109 lines
3.8 KiB
Lua
109 lines
3.8 KiB
Lua
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CONVARS = {}
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CONVARS["friendlyfire"] = CreateConVar( "cnr_friendlyfire", 0, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Whether shooting friendlies hurts them", 0, 1 )
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CONVARS["time_round"] = CreateConVar( "cnr_time_round", 3*60, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Length of a round in seconds" )
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CONVARS["time_haste"] = CreateConVar( "cnr_time_haste", 1*60, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Time before the round ends to enable haste mode in seconds" )
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CONVARS["time_pregame"] = CreateConVar( "cnr_time_pregame", 5, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Time before the round starts in seconds" )
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CONVARS["time_postgame"] = CreateConVar( "cnr_time_postgame", 5, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Time before the round restarts in seconds" )
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CONVARS["rounds_swap"] = CreateConVar( "cnr_rounds_swap", 2, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Rounds before teams swap" )
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CONVARS["rounds_max"] = CreateConVar( "cnr_rounds_max", 6, FCVAR_ARCHIVE + FCVAR_REPLICATED, "Maximum rounds before match finishes", 1 )
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STATE_UNINITIALIZED = 0
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STATE_WAITINGFORPLAYERS = 1
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STATE_PREGAME = 2
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STATE_INGAME = 3
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STATE_POSTGAME = 4
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if SERVER then
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gamelogic = NULL
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hook.Add( "Think", "CNR_GameLogic", function()
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if !gamelogic:IsValid() then
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for i, ent in ents.Iterator() do
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if ( ent:GetClass() == "cnr_logic" ) then gamelogic = ent print("Located CNR game logic entity") break end
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end
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if !gamelogic:IsValid() then
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gamelogic = ents.Create( "cnr_logic" )
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assert( gamelogic:IsValid(), "Failed to create CNR game logic entity." )
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gamelogic:Spawn()
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print("Created CNR game logic entity")
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end
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end
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local state = gamelogic:GetState()
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if state == STATE_UNINITIALIZED then
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-- Initialize
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state = STATE_WAITINGFORPLAYERS
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end
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local willingplayers = #player.GetAll()
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if state == STATE_WAITINGFORPLAYERS then
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if willingplayers >= 2 then
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-- Begin pregame
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state = STATE_PREGAME
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gamelogic:SetPregameStartedAt( RealTime() )
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end
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end
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if state == STATE_PREGAME then
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if willingplayers < 2 then
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-- Cancel pregame
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state = STATE_WAITINGFORPLAYERS
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gamelogic:SetPregameStartedAt( 0 )
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elseif (gamelogic:GetPregameStartedAt() + CONVARS["time_pregame"]:GetInt()) <= RealTime() then
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-- Begin round
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state = STATE_INGAME
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gamelogic:SetRoundStartedAt( RealTime() )
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gamelogic:SetMoney( 0 )
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end
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end
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if state == STATE_INGAME then
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gamelogic:SetMoney( gamelogic:GetMoney() + 1000 )
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if (gamelogic:GetRoundStartedAt() + CONVARS["time_round"]:GetInt()) <= RealTime() then
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state = STATE_POSTGAME
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gamelogic:SetRoundFinishedAt( RealTime() )
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end
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end
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if state == STATE_POSTGAME then
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if (gamelogic:GetRoundFinishedAt() + CONVARS["time_postgame"]:GetInt()) <= RealTime() then
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state = STATE_PREGAME
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gamelogic:SetPregameStartedAt( RealTime() )
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end
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end
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gamelogic:SetState( state )
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end )
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end
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LOGIC = {}
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function LOGIC:GetLogic()
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for i, ent in ents.Iterator() do
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if ( ent:GetClass() == "cnr_logic" ) then return ent end
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end
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if SERVER then
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gamelogic = ents.Create( "cnr_logic" )
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assert( gamelogic:IsValid(), "Failed to create CNR game logic entity." )
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gamelogic:Spawn()
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print("Created CNR game logic entity")
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end
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end
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function LOGIC:GetTimeLeft()
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local gamelogic = LOGIC:GetLogic()
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if gamelogic:GetState() == STATE_PREGAME then
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local time = CONVARS["time_pregame"]:GetInt()
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return ( gamelogic:GetPregameStartedAt() + time ) - RealTime(), time
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elseif gamelogic:GetState() == STATE_INGAME then
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local time = CONVARS["time_round"]:GetInt()
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return ( gamelogic:GetRoundStartedAt() + time ) - RealTime(), time
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elseif gamelogic:GetState() == STATE_POSTGAME then
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local time = CONVARS["time_postgame"]:GetInt()
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return ( gamelogic:GetRoundFinishedAt() + time ) - RealTime(), time
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else
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return 0, 0
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end
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end |