Changeset 9027 for code/branches
- Timestamp:
- Mar 14, 2012, 11:21:04 PM (13 years ago)
- Location:
- code/branches/pCuts
- Files:
-
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/pCuts/data/levels/presentationHS11.oxw
r9016 r9027 1 <!-- TODO: add in level documentation !! --> 2 3 1 4 <LevelInfo 2 5 name = "Presentation HS 2011" … … 79 82 </events> 80 83 </SimpleNotification> 84 85 81 86 82 87 … … 131 136 <?lua end ?> 132 137 133 134 135 136 137 138 <!-- @Triggers: "hintX" <-> delayed LetsGo --> 139 <EventTrigger name="hint1" activations="1" stayactive="true" delay=4.2> 140 <events> 141 <trigger> 142 <EventListener event="LetsGo" /> 143 </trigger> 144 </events> 145 </EventTrigger> 146 <EventTrigger name="hint2" activations="1" stayactive="true" delay=8.4> 147 <events> 148 <trigger> 149 <EventListener event="LetsGo" /> 150 </trigger> 151 </events> 152 </EventTrigger> 153 <EventTrigger name="hint3" activations="1" stayactive="true" delay=12.6> 154 <events> 155 <trigger> 156 <EventListener event="LetsGo" /> 157 </trigger> 158 </events> 159 </EventTrigger> 160 <EventTrigger name="hint4" activations="1" stayactive="true" delay=16.8> 161 <events> 162 <trigger> 163 <EventListener event="LetsGo" /> 164 </trigger> 165 </events> 166 </EventTrigger> 167 <EventTrigger name="hint5" activations="1" stayactive="true" delay=21> 168 <events> 169 <trigger> 170 <EventListener event="LetsGo" /> 171 </trigger> 172 </events> 173 </EventTrigger> 174 <EventTrigger name="hint6" activations="1" stayactive="true" delay=25.2> 175 <events> 176 <trigger> 177 <EventListener event="LetsGo" /> 178 </trigger> 179 </events> 180 </EventTrigger> 181 182 183 184 <SimpleNotification message="Make bots follow you: Press (1)" broadcast="true"> 185 <events> 186 <trigger> 187 <EventListener event=hint1 /> 188 </trigger> 189 </events> 190 </SimpleNotification> 191 192 <SimpleNotification message="Toggle group behaviour: Press (1)" broadcast="true"> 193 <events> 194 <trigger> 195 <EventListener event=hint2 /> 196 </trigger> 197 </events> 198 </SimpleNotification> 199 200 <SimpleNotification message="Tell the bots to defend you: Press (2)" broadcast="true"> 201 <events> 202 <trigger> 203 <EventListener event=hint3 /> 204 </trigger> 205 </events> 206 </SimpleNotification> 207 208 <SimpleNotification message="Make them attack opponents: Press (2)" broadcast="true"> 209 <events> 210 <trigger> 211 <EventListener event=hint4 /> 212 </trigger> 213 </events> 214 </SimpleNotification> 215 216 <SimpleNotification message="Let the bots behave normal: Press (2) " broadcast="true"> 217 <events> 218 <trigger> 219 <EventListener event=hint5 /> 220 </trigger> 221 </events> 222 </SimpleNotification> 223 224 <SimpleNotification message="Have a look at the console to verify this." broadcast="true"> 225 <events> 226 <trigger> 227 <EventListener event=hint6 /> 228 </trigger> 229 </events> 230 </SimpleNotification> 138 231 139 232 <!-- Generate asteroid field and asteroid belt --> -
code/branches/pCuts/src/orxonox/gametypes/Dynamicmatch.cc
r8858 r9027 31 31 //Low; Codeoptimierung und Dokumentation 32 32 33 /* 34 short gaming manual: 35 There are three different parties a player can belong to: victim, chaser or killer 36 Every player starts as chaser. As long as there are not enough victims and killers, you can change your and other player's parties by shooting them. 37 In order to win you have to earn as much points as possible: 38 - as victim by escaping the chasers 39 - as chaser by shooting the victim 40 - as killer by killing the chasers 41 42 43 What you shouldn't do is shooting at players of your own party. By doing so your score will decrease. 44 P.S: If you don't want to be a victim: Get rid of your part by shooting a chaser. 33 /** 34 @brief 35 Short Gaming Manual: 36 There are three different parties a player can belong to: victim, chaser or killer 37 Every player starts as chaser. As long as there are not enough victims and killers, you can change your and other player's parties by shooting them. 38 In order to win you have to earn as much points as possible: 39 - as victim by escaping the chasers 40 - as chaser by shooting the victim 41 - as killer by killing the chasers 42 43 44 What you shouldn't do is shooting at players of your own party. By doing so your score will decrease. 45 P.S: If you don't want to be a victim: Get rid of your part by shooting a chaser. 45 46 */ 46 47 #include "Dynamicmatch.h" … … 95 96 ColourValue(0.3f, 0.3f, 1.0f), //piggycolour 96 97 ColourValue(0.3f, 1.0f, 0.3f) //killercolour what about black: 0.0f, 0.0f, 0.0f 97 98 98 }; 99 99 static std::vector<ColourValue> defaultcolours(colours, colours + sizeof(colours) / sizeof(ColourValue)); … … 111 111 if (victim && victim->getPlayer()) //&& originator && originator->getPlayer() ?? 112 112 { 113 int target= playerParty_[victim->getPlayer()];114 int source= playerParty_[originator->getPlayer()];113 int target = playerParty_[victim->getPlayer()]; 114 int source = playerParty_[originator->getPlayer()]; 115 115 116 116 //Case: Not Enough Pigs: party change (= party management) … … 309 309 /** 310 310 @brief 311 Grant the piggya boost.311 Grant the victim a boost. 312 312 @param spaceship 313 313 The SpaceShip to give the boost. … … 315 315 void Dynamicmatch::grantPigBoost(SpaceShip* spaceship) 316 316 { 317 // Give pigboost317 // Give victim boost 318 318 if (spaceship) 319 319 { … … 374 374 375 375 if (this->hasStarted() && !gameEnded_) 376 { pointsPerTime =pointsPerTime + dt; 377 gameTime_ = gameTime_ - dt; 378 if (pointsPerTime > 2.0f)//hard coded!! should be changed 379 { 380 pointsPerTime=0.0f; 376 { 377 orxout() << " number of chasers: " << numberOf[chaser] << endl; 378 orxout() << " number of killers: " << numberOf[killer] << endl; 379 orxout() << " number of victims: " << numberOf[piggy] << endl; 380 pointsPerTime = pointsPerTime + dt; //increase points 381 gameTime_ = gameTime_ - dt; // decrease game time 382 if (pointsPerTime > 2.0f) //hard coded points for victim! should be changed 383 { 384 pointsPerTime = 0.0f; 381 385 rewardPig(); 382 386 } … … 408 412 } 409 413 414 /** 415 @brief The reward function is called every 2 seconds via the tick function and makes the victim score points. 416 */ 410 417 void Dynamicmatch::rewardPig() 411 418 { … … 415 422 { 416 423 //Spieler mit der Pig-party frags++ 417 std::map<PlayerInfo*, Player>::iterator it2 = this->players_.find(it->first); // still not sure if right syntax424 std::map<PlayerInfo*, Player>::iterator it2 = this->players_.find(it->first); 418 425 if (it2 != this->players_.end()) 419 426 { -
code/branches/pCuts/src/orxonox/gametypes/TeamDeathmatch.cc
r9024 r9027 30 30 31 31 #include "core/CoreIncludes.h" 32 #include "core/ConfigValueIncludes.h"33 32 #include "chat/ChatManager.h" 34 #include "interfaces/TeamColourable.h"35 33 #include "infos/PlayerInfo.h" 36 #include "worldentities/TeamSpawnPoint.h"37 34 #include "worldentities/pawns/Pawn.h" 38 35 -
code/branches/pCuts/src/orxonox/gametypes/TeamGametype.cc
r9016 r9027 89 89 } 90 90 91 /** 92 @brief 93 Function that determines the player's team number when entering the game for the first time. 94 Override this function for other team structures. 95 */ 91 96 void TeamGametype::findAndSetTeam(PlayerInfo* player) 92 97 { … … 130 135 this->allowedInGame_.erase(player); 131 136 } 132 133 137 134 138 return valid_player;
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