-- This mode in particular is meant for Track Day with AI Flood on large tracks. Set -- AIs to draw some slow cars, get yourself that Red Bull monstrousity and try to -- score some points. -- Event configuration: local requiredSpeed = 80 -- Event doesn’t start right away, instead, here’s a message to show before the start: ac.setStartMessage('Get to '..requiredSpeed..' km/h to begin the Overtake Run') -- This function is called before event activates. Once it returns true, it’ll run: function script.prepare(dt) ac.debug('speed', ac.getCarState(1).speedKmh) return ac.getCarState(1).speedKmh > 60 end -- Event state: local timePassed = 0 local totalScore = 0 local comboMeter = 1 local comboColor = 0 local dangerouslySlowTimer = 0 local carsState = {} local wheelsWarningTimeout = 0 -- For various reasons, this is the most questionable part, some UI. I don’t really like -- this way though. So, yeah, still thinking about the best way to do it. local messages = {} local glitter = {} local glitterCount = 0 local function addMessage(text, mood) for i = math.min(#messages + 1, 4), 2, -1 do messages[i] = messages[i - 1] messages[i].targetPos = i end messages[1] = { text = text, age = 0, targetPos = 1, currentPos = 1, mood = mood } if mood == 1 then for i = 1, 60 do local dir = vec2(math.random() - 0.5, math.random() - 0.5) glitterCount = glitterCount + 1 glitter[glitterCount] = { color = rgbm.new(hsv(math.random() * 360, 1, 1):rgb(), 1), pos = vec2(80, 140) + dir * vec2(40, 20), velocity = dir:normalize():scale(0.2 + math.random()), life = 0.5 + 0.5 * math.random() } end end end function script.update(dt) if timePassed == 0 then addMessage('Let’s go!', 0) end local player = ac.getCar(0) if not player then return end if player.engineLifeLeft < 1 then ac.endSession('Overtake score: ' .. totalScore, true, { summary = 'Score: ' .. totalScore, message = '• Final score: '..totalScore }) return end timePassed = timePassed + dt local comboFadingRate = 0.5 * math.lerp(1, 0.1, math.lerpInvSat(player.speedKmh, 80, 200)) + player.wheelsOutside comboMeter = math.max(1, comboMeter - dt * comboFadingRate) local sim = ac.getSim() while sim.carsCount > #carsState do carsState[#carsState + 1] = {} end if wheelsWarningTimeout > 0 then wheelsWarningTimeout = wheelsWarningTimeout - dt elseif player.wheelsOutside > 0 then if wheelsWarningTimeout == 0 then end addMessage('Car is outside', -1) wheelsWarningTimeout = 60 end if player.speedKmh < requiredSpeed then if dangerouslySlowTimer > 3 then ac.endSession('Overtake score: ' .. totalScore, true, { summary = 'Score: ' .. totalScore, message = '• Final score: '..totalScore }) else if dangerouslySlowTimer == 0 then addMessage('Too slow!', -1) end ac.setSystemMessage('Overtake Run', 'You’re going too slow: '..(math.ceil(dangerouslySlowTimer * 10) / 10)..'/3') end dangerouslySlowTimer = dangerouslySlowTimer + dt comboMeter = 1 return else dangerouslySlowTimer = 0 end for i = 2, ac.getSim().carsCount do local car = ac.getCar(i - 1) or error() local state = carsState[i] if car.position:closerToThan(player.position, 10) then local drivingAlong = math.dot(car.look, player.look) > 0.2 if not drivingAlong then state.drivingAlong = false if not state.nearMiss and car.position:closerToThan(player.position, 3) then state.nearMiss = true if car.position:closerToThan(player.position, 2.5) then comboMeter = comboMeter + 3 addMessage('Very close near miss!', 1) else comboMeter = comboMeter + 1 addMessage('Near miss: bonus combo', 0) end end end if car.collidedWith == 1 and not state.collided then totalScore = totalScore - 100 comboMeter = 1 addMessage('Collision', -1) state.collided = true end if not state.overtaken and not state.collided and state.drivingAlong then local posDir = (car.position - player.position):normalize() local posDot = math.dot(posDir, car.look) state.maxPosDot = math.max(state.maxPosDot, posDot) if posDot < -0.5 and state.maxPosDot > 0.5 then totalScore = totalScore + math.ceil(10 * comboMeter) comboMeter = comboMeter + 1 comboColor = comboColor + 90 addMessage('Overtake', comboMeter > 20 and 1 or 0) state.overtaken = true end end else state.maxPosDot = -1 state.overtaken = false state.collided = false state.drivingAlong = true state.nearMiss = false end end end local function updateMessages(dt) comboColor = comboColor + dt * 10 * comboMeter if comboColor > 360 then comboColor = comboColor - 360 end for i = 1, #messages do local m = messages[i] m.age = m.age + dt m.currentPos = math.applyLag(m.currentPos, m.targetPos, 0.8, dt) end for i = glitterCount, 1, -1 do local g = glitter[i] g.pos:add(g.velocity) g.velocity.y = g.velocity.y + 0.02 g.life = g.life - dt g.color.mult = math.saturate(g.life * 4) if g.life < 0 then if i < glitterCount then glitter[i] = glitter[glitterCount] end glitterCount = glitterCount - 1 end end if comboMeter > 10 and math.random() > 0.98 then for i = 1, math.floor(comboMeter) do local dir = vec2(math.random() - 0.5, math.random() - 0.5) glitterCount = glitterCount + 1 glitter[glitterCount] = { color = rgbm.new(hsv(math.random() * 360, 1, 1):rgb(), 1), pos = vec2(195, 75) + dir * vec2(40, 20), velocity = dir:normalize():scale(0.2 + math.random()), life = 0.5 + 0.5 * math.random() } end end end local speedWarning = 0 function script.drawUI() local uiState = ac.getUI() updateMessages(uiState.dt) local speedRelative = math.saturate(math.floor(ac.getCarState(1).speedKmh) / requiredSpeed) speedWarning = math.applyLag(speedWarning, speedRelative < 1 and 1 or 0, 0.5, uiState.dt) local colorDark = rgbm(0.4, 0.4, 0.4, 1) local colorGrey = rgbm(0.7, 0.7, 0.7, 1) local colorAccent = rgbm.new(hsv(speedRelative * 120, 1, 1):rgb(), 1) local colorCombo = rgbm.new(hsv(comboColor, math.saturate(comboMeter / 10), 1):rgb(), math.saturate(comboMeter / 4)) local function speedMeter(ref) ui.drawRectFilled(ref + vec2(0, -4), ref + vec2(180, 5), colorDark, 1) ui.drawLine(ref + vec2(0, -4), ref + vec2(0, 4), colorGrey, 1) ui.drawLine(ref + vec2(requiredSpeed, -4), ref + vec2(requiredSpeed, 4), colorGrey, 1) local speed = math.min(ac.getCarState(1).speedKmh, 180) if speed > 1 then ui.drawLine(ref + vec2(0, 0), ref + vec2(speed, 0), colorAccent, 4) end end ui.beginTransparentWindow('overtakeScore', vec2(uiState.windowSize.x * 0.5 - 600, 100), vec2(400, 400), false) ui.beginOutline() ui.pushStyleVar(ui.StyleVar.Alpha, 1 - speedWarning) ui.pushFont(ui.Font.Title) ui.text('Overtake Run') ui.popFont() ui.popStyleVar() ui.pushFont(ui.Font.Huge) ui.text(totalScore .. ' pts') ui.sameLine(0, 40) if comboMeter > 20 then ui.beginRotation() end ui.textColored(math.ceil(comboMeter * 10) / 10 .. 'x', colorCombo) if comboMeter > 20 then ui.endRotation(math.sin(comboMeter / 180 * 3141.5) * 3 * math.lerpInvSat(comboMeter, 20, 30) + 90) end ui.popFont() ui.endOutline(rgbm(0, 0, 0, 0.3)) ui.offsetCursorY(20) ui.pushFont(ui.Font.Title) local startPos = ui.getCursor() for i = 1, #messages do local m = messages[i] local f = math.saturate(4 - m.currentPos) * math.saturate(8 - m.age) ui.setCursor(startPos + vec2(20 + math.saturate(1 - m.age * 10) ^ 2 * 100, (m.currentPos - 1) * 30)) ui.textColored(m.text, m.mood == 1 and rgbm(0, 1, 0, f) or m.mood == -1 and rgbm(1, 0, 0, f) or rgbm(1, 1, 1, f)) end for i = 1, glitterCount do local g = glitter[i] if g ~= nil then ui.drawLine(g.pos, g.pos + g.velocity * 4, g.color, 2) end end ui.popFont() ui.setCursor(startPos + vec2(0, 4 * 30)) ui.pushStyleVar(ui.StyleVar.Alpha, speedWarning) ui.setCursorY(0) ui.pushFont(ui.Font.Main) ui.textColored('Keep speed above '..requiredSpeed..' km/h:', colorAccent) speedMeter(ui.getCursor() + vec2(-9, 4)) ui.popFont() ui.popStyleVar() ui.endTransparentWindow() end