TM2020-Gamemodes/TM_WaitYourMate.Script.txt

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// #RequireContext CSmMode
#Extends "Modes/TrackMania/TM_TimeAttack_Online.Script.txt"
#Const C_MLID_WaitingMessage "WaitYourMate_WaitingMessage"
#Setting S_ForceRespawnWhenAhead False as ""
#Setting S_TeamsConfig "" as "json of the Team attribution" // {"56f8dd9f-8581-444e-a2ad-1e8e89eed1a4":1,"752c4db6-26f9-44a3-9c80-08264d1665dc":1}
***Match_Yield***
***
foreach (Event in PendingEvents) {
if (Event.Type == CSmModeEvent::EType::OnPlayerAdded) {
if (S_TeamsConfig == "") continue;
if (Event.Player == Null || Event.Player.User == Null || Event.Player.Score == Null) continue;
declare Integer[Text] TeamsConfig;
TeamsConfig.fromjson(S_TeamsConfig);
declare Integer ClanId = TeamsConfig.get(Event.Player.User.WebServicesUserId, 0);
Event.Player.Score.LadderClan = ClanId;
if (Event.Player.SpawnStatus == CSmPlayer::ESpawnStatus::NotSpawned) SetPlayerClan(Event.Player, ClanId);
log("Attributing Player "^ Event.Player.User.Name ^"to the clan " ^ ClanId);
}
}
***
***Match_AfterLoadHud***
***
UIModules::UnloadModules(["UIModule_Race_TimeGap"]);
LoadManialinks();
***
***Match_StartMatch***
***
Clans::SetClansNb(30);
***
***Match_InitMap***
***
foreach (Player in AllPlayers) {
declare netwrite Boolean Net_WaitYourMate_IsWaiting for Player = False;
Net_WaitYourMate_IsWaiting = False;
Player.TrustClientSimu = S_TrustClientSimu;
}
declare Text[] Map_LoginsToRespawn;
declare Text Map_TeamsConfig;
***
***Match_StartMap***
***
Map_TeamsConfig = S_TeamsConfig;
if (S_TeamsConfig != "") {
declare Integer[Text] TeamsConfig ;
TeamsConfig.fromjson(S_TeamsConfig);
foreach (Player in AllPlayers) {
if (Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned) continue;
declare Integer ClanId = TeamsConfig.get(Player.User.WebServicesUserId, 0);
Player.Score.LadderClan = ClanId;
SetPlayerClan(Player, ClanId);
log("Attributing Player "^ Player.User.Name ^"to the clan " ^ ClanId);
declare CUIConfig UI <=> UIManager.GetUI(Player);
if (UI == Null) continue;
UI.SendChat("$ff3You play for the team $fff"^ ClanId);
}
}
Race::SetRespawnBehaviour(Race::C_RespawnBehaviour_NeverGiveUp);
***
***Match_PlayLoop***
***
foreach (Event in Race::GetPendingEvents()) {
if (Event.Player == Null) continue;
switch (Event.Type) {
case Events::C_Type_Waypoint: {
if (Event.IsEndRace) continue;
UpdateClanStates(Event.Player.Score.LadderClan);
if (S_ForceRespawnWhenAhead) {
Map_LoginsToRespawn.add(Event.Player.User.Login);
}
}
case Events::C_Type_StartLine: {
if (S_TeamsConfig != "") {
declare Integer[Text] TeamsConfig ;
TeamsConfig.fromjson(S_TeamsConfig);
declare Integer ClanId = TeamsConfig.get(Event.Player.User.WebServicesUserId, 0);
Event.Player.Score.LadderClan = ClanId;
if (Event.Player.Score.LadderClan != Event.Player.CurrentClan) {
log("Player spawned on the wrong team, but should not cause any issue");
}
}
UpdateClanStates(Event.Player.Score.LadderClan);
}
case Events::C_Type_GiveUp: {
UpdateClanStates(Event.Player.Score.LadderClan);
}
case Events::C_Type_Respawn: {
UpdateClanStates(Event.Player.Score.LadderClan);
Map_LoginsToRespawn.remove(Event.Player.User.Login);
}
}
}
foreach (LoginToRespawn in Map_LoginsToRespawn) {
declare CSmPlayer Player <=> GetPlayer(LoginToRespawn) ;
if (Player == Null) {
Map_LoginsToRespawn.remove(LoginToRespawn);
} else {
RespawnPlayer(Player);
}
}
if (Map_TeamsConfig != S_TeamsConfig) {
Map_TeamsConfig = S_TeamsConfig;
if (S_TeamsConfig != "") {
declare Integer[Text] TeamsConfig ;
TeamsConfig.fromjson(S_TeamsConfig);
foreach (Player in AllPlayers) {
declare Integer ClanId = TeamsConfig.get(Player.User.WebServicesUserId, 0);
Player.Score.LadderClan = ClanId;
if (Player.SpawnStatus == CSmPlayer::ESpawnStatus::NotSpawned) {
log("Attributing Player "^ Player.User.Name ^" to the clan " ^ ClanId);
SetPlayerClan(Player, ClanId);
} else {
log("Can't apply Player "^ Player.User.Name ^" to the clan " ^ ClanId ^ " because they is playing");
}
UpdateClanStates(Player.Score.LadderClan);
declare CUIConfig UI <=> UIManager.GetUI(Player);
if (UI == Null) continue;
UI.SendChat("$ff3You play for the team $fff"^ ClanId);
}
}
}
***
Void ApplyModeToPlayer(CSmPlayer _Player, Boolean _Lock) {
if (_Player == Null) return;
if (_Player.SpawnStatus == CSmPlayer::ESpawnStatus::NotSpawned) return;
if (_Lock) {
_Player.TrustClientSimu = False;
} else {
_Player.TrustClientSimu = S_TrustClientSimu;
}
SetPlayerVehicle_ControlledByMode(_Player, _Lock);
declare netwrite Boolean Net_WaitYourMate_IsWaiting for _Player = False;
Net_WaitYourMate_IsWaiting = _Lock;
}
Void LockPlayer(CSmPlayer _Player) {
ApplyModeToPlayer(_Player, True);
}
Void UnlockPlayer(CSmPlayer _Player) {
ApplyModeToPlayer(_Player, False);
}
Void UpdateClanStates(Integer _ClanId) {
log("UpdateClanStates _ClanId: " ^ _ClanId);
declare CSmPlayer[][Integer] TeammatesPerCheckpoint;
foreach (Player in Players) {
if (Player.Score == Null) continue;
if (Player.Score.BestRaceTimes.count > 0) continue;
if (Player.Score.LadderClan != _ClanId) continue;
if (!TeammatesPerCheckpoint.existskey(Player.RaceWaypointTimes.count)) TeammatesPerCheckpoint[Player.RaceWaypointTimes.count] = [];
TeammatesPerCheckpoint[Player.RaceWaypointTimes.count].add(Player);
}
if (TeammatesPerCheckpoint.count == 1) {
foreach (TeamMates in TeammatesPerCheckpoint) {
foreach (Player in TeamMates) {
UnlockPlayer(Player);
}
}
} else {
TeammatesPerCheckpoint = TeammatesPerCheckpoint.sortkey();
declare Integer MinCheckpointNumber = -1;
foreach (Checkpoint => TeamMates in TeammatesPerCheckpoint) {
if (MinCheckpointNumber == -1) MinCheckpointNumber = Checkpoint;
foreach (Player in TeamMates) {
ApplyModeToPlayer(Player, (Checkpoint != MinCheckpointNumber));
}
}
}
}
Void LoadManialinks() {
declare Text MLText = """
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<manialink version="3" name="{{{C_MLID_WaitingMessage}}}">
<label id="label-waiting" pos="0 35" halign="center" valign="center" textfont="GameFontBlack" textsize="10" textprefix="$s" text="Waiting for your mate" hidden="1"/>
<script><!--
#Include "TimeLib" as TiL
#Include "MathLib" as ML
main() {
declare CMlLabel Label_Waiting <=> (Page.GetFirstChild("label-waiting") as CMlLabel);
wait (InputPlayer != Null);
while (True) {
yield;
if (!PageIsVisible) continue;
if (GUIPlayer == Null) {
Label_Waiting.Visible = False;
} else {
declare netread Boolean Net_WaitYourMate_IsWaiting for GUIPlayer = False;
Label_Waiting.Visible = Net_WaitYourMate_IsWaiting;
}
}
}
--></script>
</manialink>
""";
Layers::Create(C_MLID_WaitingMessage, MLText);
Layers::SetType(C_MLID_WaitingMessage, CUILayer::EUILayerType::Normal);
Layers::Attach(C_MLID_WaitingMessage);
}