1 #include "gamemode_invasion.qh"
3 #include <common/monsters/sv_spawn.qh>
4 #include <common/monsters/sv_monsters.qh>
6 #include <server/teamplay.qh>
8 IntrusiveList g_invasion_roundends;
9 STATIC_INIT(g_invasion_roundends) { g_invasion_roundends = IL_NEW(); }
11 IntrusiveList g_invasion_waves;
12 STATIC_INIT(g_invasion_waves) { g_invasion_waves = IL_NEW(); }
14 IntrusiveList g_invasion_spawns;
15 STATIC_INIT(g_invasion_spawns) { g_invasion_spawns = IL_NEW(); }
17 float autocvar_g_invasion_round_timelimit;
18 float autocvar_g_invasion_spawnpoint_spawn_delay;
19 float autocvar_g_invasion_warmup;
20 int autocvar_g_invasion_monster_count;
21 bool autocvar_g_invasion_zombies_only;
22 float autocvar_g_invasion_spawn_delay;
27 bool inv_warning_shown; // spammy
31 void target_invasion_roundend_use(entity this, entity actor, entity trigger)
33 if(!IS_PLAYER(actor)) { return; }
35 actor.inv_endreached = true;
39 // let's not count bots
40 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
45 if(plnum < ceil(realplnum * min(1, this.count))) // 70% of players
51 spawnfunc(target_invasion_roundend)
53 if(!g_invasion) { delete(this); return; }
55 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)
57 if(!this.count) { this.count = 0.7; } // require at least 70% of the players to reach the end before triggering victory
59 this.use = target_invasion_roundend_use;
61 IL_PUSH(g_invasion_roundends, this);
64 spawnfunc(invasion_wave)
66 if(!g_invasion) { delete(this); return; }
68 IL_PUSH(g_invasion_waves, this);
71 spawnfunc(invasion_spawnpoint)
73 if(!g_invasion) { delete(this); return; }
75 IL_PUSH(g_invasion_spawns, this);
80 // Invasion stage mode winning condition: If the attackers triggered a round end (by fulfilling all objectives)
82 int WinningCondition_Invasion()
84 WinningConditionHelper(NULL); // set worldstatus
86 int status = WINNING_NO;
88 if(autocvar_g_invasion_type == INV_TYPE_STAGE)
90 SetWinners(inv_endreached, true);
93 IL_EACH(g_invasion_roundends, true,
98 bprint("Invasion: round completed.\n");
99 // winners already set (TODO: teamplay support)
101 status = WINNING_YES;
107 status = WINNING_YES; // just end it? TODO: should warn mapper!
109 else if(autocvar_g_invasion_type == INV_TYPE_HUNT)
113 int found = 0; // NOTE: this ends the round if no monsters are placed
114 IL_EACH(g_monsters, !(it.spawnflags & MONSTERFLAG_RESPAWNED),
121 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
125 status = WINNING_YES;
132 Monster invasion_PickMonster(int supermonster_count)
134 RandomSelection_Init();
136 FOREACH(Monsters, it != MON_Null,
138 if((it.spawnflags & MON_FLAG_HIDDEN) || (it.spawnflags & MONSTER_TYPE_PASSIVE) || (it.spawnflags & MONSTER_TYPE_FLY) || (it.spawnflags & MONSTER_TYPE_SWIM) ||
139 (it.spawnflags & MONSTER_SIZE_QUAKE) || ((it.spawnflags & MON_FLAG_SUPERMONSTER) && supermonster_count >= 1))
141 if(autocvar_g_invasion_zombies_only && !(it.spawnflags & MONSTER_TYPE_UNDEAD))
143 RandomSelection_AddEnt(it, 1, 1);
146 return RandomSelection_chosen_ent;
149 entity invasion_PickSpawn()
151 RandomSelection_Init();
153 IL_EACH(g_invasion_spawns, true,
155 RandomSelection_AddEnt(it, 1, ((time < it.spawnshieldtime) ? 0.2 : 1)); // give recently used spawnpoints a very low rating
156 it.spawnshieldtime = time + autocvar_g_invasion_spawnpoint_spawn_delay;
159 return RandomSelection_chosen_ent;
162 entity invasion_GetWaveEntity(int wavenum)
164 IL_EACH(g_invasion_waves, it.cnt == wavenum,
166 return it; // found one
169 // if no specific one is found, find the last existing wave ent
171 IL_EACH(g_invasion_waves, it.cnt <= wavenum,
173 if(!best || it.cnt > best.cnt)
180 void invasion_SpawnChosenMonster(Monster mon)
183 entity spawn_point = invasion_PickSpawn();
184 entity wave_ent = invasion_GetWaveEntity(inv_roundcnt);
187 if(wave_ent && wave_ent.spawnmob && wave_ent.spawnmob != "")
189 RandomSelection_Init();
190 FOREACH_WORD(wave_ent.spawnmob, true,
192 RandomSelection_AddString(it, 1, 1);
195 tospawn = RandomSelection_chosen_string;
198 if(spawn_point == NULL)
200 if(!inv_warning_shown)
202 inv_warning_shown = true;
203 LOG_TRACE("Warning: couldn't find any invasion_spawnpoint spawnpoints, attempting to spawn monsters in random locations");
206 setsize(e, mon.m_mins, mon.m_maxs);
208 if(MoveToRandomMapLocation(e, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
209 monster = spawnmonster(e, tospawn, mon.monsterid, NULL, NULL, e.origin, false, false, 2);
216 else // if spawnmob field falls through (unset), fallback to mon (relying on spawnmonster for that behaviour)
217 monster = spawnmonster(spawn(), ((spawn_point.spawnmob && spawn_point.spawnmob != "") ? spawn_point.spawnmob : tospawn), mon.monsterid, spawn_point, spawn_point, spawn_point.origin, false, false, 2);
222 monster.spawnshieldtime = time;
226 if(spawn_point.target_range)
227 monster.target_range = spawn_point.target_range;
228 monster.target2 = spawn_point.target2;
233 if(spawn_point && spawn_point.team && inv_monsters_perteam[spawn_point.team] > 0)
234 monster.team = spawn_point.team;
237 RandomSelection_Init();
238 if(inv_monsters_perteam[NUM_TEAM_1] > 0) RandomSelection_AddFloat(NUM_TEAM_1, 1, 1);
239 if(inv_monsters_perteam[NUM_TEAM_2] > 0) RandomSelection_AddFloat(NUM_TEAM_2, 1, 1);
240 if(invasion_teams >= 3) if(inv_monsters_perteam[NUM_TEAM_3] > 0) { RandomSelection_AddFloat(NUM_TEAM_3, 1, 1); }
241 if(invasion_teams >= 4) if(inv_monsters_perteam[NUM_TEAM_4] > 0) { RandomSelection_AddFloat(NUM_TEAM_4, 1, 1); }
243 monster.team = RandomSelection_chosen_float;
246 monster_setupcolors(monster);
250 WaypointSprite_UpdateTeamRadar(monster.sprite, RADARICON_DANGER, ((monster.team) ? Team_ColorRGB(monster.team) : '1 0 0'));
252 monster.sprite.team = 0;
253 monster.sprite.SendFlags |= 1;
257 if(monster.monster_attack)
258 IL_REMOVE(g_monster_targets, monster);
259 monster.monster_attack = false; // it's the player's job to kill all the monsters
261 if(inv_roundcnt >= inv_maxrounds)
262 monster.spawnflags |= MONSTERFLAG_MINIBOSS; // last round spawns minibosses
265 void invasion_SpawnMonsters(int supermonster_count)
267 Monster chosen_monster = invasion_PickMonster(supermonster_count);
269 invasion_SpawnChosenMonster(chosen_monster);
272 bool Invasion_CheckWinner()
274 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
276 IL_EACH(g_monsters, true,
280 IL_CLEAR(g_monsters);
282 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
283 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
284 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
288 float total_alive_monsters = 0, supermonster_count = 0, red_alive = 0, blue_alive = 0, yellow_alive = 0, pink_alive = 0;
290 IL_EACH(g_monsters, it.health > 0,
292 if((get_monsterinfo(it.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
293 ++supermonster_count;
294 ++total_alive_monsters;
299 case NUM_TEAM_1: ++red_alive; break;
300 case NUM_TEAM_2: ++blue_alive; break;
301 case NUM_TEAM_3: ++yellow_alive; break;
302 case NUM_TEAM_4: ++pink_alive; break;
306 if((total_alive_monsters + inv_numkilled) < inv_maxspawned && inv_maxcurrent < inv_maxspawned)
308 if(time >= inv_lastcheck)
310 invasion_SpawnMonsters(supermonster_count);
311 inv_lastcheck = time + autocvar_g_invasion_spawn_delay;
317 if(inv_numspawned < 1)
318 return 0; // nothing has spawned yet
322 if(((red_alive > 0) + (blue_alive > 0) + (yellow_alive > 0) + (pink_alive > 0)) > 1)
325 else if(inv_numkilled < inv_maxspawned)
328 entity winner = NULL;
329 float winning_score = 0, winner_team = 0;
334 if(red_alive > 0) { winner_team = NUM_TEAM_1; }
336 if(winner_team) { winner_team = 0; }
337 else { winner_team = NUM_TEAM_2; }
339 if(winner_team) { winner_team = 0; }
340 else { winner_team = NUM_TEAM_3; }
342 if(winner_team) { winner_team = 0; }
343 else { winner_team = NUM_TEAM_4; }
347 FOREACH_CLIENT(IS_PLAYER(it), {
348 float cs = GameRules_scoring_add(it, KILLS, 0);
349 if(cs > winning_score)
357 IL_EACH(g_monsters, true,
361 IL_CLEAR(g_monsters);
367 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
368 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
373 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname);
374 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname);
377 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
382 bool Invasion_CheckPlayers()
387 void Invasion_RoundStart()
390 FOREACH_CLIENT(IS_PLAYER(it), {
391 it.player_blocked = false;
395 if(inv_roundcnt < inv_maxrounds)
396 inv_roundcnt += 1; // a limiter to stop crazy counts
398 inv_monsterskill = inv_roundcnt + max(1, numplayers * 0.3);
404 inv_maxspawned = rint(max(autocvar_g_invasion_monster_count, autocvar_g_invasion_monster_count * (inv_roundcnt * 0.5)));
408 DistributeEvenly_Init(inv_maxspawned, invasion_teams);
409 inv_monsters_perteam[NUM_TEAM_1] = DistributeEvenly_Get(1);
410 inv_monsters_perteam[NUM_TEAM_2] = DistributeEvenly_Get(1);
411 if(invasion_teams >= 3) inv_monsters_perteam[NUM_TEAM_3] = DistributeEvenly_Get(1);
412 if(invasion_teams >= 4) inv_monsters_perteam[NUM_TEAM_4] = DistributeEvenly_Get(1);
416 MUTATOR_HOOKFUNCTION(inv, MonsterDies)
418 entity frag_target = M_ARGV(0, entity);
419 entity frag_attacker = M_ARGV(1, entity);
421 if(!(frag_target.spawnflags & MONSTERFLAG_RESPAWNED))
423 if(autocvar_g_invasion_type == INV_TYPE_ROUND)
428 if(teamplay) { inv_monsters_perteam[frag_target.team] -= 1; }
430 if(IS_PLAYER(frag_attacker))
431 if(SAME_TEAM(frag_attacker, frag_target)) // in non-teamplay modes, same team = same player, so this works
432 GameRules_scoring_add(frag_attacker, KILLS, -1);
435 GameRules_scoring_add(frag_attacker, KILLS, +1);
437 TeamScore_AddToTeam(frag_attacker.team, ST_INV_KILLS, +1);
442 MUTATOR_HOOKFUNCTION(inv, MonsterSpawn)
444 entity mon = M_ARGV(0, entity);
445 mon.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
447 if(autocvar_g_invasion_type == INV_TYPE_HUNT)
448 return false; // allowed
450 if(!(mon.spawnflags & MONSTERFLAG_SPAWNED))
453 if(!(mon.spawnflags & MONSTERFLAG_RESPAWNED))
459 mon.monster_skill = inv_monsterskill;
461 if((get_monsterinfo(mon.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
462 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_INVASION_SUPERMONSTER, mon.monster_name);
465 MUTATOR_HOOKFUNCTION(inv, SV_StartFrame)
467 if(autocvar_g_invasion_type != INV_TYPE_ROUND)
468 return; // uses map spawned monsters
470 monsters_total = inv_maxspawned; // TODO: make sure numspawned never exceeds maxspawned
471 monsters_killed = inv_numkilled;
474 MUTATOR_HOOKFUNCTION(inv, PlayerRegen)
476 // no regeneration in invasion, regardless of the game type
480 MUTATOR_HOOKFUNCTION(inv, PlayerSpawn)
482 entity player = M_ARGV(0, entity);
484 if(player.bot_attack)
485 IL_REMOVE(g_bot_targets, player);
486 player.bot_attack = false;
489 MUTATOR_HOOKFUNCTION(inv, Damage_Calculate)
491 entity frag_attacker = M_ARGV(1, entity);
492 entity frag_target = M_ARGV(2, entity);
493 float frag_damage = M_ARGV(4, float);
494 vector frag_force = M_ARGV(6, vector);
496 if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker != frag_target)
499 frag_force = '0 0 0';
501 M_ARGV(4, float) = frag_damage;
502 M_ARGV(6, vector) = frag_force;
506 MUTATOR_HOOKFUNCTION(inv, BotShouldAttack)
508 entity targ = M_ARGV(1, entity);
510 if(!IS_MONSTER(targ))
514 MUTATOR_HOOKFUNCTION(inv, SetStartItems)
516 if(autocvar_g_invasion_type == INV_TYPE_ROUND)
519 start_armorvalue = 200;
523 MUTATOR_HOOKFUNCTION(inv, AccuracyTargetValid)
525 entity frag_target = M_ARGV(1, entity);
527 if(IS_MONSTER(frag_target))
528 return MUT_ACCADD_INVALID;
529 return MUT_ACCADD_INDIFFERENT;
532 MUTATOR_HOOKFUNCTION(inv, AllowMobSpawning)
534 // monster spawning disabled during an invasion
535 M_ARGV(1, string) = "You cannot spawn monsters during an invasion!";
539 MUTATOR_HOOKFUNCTION(inv, CheckRules_World)
541 if(autocvar_g_invasion_type == INV_TYPE_ROUND)
544 M_ARGV(0, float) = WinningCondition_Invasion();
548 MUTATOR_HOOKFUNCTION(inv, CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
550 M_ARGV(0, float) = invasion_teams;
553 MUTATOR_HOOKFUNCTION(inv, AllowMobButcher)
555 M_ARGV(0, string) = "This command does not work during an invasion!";
559 void invasion_ScoreRules(int inv_teams)
561 if(inv_teams) { CheckAllowedTeams(NULL); }
562 GameRules_score_enabled(false);
563 GameRules_scoring(inv_teams, 0, 0, {
565 field_team(ST_INV_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
567 field(SP_KILLS, "frags", ((inv_teams) ? SFL_SORT_PRIO_SECONDARY : SFL_SORT_PRIO_PRIMARY));
571 void invasion_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
573 if(autocvar_g_invasion_type == INV_TYPE_HUNT || autocvar_g_invasion_type == INV_TYPE_STAGE)
574 cvar_set("fraglimit", "0");
576 if(autocvar_g_invasion_teams)
578 invasion_teams = BITS(bound(2, autocvar_g_invasion_teams, 4));
583 independent_players = 1; // to disable extra useless scores
585 invasion_ScoreRules(invasion_teams);
587 independent_players = 0;
589 if(autocvar_g_invasion_type == INV_TYPE_ROUND)
591 round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
592 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
595 inv_maxrounds = 15; // 15?
599 void invasion_Initialize()
601 InitializeEntity(NULL, invasion_DelayedInit, INITPRIO_GAMETYPE);