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Continue teams
This commit is contained in:
parent
28a668c2c8
commit
fa6a79b309
2
bam.lua
2
bam.lua
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@ -16,7 +16,7 @@ config:Finalize("config.lua")
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-- data compiler
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function Script(name)
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if family == "windows" then
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return str_replace(name, "/", "\\")
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str_replace(name, "/", "\\")
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end
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return "python " .. name
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end
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@ -675,6 +675,7 @@ void CCharacter::Tick()
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}
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if(((TileIndex1 == TILE_BEGIN) || (TileIndex2 == TILE_BEGIN)) && (m_RaceState == RACE_NONE || m_RaceState == RACE_STARTED))
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{
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//TODO: CTeams::OnCharacterStart();
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m_StartTime = Server()->Tick();
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m_RefreshTime = Server()->Tick();
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m_RaceState = RACE_STARTED;
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@ -682,6 +683,8 @@ void CCharacter::Tick()
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if(((TileIndex1 == TILE_END) || (TileIndex2 == TILE_END)) && m_RaceState == RACE_STARTED)
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{
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//TODO: CTeams::OnCharacterFinish()
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//TODO2: make method for finishing
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char aBuf[128];
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m_CpActive=-2;
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str_format(aBuf, sizeof(aBuf), "%s finished in: %d minute(s) %5.2f second(s)", Server()->ClientName(m_pPlayer->GetCID()), (int)time/60, time-((int)time/60*60));
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71
src/game/server/teams.cpp
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71
src/game/server/teams.cpp
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@ -0,0 +1,71 @@
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#include "teams.h"
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CTeams::CTeams(CGameContext* gameContext) : m_GameServer(gameContext) {
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for(int i = 0; i < MAX_CLIENTS; ++i) {
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m_Team[i] = 0;
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m_TeamState[i] = EMPTY;
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m_TeeFinished[i] = false;
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}
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}
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void CTeams::OnCharacterStart(int id) {
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if(m_TeamState[m_Team[id]] <= CLOSED) {
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ChangeTeamState(m_Team[id], STARTED);
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int Tick = Server()->Tick();
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for(int i = 0; i < MAX_CLIENTS; ++i) {
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if(m_Team[i] == m_Team[id]) {
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CCharacter* Char = getCharacter(i);
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Char->m_RaceState = RACE_STARTED;
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Char->m_StartTime = Tick;
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Char->m_RefreshTime = Tick;
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}
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}
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}
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}
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void CTeams::OnCharacterFinish(int id) {
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if(m_Team[id] == 0) {
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//TODO: as simple DDRace results
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} else {
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m_TeeFinished[id] = true;
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if(TeamFinished(m_Team[id])) {
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//TODO: as simple DDRace results
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}
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}
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}
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bool CTeams::SetCharacterTeam(int id, int Team) {
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//TODO: Send error message
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if(id < 0 || id >= MAX_CLIENTS || Team < 0 || Team >= MAX_CLIENTS) {
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return false;
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}
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if(m_TeamState[Team] >= CLOSED) {
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return false;
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}
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if(getCharacter(id)->m_RaceState != RACE_NONE) {
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return false;
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}
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m_Team[id] = Team;
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if(m_TeamState[Team] == EMPTY) {
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ChangeTeamState(Team, OPEN);
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}
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return true;
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}
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void CTeams::ChangeTeamState(int Team, int State) {
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m_TeamState[Team] = State;
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}
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bool CTeams::TeamFinished(int Team) {
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for(int i = 0; i < MAX_CLIENTS; ++i) {
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if(m_Team[i] == Team && !m_TeeFinished[i]) {
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return false;
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}
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}
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return true;
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}
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43
src/game/server/teams.h
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43
src/game/server/teams.h
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@ -0,0 +1,43 @@
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#ifndef GAME_SERVER_TEAMS_H
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#define GAME_SERVER_TEAMS_H
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#include <game/server/entities/character.h>
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#include <engine/server/server.h>
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#include <game/server/gamecontext.h>
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class CTeams {
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int m_Team[MAX_CLIENTS];
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int m_TeamState[MAX_CLIENTS];
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bool m_TeeFinished[MAX_CLIENTS];
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CGameContext* m_GameServer;
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public:
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enum {
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EMPTY,
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OPEN,
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CLOSED,
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STARTED,
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FINISHED
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};
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CTeams(CGameContext* gameContext);
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//helper methods
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CCharacter* getCharacter(int id) { return GameServer()->GetPlayerChar(id); }
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CGameContext* GameServer() { return m_GameServer; }
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IServer* Server() { return m_GameServer->Server(); }
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void OnCharacterStart(int id);
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void OnCharacterFinish(int id);
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bool SetCharacterTeam(int id, int Team);
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void ChangeTeamState(int Team, int State);
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bool TeamFinished(int Team);
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};
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#endif
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