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using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Verse.org/Assets }
using { /Verse.org/Simulation/Tags }
using { /Verse.org/Random }
round_debug_draw := class(debug_draw_channel) {}
round_manager_device := class(creative_device):
@editable
RoundSettingsOne : round_settings_device = round_settings_device{}
@editable
RoundSettingsTwo : round_settings_device = round_settings_device{}
@editable
RoundSettingsThree : round_settings_device = round_settings_device{}
@editable
VehicleOffsets : []vehicle_offset = array{}
@editable
FirstRoundVehicles : []vehicle_spawner_sports_car_device = array{}
@editable
SecondRoundVehicles : []vehicle_spawner_valet_suv_device = array{}
@editable
ThirdRoundVehicles : []vehicle_spawner_sportbike_device = array{}
@editable
RaceCheckpointA1 : race_checkpoint_device = race_checkpoint_device{}
@editable
RaceCheckpointA2 : race_checkpoint_device = race_checkpoint_device{}
@editable
RaceCheckpointA3 : race_checkpoint_device = race_checkpoint_device{}
@editable
RaceCheckpointA4 : race_checkpoint_device = race_checkpoint_device{}
@editable
RaceCheckpointA5 : race_checkpoint_device = race_checkpoint_device{}
@editable
RaceCheckpointA6 : race_checkpoint_device = race_checkpoint_device{}
@editable
RaceCheckpointA7 : race_checkpoint_device = race_checkpoint_device{}
@editable
RaceCheckpointA8 : race_checkpoint_device = race_checkpoint_device{}
@editable
RaceCheckpointB1 : race_checkpoint_device = race_checkpoint_device{}
@editable
RaceCheckpointB2 : race_checkpoint_device = race_checkpoint_device{}
@editable
RaceCheckpointB3 : race_checkpoint_device = race_checkpoint_device{}
@editable
RaceCheckpointB4 : race_checkpoint_device = race_checkpoint_device{}
@editable
RaceCheckpointB5 : race_checkpoint_device = race_checkpoint_device{}
@editable
RaceCheckpointB6 : race_checkpoint_device = race_checkpoint_device{}
@editable
RaceCheckpointB7 : race_checkpoint_device = race_checkpoint_device{}
@editable
RaceCheckpointB8 : race_checkpoint_device = race_checkpoint_device{}
@editable
RaceTrackBases : []creative_prop = array{}
# @editable
# ScoreboardManager : scoreboard_manager_device = scoreboard_manager_device{}
var PositionsTuple : []vector3 = array{}
# var CurrentRound : int = 0
# var CurrentRaceTrack : int = 0
# var raceTrack : int
# @editable
# GameStart : game_start_device = game_start_device{}
OnBegin<override>()<suspends>:void=
RoundSettingsOne.RoundBeginEvent.Subscribe(SetCurrentRoundOne)
# RoundSettingsOne.RoundBeginEvent.Subscribe(SetCurrentRoundTwo)
# RoundSettingsOne.RoundBeginEvent.Subscribe(SetCurrentRoundThree)
# RoundSettingsTwo.RoundBeginEvent.Subscribe(SetCurrentRoundOne)
RoundSettingsTwo.RoundBeginEvent.Subscribe(SetCurrentRoundTwo)
# RoundSettingsTwo.RoundBeginEvent.Subscribe(SetCurrentRoundThree)
# RoundSettingsThree.RoundBeginEvent.Subscribe(SetCurrentRoundOne)
# RoundSettingsThree.RoundBeginEvent.Subscribe(SetCurrentRoundTwo)
RoundSettingsThree.RoundBeginEvent.Subscribe(SetCurrentRoundThree)
Sleep(1.0)
# GameStart.GameStartEvent.Await()
if:
Val:= SessionData[GetSession()].CurrentRound
then:
SetupTrack(Val)
else:
Print("Error: No session found")
SetupTrack(RaceTrack:int):void=
DebugDraw:debug_draw = debug_draw{Channel := round_debug_draw}
if(set SessionData[GetSession()].CurrentRaceTrack = RaceTrack):
# Print("Selected Race Track: {RaceTrack}, Selected Current Round: {CurrentRound}")
XOffset:=1300.0
YOffset:=2000.0
var BasePosition : vector3 = vector3:
if (RaceTrack = 1, TrackBase := RaceTrackBases[0], set BasePosition = TrackBase.GetTransform().Translation):
set PositionsTuple = {vector3{X:=68822.058134,Y:=62982.618937 + YOffset,Z:=12000.0}, vector3{X:=68822.058134,Y:=27846.469942 + -1*YOffset,Z:=12000.0}}
else if (RaceTrack = 2, TrackBase := RaceTrackBases[1], set BasePosition = TrackBase.GetTransform().Translation):
set PositionsTuple = {vector3{X:=-16972.864589, Y:=73079.418831 + YOffset,Z:=-90.0}, vector3{X:=-16972.864589,Y:=25852.138766 + -1*YOffset,Z:=-100.0}}
else if (RaceTrack = 3, TrackBase := RaceTrackBases[2], set BasePosition = TrackBase.GetTransform().Translation):
set PositionsTuple = {vector3{X:=-162487.866414,Y:=66282.833086 + YOffset,Z:=-100.0}, vector3{X:=-162487.866414,Y:=37481.444621 + -1*YOffset,Z:=-130.0}}
else:
Print("Error: Couldn't fetch transform of creative prop")
if:
# Print("Checkpoint A1 Position:{PositionsTuple[0]}")
# RaceCheckpointA1.TeleportTo[PositionsTuple[0], RaceCheckpointA1.GetTransform().Rotation]
# Print("Checkpoint A2 Position:{PositionsTuple[0]+vector3{X:=-1*XOffset,Y:=YOffset}}")
# RaceCheckpointA2.TeleportTo[PositionsTuple[0]+vector3{X:=-1*XOffset,Y:=YOffset}, RaceCheckpointA2.GetTransform().Rotation]
# Print("Checkpoint A3 Position:{PositionsTuple[0]+vector3{X:=1*XOffset,Y:=YOffset}}")
# RaceCheckpointA3.TeleportTo[PositionsTuple[0]+vector3{X:=1*XOffset,Y:=YOffset}, RaceCheckpointA3.GetTransform().Rotation]
# Print("Checkpoint A4 Position:{PositionsTuple[0]+ vector3{X:=-2*XOffset,Y:=2*YOffset}}")
# RaceCheckpointA4.TeleportTo[PositionsTuple[0]+ vector3{X:=-2*XOffset,Y:=2*YOffset}, RaceCheckpointA2.GetTransform().Rotation]
# Print("Checkpoint A5 Position:{PositionsTuple[0]}")
# RaceCheckpointA5.TeleportTo[PositionsTuple[0], RaceCheckpointA1.GetTransform().Rotation]
# Print("Checkpoint A6 Position:{PositionsTuple[0]+vector3{X:=-1*XOffset,Y:=YOffset}}")
# RaceCheckpointA6.TeleportTo[PositionsTuple[0]+vector3{X:=-1*XOffset,Y:=YOffset}, RaceCheckpointA2.GetTransform().Rotation]
# Print("Checkpoint A7 Position:{PositionsTuple[0]+vector3{X:=1*XOffset,Y:=YOffset}}")
# RaceCheckpointA7.TeleportTo[PositionsTuple[0]+vector3{X:=1*XOffset,Y:=YOffset}, RaceCheckpointA3.GetTransform().Rotation]
# Print("Checkpoint A8 Position:{PositionsTuple[0]+ vector3{X:=-2*XOffset,Y:=2*YOffset}}")
# RaceCheckpointA8.TeleportTo[PositionsTuple[0]+ vector3{X:=-2*XOffset,Y:=2*YOffset}, RaceCheckpointA2.GetTransform().Rotation]
# Print("Checkpoint B1 Position:{PositionsTuple[1]}")
# RaceCheckpointB1.TeleportTo[PositionsTuple[1], RaceCheckpointB1.GetTransform().Rotation]
# Print("Checkpoint B2 Position:{PositionsTuple[1]+vector3{X:=-1*XOffset,Y:=-1*YOffset}}")
# RaceCheckpointB2.TeleportTo[PositionsTuple[1]+vector3{X:=-1*XOffset,Y:=-1*YOffset}, RaceCheckpointB2.GetTransform().Rotation]
# Print("Checkpoint B3 Position:{PositionsTuple[1]+vector3{X:=1*XOffset,Y:=-1*YOffset}}")
# RaceCheckpointB3.TeleportTo[PositionsTuple[1]+vector3{X:=1*XOffset,Y:=-1*YOffset}, RaceCheckpointB3.GetTransform().Rotation]
# Print("Checkpoint B4 Position:{PositionsTuple[1]+vector3{X:=-2*XOffset,Y:=-2*YOffset}}")
# RaceCheckpointB4.TeleportTo[PositionsTuple[1]+vector3{X:=-2*XOffset,Y:=-2*YOffset}, RaceCheckpointB2.GetTransform().Rotation]
# Print("Checkpoint B5 Position:{PositionsTuple[1]}")
# RaceCheckpointB5.TeleportTo[PositionsTuple[1], RaceCheckpointB1.GetTransform().Rotation]
# Print("Checkpoint B6 Position:{PositionsTuple[1]+vector3{X:=-1*XOffset,Y:=-1*YOffset}}")
# RaceCheckpointB6.TeleportTo[PositionsTuple[1]+vector3{X:=-1*XOffset,Y:=-1*YOffset}, RaceCheckpointB2.GetTransform().Rotation]
# Print("Checkpoint B7 Position:{PositionsTuple[1]+vector3{X:=1*XOffset,Y:=-1*YOffset}}")
# RaceCheckpointB7.TeleportTo[PositionsTuple[1]+vector3{X:=1*XOffset,Y:=-1*YOffset}, RaceCheckpointB3.GetTransform().Rotation]
# Print("Checkpoint B8 Position:{PositionsTuple[1]+vector3{X:=-2*XOffset,Y:=-2*YOffset}}")
# RaceCheckpointB8.TeleportTo[PositionsTuple[1]+vector3{X:=-2*XOffset,Y:=-2*YOffset}, RaceCheckpointB2.GetTransform().Rotation]
Print("Checkpoint A1 Position:{PositionsTuple[0]}")
RaceCheckpointA1.TeleportTo[PositionsTuple[0] + vector3{Y:=1.0*GetRandomInt(0,10)}, RaceCheckpointA1.GetTransform().Rotation]
Print("Checkpoint A2 Position:{PositionsTuple[0]}")
RaceCheckpointA2.TeleportTo[PositionsTuple[0] + vector3{Y:=1.0*GetRandomInt(0,10)}, RaceCheckpointA1.GetTransform().Rotation]
Print("Checkpoint A3 Position:{PositionsTuple[0]}")
RaceCheckpointA3.TeleportTo[PositionsTuple[0] + vector3{Y:=1.0*GetRandomInt(0,10)}, RaceCheckpointA1.GetTransform().Rotation]
Print("Checkpoint A4 Position:{PositionsTuple[0]}")
RaceCheckpointA4.TeleportTo[PositionsTuple[0] + vector3{Y:=1.0*GetRandomInt(0,10)}, RaceCheckpointA1.GetTransform().Rotation]
Print("Checkpoint A5 Position:{PositionsTuple[0]}")
RaceCheckpointA5.TeleportTo[PositionsTuple[0] + vector3{Y:=1.0*GetRandomInt(0,10)}, RaceCheckpointA1.GetTransform().Rotation]
Print("Checkpoint A6 Position:{PositionsTuple[0]}")
RaceCheckpointA6.TeleportTo[PositionsTuple[0] + vector3{Y:=1.0*GetRandomInt(0,10)}, RaceCheckpointA1.GetTransform().Rotation]
Print("Checkpoint A7 Position:{PositionsTuple[0]}")
RaceCheckpointA7.TeleportTo[PositionsTuple[0] + vector3{Y:=1.0*GetRandomInt(0,10)}, RaceCheckpointA1.GetTransform().Rotation]
Print("Checkpoint A8 Position:{PositionsTuple[0]}")
RaceCheckpointA8.TeleportTo[PositionsTuple[0] + vector3{Y:=1.0*GetRandomInt(0,10)}, RaceCheckpointA1.GetTransform().Rotation]
Print("Checkpoint B1 Position:{PositionsTuple[1]}")
RaceCheckpointB1.TeleportTo[PositionsTuple[1] + vector3{Y:=1.0*GetRandomInt(0,10)}, RaceCheckpointB1.GetTransform().Rotation]
Print("Checkpoint B2 Position:{PositionsTuple[1]}")
RaceCheckpointB2.TeleportTo[PositionsTuple[1] + vector3{Y:=1.0*GetRandomInt(0,10)}, RaceCheckpointB1.GetTransform().Rotation]
Print("Checkpoint B3 Position:{PositionsTuple[1]}")
RaceCheckpointB3.TeleportTo[PositionsTuple[1] + vector3{Y:=1.0*GetRandomInt(0,10)}, RaceCheckpointB1.GetTransform().Rotation]
Print("Checkpoint B4 Position:{PositionsTuple[1]}")
RaceCheckpointB4.TeleportTo[PositionsTuple[1] + vector3{Y:=1.0*GetRandomInt(0,10)}, RaceCheckpointB1.GetTransform().Rotation]
Print("Checkpoint B5 Position:{PositionsTuple[1]}")
RaceCheckpointB5.TeleportTo[PositionsTuple[1] + vector3{Y:=1.0*GetRandomInt(0,10)}, RaceCheckpointB1.GetTransform().Rotation]
Print("Checkpoint B6 Position:{PositionsTuple[1]}")
RaceCheckpointB6.TeleportTo[PositionsTuple[1] + vector3{Y:=1.0*GetRandomInt(0,10)}, RaceCheckpointB1.GetTransform().Rotation]
Print("Checkpoint B7 Position:{PositionsTuple[1]}")
RaceCheckpointB7.TeleportTo[PositionsTuple[1] + vector3{Y:=1.0*GetRandomInt(0,10)}, RaceCheckpointB1.GetTransform().Rotation]
Print("Checkpoint B8 Position:{PositionsTuple[1]}")
RaceCheckpointB8.TeleportTo[PositionsTuple[1] + vector3{Y:=1.0*GetRandomInt(0,10)}, RaceCheckpointB1.GetTransform().Rotation]
else:
Print("Failed to teleport Race Track Checkpoint ")
if:
RaceTrack=1
then:
Print("Current Racetrack is 1")
for:
Idx -> RoundVehicle : FirstRoundVehicles
Pos := BasePosition + VehicleOffsets[Idx].Offset
RoundVehicle.TeleportTo[
Pos,
RoundVehicle.GetTransform().Rotation
]
do:
Print("Teleported Vehicle no.{Idx} on Racetrack 1 to {Pos}")
DebugDraw.DrawPoint(Pos , ?Thickness:= 30.0, ?DrawDurationPolicy := debug_draw_duration_policy.Persistent)
else if:
RaceTrack=2
then:
Print("Current Racetrack is 2")
for:
Idx -> RoundVehicle : SecondRoundVehicles
Pos := BasePosition + VehicleOffsets[Idx].Offset
RoundVehicle.TeleportTo[
Pos,
RoundVehicle.GetTransform().Rotation
]
do:
Print("Teleported Vehicle no.{Idx} on Racetrack 2 to {Pos}")
else if:
RaceTrack=3
then:
Print("Current Racetrack is 3")
for:
Idx -> RoundVehicle : ThirdRoundVehicles
Pos := BasePosition + VehicleOffsets[Idx].Offset
RoundVehicle.TeleportTo[
Pos,
RoundVehicle.GetTransform().Rotation
]
do:
Print("Teleported Vehicle no.{Idx} on Racetrack 3 to {Pos}")
# for:
# Idx ->
# vehicle_spawner_sports_car_device[]
# do:
# Print("Vehicle Teleport Place:{BasePosition+VehicleOffset.Offset}, Offset: {VehicleOffset.Offset}")
SetCurrentRoundOne():void=
if(set SessionData[GetSession()].CurrentRound=1):
SetCurrentRoundTwo():void=
if(set SessionData[GetSession()].CurrentRound=2):
SetCurrentRoundThree():void=
if(set SessionData[GetSession()].CurrentRound=3):
vehicle_offset := class<concrete>:
# @editable
# var SportCar : vehicle_spawner_device = vehicle_spawner_dirtbike_device{}
@editable
Offset : vector3 = vector3{}
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