2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, 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);
14 void W_Mine_Stick (entity to)
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.oldvelocity = self.velocity;
35 newmine.takedamage = self.takedamage;
36 newmine.damageforcescale = self.damageforcescale;
37 newmine.health = self.health;
38 newmine.event_damage = self.event_damage;
39 newmine.spawnshieldtime = self.spawnshieldtime;
41 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
42 newmine.projectiledeathtype = self.projectiledeathtype;
44 newmine.mine_time = self.mine_time;
46 newmine.touch = SUB_Null;
47 newmine.think = W_Mine_Think;
48 newmine.nextthink = time;
49 newmine.cnt = self.cnt;
50 newmine.flags = self.flags;
56 SetMovetypeFollow(self, to);
59 void W_Mine_Explode ()
61 if(other.takedamage == DAMAGE_AIM)
62 if(other.classname == "player")
63 if(IsDifferentTeam(self.owner, other))
64 if(other.deadflag == DEAD_NO)
66 AnnounceTo(self.owner, "airshot");
68 self.event_damage = SUB_Null;
69 self.takedamage = DAMAGE_NO;
71 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);
73 if (self.owner.weapon == WEP_MINE_LAYER)
78 if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
80 self.cnt = WEP_MINE_LAYER;
81 ATTACK_FINISHED(self) = time;
82 self.switchweapon = w_getbestweapon(self);
86 self.owner.minelayer_mines -= 1;
90 void W_Mine_DoRemoteExplode ()
92 self.event_damage = SUB_Null;
93 self.takedamage = DAMAGE_NO;
95 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
96 self.velocity = self.oldvelocity;
98 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);
100 if (self.owner.weapon == WEP_MINE_LAYER)
105 if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
107 self.cnt = WEP_MINE_LAYER;
108 ATTACK_FINISHED(self) = time;
109 self.switchweapon = w_getbestweapon(self);
113 self.owner.minelayer_mines -= 1;
117 void W_Mine_RemoteExplode ()
119 if(self.owner.deadflag == DEAD_NO)
120 if((self.spawnshieldtime >= 0)
121 ? (time >= self.spawnshieldtime) // timer
122 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
125 W_Mine_DoRemoteExplode();
129 void W_Mine_ProximityExplode ()
131 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
132 if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0)
135 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
138 if(head == self.owner || !IsDifferentTeam(head, self.owner))
148 float W_Mine_Count(entity e)
152 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == e)
158 void W_Mine_Think (void)
162 self.nextthink = time;
164 if(self.movetype == MOVETYPE_FOLLOW)
166 if(LostMovetypeFollow(self))
168 UnsetMovetypeFollow(self);
169 self.movetype = MOVETYPE_NONE;
173 // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
174 // TODO: replace this mine_trigger.wav sound with a real countdown
175 if ((time > self.cnt) && (!self.mine_time))
177 if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
178 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
179 self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
180 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
183 // a player's mines shall explode if he disconnects or dies
184 // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
185 if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
188 self.projectiledeathtype |= HITTYPE_BOUNCE;
193 // set the mine for detonation when a foe gets close enough
194 head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
197 if(head.classname == "player" && head.deadflag == DEAD_NO)
198 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
201 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
202 self.mine_time = time + autocvar_g_balance_minelayer_time;
207 // explode if it's time to
208 if(self.mine_time && time >= self.mine_time)
210 W_Mine_ProximityExplode();
215 if (self.owner.weapon == WEP_MINE_LAYER)
216 if (self.owner.deadflag == DEAD_NO)
217 if (self.minelayer_detonate)
218 W_Mine_RemoteExplode();
221 void W_Mine_Touch (void)
223 if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
224 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
228 if(other && other.classname == "player" && other.deadflag == DEAD_NO)
239 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
241 if (self.health <= 0)
243 self.health = self.health - damage;
244 self.angles = vectoangles(self.velocity);
245 if (self.health <= 0)
246 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
249 void W_Mine_Attack (void)
254 // scan how many mines we placed, and return if we reached our limit
255 if(autocvar_g_balance_minelayer_limit)
258 if(W_Mine_Count(self) >= autocvar_g_balance_minelayer_limit)
260 // the refire delay keeps this message from being spammed
261 sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
262 play2(self, "weapons/unavailable.wav");
267 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
269 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
270 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
272 mine = WarpZone_RefSys_SpawnSameRefSys(self);
274 if(autocvar_g_balance_minelayer_detonatedelay >= 0)
275 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
277 mine.spawnshieldtime = -1;
278 mine.classname = "mine";
279 mine.bot_dodge = TRUE;
280 mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
282 mine.takedamage = DAMAGE_YES;
283 mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
284 mine.health = autocvar_g_balance_minelayer_health;
285 mine.event_damage = W_Mine_Damage;
287 mine.movetype = MOVETYPE_TOSS;
288 PROJECTILE_MAKETRIGGER(mine);
289 mine.projectiledeathtype = WEP_MINE_LAYER;
290 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
292 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
293 W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
294 mine.angles = vectoangles (mine.velocity);
296 mine.touch = W_Mine_Touch;
297 mine.think = W_Mine_Think;
298 mine.nextthink = time;
299 mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
300 mine.flags = FL_PROJECTILE;
302 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
304 // muzzle flash for 1st person view
306 setmodel (flash, "models/flash.md3"); // precision set below
307 SUB_SetFade (flash, time, 0.1);
308 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
309 W_AttachToShotorg(flash, '5 0 0');
313 other = mine; MUTATOR_CALLHOOK(EditProjectile);
315 self.minelayer_mines = W_Mine_Count(self);
318 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
320 float W_PlacedMines(float detonate)
325 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
329 if(!mine.minelayer_detonate)
331 mine.minelayer_detonate = TRUE;
341 float w_minelayer(float req)
348 // aim and decide to fire if appropriate
349 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
350 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
352 // decide whether to detonate mines
353 entity targetlist, targ;
354 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
355 float selfdamage, teamdamage, enemydamage;
356 edgedamage = autocvar_g_balance_minelayer_edgedamage;
357 coredamage = autocvar_g_balance_minelayer_damage;
358 edgeradius = autocvar_g_balance_minelayer_radius;
359 recipricoledgeradius = 1 / edgeradius;
363 targetlist = findchainfloat(bot_attack, TRUE);
364 mine = find(world, classname, "mine");
367 if (mine.owner != self)
369 mine = find(mine, classname, "mine");
375 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
376 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
377 // count potential damage according to type of target
379 selfdamage = selfdamage + d;
380 else if (targ.team == self.team && teamplay)
381 teamdamage = teamdamage + d;
382 else if (bot_shouldattack(targ))
383 enemydamage = enemydamage + d;
386 mine = find(mine, classname, "mine");
388 float desirabledamage;
389 desirabledamage = enemydamage;
390 if (time > self.invincible_finished && time > self.spawnshieldtime)
391 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
392 if (teamplay && self.team)
393 desirabledamage = desirabledamage - teamdamage;
395 mine = find(world, classname, "mine");
398 if (mine.owner != self)
400 mine = find(mine, classname, "mine");
403 makevectors(mine.v_angle);
405 if (skill > 9) // normal players only do this for the target they are tracking
411 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
412 && desirabledamage > 0.1*coredamage
413 )self.BUTTON_ATCK2 = TRUE;
417 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
418 //As the distance gets larger, a correct detonation gets near imposible
419 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
420 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
421 if(self.enemy.classname == "player")
422 if(desirabledamage >= 0.1*coredamage)
423 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
424 self.BUTTON_ATCK2 = TRUE;
425 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
428 mine = find(mine, classname, "mine");
430 // if we would be doing at X percent of the core damage, detonate it
431 // but don't fire a new shot at the same time!
432 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
433 self.BUTTON_ATCK2 = TRUE;
434 if ((skill > 6.5) && (selfdamage > self.health))
435 self.BUTTON_ATCK2 = FALSE;
436 //if(self.BUTTON_ATCK2 == TRUE)
437 // dprint(ftos(desirabledamage),"\n");
438 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
441 else if (req == WR_THINK)
443 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
445 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
446 if not (W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
447 weapon_action(self.weapon, WR_RELOAD);
449 else if (self.BUTTON_ATCK)
451 if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
454 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
458 if (self.BUTTON_ATCK2)
460 if(W_PlacedMines(TRUE))
461 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
464 else if (req == WR_PRECACHE)
466 precache_model ("models/flash.md3");
467 precache_model ("models/mine.md3");
468 precache_model ("models/weapons/g_minelayer.md3");
469 precache_model ("models/weapons/v_minelayer.md3");
470 precache_model ("models/weapons/h_minelayer.iqm");
471 precache_sound ("weapons/mine_det.wav");
472 precache_sound ("weapons/mine_fire.wav");
473 precache_sound ("weapons/mine_stick.wav");
474 precache_sound ("weapons/mine_trigger.wav");
475 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
477 else if (req == WR_SETUP)
479 weapon_setup(WEP_MINE_LAYER);
480 self.current_ammo = ammo_rockets;
482 else if (req == WR_CHECKAMMO1)
484 // don't switch while placing a mine
485 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
487 ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo;
488 ammo_amount += self.weapon_load[WEP_MINE_LAYER] >= autocvar_g_balance_minelayer_ammo;
492 else if (req == WR_CHECKAMMO2)
494 if (W_PlacedMines(FALSE))
499 else if (req == WR_RELOAD)
501 W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
507 float w_minelayer(float req)
509 if(req == WR_IMPACTEFFECT)
512 org2 = w_org + w_backoff * 12;
513 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
515 sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
517 else if(req == WR_PRECACHE)
519 precache_sound("weapons/mine_exp.wav");
521 else if (req == WR_SUICIDEMESSAGE)
522 w_deathtypestring = _("%s exploded");
523 else if (req == WR_KILLMESSAGE)
525 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
526 w_deathtypestring = _("%s got too close to %s's mine");
527 else if(w_deathtype & HITTYPE_SPLASH)
528 w_deathtypestring = _("%s almost dodged %s's mine");
530 w_deathtypestring = _("%s stepped on %s's mine");