3 /* WEP_##id */ MINE_LAYER,
4 /* function */ w_minelayer,
5 /* ammotype */ IT_ROCKETS,
7 /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
9 /* model */ "minelayer",
10 /* shortname */ "minelayer",
11 /* fullname */ _("Mine Layer")
15 void W_Mine_Think (void);
16 .float minelayer_detonate, mine_explodeanyway;
18 .vector mine_orientation;
20 void spawnfunc_weapon_minelayer (void)
22 weapon_defaultspawnfunc(WEP_MINE_LAYER);
25 void W_Mine_Stick (entity to)
27 spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTEN_NORM);
29 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
33 newmine.classname = self.classname;
35 newmine.bot_dodge = self.bot_dodge;
36 newmine.bot_dodgerating = self.bot_dodgerating;
38 newmine.owner = self.owner;
39 newmine.realowner = self.realowner;
40 setsize(newmine, '-4 -4 -4', '4 4 4');
41 setorigin(newmine, self.origin);
42 setmodel(newmine, "models/mine.md3");
43 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
45 newmine.mine_orientation = -trace_plane_normal;
47 newmine.takedamage = self.takedamage;
48 newmine.damageforcescale = self.damageforcescale;
49 newmine.health = self.health;
50 newmine.event_damage = self.event_damage;
51 newmine.spawnshieldtime = self.spawnshieldtime;
52 newmine.damagedbycontents = TRUE;
54 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
55 newmine.projectiledeathtype = self.projectiledeathtype;
57 newmine.mine_time = self.mine_time;
59 newmine.touch = func_null;
60 newmine.think = W_Mine_Think;
61 newmine.nextthink = time;
62 newmine.cnt = self.cnt;
63 newmine.flags = self.flags;
69 SetMovetypeFollow(self, to);
72 void W_Mine_Explode ()
74 if(other.takedamage == DAMAGE_AIM)
76 if(DIFF_TEAM(self.realowner, other))
77 if(other.deadflag == DEAD_NO)
79 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
81 self.event_damage = func_null;
82 self.takedamage = DAMAGE_NO;
84 RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
86 if (self.realowner.weapon == WEP_MINE_LAYER)
90 self = self.realowner;
91 if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
93 self.cnt = WEP_MINE_LAYER;
94 ATTACK_FINISHED(self) = time;
95 self.switchweapon = w_getbestweapon(self);
99 self.realowner.minelayer_mines -= 1;
103 void W_Mine_DoRemoteExplode ()
105 self.event_damage = func_null;
106 self.takedamage = DAMAGE_NO;
108 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
109 self.velocity = self.mine_orientation; // particle fx and decals need .velocity
111 RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
113 if (self.realowner.weapon == WEP_MINE_LAYER)
117 self = self.realowner;
118 if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
120 self.cnt = WEP_MINE_LAYER;
121 ATTACK_FINISHED(self) = time;
122 self.switchweapon = w_getbestweapon(self);
126 self.realowner.minelayer_mines -= 1;
130 void W_Mine_RemoteExplode ()
132 if(self.realowner.deadflag == DEAD_NO)
133 if((self.spawnshieldtime >= 0)
134 ? (time >= self.spawnshieldtime) // timer
135 : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
138 W_Mine_DoRemoteExplode();
142 void W_Mine_ProximityExplode ()
144 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
145 if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0)
148 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
151 if(head == self.realowner || SAME_TEAM(head, self.realowner))
161 float W_Mine_Count(entity e)
165 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
171 void W_Mine_Think (void)
175 self.nextthink = time;
177 if(self.movetype == MOVETYPE_FOLLOW)
179 if(LostMovetypeFollow(self))
181 UnsetMovetypeFollow(self);
182 self.movetype = MOVETYPE_NONE;
186 // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
187 // TODO: replace this mine_trigger.wav sound with a real countdown
188 if ((time > self.cnt) && (!self.mine_time))
190 if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
191 spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTEN_NORM);
192 self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
193 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
196 // a player's mines shall explode if he disconnects or dies
197 // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
198 if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO)
201 self.projectiledeathtype |= HITTYPE_BOUNCE;
206 // set the mine for detonation when a foe gets close enough
207 head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
210 if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
211 if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
214 spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTEN_NORM);
215 self.mine_time = time + autocvar_g_balance_minelayer_time;
220 // explode if it's time to
221 if(self.mine_time && time >= self.mine_time)
223 W_Mine_ProximityExplode();
228 if (self.realowner.weapon == WEP_MINE_LAYER)
229 if (self.realowner.deadflag == DEAD_NO)
230 if (self.minelayer_detonate)
231 W_Mine_RemoteExplode();
234 void W_Mine_Touch (void)
236 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
237 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
239 if(WarpZone_Projectile_Touch())
242 self.realowner.minelayer_mines -= 1;
246 if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
257 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
259 if (self.health <= 0)
262 float is_from_enemy = (inflictor.realowner != self.realowner);
264 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
265 return; // g_projectiles_damage says to halt
267 self.health = self.health - damage;
268 self.angles = vectoangles(self.velocity);
270 if (self.health <= 0)
271 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
274 void W_Mine_Attack (void)
279 // scan how many mines we placed, and return if we reached our limit
280 if(autocvar_g_balance_minelayer_limit)
282 if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
284 // the refire delay keeps this message from being spammed
285 sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
286 play2(self, "weapons/unavailable.wav");
291 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
293 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, autocvar_g_balance_minelayer_damage);
294 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
296 mine = WarpZone_RefSys_SpawnSameRefSys(self);
297 mine.owner = mine.realowner = self;
298 if(autocvar_g_balance_minelayer_detonatedelay >= 0)
299 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
301 mine.spawnshieldtime = -1;
302 mine.classname = "mine";
303 mine.bot_dodge = TRUE;
304 mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
306 mine.takedamage = DAMAGE_YES;
307 mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
308 mine.health = autocvar_g_balance_minelayer_health;
309 mine.event_damage = W_Mine_Damage;
310 mine.damagedbycontents = TRUE;
312 mine.movetype = MOVETYPE_TOSS;
313 PROJECTILE_MAKETRIGGER(mine);
314 mine.projectiledeathtype = WEP_MINE_LAYER;
315 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
317 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
318 W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
319 mine.angles = vectoangles (mine.velocity);
321 mine.touch = W_Mine_Touch;
322 mine.think = W_Mine_Think;
323 mine.nextthink = time;
324 mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
325 mine.flags = FL_PROJECTILE;
326 mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
328 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
330 // muzzle flash for 1st person view
332 setmodel (flash, "models/flash.md3"); // precision set below
333 SUB_SetFade (flash, time, 0.1);
334 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
335 W_AttachToShotorg(flash, '5 0 0');
339 other = mine; MUTATOR_CALLHOOK(EditProjectile);
341 self.minelayer_mines = W_Mine_Count(self);
344 float W_PlacedMines(float detonate)
349 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
353 if(!mine.minelayer_detonate)
355 mine.minelayer_detonate = TRUE;
365 float w_minelayer(float req)
372 // aim and decide to fire if appropriate
373 if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
374 self.BUTTON_ATCK = FALSE;
376 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
377 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
379 // decide whether to detonate mines
380 entity targetlist, targ;
381 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
382 float selfdamage, teamdamage, enemydamage;
383 edgedamage = autocvar_g_balance_minelayer_edgedamage;
384 coredamage = autocvar_g_balance_minelayer_damage;
385 edgeradius = autocvar_g_balance_minelayer_radius;
386 recipricoledgeradius = 1 / edgeradius;
390 targetlist = findchainfloat(bot_attack, TRUE);
391 mine = find(world, classname, "mine");
394 if (mine.realowner != self)
396 mine = find(mine, classname, "mine");
402 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
403 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
404 // count potential damage according to type of target
406 selfdamage = selfdamage + d;
407 else if (targ.team == self.team && teamplay)
408 teamdamage = teamdamage + d;
409 else if (bot_shouldattack(targ))
410 enemydamage = enemydamage + d;
413 mine = find(mine, classname, "mine");
415 float desirabledamage;
416 desirabledamage = enemydamage;
417 if (time > self.invincible_finished && time > self.spawnshieldtime)
418 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
419 if (teamplay && self.team)
420 desirabledamage = desirabledamage - teamdamage;
422 mine = find(world, classname, "mine");
425 if (mine.realowner != self)
427 mine = find(mine, classname, "mine");
430 makevectors(mine.v_angle);
432 if (skill > 9) // normal players only do this for the target they are tracking
438 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
439 && desirabledamage > 0.1*coredamage
440 )self.BUTTON_ATCK2 = TRUE;
444 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
445 //As the distance gets larger, a correct detonation gets near imposible
446 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
447 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
448 if(IS_PLAYER(self.enemy))
449 if(desirabledamage >= 0.1*coredamage)
450 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
451 self.BUTTON_ATCK2 = TRUE;
452 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
455 mine = find(mine, classname, "mine");
457 // if we would be doing at X percent of the core damage, detonate it
458 // but don't fire a new shot at the same time!
459 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
460 self.BUTTON_ATCK2 = TRUE;
461 if ((skill > 6.5) && (selfdamage > self.health))
462 self.BUTTON_ATCK2 = FALSE;
463 //if(self.BUTTON_ATCK2 == TRUE)
464 // dprint(ftos(desirabledamage),"\n");
465 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
468 else if (req == WR_THINK)
470 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
472 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
473 if not (W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
474 weapon_action(self.weapon, WR_RELOAD);
476 else if (self.BUTTON_ATCK)
478 if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
481 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
485 if (self.BUTTON_ATCK2)
487 if(W_PlacedMines(TRUE))
488 sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTEN_NORM);
491 else if (req == WR_PRECACHE)
493 precache_model ("models/flash.md3");
494 precache_model ("models/mine.md3");
495 precache_model ("models/weapons/g_minelayer.md3");
496 precache_model ("models/weapons/v_minelayer.md3");
497 precache_model ("models/weapons/h_minelayer.iqm");
498 precache_sound ("weapons/mine_det.wav");
499 precache_sound ("weapons/mine_fire.wav");
500 precache_sound ("weapons/mine_stick.wav");
501 precache_sound ("weapons/mine_trigger.wav");
502 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
504 else if (req == WR_SETUP)
506 weapon_setup(WEP_MINE_LAYER);
507 self.current_ammo = ammo_rockets;
509 else if (req == WR_CHECKAMMO1)
511 // don't switch while placing a mine
512 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
514 ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo;
515 ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= autocvar_g_balance_minelayer_ammo;
519 else if (req == WR_CHECKAMMO2)
521 if (W_PlacedMines(FALSE))
526 else if (req == WR_RESETPLAYER)
528 self.minelayer_mines = 0;
530 else if (req == WR_RELOAD)
532 W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
534 else if (req == WR_SUICIDEMESSAGE)
536 return WEAPON_MINELAYER_SUICIDE;
538 else if (req == WR_KILLMESSAGE)
540 return WEAPON_MINELAYER_MURDER;
546 float w_minelayer(float req)
548 if(req == WR_IMPACTEFFECT)
551 org2 = w_org + w_backoff * 12;
552 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
554 sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTEN_NORM);
556 else if(req == WR_PRECACHE)
558 precache_sound("weapons/mine_exp.wav");