//----------------------------------------------------------------------------- // The server has started up so do some game start up //----------------------------------------------------------------------------- //This file implements game mode logic for an Example gamemode. The primary functions: //ExampleGameMode::onMissionStart //ExampleGameMode::onMissionReset //ExampleGameMode::onMissionEnd //Are the primary hooks for the server to start, restart and end any active gamemodes //onMissionStart, for example is called from core/clientServer/scripts/server/levelLoad.cs //It's called once the server has successfully loaded the level, and has parsed //through any active scenes to get GameModeNames defined by them. It then iterates //over them and calls these callbacks to envoke gamemode behaviors. This allows multiple //gamemodes to be in effect at one time. Modules can implement as many gamemodes as you want. // //For levels that can be reused for multiple gammodes, the general setup would be a primary level file //with the Scene in it having the main geometry, weapons, terrain, etc. You would then have subScenes that //each contain what's necessary for the given gamemode, such as a subScene that just adds the flags and capture //triggers for a CTF mode. The subscene would then have it's GameModeName defined to run the CTF gamemode logic //and the levelLoad code will execute it. function ExampleGameMode::onCreateGame() { // Note: The Game object will be cleaned up by MissionCleanup. Therefore its lifetime is // limited to that of the mission. new ScriptObject(ExampleGameMode){}; return ExampleGameMode; } //This function is called when the level finishes loading. It sets up the initial configuration, variables and //spawning and dynamic objects, timers or rules needed for the gamemode to run function ExampleGameMode::onMissionStart(%this) { //set up the game and game variables %this.initGameVars(); if (%this.running) { error("onMissionStart: End the game first!"); return; } // Start the game timer if (%this.duration) %this.gameSchedule = schedule(%this.duration * 1000, "onGameDurationEnd"); %this.running = true; } //This function is called when the level ends. It can be envoked due to the gamemode ending //but is also kicked off when the game server is shut down as a form of cleanup for anything the gamemode //created or is managing like the above mentioned dynamic objects or timers function ExampleGameMode::onMissionEnded(%this) { if (!%this.running) { error("onMissionEnded: No game running!"); return; } // Stop any game timers cancel(%this.gameSchedule); %this.running = false; } //This function is called in the event the server resets and is used to re-initialize the gamemode function ExampleGameMode::onMissionReset(%this) { // Called by resetMission(), after all the temporary mission objects // have been deleted. %this.initGameVars(); } //This sets up our gamemode's duration time function ExampleGameMode::initGameVars(%this) { // Set the gameplay parameters %this.duration = 30 * 60; } //This is called when the timer runs out, allowing the gamemode to end function ExampleGameMode::onGameDurationEnd(%this) { //we don't end if we're currently editing the level if (%this.duration && !(EditorIsActive() && GuiEditorIsActive())) %this.onMissionEnded(); } //This is called to actually spawn a control object for the player to utilize //A player character, spectator camera, etc. function ExampleGameMode::spawnControlObject(%this, %client) { //In this example, we just spawn a camera if (!isObject(%client.camera)) { if(!isObject(Observer)) { datablock CameraData(Observer) { mode = "Observer"; }; } %client.camera = spawnObject("Camera", Observer); } // If we have a camera then set up some properties if (isObject(%client.camera)) { MissionCleanup.add( %this.camera ); %client.camera.scopeToClient(%client); %client.setControlObject(%client.camera); %client.camera.setTransform("0 0 1 0 0 0 0"); } } //This is called when the client has initially established a connection to the game server //It's used for setting up anything ahead of time for the client, such as loading in client-passed //config stuffs, saved data or the like that should be handled BEFORE the client has actually entered //the game itself function ExampleGameMode::onClientConnect(%this, %client) { } //This is called when a client enters the game server. It's used to spawn a player object //set up any client-specific properties such as saved configs, values, their name, etc //These callbacks are activated in core/clientServer/scripts/server/levelDownload.cs function ExampleGameMode::onClientEnterGame(%this, %client) { //Set the player name based on the client's connection data %client.setPlayerName(%client.connectData); %this.spawnControlObject(%client); } //This is called when the player leaves the game server. It's used to clean up anything that //was spawned or setup for the client when it connected, in onClientEnterGame //These callbacks are activated in core/clientServer/scripts/server/levelDownload.cs function ExampleGameMode::onClientLeaveGame(%this, %client) { // Cleanup the camera if (isObject(%client.camera)) %client.camera.delete(); } //This is called when the player has connected and finaly setup is done and control is handed //over to the client. It allows a point to special-case setting the client's canvas content //(Such as a gamemode-specific GUI) or setting up gamemode-specific keybinds/control schemes function ExampleGameMode::onInitialControlSet(%this) { }