPhysicsVariable() {
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K_PlayerPhysics InitPlayerPhysicsVariable() {
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return K_PlayerPhysics {
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return K_PlayerPhysics {
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AccelCoef = 1.,
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AccelCoef = 1.,
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@ -255,13 +266,10 @@ K_PlayerPhysics InitPlayerPhysicsVariable() {
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}
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}
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Boolean SetPhysicsChange(Text _EventName, Text _EventValue, CSmPlayer _Player) {
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Boolean SetPlayerPhysics(Text _EventName, Text _EventValue, CSmPlayer _Player) {
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Log::Log("[SetPhysicsChange] _EventName: " ^ _EventName ^" / _EventValue: "^ _EventValue ^ " / _Player: " ^ _Player.User.Name);
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Log::Log("[SetPhysicsChange] _EventName: " ^ _EventName ^" / _EventValue: "^ _EventValue ^ " / _Player: " ^ _Player.User.Name);
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---PhysicsController_SetPhysicsChange---
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---PhysicsController_SetPhysicsChange---
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if (_Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || _Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning) {
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if (_Player != Null && !SetPlayer_DelayedIsFull(_Player) && _Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || _Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning) {
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while (SetPlayer_DelayedIsFull(_Player)) {
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---PhysicsController_Yield---
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}
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switch (_EventName) {
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switch (_EventName) {
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case "AccelCoef": SetPlayer_Delayed_AccelCoef(_Player, TL::ToReal(_EventValue));
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case "AccelCoef": SetPlayer_Delayed_AccelCoef(_Player, TL::ToReal(_EventValue));
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case "AdherenceCoef": SetPlayer_Delayed_AdherenceCoef(_Player, TL::ToReal(_EventValue));
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case "AdherenceCoef": SetPlayer_Delayed_AdherenceCoef(_Player, TL::ToReal(_EventValue));
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@ -336,25 +344,31 @@ K_PlayerPhysics GetUpdatedPlayerPhysicsVariable(Text _EventName, Text _EventValu
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return NewPlayerPhysics;
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return NewPlayerPhysics;
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}
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}
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Void ApplyPhysicsAtRespawn(CSmPlayer _Player) {
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K_NewPhysicsEffect[] DiffPhysics(CSmPlayer _Player, Boolean _Reset) {
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declare K_PlayerPhysics DefaultPlayerPhysics = InitPlayerPhysicsVariable();
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declare K_PlayerPhysics DefaultPlayerPhysics = InitPlayerPhysicsVariable();
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declare netwrite K_PlayerPhysics Net_PlayerPhysics for _Player = InitPlayerPhysicsVariable();
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declare netwrite K_PlayerPhysics Net_PlayerPhysics for _Player = InitPlayerPhysicsVariable();
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if (DefaultPlayerPhysics.AccelCoef != Net_PlayerPhysics.AccelCoef) SetPhysicsChange("AccelCoef", TL::ToText(Net_PlayerPhysics.AccelCoef), _Player);
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declare K_NewPhysicsEffect[] output;
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if (DefaultPlayerPhysics.AdherenceCoef != Net_PlayerPhysics.AdherenceCoef) SetPhysicsChange("AdherenceCoef", TL::ToText(Net_PlayerPhysics.AdherenceCoef), _Player);
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if (DefaultPlayerPhysics.Boost2Down != Net_PlayerPhysics.Boost2Down) SetPhysicsChange("Boost2Down", "1", _Player);
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if (_Reset) output.add(K_NewPhysicsEffect { Time = Now, Effect = "Reset" });
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if (DefaultPlayerPhysics.Boost2Up != Net_PlayerPhysics.Boost2Up) SetPhysicsChange("Boost2Up", "1", _Player);
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if (DefaultPlayerPhysics.BoostDown != Net_PlayerPhysics.BoostDown) SetPhysicsChange("BoostDown", "1", _Player);
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if (DefaultPlayerPhysics.AccelCoef != Net_PlayerPhysics.AccelCoef) output.add(K_NewPhysicsEffect { Time = Now, Effect = "AccelCoef", Value = TL::ToText(Net_PlayerPhysics.AccelCoef)});
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if (DefaultPlayerPhysics.BoostUp != Net_PlayerPhysics.BoostUp) SetPhysicsChange("BoostUp", "1", _Player);
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if (DefaultPlayerPhysics.AdherenceCoef != Net_PlayerPhysics.AdherenceCoef) output.add(K_NewPhysicsEffect { Time = Now, Effect = "AdherenceCoef", Value = TL::ToText(Net_PlayerPhysics.AdherenceCoef)});
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if (DefaultPlayerPhysics.ControlCoef != Net_PlayerPhysics.ControlCoef) SetPhysicsChange("ControlCoef", TL::ToText(Net_PlayerPhysics.ControlCoef), _Player);
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if (DefaultPlayerPhysics.Boost2Down != Net_PlayerPhysics.Boost2Down) output.add(K_NewPhysicsEffect { Time = Now, Effect = "Boost2Down", Value = "1"});
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if (DefaultPlayerPhysics.Cruise != Net_PlayerPhysics.Cruise) SetPhysicsChange("Cruise", TL::ToText(Net_PlayerPhysics.Cruise), _Player);
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if (DefaultPlayerPhysics.Boost2Up != Net_PlayerPhysics.Boost2Up) output.add(K_NewPhysicsEffect { Time = Now, Effect = "Boost2Up", Value = "1"});
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if (DefaultPlayerPhysics.ForceEngine != Net_PlayerPhysics.ForceEngine) SetPhysicsChange("ForceEngine", "1", _Player);
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if (DefaultPlayerPhysics.BoostDown != Net_PlayerPhysics.BoostDown) output.add(K_NewPhysicsEffect { Time = Now, Effect = "BoostDown", Value = "1"});
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if (DefaultPlayerPhysics.Fragile != Net_PlayerPhysics.Fragile) SetPhysicsChange("Fragile", "1", _Player);
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if (DefaultPlayerPhysics.BoostUp != Net_PlayerPhysics.BoostUp) output.add(K_NewPhysicsEffect { Time = Now, Effect = "BoostUp", Value = "1"});
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if (DefaultPlayerPhysics.GravityCoef != Net_PlayerPhysics.GravityCoef) SetPhysicsChange("GravityCoef", TL::ToText(Net_PlayerPhysics.GravityCoef), _Player);
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if (DefaultPlayerPhysics.ControlCoef != Net_PlayerPhysics.ControlCoef) output.add(K_NewPhysicsEffect { Time = Now, Effect = "ControlCoef", Value = TL::ToText(Net_PlayerPhysics.ControlCoef)});
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if (DefaultPlayerPhysics.NoBrakes != Net_PlayerPhysics.NoBrakes) SetPhysicsChange("NoBrakes", "1", _Player);
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if (DefaultPlayerPhysics.Cruise != Net_PlayerPhysics.Cruise) output.add(K_NewPhysicsEffect { Time = Now, Effect = "Cruise", Value = TL::ToText(Net_PlayerPhysics.Cruise)});
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if (DefaultPlayerPhysics.NoEngine != Net_PlayerPhysics.NoEngine) SetPhysicsChange("NoEngine", "1", _Player);
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if (DefaultPlayerPhysics.ForceEngine != Net_PlayerPhysics.ForceEngine) output.add(K_NewPhysicsEffect { Time = Now, Effect = "ForceEngine", Value = "1"});
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if (DefaultPlayerPhysics.NoSteer != Net_PlayerPhysics.NoSteer) SetPhysicsChange("NoSteer", "1", _Player);
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if (DefaultPlayerPhysics.Fragile != Net_PlayerPhysics.Fragile) output.add(K_NewPhysicsEffect { Time = Now, Effect = "Fragile", Value = "1"});
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if (DefaultPlayerPhysics.SlowMotion != Net_PlayerPhysics.SlowMotion) SetPhysicsChange("SlowMotion", "1", _Player);
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if (DefaultPlayerPhysics.GravityCoef != Net_PlayerPhysics.GravityCoef) output.add(K_NewPhysicsEffect { Time = Now, Effect = "GravityCoef", Value = TL::ToText(Net_PlayerPhysics.GravityCoef)});
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if (DefaultPlayerPhysics.NoBrakes != Net_PlayerPhysics.NoBrakes) output.add(K_NewPhysicsEffect { Time = Now, Effect = "NoBrakes", Value = "1"});
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if (DefaultPlayerPhysics.NoEngine != Net_PlayerPhysics.NoEngine) output.add(K_NewPhysicsEffect { Time = Now, Effect = "NoEngine", Value = "1"});
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if (DefaultPlayerPhysics.NoSteer != Net_PlayerPhysics.NoSteer) output.add(K_NewPhysicsEffect { Time = Now, Effect = "NoSteer", Value = "1"});
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if (DefaultPlayerPhysics.SlowMotion != Net_PlayerPhysics.SlowMotion) output.add(K_NewPhysicsEffect { Time = Now, Effect = "SlowMotion", Value = "1"});
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return output;
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}
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}
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Void SetML() {
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Void SetML() {
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