2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer"))
5 void W_Mine_Think (void);
6 .float minelayer_detonate, mine_explodeanyway;
9 void spawnfunc_weapon_minelayer (void)
11 weapon_defaultspawnfunc(WEP_MINE_LAYER);
16 spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
18 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
22 newmine.classname = self.classname;
24 newmine.bot_dodge = self.bot_dodge;
25 newmine.bot_dodgerating = self.bot_dodgerating;
27 newmine.owner = self.owner;
28 setsize(newmine, '-4 -4 -4', '4 4 4');
29 setorigin(newmine, self.origin);
30 setmodel(newmine, "models/mine.md3");
31 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
33 newmine.takedamage = self.takedamage;
34 newmine.damageforcescale = self.damageforcescale;
35 newmine.health = self.health;
36 newmine.event_damage = self.event_damage;
37 newmine.spawnshieldtime = self.spawnshieldtime;
39 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
40 newmine.projectiledeathtype = self.projectiledeathtype;
42 newmine.mine_time = self.mine_time;
44 newmine.touch = SUB_Null;
45 newmine.think = W_Mine_Think;
46 newmine.nextthink = time;
47 newmine.cnt = self.cnt;
48 newmine.flags = self.flags;
54 void W_Mine_Explode ()
56 if(other.takedamage == DAMAGE_AIM)
57 if(other.classname == "player")
58 if(IsDifferentTeam(self.owner, other))
60 AnnounceTo(self.owner, "airshot");
62 self.event_damage = SUB_Null;
63 self.takedamage = DAMAGE_NO;
65 RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
67 if (self.owner.weapon == WEP_MINE_LAYER)
69 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
71 self.owner.cnt = WEP_MINE_LAYER;
72 ATTACK_FINISHED(self.owner) = time;
73 self.owner.switchweapon = w_getbestweapon(self.owner);
76 self.owner.minelayer_mines -= 1;
80 void W_Mine_DoRemoteExplode ()
82 self.event_damage = SUB_Null;
83 self.takedamage = DAMAGE_NO;
85 RadiusDamage (self, self.owner, 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);
87 if (self.owner.weapon == WEP_MINE_LAYER)
89 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
91 self.owner.cnt = WEP_MINE_LAYER;
92 ATTACK_FINISHED(self.owner) = time;
93 self.owner.switchweapon = w_getbestweapon(self.owner);
96 self.owner.minelayer_mines -= 1;
100 void W_Mine_RemoteExplode ()
102 if(self.owner.deadflag == DEAD_NO)
103 if((self.spawnshieldtime >= 0)
104 ? (time >= self.spawnshieldtime) // timer
105 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
108 W_Mine_DoRemoteExplode();
112 void W_Mine_ProximityExplode ()
114 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
115 if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0)
118 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
121 if(head == self.owner || !IsDifferentTeam(head, self.owner))
131 float W_Mine_Count(entity e)
135 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == e)
141 void W_Mine_Think (void)
145 self.nextthink = time;
147 // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
148 // TODO: replace this mine_trigger.wav sound with a real countdown
149 if ((time > self.cnt) && (!self.mine_time))
151 if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
152 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
153 self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
154 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
157 // a player's mines shall explode if he disconnects or dies
158 // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
159 if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
162 self.projectiledeathtype |= HITTYPE_BOUNCE;
167 // set the mine for detonation when a foe gets close enough
168 head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
171 if(head.classname == "player" && head.deadflag == DEAD_NO)
172 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
175 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
176 self.mine_time = time + autocvar_g_balance_minelayer_time;
181 // explode if it's time to
182 if(self.mine_time && time >= self.mine_time)
184 W_Mine_ProximityExplode();
189 if (self.owner.weapon == WEP_MINE_LAYER)
190 if (self.owner.deadflag == DEAD_NO)
191 if (self.minelayer_detonate)
192 W_Mine_RemoteExplode();
195 void W_Mine_Touch (void)
198 if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
200 else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
201 self.velocity = '0 0 0';
204 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
206 if (self.health <= 0)
208 self.health = self.health - damage;
209 self.angles = vectoangles(self.velocity);
210 if (self.health <= 0)
211 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
214 void W_Mine_Attack (void)
219 // scan how many mines we placed, and return if we reached our limit
220 if(autocvar_g_balance_minelayer_limit)
223 if(W_Mine_Count(self) >= autocvar_g_balance_minelayer_limit)
225 // the refire delay keeps this message from being spammed
226 sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
227 play2(self, "weapons/unavailable.wav");
232 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
234 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
235 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
237 mine = WarpZone_RefSys_SpawnSameRefSys(self);
239 if(autocvar_g_balance_minelayer_detonatedelay >= 0)
240 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
242 mine.spawnshieldtime = -1;
243 mine.classname = "mine";
244 mine.bot_dodge = TRUE;
245 mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
247 mine.takedamage = DAMAGE_YES;
248 mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
249 mine.health = autocvar_g_balance_minelayer_health;
250 mine.event_damage = W_Mine_Damage;
252 mine.movetype = MOVETYPE_TOSS;
253 PROJECTILE_MAKETRIGGER(mine);
254 mine.projectiledeathtype = WEP_MINE_LAYER;
255 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
257 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
258 W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
259 mine.angles = vectoangles (mine.velocity);
261 mine.touch = W_Mine_Touch;
262 mine.think = W_Mine_Think;
263 mine.nextthink = time;
264 mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
265 mine.flags = FL_PROJECTILE;
267 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
269 // muzzle flash for 1st person view
271 setmodel (flash, "models/flash.md3"); // precision set below
272 SUB_SetFade (flash, time, 0.1);
273 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
274 W_AttachToShotorg(flash, '5 0 0');
278 other = mine; MUTATOR_CALLHOOK(EditProjectile);
280 self.minelayer_mines = W_Mine_Count(self);
283 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
285 float w_minelayer(float req)
293 // aim and decide to fire if appropriate
294 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
295 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
297 // decide whether to detonate mines
298 entity targetlist, targ;
299 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
300 float selfdamage, teamdamage, enemydamage;
301 edgedamage = autocvar_g_balance_minelayer_edgedamage;
302 coredamage = autocvar_g_balance_minelayer_damage;
303 edgeradius = autocvar_g_balance_minelayer_radius;
304 recipricoledgeradius = 1 / edgeradius;
308 targetlist = findchainfloat(bot_attack, TRUE);
309 mine = find(world, classname, "mine");
312 if (mine.owner != self)
314 mine = find(mine, classname, "mine");
320 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
321 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
322 // count potential damage according to type of target
324 selfdamage = selfdamage + d;
325 else if (targ.team == self.team && teams_matter)
326 teamdamage = teamdamage + d;
327 else if (bot_shouldattack(targ))
328 enemydamage = enemydamage + d;
331 mine = find(mine, classname, "mine");
333 float desirabledamage;
334 desirabledamage = enemydamage;
335 if (time > self.invincible_finished && time > self.spawnshieldtime)
336 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
337 if (teams_matter && self.team)
338 desirabledamage = desirabledamage - teamdamage;
340 mine = find(world, classname, "mine");
343 if (mine.owner != self)
345 mine = find(mine, classname, "mine");
348 makevectors(mine.v_angle);
350 if (skill > 9) // normal players only do this for the target they are tracking
356 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
357 && desirabledamage > 0.1*coredamage
358 )self.BUTTON_ATCK2 = TRUE;
362 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
363 //As the distance gets larger, a correct detonation gets near imposible
364 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
365 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
366 if(self.enemy.classname == "player")
367 if(desirabledamage >= 0.1*coredamage)
368 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
369 self.BUTTON_ATCK2 = TRUE;
370 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
373 mine = find(mine, classname, "mine");
375 // if we would be doing at X percent of the core damage, detonate it
376 // but don't fire a new shot at the same time!
377 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
378 self.BUTTON_ATCK2 = TRUE;
379 if ((skill > 6.5) && (selfdamage > self.health))
380 self.BUTTON_ATCK2 = FALSE;
381 //if(self.BUTTON_ATCK2 == TRUE)
382 // dprint(ftos(desirabledamage),"\n");
383 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
386 else if (req == WR_THINK)
388 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
389 weapon_action(self.weapon, WR_RELOAD);
390 else if (self.BUTTON_ATCK)
392 if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
395 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
399 else if (self.BUTTON_ATCK2)
402 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
404 if(!mine.minelayer_detonate)
406 mine.minelayer_detonate = TRUE;
411 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
414 else if (req == WR_PRECACHE)
416 precache_model ("models/flash.md3");
417 precache_model ("models/mine.md3");
418 precache_model ("models/weapons/g_minelayer.md3");
419 precache_model ("models/weapons/v_minelayer.md3");
420 precache_model ("models/weapons/h_minelayer.iqm");
421 precache_sound ("weapons/mine_det.wav");
422 precache_sound ("weapons/mine_fire.wav");
423 precache_sound ("weapons/mine_stick.wav");
424 precache_sound ("weapons/mine_trigger.wav");
425 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
427 else if (req == WR_SETUP)
429 weapon_setup(WEP_MINE_LAYER);
430 self.current_ammo = ammo_rockets;
432 else if (req == WR_CHECKAMMO1)
434 // don't switch while placing a mine
435 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
437 if(autocvar_g_balance_minelayer_reload_ammo)
439 if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo && self.weapon_load[WEP_MINE_LAYER] < autocvar_g_balance_minelayer_ammo)
442 else if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
447 else if (req == WR_CHECKAMMO2)
451 else if (req == WR_RELOAD)
453 W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
459 float w_minelayer(float req)
461 if(req == WR_IMPACTEFFECT)
464 org2 = w_org + w_backoff * 12;
465 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
467 sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
469 else if(req == WR_PRECACHE)
471 precache_sound("weapons/mine_exp.wav");
473 else if (req == WR_SUICIDEMESSAGE)
474 w_deathtypestring = _("%s exploded");
475 else if (req == WR_KILLMESSAGE)
477 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
478 w_deathtypestring = _("%s got too close to %s's mine");
479 else if(w_deathtype & HITTYPE_SPLASH)
480 w_deathtypestring = _("%s almost dodged %s's mine");
482 w_deathtypestring = _("%s stepped on %s's mine");