1 #include "gamemode_assault.qh"
2 #ifndef GAMEMODE_ASSAULT_H
3 #define GAMEMODE_ASSAULT_H
5 void assault_ScoreRules();
6 void ActivateTeamplay();
8 REGISTER_MUTATOR(as, false)
11 have_team_spawns = -1; // request team spawns
15 if (time > 1) // game loads at time 1
16 error("This is a game type and it cannot be added at runtime.");
20 MUTATOR_ONROLLBACK_OR_REMOVE
22 // we actually cannot roll back assault_Initialize here
23 // BUT: we don't need to! If this gets called, adding always
29 LOG_INFO("This is a game type and it cannot be removed at runtime.");
37 .entity assault_decreaser;
38 .entity assault_sprite;
41 const int HAVOCBOT_AST_ROLE_NONE = 0;
42 const int HAVOCBOT_AST_ROLE_DEFENSE = 2;
43 const int HAVOCBOT_AST_ROLE_OFFENSE = 4;
45 .int havocbot_role_flags;
46 .float havocbot_attack_time;
48 .void(entity this) havocbot_role;
49 .void(entity this) havocbot_previous_role;
51 void(entity this) havocbot_role_ast_defense;
52 void(entity this) havocbot_role_ast_offense;
53 .entity havocbot_ast_target;
55 void(entity bot) havocbot_ast_reset_role;
57 void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_items;
58 void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_enemyplayers;
61 const float ST_ASSAULT_OBJECTIVES = 1;
62 const float SP_ASSAULT_OBJECTIVES = 4;
64 // predefined spawnfuncs
65 void target_objective_decrease_activate(entity this);
72 void assault_objective_use(entity this, entity actor, entity trigger)
76 //print("^2Activated objective ", this.targetname, "=", etos(this), "\n");
77 //print("Activator is ", actor.classname, "\n");
79 for (entity e = world; (e = find(e, target, this.targetname)); )
81 if (e.classname == "target_objective_decrease")
83 target_objective_decrease_activate(e);
88 vector target_objective_spawn_evalfunc(entity player, entity spot, vector current)
90 if(self.health < 0 || self.health >= ASSAULT_VALUE_INACTIVE)
95 // reset this objective. Used when spawning an objective
96 // and when a new round starts
97 void assault_objective_reset(entity this)
99 this.health = ASSAULT_VALUE_INACTIVE;
102 // decrease the health of targeted objectives
103 void assault_objective_decrease_use(entity this, entity actor, entity trigger)
105 if(actor.team != assault_attacker_team)
107 // wrong team triggered decrease
111 if(trigger.assault_sprite)
113 WaypointSprite_Disown(trigger.assault_sprite, waypointsprite_deadlifetime);
114 if(trigger.classname == "func_assault_destructible")
115 trigger.sprite = world; // TODO: just unsetting it?!
118 return; // already activated! cannot activate again!
120 if(this.enemy.health < ASSAULT_VALUE_INACTIVE)
122 if(this.enemy.health - this.dmg > 0.5)
124 PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.dmg);
125 this.enemy.health = this.enemy.health - this.dmg;
129 PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.enemy.health);
130 PlayerTeamScore_Add(actor, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
131 this.enemy.health = -1;
133 if(this.enemy.message)
134 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, this.enemy.message)));
136 SUB_UseTargets(this.enemy, this, trigger);
141 void assault_setenemytoobjective(entity this)
144 for(objective = world; (objective = find(objective, targetname, this.target)); )
146 if(objective.classname == "target_objective")
148 if(this.enemy == world)
149 this.enemy = objective;
151 objerror("more than one objective as target - fix the map!");
156 if(this.enemy == world)
157 objerror("no objective as target - fix the map!");
160 float assault_decreaser_sprite_visible(entity e)
164 decreaser = self.assault_decreaser;
166 if(decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE)
172 void target_objective_decrease_activate(entity this)
176 for(ent = world; (ent = find(ent, target, this.targetname)); )
178 if(ent.assault_sprite != world)
180 WaypointSprite_Disown(ent.assault_sprite, waypointsprite_deadlifetime);
181 if(ent.classname == "func_assault_destructible")
182 ent.sprite = world; // TODO: just unsetting it?!
185 spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite, RADARICON_OBJECTIVE);
186 spr.assault_decreaser = this;
187 spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
188 spr.classname = "sprite_waypoint";
189 WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
190 if(ent.classname == "func_assault_destructible")
192 WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy);
193 WaypointSprite_UpdateMaxHealth(spr, ent.max_health);
194 WaypointSprite_UpdateHealth(spr, ent.health);
198 WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush);
202 void target_objective_decrease_findtarget(entity this)
204 assault_setenemytoobjective(this);
207 void target_assault_roundend_reset(entity this)
209 //print("round end reset\n");
210 ++this.cnt; // up round counter
211 this.winning = false; // up round
214 void target_assault_roundend_use(entity this, entity actor, entity trigger)
216 this.winning = 1; // round has been won by attackers
219 void assault_roundstart_use(entity this, entity actor, entity trigger)
221 SUB_UseTargets(this, this, trigger);
223 //(Re)spawn all turrets
224 FOREACH_ENTITY_CLASS("turret_main", true, LAMBDA(
226 if(it.team == NUM_TEAM_1)
227 it.team = NUM_TEAM_2;
229 it.team = NUM_TEAM_1;
231 // Dubbles as teamchange
232 WITHSELF(it, turret_respawn());
235 void assault_roundstart_use_this(entity this)
237 assault_roundstart_use(this, NULL, NULL);
239 void assault_roundstart_use_self()
242 assault_roundstart_use(this, NULL, NULL);
245 void assault_wall_think()
247 if(self.enemy.health < 0)
250 self.solid = SOLID_NOT;
254 self.model = self.mdl;
255 self.solid = SOLID_BSP;
258 self.nextthink = time + 0.2;
262 // reset objectives, toggle spawnpoints, reset triggers, ...
263 void vehicles_clearreturn(entity veh);
264 void vehicles_spawn();
265 void assault_new_round()
267 //bprint("ASSAULT: new round\n");
269 // Eject players from vehicles
270 FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, WITHSELF(it, vehicles_exit(VHEF_RELEASE)));
272 FOREACH_ENTITY_FLAGS(vehicle_flags, VHF_ISVEHICLE, LAMBDA(
273 vehicles_clearreturn(it);
274 WITHSELF(it, vehicles_spawn());
278 self.winning = self.winning + 1;
280 // swap attacker/defender roles
281 if(assault_attacker_team == NUM_TEAM_1)
282 assault_attacker_team = NUM_TEAM_2;
284 assault_attacker_team = NUM_TEAM_1;
286 FOREACH_ENTITY(IS_NOT_A_CLIENT(it), LAMBDA(
287 if (it.team_saved == NUM_TEAM_1) it.team_saved = NUM_TEAM_2;
288 else if (it.team_saved == NUM_TEAM_2) it.team_saved = NUM_TEAM_1;
291 // reset the level with a countdown
292 cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
293 ReadyRestart_force(); // sets game_starttime
296 // Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
297 // they win. Otherwise the defending team wins once the timelimit passes.
298 int WinningCondition_Assault()
301 WinningConditionHelper(); // set worldstatus
303 int status = WINNING_NO;
304 // as the timelimit has not yet passed just assume the defending team will win
305 if(assault_attacker_team == NUM_TEAM_1)
307 SetWinners(team, NUM_TEAM_2);
311 SetWinners(team, NUM_TEAM_1);
315 ent = find(world, classname, "target_assault_roundend");
318 if(ent.winning) // round end has been triggered by attacking team
320 bprint("ASSAULT: round completed...\n");
321 SetWinners(team, assault_attacker_team);
323 TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
325 if(ent.cnt == 1 || autocvar_g_campaign) // this was the second round
327 status = WINNING_YES;
331 WITHSELF(ent, assault_new_round());
340 spawnfunc(info_player_attacker)
342 if (!g_assault) { remove(this); return; }
344 this.team = NUM_TEAM_1; // red, gets swapped every round
345 spawnfunc_info_player_deathmatch(this);
348 spawnfunc(info_player_defender)
350 if (!g_assault) { remove(this); return; }
352 this.team = NUM_TEAM_2; // blue, gets swapped every round
353 spawnfunc_info_player_deathmatch(this);
356 spawnfunc(target_objective)
358 if (!g_assault) { remove(this); return; }
360 this.classname = "target_objective";
361 this.use = assault_objective_use;
362 this.reset = assault_objective_reset;
364 this.spawn_evalfunc = target_objective_spawn_evalfunc;
367 spawnfunc(target_objective_decrease)
369 if (!g_assault) { remove(this); return; }
371 this.classname = "target_objective_decrease";
376 this.use = assault_objective_decrease_use;
377 this.health = ASSAULT_VALUE_INACTIVE;
378 this.max_health = ASSAULT_VALUE_INACTIVE;
381 InitializeEntity(this, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
384 // destructible walls that can be used to trigger target_objective_decrease
385 spawnfunc(func_breakable);
386 spawnfunc(func_assault_destructible)
388 if (!g_assault) { remove(this); return; }
391 this.classname = "func_assault_destructible";
393 if(assault_attacker_team == NUM_TEAM_1)
394 this.team = NUM_TEAM_2;
396 this.team = NUM_TEAM_1;
398 spawnfunc_func_breakable(this);
401 spawnfunc(func_assault_wall)
403 if (!g_assault) { remove(this); return; }
405 this.classname = "func_assault_wall";
406 this.mdl = this.model;
407 _setmodel(this, this.mdl);
408 this.solid = SOLID_BSP;
409 this.think = assault_wall_think;
410 this.nextthink = time;
411 InitializeEntity(this, assault_setenemytoobjective, INITPRIO_FINDTARGET);
414 spawnfunc(target_assault_roundend)
416 if (!g_assault) { remove(this); return; }
418 this.winning = 0; // round not yet won by attackers
419 this.classname = "target_assault_roundend";
420 this.use = target_assault_roundend_use;
421 this.cnt = 0; // first round
422 this.reset = target_assault_roundend_reset;
425 spawnfunc(target_assault_roundstart)
427 if (!g_assault) { remove(this); return; }
429 assault_attacker_team = NUM_TEAM_1;
430 this.classname = "target_assault_roundstart";
431 this.use = assault_roundstart_use;
432 this.reset2 = assault_roundstart_use_self;
433 InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET);
437 void havocbot_goalrating_ast_targets(entity this, float ratingscale)
439 entity ad, best, wp, tod;
440 float radius, found, bestvalue;
443 ad = findchain(classname, "func_assault_destructible");
445 for (; ad; ad = ad.chain)
454 for(tod = world; (tod = find(tod, targetname, ad.target)); )
456 if(tod.classname == "target_objective_decrease")
458 if(tod.enemy.health > 0 && tod.enemy.health < ASSAULT_VALUE_INACTIVE)
460 // dprint(etos(ad),"\n");
469 /// dprint("target not found\n");
472 /// dprint("target #", etos(ad), " found\n");
475 p = 0.5 * (ad.absmin + ad.absmax);
476 // dprint(vtos(ad.origin), " ", vtos(ad.absmin), " ", vtos(ad.absmax),"\n");
477 // te_knightspike(p);
478 // te_lightning2(world, '0 0 0', p);
480 // Find and rate waypoints around it
483 bestvalue = 99999999999;
484 for(radius=0; radius<1500 && !found; radius+=500)
486 for(wp=findradius(p, radius); wp; wp=wp.chain)
488 if(!(wp.wpflags & WAYPOINTFLAG_GENERATED))
489 if(wp.classname=="waypoint")
490 if(checkpvs(wp.origin, ad))
504 /// dprint("waypoints around target were found\n");
505 // te_lightning2(world, '0 0 0', best.origin);
506 // te_knightspike(best.origin);
508 navigation_routerating(this, best, ratingscale, 4000);
511 this.havocbot_attack_time = 0;
513 if(checkpvs(this.view_ofs,ad))
514 if(checkpvs(this.view_ofs,best))
516 // dprint("increasing attack time for this target\n");
517 this.havocbot_attack_time = time + 2;
523 void havocbot_role_ast_offense(entity this)
527 this.havocbot_attack_time = 0;
528 havocbot_ast_reset_role(this);
532 // Set the role timeout if necessary
533 if (!this.havocbot_role_timeout)
534 this.havocbot_role_timeout = time + 120;
536 if (time > this.havocbot_role_timeout)
538 havocbot_ast_reset_role(this);
542 if(this.havocbot_attack_time>time)
545 if (this.bot_strategytime < time)
547 navigation_goalrating_start(this);
548 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
549 havocbot_goalrating_ast_targets(this, 20000);
550 havocbot_goalrating_items(this, 15000, this.origin, 10000);
551 navigation_goalrating_end(this);
553 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
557 void havocbot_role_ast_defense(entity this)
561 this.havocbot_attack_time = 0;
562 havocbot_ast_reset_role(this);
566 // Set the role timeout if necessary
567 if (!this.havocbot_role_timeout)
568 this.havocbot_role_timeout = time + 120;
570 if (time > this.havocbot_role_timeout)
572 havocbot_ast_reset_role(this);
576 if(this.havocbot_attack_time>time)
579 if (this.bot_strategytime < time)
581 navigation_goalrating_start(this);
582 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 3000);
583 havocbot_goalrating_ast_targets(this, 20000);
584 havocbot_goalrating_items(this, 15000, this.origin, 10000);
585 navigation_goalrating_end(this);
587 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
591 void havocbot_role_ast_setrole(entity this, float role)
595 case HAVOCBOT_AST_ROLE_DEFENSE:
596 this.havocbot_role = havocbot_role_ast_defense;
597 this.havocbot_role_flags = HAVOCBOT_AST_ROLE_DEFENSE;
598 this.havocbot_role_timeout = 0;
600 case HAVOCBOT_AST_ROLE_OFFENSE:
601 this.havocbot_role = havocbot_role_ast_offense;
602 this.havocbot_role_flags = HAVOCBOT_AST_ROLE_OFFENSE;
603 this.havocbot_role_timeout = 0;
608 void havocbot_ast_reset_role(entity this)
613 if(this.team == assault_attacker_team)
614 havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_OFFENSE);
616 havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_DEFENSE);
620 MUTATOR_HOOKFUNCTION(as, PlayerSpawn)
622 if(self.team == assault_attacker_team)
623 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
625 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
630 MUTATOR_HOOKFUNCTION(as, TurretSpawn)
632 if(!self.team || self.team == MAX_SHOT_DISTANCE)
633 self.team = 5; // this gets reversed when match starts?
638 MUTATOR_HOOKFUNCTION(as, VehicleSpawn)
640 self.nextthink = time + 0.5;
645 MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole)
647 havocbot_ast_reset_role(self);
651 MUTATOR_HOOKFUNCTION(as, PlayHitsound)
653 return (frag_victim.classname == "func_assault_destructible");
656 MUTATOR_HOOKFUNCTION(as, GetTeamCount)
658 // assault always has 2 teams
663 MUTATOR_HOOKFUNCTION(as, CheckRules_World)
665 ret_float = WinningCondition_Assault();
669 MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
671 // no assault warmups
676 MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
679 switch(self.classname)
681 case "info_player_team1":
682 case "info_player_team2":
683 case "info_player_team3":
684 case "info_player_team4":
692 void assault_ScoreRules()
694 ScoreRules_basics(2, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, true);
695 ScoreInfo_SetLabel_TeamScore( ST_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
696 ScoreInfo_SetLabel_PlayerScore(SP_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
697 ScoreRules_basics_end();