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CA: avoid fractional score by giving players 1 point every 100 units of damage
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / clanarena / sv_clanarena.qc
1 #include "sv_clanarena.qh"
2
3 float autocvar_g_ca_damage2score = 100;
4 bool autocvar_g_ca_spectate_enemies;
5
6 float autocvar_g_ca_start_health = 200;
7 float autocvar_g_ca_start_armor = 200;
8 float autocvar_g_ca_start_ammo_shells = 60;
9 float autocvar_g_ca_start_ammo_nails = 320;
10 float autocvar_g_ca_start_ammo_rockets = 160;
11 float autocvar_g_ca_start_ammo_cells = 180;
12 float autocvar_g_ca_start_ammo_plasma = 180;
13 float autocvar_g_ca_start_ammo_fuel = 0;
14
15 .float ca_damage_counter;
16
17 void CA_count_alive_players()
18 {
19         total_players = 0;
20         for (int i = 1; i <= NUM_TEAMS; ++i)
21         {
22                 Team_SetNumberOfAlivePlayers(Team_GetTeamFromIndex(i), 0);
23         }
24         FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it),
25         {
26                 ++total_players;
27                 if (IS_DEAD(it))
28                 {
29                         continue;
30                 }
31                 entity team_ = Entity_GetTeam(it);
32                 int num_alive = Team_GetNumberOfAlivePlayers(team_);
33                 ++num_alive;
34                 Team_SetNumberOfAlivePlayers(team_, num_alive);
35         });
36         FOREACH_CLIENT(IS_REAL_CLIENT(it),
37         {
38                 STAT(REDALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1));
39                 STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(2));
40                 STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(3));
41                 STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(4));
42         });
43 }
44
45 void nades_Clear(entity player);
46
47 float CA_CheckWinner()
48 {
49         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
50         {
51                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
52                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
53                 FOREACH_CLIENT(IS_PLAYER(it), { nades_Clear(it); });
54
55                 allowed_to_spawn = false;
56                 game_stopped = true;
57                 round_handler_Init(5, autocvar_g_ca_warmup, autocvar_g_ca_round_timelimit);
58                 return 1;
59         }
60
61         CA_count_alive_players();
62         int winner_team = Team_GetWinnerAliveTeam();
63         if (!winner_team)
64                 return 0;
65
66         if(winner_team > 0)
67         {
68                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
69                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
70                 TeamScore_AddToTeam(winner_team, ST_CA_ROUNDS, +1);
71         }
72         else if(winner_team == -1)
73         {
74                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
75                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
76         }
77
78         allowed_to_spawn = false;
79         game_stopped = true;
80         round_handler_Init(5, autocvar_g_ca_warmup, autocvar_g_ca_round_timelimit);
81
82         FOREACH_CLIENT(IS_PLAYER(it), { nades_Clear(it); });
83
84         return 1;
85 }
86
87 void CA_RoundStart()
88 {
89         allowed_to_spawn = boolean(warmup_stage);
90 }
91
92 bool CA_CheckTeams()
93 {
94         static int prev_missing_teams_mask;
95         allowed_to_spawn = true;
96         CA_count_alive_players();
97         if (Team_GetNumberOfAliveTeams() == NumTeams(ca_teams))
98         {
99                 if(prev_missing_teams_mask > 0)
100                         Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
101                 prev_missing_teams_mask = -1;
102                 return true;
103         }
104         if(total_players == 0)
105         {
106                 if(prev_missing_teams_mask > 0)
107                         Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
108                 prev_missing_teams_mask = -1;
109                 return false;
110         }
111         int missing_teams_mask = 0;
112         for (int i = 1; i <= NUM_TEAMS; ++i)
113         {
114                 if ((ca_teams & Team_IndexToBit(i)) &&
115                         (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) == 0))
116                 {
117                         missing_teams_mask |= Team_IndexToBit(i);
118                 }
119         }
120         if(prev_missing_teams_mask != missing_teams_mask)
121         {
122                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
123                 prev_missing_teams_mask = missing_teams_mask;
124         }
125         return false;
126 }
127
128 bool ca_isEliminated(entity e)
129 {
130         if(INGAME_JOINED(e) && (IS_DEAD(e) || e.frags == FRAGS_PLAYER_OUT_OF_GAME))
131                 return true;
132         if(INGAME_JOINING(e))
133                 return true;
134         return false;
135 }
136
137 /** Returns next available player to spectate if g_ca_spectate_enemies == 0 */
138 entity CA_SpectateNext(entity player, entity start)
139 {
140         if (SAME_TEAM(start, player)) return start;
141         // continue from current player
142         for (entity e = start; (e = find(e, classname, STR_PLAYER)); )
143         {
144                 if (SAME_TEAM(player, e)) return e;
145         }
146         // restart from the beginning
147         for (entity e = NULL; (e = find(e, classname, STR_PLAYER)); )
148         {
149                 if (SAME_TEAM(player, e)) return e;
150         }
151         return start;
152 }
153
154
155 MUTATOR_HOOKFUNCTION(ca, PlayerSpawn)
156 {
157         entity player = M_ARGV(0, entity);
158
159         INGAME_STATUS_SET(player, INGAME_STATUS_JOINED);
160         if (time <= game_starttime) // reset on game restart, not on round start
161                 player.ca_damage_counter = autocvar_g_ca_damage2score / 2; // for rounding purposes
162         if (!warmup_stage)
163                 eliminatedPlayers.SendFlags |= 1;
164 }
165
166 MUTATOR_HOOKFUNCTION(ca, ForbidSpawn)
167 {
168         entity player = M_ARGV(0, entity);
169
170         // spectators / observers that weren't playing can join; they are
171         // immediately forced to observe in the PutClientInServer hook
172         // this way they are put in a team and can play in the next round
173         if (!allowed_to_spawn && INGAME(player))
174                 return true;
175         return false;
176 }
177
178 MUTATOR_HOOKFUNCTION(ca, PutClientInServer)
179 {
180         entity player = M_ARGV(0, entity);
181
182         if (!allowed_to_spawn && IS_PLAYER(player)) // this is true even when player is trying to join
183         {
184                 TRANSMUTE(Observer, player);
185                 if (CS(player).jointime != time && !INGAME(player)) // not when connecting
186                 {
187                         INGAME_STATUS_SET(player, INGAME_STATUS_JOINING);
188                         Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_JOIN_LATE);
189                 }
190         }
191 }
192
193 MUTATOR_HOOKFUNCTION(ca, reset_map_players)
194 {
195         FOREACH_CLIENT(true, {
196                 CS(it).killcount = 0;
197                 if (!INGAME(it) && IS_BOT_CLIENT(it))
198                 {
199                         it.team = -1;
200                         INGAME_STATUS_SET(it, INGAME_STATUS_JOINED);
201                 }
202                 if (INGAME(it))
203                 {
204                         TRANSMUTE(Player, it);
205                         INGAME_STATUS_SET(it, INGAME_STATUS_JOINED);
206                         PutClientInServer(it);
207                 }
208         });
209         return true;
210 }
211
212 MUTATOR_HOOKFUNCTION(ca, reset_map_global)
213 {
214         allowed_to_spawn = true;
215         return true;
216 }
217
218 MUTATOR_HOOKFUNCTION(ca, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
219 {
220         M_ARGV(0, float) = ca_teams;
221         return true;
222 }
223
224 entity ca_LastPlayerForTeam(entity this)
225 {
226         entity last_pl = NULL;
227         FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
228                 if (!IS_DEAD(it) && SAME_TEAM(this, it))
229                 {
230                         if (!last_pl)
231                                 last_pl = it;
232                         else
233                                 return NULL;
234                 }
235         });
236         return last_pl;
237 }
238
239 void ca_LastPlayerForTeam_Notify(entity this)
240 {
241         if (!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted())
242         {
243                 entity pl = ca_LastPlayerForTeam(this);
244                 if (pl)
245                         Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
246         }
247 }
248
249 MUTATOR_HOOKFUNCTION(ca, PlayerDies)
250 {
251         entity frag_target = M_ARGV(2, entity);
252
253         ca_LastPlayerForTeam_Notify(frag_target);
254         if (!allowed_to_spawn)
255         {
256                 frag_target.respawn_flags = RESPAWN_SILENT;
257                 // prevent unwanted sudden rejoin as spectator and movement of spectator camera
258                 frag_target.respawn_time = time + 2;
259         }
260         frag_target.respawn_flags |= RESPAWN_FORCE;
261         if (!warmup_stage)
262                 eliminatedPlayers.SendFlags |= 1;
263         return true;
264 }
265
266 MUTATOR_HOOKFUNCTION(ca, ClientConnect)
267 {
268         entity player = M_ARGV(0, entity);
269         player.ca_damage_counter = autocvar_g_ca_damage2score / 2; // for rounding purposes
270 }
271
272 MUTATOR_HOOKFUNCTION(ca, ClientDisconnect)
273 {
274         entity player = M_ARGV(0, entity);
275
276         if (IS_PLAYER(player) && !IS_DEAD(player))
277                 ca_LastPlayerForTeam_Notify(player);
278         return true;
279 }
280
281 MUTATOR_HOOKFUNCTION(ca, MakePlayerObserver)
282 {
283         entity player = M_ARGV(0, entity);
284
285         bool is_forced = M_ARGV(1, bool);
286         if (is_forced && INGAME(player))
287                 INGAME_STATUS_CLEAR(player);
288
289         if (IS_PLAYER(player) && !IS_DEAD(player))
290                 ca_LastPlayerForTeam_Notify(player);
291         if (player.killindicator_teamchange == -2) // player wants to spectate
292         {
293                 entcs_update_players(player);
294                 INGAME_STATUS_CLEAR(player);
295         }
296         if (INGAME(player))
297                 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
298         if (!warmup_stage)
299                 eliminatedPlayers.SendFlags |= 1;
300         if (!INGAME(player))
301                 return false;  // allow team reset
302         return true;  // prevent team reset
303 }
304
305 MUTATOR_HOOKFUNCTION(ca, ForbidThrowCurrentWeapon)
306 {
307         return true;
308 }
309
310 MUTATOR_HOOKFUNCTION(ca, GiveFragsForKill, CBC_ORDER_FIRST)
311 {
312         M_ARGV(2, float) = 0; // score will be given to the winner team when the round ends
313         return true;
314 }
315
316 MUTATOR_HOOKFUNCTION(ca, SetStartItems)
317 {
318         start_items       &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
319         if(!cvar("g_use_ammunition"))
320                 start_items |= IT_UNLIMITED_AMMO;
321
322         start_health       = warmup_start_health       = autocvar_g_ca_start_health;
323         start_armorvalue   = warmup_start_armorvalue   = autocvar_g_ca_start_armor;
324         start_ammo_shells  = warmup_start_ammo_shells  = autocvar_g_ca_start_ammo_shells;
325         start_ammo_nails   = warmup_start_ammo_nails   = autocvar_g_ca_start_ammo_nails;
326         start_ammo_rockets = warmup_start_ammo_rockets = autocvar_g_ca_start_ammo_rockets;
327         start_ammo_cells   = warmup_start_ammo_cells   = autocvar_g_ca_start_ammo_cells;
328         start_ammo_plasma  = warmup_start_ammo_plasma  = autocvar_g_ca_start_ammo_plasma;
329         start_ammo_fuel    = warmup_start_ammo_fuel    = autocvar_g_ca_start_ammo_fuel;
330 }
331
332 MUTATOR_HOOKFUNCTION(ca, Damage_Calculate)
333 {
334         entity frag_attacker = M_ARGV(1, entity);
335         entity frag_target = M_ARGV(2, entity);
336         float frag_deathtype = M_ARGV(3, float);
337         float frag_damage = M_ARGV(4, float);
338         float frag_mirrordamage = M_ARGV(5, float);
339
340         if (IS_PLAYER(frag_target))
341         if (!IS_DEAD(frag_target))
342         if (frag_target == frag_attacker || SAME_TEAM(frag_target, frag_attacker) || frag_deathtype == DEATH_FALL.m_id)
343                 frag_damage = 0;
344
345         frag_mirrordamage = 0;
346
347         M_ARGV(4, float) = frag_damage;
348         M_ARGV(5, float) = frag_mirrordamage;
349 }
350
351 MUTATOR_HOOKFUNCTION(ca, FilterItem)
352 {
353         entity item = M_ARGV(0, entity);
354
355         if (autocvar_g_powerups <= 0)
356         if (item.itemdef.instanceOfPowerup)
357                 return true;
358
359         if (autocvar_g_pickup_items <= 0)
360                 return true;
361 }
362
363 MUTATOR_HOOKFUNCTION(ca, PlayerDamage_SplitHealthArmor)
364 {
365         if (time < game_starttime || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
366                 return;
367
368         entity frag_attacker = M_ARGV(1, entity);
369         entity frag_target = M_ARGV(2, entity);
370         float frag_deathtype = M_ARGV(6, float);
371         float frag_damage = M_ARGV(7, float);
372         float damage_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
373         float damage_save = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR));
374
375         float excess = max(0, frag_damage - damage_take - damage_save);
376
377         if (autocvar_g_ca_damage2score <= 0 || frag_damage - excess == 0) return;
378
379         entity scorer = NULL;
380         float scorer_damage = 0;
381
382         if (IS_PLAYER(frag_attacker))
383         {
384                 if (DIFF_TEAM(frag_target, frag_attacker))
385                         scorer_damage = frag_damage - excess;
386                 else // friendly fire
387                         scorer_damage = -(frag_damage - excess);
388
389                 scorer = frag_attacker;
390         }
391         else
392         {
393                 //handle (environmental hazard) suiciding, check first if player has a registered attacker who most likely pushed them there to avoid punishing pushed players as pushers are already rewarded
394                 //deathtypes:
395                 //kill = suicide, drown = drown in water/liquid, hurttrigger = out of the map void or hurt triggers inside maps like electric sparks
396                 //camp = campcheck, lava = lava, slime = slime
397                 //team change / rebalance suicides are currently not included
398                 if (frag_deathtype == DEATH_KILL.m_id ||
399                         frag_deathtype == DEATH_DROWN.m_id ||
400                         frag_deathtype == DEATH_HURTTRIGGER.m_id ||
401                         frag_deathtype == DEATH_CAMP.m_id ||
402                         frag_deathtype == DEATH_LAVA.m_id ||
403                         frag_deathtype == DEATH_SLIME.m_id ||
404                         frag_deathtype == DEATH_SWAMP.m_id)
405                 {
406                         scorer_damage = -(frag_damage - excess);
407                         scorer = frag_target;
408                 }
409         }
410
411         if (scorer)
412         {
413                 scorer.ca_damage_counter += scorer_damage;
414                 if (fabs(scorer.ca_damage_counter) < autocvar_g_ca_damage2score)
415                         return;
416                 // NOTE: here we are actually rounding since ca_damage_counter is
417                 // initialized on player spawn to half autocvar_g_ca_damage2score
418                 // Also note that this code works for subtracting score too
419                 int points = floor(scorer.ca_damage_counter / autocvar_g_ca_damage2score);
420                 GameRules_scoring_add(scorer, SCORE, points);
421
422                 scorer.ca_damage_counter -= points * autocvar_g_ca_damage2score;
423         }
424 }
425
426 MUTATOR_HOOKFUNCTION(ca, CalculateRespawnTime)
427 {
428         // no respawn calculations needed, player is forced to spectate anyway
429         return true;
430 }
431
432 MUTATOR_HOOKFUNCTION(ca, PlayerRegen)
433 {
434         // no regeneration in CA
435         return true;
436 }
437
438 MUTATOR_HOOKFUNCTION(ca, Scores_CountFragsRemaining)
439 {
440         // announce remaining frags
441         return true;
442 }
443
444 MUTATOR_HOOKFUNCTION(ca, SpectateSet)
445 {
446         entity client = M_ARGV(0, entity);
447         entity targ = M_ARGV(1, entity);
448
449         if (!autocvar_g_ca_spectate_enemies && INGAME(client))
450         if (DIFF_TEAM(targ, client))
451                 return true;
452 }
453
454 MUTATOR_HOOKFUNCTION(ca, SpectateNext)
455 {
456         entity client = M_ARGV(0, entity);
457
458         if (!autocvar_g_ca_spectate_enemies && INGAME(client)
459                 && Team_GetNumberOfAlivePlayers(Entity_GetTeam(client)))
460         {
461                 entity targ = M_ARGV(1, entity);
462                 M_ARGV(1, entity) = CA_SpectateNext(client, targ);
463                 return true;
464         }
465 }
466
467 MUTATOR_HOOKFUNCTION(ca, SpectatePrev)
468 {
469         entity client = M_ARGV(0, entity);
470         entity targ = M_ARGV(1, entity);
471         entity first = M_ARGV(2, entity);
472
473         if (!autocvar_g_ca_spectate_enemies && INGAME(client)
474                 && Team_GetNumberOfAlivePlayers(Entity_GetTeam(client)))
475         {
476                 do { targ = targ.chain; }
477                 while(targ && DIFF_TEAM(targ, client));
478
479                 if (!targ)
480                 {
481                         for (targ = first; targ && DIFF_TEAM(targ, client); targ = targ.chain);
482
483                         if (targ == client.enemy)
484                                 return MUT_SPECPREV_RETURN;
485                 }
486         }
487         else
488                 return MUT_SPECPREV_CONTINUE;
489
490         M_ARGV(1, entity) = targ;
491
492         return MUT_SPECPREV_FOUND;
493 }
494
495 MUTATOR_HOOKFUNCTION(ca, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
496 {
497         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
498                 if (IS_PLAYER(it) || INGAME_JOINED(it))
499                         ++M_ARGV(0, int);
500                 ++M_ARGV(1, int);
501         });
502         return true;
503 }
504
505 MUTATOR_HOOKFUNCTION(ca, ClientCommand_Spectate)
506 {
507         entity player = M_ARGV(0, entity);
508
509         if (INGAME(player))
510         {
511                 // they're going to spec, we can do other checks
512                 if (autocvar_sv_spectate && (IS_SPEC(player) || IS_OBSERVER(player)))
513                         Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_LEAVE);
514                 return MUT_SPECCMD_FORCE;
515         }
516
517         return MUT_SPECCMD_CONTINUE;
518 }
519
520 MUTATOR_HOOKFUNCTION(ca, HideTeamNagger)
521 {
522         return true; // doesn't work well with the whole spectator as player thing
523 }
524
525 MUTATOR_HOOKFUNCTION(ca, SetWeaponArena)
526 {
527         if (M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
528                 M_ARGV(0, string) = autocvar_g_ca_weaponarena;
529 }
530
531 MUTATOR_HOOKFUNCTION(ca, SV_ParseServerCommand)
532 {
533         string cmd_name = M_ARGV(0, string);
534         if (cmd_name == "shuffleteams")
535                 shuffleteams_on_reset_map = !allowed_to_spawn;
536         return false;
537 }