1 // ===========================================================
2 // Keepaway game mode coding, written by Samual and Diabolik
3 // Last updated: September, 2012
4 // ===========================================================
6 float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame
10 return FALSE; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
12 // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
17 void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
19 if(autocvar_sv_eventlog)
20 GameLogEcho(strcat(":ka:", mode, ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
23 void ka_RespawnBall() // runs whenever the ball needs to be relocated
25 if(gameover) { return; }
26 vector oldballorigin = self.origin;
28 if(MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
30 makevectors(self.angles);
31 self.movetype = MOVETYPE_BOUNCE;
32 self.velocity = '0 0 200';
33 self.angles = '0 0 0';
34 self.effects = autocvar_g_keepawayball_effects;
35 self.think = ka_RespawnBall;
36 self.nextthink = time + autocvar_g_keepawayball_respawntime;
38 pointparticles(particleeffectnum("electro_combo"), oldballorigin, '0 0 0', 1);
39 pointparticles(particleeffectnum("electro_combo"), self.origin, '0 0 0', 1);
41 WaypointSprite_Spawn("ka-ball", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1');
42 WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
44 sound(self, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
48 ka_RespawnBall(); // finding a location failed, retry
54 if(self.owner.ballcarried)
55 { // add points for holding the ball after a certain amount of time
56 if(autocvar_g_keepaway_score_timepoints)
57 PlayerScore_Add(self.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
59 PlayerScore_Add(self.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
60 self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
64 void ka_TouchEvent() // runs any time that the ball comes in contact with something
66 if(gameover) { return; }
68 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
69 { // The ball fell off the map, respawn it since players can't get to it
73 if(other.deadflag != DEAD_NO) { return; }
74 if not(IS_PLAYER(other))
75 { // The ball just touched an object, most likely the world
76 pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
77 sound(self, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTN_NORM);
80 else if(self.wait > time) { return; }
82 // attach the ball to the player
84 other.ballcarried = self;
85 setattachment(self, other, "");
86 setorigin(self, '0 0 0');
88 // make the ball invisible/unable to do anything/set up time scoring
89 self.velocity = '0 0 0';
90 self.movetype = MOVETYPE_NONE;
91 self.effects |= EF_NODRAW;
92 self.touch = func_null;
93 self.think = ka_TimeScoring;
94 self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
95 self.takedamage = DAMAGE_NO;
97 // apply effects to player
98 other.glow_color = autocvar_g_keepawayball_trail_color;
99 other.glow_trail = TRUE;
100 other.effects |= autocvar_g_keepaway_ballcarrier_effects;
102 // messages and sounds
103 ka_EventLog("pickup", other);
104 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_PICKUP, other.netname);
105 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, other.netname);
106 sound(self.owner, CH_TRIGGER, "keepaway/pickedup.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
109 PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
112 WaypointSprite_AttachCarrier("ka-ballcarrier", other, RADARICON_FLAGCARRIER, '1 0 0');
113 other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
114 WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
115 WaypointSprite_Ping(other.waypointsprite_attachedforcarrier);
116 WaypointSprite_Kill(self.waypointsprite_attachedforcarrier);
119 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
122 ball = plyr.ballcarried;
124 if(!ball) { return; }
127 setattachment(ball, world, "");
128 ball.movetype = MOVETYPE_BOUNCE;
129 ball.wait = time + 1;
130 ball.touch = ka_TouchEvent;
131 ball.think = ka_RespawnBall;
132 ball.nextthink = time + autocvar_g_keepawayball_respawntime;
133 ball.takedamage = DAMAGE_YES;
134 ball.effects &~= EF_NODRAW;
135 setorigin(ball, plyr.origin + '0 0 10');
136 ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
137 ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P
140 // reset the player effects
141 plyr.glow_trail = FALSE;
142 plyr.effects &~= autocvar_g_keepaway_ballcarrier_effects;
144 // messages and sounds
145 ka_EventLog("dropped", plyr);
146 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
147 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
148 sound(other, CH_TRIGGER, "keepaway/dropped.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
151 // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
154 WaypointSprite_Spawn("ka-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1');
155 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
156 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
157 WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
160 void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal
162 if((self.owner) && (IS_PLAYER(self.owner)))
163 ka_DropEvent(self.owner);
173 void havocbot_goalrating_ball(float ratingscale, vector org)
177 ball_owner = ka_ball.owner;
179 if (ball_owner == self)
182 // If ball is carried by player then hunt them down.
185 t = (self.health + self.armorvalue) / (ball_owner.health + ball_owner.armorvalue);
186 navigation_routerating(ball_owner, t * ratingscale, 2000);
189 // Ball has been dropped so collect.
190 navigation_routerating(ka_ball, ratingscale, 2000);
193 void havocbot_role_ka_carrier()
195 if (self.deadflag != DEAD_NO)
198 if (time > self.bot_strategytime)
200 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
202 navigation_goalrating_start();
203 havocbot_goalrating_items(10000, self.origin, 10000);
204 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
205 //havocbot_goalrating_waypoints(1, self.origin, 1000);
206 navigation_goalrating_end();
209 if (!self.ballcarried)
211 self.havocbot_role = havocbot_role_ka_collector;
212 self.bot_strategytime = 0;
216 void havocbot_role_ka_collector()
218 if (self.deadflag != DEAD_NO)
221 if (time > self.bot_strategytime)
223 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
225 navigation_goalrating_start();
226 havocbot_goalrating_items(10000, self.origin, 10000);
227 havocbot_goalrating_enemyplayers(1000, self.origin, 10000);
228 havocbot_goalrating_ball(20000, self.origin);
229 navigation_goalrating_end();
232 if (self.ballcarried)
234 self.havocbot_role = havocbot_role_ka_carrier;
235 self.bot_strategytime = 0;
244 MUTATOR_HOOKFUNCTION(ka_Scoring)
246 if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
248 if(frag_target.ballcarried) { // add to amount of times killing carrier
249 PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
250 if(autocvar_g_keepaway_score_bckill) // add bckills to the score
251 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill);
253 else if(!frag_attacker.ballcarried)
254 if(autocvar_g_keepaway_noncarrier_warn)
255 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
257 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
258 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
261 if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has died, drop it
265 MUTATOR_HOOKFUNCTION(ka_GiveFragsForKill)
267 frag_score = 0; // no frags counted in keepaway
268 return 1; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
271 MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
273 // clear the item used for the ball in keepaway
274 self.items &~= IT_KEY1;
276 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
278 self.items |= IT_KEY1;
283 MUTATOR_HOOKFUNCTION(ka_PlayerUseKey)
285 if(MUTATOR_RETURNVALUE == 0)
294 MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
296 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
298 if(frag_target == frag_attacker) // damage done to yourself
300 frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
301 frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
303 else // damage done to noncarriers
305 frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
306 frag_force *= autocvar_g_keepaway_ballcarrier_force;
309 else if not(frag_target.ballcarried) // if the target is a noncarrier
311 if(frag_target == frag_attacker) // damage done to yourself
313 frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
314 frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
316 else // damage done to other noncarriers
318 frag_damage *= autocvar_g_keepaway_noncarrier_damage;
319 frag_force *= autocvar_g_keepaway_noncarrier_force;
325 MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
327 if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
331 MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
333 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
334 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
336 self.effects &~= autocvar_g_keepaway_ballcarrier_effects;
339 self.effects |= autocvar_g_keepaway_ballcarrier_effects;
344 MUTATOR_HOOKFUNCTION(ka_BotRoles)
346 if (self.ballcarried)
347 self.havocbot_role = havocbot_role_ka_carrier;
349 self.havocbot_role = havocbot_role_ka_collector;
358 void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
360 if(!g_keepaway) { return; }
364 e.model = "models/orbs/orbblue.md3";
365 precache_model(e.model);
366 setmodel(e, e.model);
367 setsize(e, '-16 -16 -20', '16 16 20'); // 20 20 20 was too big, player is only 16 16 24... gotta cheat with the Z (20) axis so that the particle isn't cut off
368 e.classname = "keepawayball";
369 e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
370 e.takedamage = DAMAGE_YES;
371 e.solid = SOLID_TRIGGER;
372 e.movetype = MOVETYPE_BOUNCE;
373 e.glow_color = autocvar_g_keepawayball_trail_color;
377 e.touch = ka_TouchEvent;
381 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
386 ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, TRUE); // SFL_SORT_PRIO_PRIMARY
387 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS, "pickups", 0);
388 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0);
389 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY);
390 ScoreRules_basics_end();
393 void ka_Initialize() // run at the start of a match, initiates game mode
398 precache_sound("keepaway/pickedup.wav");
399 precache_sound("keepaway/dropped.wav");
400 precache_sound("keepaway/respawn.wav");
401 precache_sound("keepaway/touch.wav");
408 MUTATOR_DEFINITION(gamemode_keepaway)
410 MUTATOR_HOOK(MakePlayerObserver, ka_RemovePlayer, CBC_ORDER_ANY);
411 MUTATOR_HOOK(ClientDisconnect, ka_RemovePlayer, CBC_ORDER_ANY);
412 MUTATOR_HOOK(PlayerDies, ka_Scoring, CBC_ORDER_ANY);
413 MUTATOR_HOOK(GiveFragsForKill, ka_GiveFragsForKill, CBC_ORDER_ANY);
414 MUTATOR_HOOK(PlayerPreThink, ka_PlayerPreThink, CBC_ORDER_ANY);
415 MUTATOR_HOOK(PlayerDamage_Calculate, ka_PlayerDamage, CBC_ORDER_ANY);
416 MUTATOR_HOOK(PlayerPowerups, ka_PlayerPowerups, CBC_ORDER_ANY);
417 MUTATOR_HOOK(PlayerUseKey, ka_PlayerUseKey, CBC_ORDER_ANY);
418 MUTATOR_HOOK(HavocBot_ChooseRule, ka_BotRoles, CBC_ORDER_ANY);
422 if(time > 1) // game loads at time 1
423 error("This is a game type and it cannot be added at runtime.");
427 MUTATOR_ONROLLBACK_OR_REMOVE
429 // we actually cannot roll back ka_Initialize here
430 // BUT: we don't need to! If this gets called, adding always
436 print("This is a game type and it cannot be removed at runtime.");