2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_NORMAL | 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 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
233 self.ammo_rockets = self.ammo_rockets - autocvar_g_balance_minelayer_ammo;
235 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
236 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
238 mine = WarpZone_RefSys_SpawnSameRefSys(self);
240 if(autocvar_g_balance_minelayer_detonatedelay >= 0)
241 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
243 mine.spawnshieldtime = -1;
244 mine.classname = "mine";
245 mine.bot_dodge = TRUE;
246 mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
248 mine.takedamage = DAMAGE_YES;
249 mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
250 mine.health = autocvar_g_balance_minelayer_health;
251 mine.event_damage = W_Mine_Damage;
253 mine.movetype = MOVETYPE_TOSS;
254 PROJECTILE_MAKETRIGGER(mine);
255 mine.projectiledeathtype = WEP_MINE_LAYER;
256 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
258 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
259 W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
260 mine.angles = vectoangles (mine.velocity);
262 mine.touch = W_Mine_Touch;
263 mine.think = W_Mine_Think;
264 mine.nextthink = time;
265 mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
266 mine.flags = FL_PROJECTILE;
268 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
270 // muzzle flash for 1st person view
272 setmodel (flash, "models/flash.md3"); // precision set below
273 SUB_SetFade (flash, time, 0.1);
274 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
275 W_AttachToShotorg(flash, '5 0 0');
279 other = mine; MUTATOR_CALLHOOK(EditProjectile);
281 self.minelayer_mines = W_Mine_Count(self);
284 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
286 float w_minelayer(float req)
292 // aim and decide to fire if appropriate
293 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
294 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
296 // decide whether to detonate mines
297 entity targetlist, targ;
298 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
299 float selfdamage, teamdamage, enemydamage;
300 edgedamage = autocvar_g_balance_minelayer_edgedamage;
301 coredamage = autocvar_g_balance_minelayer_damage;
302 edgeradius = autocvar_g_balance_minelayer_radius;
303 recipricoledgeradius = 1 / edgeradius;
307 targetlist = findchainfloat(bot_attack, TRUE);
308 mine = find(world, classname, "mine");
311 if (mine.owner != self)
313 mine = find(mine, classname, "mine");
319 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
320 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
321 // count potential damage according to type of target
323 selfdamage = selfdamage + d;
324 else if (targ.team == self.team && teams_matter)
325 teamdamage = teamdamage + d;
326 else if (bot_shouldattack(targ))
327 enemydamage = enemydamage + d;
330 mine = find(mine, classname, "mine");
332 float desirabledamage;
333 desirabledamage = enemydamage;
334 if (time > self.invincible_finished && time > self.spawnshieldtime)
335 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
336 if (teams_matter && self.team)
337 desirabledamage = desirabledamage - teamdamage;
339 mine = find(world, classname, "mine");
342 if (mine.owner != self)
344 mine = find(mine, classname, "mine");
347 makevectors(mine.v_angle);
349 if (skill > 9) // normal players only do this for the target they are tracking
355 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
356 && desirabledamage > 0.1*coredamage
357 )self.BUTTON_ATCK2 = TRUE;
361 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
362 //As the distance gets larger, a correct detonation gets near imposible
363 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
364 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
365 if(self.enemy.classname == "player")
366 if(desirabledamage >= 0.1*coredamage)
367 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
368 self.BUTTON_ATCK2 = TRUE;
369 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
372 mine = find(mine, classname, "mine");
374 // if we would be doing at X percent of the core damage, detonate it
375 // but don't fire a new shot at the same time!
376 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
377 self.BUTTON_ATCK2 = TRUE;
378 if ((skill > 6.5) && (selfdamage > self.health))
379 self.BUTTON_ATCK2 = FALSE;
380 //if(self.BUTTON_ATCK2 == TRUE)
381 // dprint(ftos(desirabledamage),"\n");
382 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
385 else if (req == WR_THINK)
387 if (self.BUTTON_ATCK)
389 if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
392 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
396 if (self.BUTTON_ATCK2)
399 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
401 if(!mine.minelayer_detonate)
403 mine.minelayer_detonate = TRUE;
408 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
411 else if (req == WR_PRECACHE)
413 precache_model ("models/flash.md3");
414 precache_model ("models/mine.md3");
415 precache_model ("models/weapons/g_minelayer.md3");
416 precache_model ("models/weapons/v_minelayer.md3");
417 precache_model ("models/weapons/h_minelayer.iqm");
418 precache_sound ("weapons/mine_det.wav");
419 precache_sound ("weapons/mine_fire.wav");
420 precache_sound ("weapons/mine_stick.wav");
421 precache_sound ("weapons/mine_trigger.wav");
423 else if (req == WR_SETUP)
425 weapon_setup(WEP_MINE_LAYER);
427 else if (req == WR_CHECKAMMO1)
429 // don't switch while placing a mine
430 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
431 && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
434 else if (req == WR_CHECKAMMO2)
440 float w_minelayer(float req)
442 if(req == WR_IMPACTEFFECT)
445 org2 = w_org + w_backoff * 12;
446 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
448 sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
450 else if(req == WR_PRECACHE)
452 precache_sound("weapons/mine_exp.wav");
454 else if (req == WR_SUICIDEMESSAGE)
455 w_deathtypestring = _("%s exploded");
456 else if (req == WR_KILLMESSAGE)
458 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
459 w_deathtypestring = _("%s got too close to %s's mine");
460 else if(w_deathtype & HITTYPE_SPLASH)
461 w_deathtypestring = _("%s almost dodged %s's mine");
463 w_deathtypestring = _("%s stepped on %s's mine");