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@CrazyPython
Created June 26, 2019 20:44
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/** START GAMEMODE FILE **/
// gamemode files would be best in CoffeeScript
// real width is 3000
// food was originally 800, food would add an element of dodging
// this mode should have the leaderboard disabled on the client
// npm install driftless for more accurate timing
// also could npm install driftless help make arras faster, by maing gameloop execute more accurately?
gamemode = {}
gamemode.flagCarriers = []
gamemode.flagTimes = {}
gamemode.flagTimes[-1] /*blue*/ = 5*60*1000
gamemode.flagTimes[-3] /*red*/ = 5*60*1000
gamemode.minimapInterval = 5000
const isFlag = e => e.type === 'flag'
/* enact the countdown for the flag carrier's team*/
class flagCarrier_io {
constructor(body) {
this.body = body;
this.acceptsFromTop = true;
this.body.health._amount = this.body.health.amount
this.intervalCode = setInterval(
() => {gamemode.flagTimes[-this.body.team] -= 10}
, 10)
Object.defineProperty(this.body.health, 'amount', {
set: v => {
this.body.health._amount = v
if (v <= 0) {
clearInterval(this.intervalCode)
}
},
get: v => this.body.health._amount
})
}
think() {}
}
function broadcastCarrierData() {
/* wasteful way to broadcast flag status */
let status
if (gamemode.flagCarriers.length == 0) {
status = 0 // no one's holding the flag
} else {
status = gamemode.flagCarriers[0].team // -1 if blue holds the flag, -3 if red holds the flag
}
console.log(gamemode.flagTimes)
sockets.broadcast(`%%CTF::STATUS ${status} ${gamemode.flagTimes[-1]} ${gamemode.flagTimes[-3]}`)
}
function createFlagAt(x, y) {
let flag = new Entity({x, y})
flag.color = 4
flag.define(Class.flag)
}
gamemode.setup = (Entity, Class, room) => {
createFlagAt(room.width/2, room.height/2)
}
function giveFlag(newOwner, Entity, Class, room, sockets) {
newOwner.hasFlag = true
console.log(newOwner.label, ':', newOwner.name)
newOwner.sendMessage('You have the flag.')
room.topPlayerID = newOwner.id // this way "usurped" messages show
const oldDestroy = newOwner.destroy.bind(newOwner)
gamemode.flagCarriers.push(newOwner)
newOwner.destroy = function() {
// this code should be moved to flagCarrier_io
// Inside this closure, newOwner is the *owner that is now dead*
// if `this` works inside here newOwner should be replaced with this
oldDestroy()
if (!newOwner.hasFlag) return
newOwner.hasFlag = false
gamemode.flagCarriers.splice(gamemode.flagCarriers.indexOf(newOwner), gamemode.flagCarriers.indexOf(newOwner)+1)
const viableNewOwners = newOwner.killCount.killers.filter(e => e.type === 'tank')
const nextOwner = viableNewOwners[0]
let message;
if (viableNewOwners.length > 0) {
giveFlag(nextOwner[0], Entity, Class, room, sockets)
message = `${nextOwner.name} captured the flag from ${newOwner.name}!`
} else {
createFlagAt(newOwner.x, newOwner.y)
broadcastCarrierData()
message = `${newOwner.name} has died and dropped the flag.`
}
sockets.broadcast(message)
}.bind(newOwner)
newOwner.controllers.push(new flagCarrier_io(newOwner))
broadcastCarrierData()
}
let origType = null
gamemode.initializeNewSocket = socket => {
broadcastCarrierData()
}
gamemode.collide = (me, other, Entity, Class, room, sockets) => {
if (!origType) {
origType = room.randomType
room.randomType = () => origType('norm')
}
// io_hasFlag
let flag, notflag
if (me === null || other === null) {
return
}
if (isFlag(other)) {
flag = other
notflag = me
} else if (isFlag(me)) {
flag = me
notflag = other
} else {
return
}
if (notflag.type === 'tank') {
flag.color = 4 //9 //13 // gold colored
flag.kill()
sockets.broadcast(newOwner.name + ` captured the flag!`)
giveFlag(notflag, Entity, Class, room, sockets)
}
}
gamemode.shouldBeVisibleOnMinimap = me => {
if (me.hasFlag || isFlag(me)) {
return 17
}
}
gamemode.customizeLeaderboard = defaultLeaderboard => {
// make the flag carriers the first ones
let leaderboard = defaultLeaderboard
/* for (let flagCarrier of gamemode.flagCarriers) {
if (leaderboard.indexOf(flagCarrier))
leaderboard.splice(leaderboard.indexOf(flagCarrier))
leaderboard.unshift(flagCarrier)
}*/
return leaderboard
}
const util = require('./lib/util.js');
const invariant = require('invariant')
class test {
setup() {
c.BOTS = 50
}
assert() {
if (util.time() > 1000) {
invariant(entitiesNoFood.filter(isFlag).filter(e => e.health.amount > 0).length ^ gamemode.flagCarriers.length, 'Only one flag or flag carrier')
}
}
}
gamemode.test = new test()
gamemode.shouldEndGame = () => {
}
// Alpha version of gamemode.js, the scalable toolkit for developing gamemodes in Arras.
/** END GAMEMODE FILE **/
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