1 #include "sv_invasion.qh"
3 #include <common/mapobjects/triggers.qh>
4 #include <common/monsters/sv_spawn.qh>
5 #include <common/monsters/sv_spawner.qh>
6 #include <common/monsters/sv_monsters.qh>
7 #include <common/mutators/mutator/status_effects/_mod.qh>
9 #include <server/bot/api.qh>
10 #include <server/world.qh>
11 #include <server/teamplay.qh>
13 float autocvar_g_invasion_round_timelimit;
14 float autocvar_g_invasion_spawnpoint_spawn_delay;
15 float autocvar_g_invasion_warmup;
16 int autocvar_g_invasion_monster_count;
17 bool autocvar_g_invasion_zombies_only;
18 float autocvar_g_invasion_spawn_delay;
23 bool inv_warning_shown; // spammy
25 void target_invasion_roundend_use(entity this, entity actor, entity trigger)
27 if(!IS_PLAYER(actor)) { return; }
29 actor.inv_endreached = true;
33 // let's not count bots
34 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
39 if(plnum < ceil(realplnum * min(1, this.count))) // 70% of players
45 spawnfunc(target_invasion_roundend)
47 if(!g_invasion) { delete(this); return; }
49 victent_present = true; // a victory entity is present, we don't need to rely on monster count TODO: merge this with the intrusive list (can check empty)
51 if(!this.count) { this.count = 0.7; } // require at least 70% of the players to reach the end before triggering victory
53 this.use = target_invasion_roundend_use;
55 IL_PUSH(g_invasion_roundends, this);
58 spawnfunc(invasion_wave)
60 if(!g_invasion) { delete(this); return; }
62 IL_PUSH(g_invasion_waves, this);
65 spawnfunc(invasion_spawnpoint)
67 if(!g_invasion) { delete(this); return; }
69 IL_PUSH(g_invasion_spawns, this);
74 // Invasion stage mode winning condition: If the attackers triggered a round end (by fulfilling all objectives)
76 int WinningCondition_Invasion()
78 WinningConditionHelper(NULL); // set worldstatus
80 int status = WINNING_NO;
82 if(autocvar_g_invasion_type == INV_TYPE_STAGE)
84 SetWinners(inv_endreached, true);
87 IL_EACH(g_invasion_roundends, true,
92 bprint("Invasion: round completed.\n");
93 // winners already set
101 status = WINNING_YES; // just end it? TODO: should warn mapper!
103 else if(autocvar_g_invasion_type == INV_TYPE_HUNT)
107 int found = 0; // NOTE: this ends the round if no monsters are placed
108 IL_EACH(g_monsters, !(it.spawnflags & MONSTERFLAG_RESPAWNED),
115 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
119 status = WINNING_YES;
126 Monster invasion_PickMonster(int supermonster_count)
128 RandomSelection_Init();
130 FOREACH(Monsters, it != MON_Null,
132 if((it.spawnflags & MON_FLAG_HIDDEN) || (it.spawnflags & MONSTER_TYPE_PASSIVE) || (it.spawnflags & MONSTER_TYPE_FLY) || (it.spawnflags & MONSTER_TYPE_SWIM)
133 || (it.spawnflags & MONSTER_SIZE_QUAKE) || ((it.spawnflags & MON_FLAG_SUPERMONSTER) && supermonster_count >= 1))
135 if(autocvar_g_invasion_zombies_only && !(it.spawnflags & MONSTER_TYPE_UNDEAD))
137 RandomSelection_AddEnt(it, 1, 1);
140 return RandomSelection_chosen_ent;
143 entity invasion_PickSpawn()
145 RandomSelection_Init();
147 IL_EACH(g_invasion_spawns, true,
149 RandomSelection_AddEnt(it, 1, ((time < it.spawnshieldtime) ? 0.2 : 1)); // give recently used spawnpoints a very low rating
150 it.spawnshieldtime = time + autocvar_g_invasion_spawnpoint_spawn_delay;
153 return RandomSelection_chosen_ent;
156 entity invasion_GetWaveEntity(int wavenum)
158 IL_EACH(g_invasion_waves, it.cnt == wavenum,
160 return it; // found one
163 // if no specific one is found, find the last existing wave ent
165 IL_EACH(g_invasion_waves, it.cnt <= wavenum,
167 if(!best || it.cnt > best.cnt)
174 void invasion_SpawnChosenMonster(Monster mon)
177 entity spawn_point = invasion_PickSpawn();
178 entity wave_ent = invasion_GetWaveEntity(inv_roundcnt);
181 if(wave_ent && wave_ent.spawnmob && wave_ent.spawnmob != "")
183 RandomSelection_Init();
184 FOREACH_WORD(wave_ent.spawnmob, true,
186 RandomSelection_AddString(it, 1, 1);
189 tospawn = RandomSelection_chosen_string;
192 if(spawn_point == NULL)
194 if(!inv_warning_shown)
196 inv_warning_shown = true;
197 LOG_TRACE("Warning: couldn't find any invasion_spawnpoint spawnpoints, attempting to spawn monsters in random locations");
200 setsize(e, mon.m_mins, mon.m_maxs);
202 if(MoveToRandomMapLocation(e, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
204 monster = spawnmonster(e, tospawn, mon, NULL, NULL, e.origin, false, false, 2);
205 monster.angles_x = monster.angles_z = 0;
213 else // if spawnmob field falls through (unset), fallback to mon (relying on spawnmonster for that behaviour)
214 monster = spawnmonster(spawn(), ((spawn_point.spawnmob && spawn_point.spawnmob != "") ? spawn_point.spawnmob : tospawn), mon, spawn_point, spawn_point, spawn_point.origin, false, false, 2);
219 StatusEffects_remove(STATUSEFFECT_SpawnShield, monster, STATUSEFFECT_REMOVE_NORMAL);
223 if(spawn_point.target_range)
224 monster.target_range = spawn_point.target_range;
225 monster.target2 = spawn_point.target2;
228 if(monster.monster_attack)
229 IL_REMOVE(g_monster_targets, monster);
230 monster.monster_attack = false; // it's the player's job to kill all the monsters
232 if(inv_roundcnt >= inv_maxrounds)
233 monster.spawnflags |= MONSTERFLAG_MINIBOSS; // last round spawns minibosses
236 void invasion_SpawnMonsters(int supermonster_count)
238 Monster chosen_monster = invasion_PickMonster(supermonster_count);
240 invasion_SpawnChosenMonster(chosen_monster);
243 bool Invasion_CheckWinner()
245 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
247 IL_EACH(g_monsters, true,
251 IL_CLEAR(g_monsters);
253 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
254 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
255 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
259 float total_alive_monsters = 0, supermonster_count = 0;
261 IL_EACH(g_monsters, GetResource(it, RES_HEALTH) > 0,
263 if(it.monsterdef.spawnflags & MON_FLAG_SUPERMONSTER)
264 ++supermonster_count;
265 ++total_alive_monsters;
268 if((total_alive_monsters + inv_numkilled) < inv_maxspawned && inv_maxcurrent < inv_maxspawned)
270 if(time >= inv_lastcheck)
272 invasion_SpawnMonsters(supermonster_count);
273 inv_lastcheck = time + autocvar_g_invasion_spawn_delay;
279 if(inv_numspawned < 1)
280 return 0; // nothing has spawned yet
282 if(inv_numkilled < inv_maxspawned)
285 entity winner = NULL;
286 float winning_score = 0;
288 FOREACH_CLIENT(IS_PLAYER(it), {
289 float cs = GameRules_scoring_add(it, KILLS, 0);
290 if(cs > winning_score)
297 IL_EACH(g_monsters, true,
301 IL_CLEAR(g_monsters);
305 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname);
306 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname);
309 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
314 bool Invasion_CheckPlayers()
319 void Invasion_RoundStart()
322 FOREACH_CLIENT(IS_PLAYER(it), {
323 it.player_blocked = false;
327 if(inv_roundcnt < inv_maxrounds)
328 inv_roundcnt += 1; // a limiter to stop crazy counts
330 inv_monsterskill = inv_roundcnt + max(1, numplayers * 0.3);
336 inv_maxspawned = rint(max(autocvar_g_invasion_monster_count, autocvar_g_invasion_monster_count * (inv_roundcnt * 0.5)));
339 MUTATOR_HOOKFUNCTION(inv, MonsterDies)
341 entity frag_target = M_ARGV(0, entity);
342 entity frag_attacker = M_ARGV(1, entity);
344 if(!(frag_target.spawnflags & MONSTERFLAG_RESPAWNED))
346 if(autocvar_g_invasion_type == INV_TYPE_ROUND)
352 if(IS_PLAYER(frag_attacker))
354 if(SAME_TEAM(frag_attacker, frag_target))
355 GameRules_scoring_add(frag_attacker, KILLS, -1);
357 GameRules_scoring_add(frag_attacker, KILLS, +1);
362 MUTATOR_HOOKFUNCTION(inv, MonsterSpawn)
364 entity mon = M_ARGV(0, entity);
365 mon.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
367 if(autocvar_g_invasion_type == INV_TYPE_HUNT)
368 return false; // allowed
370 if(!(mon.spawnflags & MONSTERFLAG_SPAWNED))
373 if(!(mon.spawnflags & MONSTERFLAG_RESPAWNED))
379 mon.monster_skill = inv_monsterskill;
381 if(mon.monsterdef.spawnflags & MON_FLAG_SUPERMONSTER)
382 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_INVASION_SUPERMONSTER, mon.monster_name);
385 MUTATOR_HOOKFUNCTION(inv, SV_StartFrame)
387 if(autocvar_g_invasion_type != INV_TYPE_ROUND)
388 return; // uses map spawned monsters
390 monsters_total = inv_maxspawned; // TODO: make sure numspawned never exceeds maxspawned
391 monsters_killed = inv_numkilled;
394 MUTATOR_HOOKFUNCTION(inv, PlayerRegen)
396 // no regeneration in invasion, regardless of the game type
400 MUTATOR_HOOKFUNCTION(inv, PlayerSpawn)
402 entity player = M_ARGV(0, entity);
404 if(player.bot_attack)
405 IL_REMOVE(g_bot_targets, player);
406 player.bot_attack = false;
409 MUTATOR_HOOKFUNCTION(inv, Damage_Calculate)
411 entity frag_attacker = M_ARGV(1, entity);
412 entity frag_target = M_ARGV(2, entity);
413 float frag_damage = M_ARGV(4, float);
414 vector frag_force = M_ARGV(6, vector);
416 if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker != frag_target)
419 frag_force = '0 0 0';
421 M_ARGV(4, float) = frag_damage;
422 M_ARGV(6, vector) = frag_force;
426 MUTATOR_HOOKFUNCTION(inv, BotShouldAttack)
428 entity targ = M_ARGV(1, entity);
430 if(!IS_MONSTER(targ))
434 MUTATOR_HOOKFUNCTION(inv, SetStartItems)
436 if(autocvar_g_invasion_type == INV_TYPE_ROUND)
439 start_armorvalue = 200;
443 MUTATOR_HOOKFUNCTION(inv, AccuracyTargetValid)
445 entity frag_target = M_ARGV(1, entity);
447 if(IS_MONSTER(frag_target))
448 return MUT_ACCADD_INVALID;
449 return MUT_ACCADD_INDIFFERENT;
452 MUTATOR_HOOKFUNCTION(inv, AllowMobSpawning)
454 // monster spawning disabled during an invasion
455 M_ARGV(1, string) = "You cannot spawn monsters during an invasion!";
459 MUTATOR_HOOKFUNCTION(inv, CheckRules_World)
461 if(autocvar_g_invasion_type == INV_TYPE_ROUND)
464 M_ARGV(0, float) = WinningCondition_Invasion();
468 MUTATOR_HOOKFUNCTION(inv, AllowMobButcher)
470 M_ARGV(0, string) = "This command does not work during an invasion!";
474 void invasion_ScoreRules()
476 GameRules_score_enabled(false);
477 GameRules_scoring(0, 0, 0, {
478 field(SP_KILLS, "kills", SFL_SORT_PRIO_PRIMARY);
482 void invasion_DelayedInit(entity this)
484 if(autocvar_g_invasion_type == INV_TYPE_HUNT || autocvar_g_invasion_type == INV_TYPE_STAGE)
485 cvar_set("fraglimit", "0");
487 independent_players = 1; // to disable extra useless scores
489 invasion_ScoreRules();
491 independent_players = 0;
493 if(autocvar_g_invasion_type == INV_TYPE_ROUND)
495 round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
496 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
499 inv_maxrounds = 15; // 15?
503 void invasion_Initialize()
505 InitializeEntity(NULL, invasion_DelayedInit, INITPRIO_GAMETYPE);