-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathmain.go
More file actions
256 lines (220 loc) · 7.55 KB
/
Copy pathmain.go
File metadata and controls
256 lines (220 loc) · 7.55 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
// Package main implements a deathmatch gamemode for open.mp
// This gamemode features:
// - Random spawns around San Andreas
// - Automatic weapon loadout on spawn
// - Score tracking for kills
// - Death penalties
// - Player stats display
package main
import (
"context"
"fmt"
"github.com/ompgo-dev/ompgo/pkg/omp"
"github.com/ompgo-dev/ompgo/pkg/omp/all"
"github.com/ompgo-dev/ompgo/pkg/omp/players"
"github.com/ompgo-dev/ompgo/pkg/runtime"
)
// Deathmatch implements a deathmatch gamemode
type Deathmatch struct {
omp.BaseEventHandler
scores map[*omp.Player]int // Track player scores
}
// Spawn locations around San Andreas
var spawnLocations = []omp.Vector3{
{X: 1958.3783, Y: 1343.1572, Z: 15.3746}, // Las Venturas
{X: 2495.0857, Y: 1647.2380, Z: 10.8203}, // Las Venturas North
{X: -1958.2280, Y: 128.6537, Z: 27.6875}, // San Fierro
{X: -2188.7500, Y: 2405.8525, Z: 4.9688}, // San Fierro Bay
{X: 1684.9200, Y: -2244.5679, Z: 13.5469}, // Los Santos Airport
{X: 2240.1094, Y: -1258.8438, Z: 23.8516}, // Los Santos East
{X: -2626.5500, Y: 1404.8700, Z: 7.1016}, // Bayside
{X: 0.0, Y: 0.0, Z: 3.0}, // Blueberry
}
// Weapon loadout: 9mm, Combat Shotgun, M4, Sniper, Grenades
var weaponLoadout = []struct {
weaponID omp.WeaponID
ammo int32
}{
{omp.WeaponColt45, 100}, // 9mm
{omp.WeaponCombatShotgun, 50}, // Combat Shotgun
{omp.WeaponM4, 200}, // M4
{omp.WeaponSniper, 50}, // Sniper Rifle
{omp.WeaponGrenade, 5}, // Grenades
}
// NewGamemode creates a new Deathmatch gamemode instance
func NewGamemode() runtime.Gamemode {
return &Deathmatch{
scores: make(map[*omp.Player]int),
}
}
// OnLoad is called when the gamemode is loaded
func (dm *Deathmatch) OnLoad(ctx context.Context) error {
fmt.Println("===========================================")
fmt.Println(" Deathmatch Gamemode")
fmt.Println(" Fight to be the best!")
fmt.Println("===========================================")
// Send welcome message to all players
_ = all.SendClientMessage(
uint32(omp.ColorGreen),
"Deathmatch gamemode loaded! Fight to be the champion!",
)
fmt.Println("[Deathmatch] Gamemode loaded successfully")
return nil
}
// OnPlayerConnect is called when a player connects
func (dm *Deathmatch) OnPlayerConnect(ctx context.Context, event *omp.PlayerConnectEvent) error {
if event.Player == nil || !event.Player.Valid() {
return nil
}
// Initialize player score
dm.scores[event.Player] = 0
// Get player name
name, _ := players.GetName(event.Player)
fmt.Printf("[Deathmatch] Player connected: %s\n", name)
// Send welcome message
_ = players.SendClientMessage(
event.Player,
uint32(omp.ColorYellow),
fmt.Sprintf("Welcome %s! Type /help for commands", name),
)
_ = players.SendClientMessage(
event.Player,
uint32(omp.ColorWhite),
"Kill other players to earn score. Good luck!",
)
return nil
}
// OnPlayerDisconnect is called when a player disconnects
func (dm *Deathmatch) OnPlayerDisconnect(ctx context.Context, event *omp.PlayerDisconnectEvent) error {
if event.Player == nil {
return nil
}
// Clean up player score
delete(dm.scores, event.Player)
fmt.Println("[Deathmatch] Player disconnected")
return nil
}
// OnPlayerSpawn is called when a player spawns
func (dm *Deathmatch) OnPlayerSpawn(ctx context.Context, event *omp.PlayerSpawnEvent) error {
if event.Player == nil || !event.Player.Valid() {
return nil
}
// Choose random spawn location
spawn := spawnLocations[len(dm.scores)%len(spawnLocations)]
// Set player position
if !players.SetPos(event.Player, spawn.X, spawn.Y, spawn.Z) {
fmt.Printf("[Deathmatch] Failed to set player spawn position\n")
}
// Set full health and armour
_ = players.SetHealth(event.Player, 100.0)
_ = players.SetArmor(event.Player, 100.0)
// Give weapon loadout
for _, weapon := range weaponLoadout {
if !players.GiveWeapon(event.Player, int32(weapon.weaponID), weapon.ammo) {
fmt.Printf("[Deathmatch] Failed to give weapon\n")
}
}
// Send spawn message
score := dm.scores[event.Player]
_ = players.SendClientMessage(
event.Player,
uint32(omp.ColorGreen),
fmt.Sprintf("You spawned! Score: %d | Kill enemies to earn points!", score),
)
fmt.Println("[Deathmatch] Player spawned with weapons")
return nil
}
// OnPlayerDeath is called when a player dies
func (dm *Deathmatch) OnPlayerDeath(ctx context.Context, event *omp.PlayerDeathEvent) error {
// Get killer and victim names
var killerName, victimName string
if event.Player != nil && event.Player.Valid() {
victimName, _ = players.GetName(event.Player)
// Death penalty
if dm.scores[event.Player] > 0 {
dm.scores[event.Player]--
}
}
if event.Killer != nil && event.Killer.Valid() {
killerName, _ = players.GetName(event.Killer)
// Award kill point
dm.scores[event.Killer]++
// Notify killer
score := dm.scores[event.Killer]
_ = players.SendClientMessage(
event.Killer,
uint32(omp.ColorGreen),
fmt.Sprintf("You killed %s! Score: %d (+1)", victimName, score),
)
}
// Broadcast death message
deathMsg := ""
if event.Killer != nil && event.Killer.Valid() {
deathMsg = fmt.Sprintf("%s killed %s", killerName, victimName)
} else {
deathMsg = fmt.Sprintf("%s died", victimName)
}
_ = all.SendClientMessage(uint32(omp.ColorGrey), deathMsg)
fmt.Printf("[Deathmatch] %s\n", deathMsg)
return nil
}
// OnPlayerText is called when a player sends a chat message
func (dm *Deathmatch) OnPlayerText(ctx context.Context, event *omp.PlayerTextEvent) (bool, error) {
if event.Player == nil || !event.Player.Valid() {
return false, nil
}
name, _ := players.GetName(event.Player)
message := fmt.Sprintf("%s: %s", name, event.Text.Clone())
_ = all.SendClientMessage(uint32(omp.ColorWhite), message)
fmt.Printf("[Chat] %s\n", message)
return false, nil
}
// OnPlayerCommandText is called when a player enters a command
func (dm *Deathmatch) OnPlayerCommandText(ctx context.Context, event *omp.PlayerCommandTextEvent) (bool, error) {
if event.Player == nil || !event.Player.Valid() {
return false, nil
}
cmd := event.Command.Clone()
switch cmd {
case "/help":
_ = players.SendClientMessage(event.Player, uint32(omp.ColorYellow), "=== Deathmatch Commands ===")
_ = players.SendClientMessage(event.Player, uint32(omp.ColorWhite), "/help - Show this help")
_ = players.SendClientMessage(event.Player, uint32(omp.ColorWhite), "/score - Show your score")
_ = players.SendClientMessage(event.Player, uint32(omp.ColorWhite), "/top - Show top players")
_ = players.SendClientMessage(event.Player, uint32(omp.ColorWhite), "/kill - Suicide (death penalty applies)")
return true, nil
case "/score":
score := dm.scores[event.Player]
_ = players.SendClientMessage(
event.Player,
uint32(omp.ColorGreen),
fmt.Sprintf("Your score: %d kills", score),
)
return true, nil
case "/top":
_ = players.SendClientMessage(event.Player, uint32(omp.ColorYellow), "=== Top Players ===")
// Sort and display top 5 (simplified - just showing concept)
count := 0
for player, score := range dm.scores {
if count >= 5 {
break
}
name, _ := players.GetName(player)
_ = players.SendClientMessage(
event.Player,
uint32(omp.ColorWhite),
fmt.Sprintf("%d. %s - %d kills", count+1, name, score),
)
count++
}
return true, nil
case "/kill":
// Set health to 0 to kill player
_ = players.SetHealth(event.Player, 0.0)
_ = players.SendClientMessage(event.Player, uint32(omp.ColorRed), "You committed suicide!")
return true, nil
default:
_ = players.SendClientMessage(event.Player, uint32(omp.ColorRed), "Unknown command. Type /help for commands")
return true, nil
}
}