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);
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))
59 if(other.deadflag == DEAD_NO)
61 AnnounceTo(self.owner, "airshot");
63 self.event_damage = SUB_Null;
64 self.takedamage = DAMAGE_NO;
66 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);
68 if (self.owner.weapon == WEP_MINE_LAYER)
73 if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
75 self.cnt = WEP_MINE_LAYER;
76 ATTACK_FINISHED(self) = time;
77 self.switchweapon = w_getbestweapon(self);
81 self.owner.minelayer_mines -= 1;
85 void W_Mine_DoRemoteExplode ()
87 self.event_damage = SUB_Null;
88 self.takedamage = DAMAGE_NO;
90 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);
92 if (self.owner.weapon == WEP_MINE_LAYER)
97 if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
99 self.cnt = WEP_MINE_LAYER;
100 ATTACK_FINISHED(self) = time;
101 self.switchweapon = w_getbestweapon(self);
105 self.owner.minelayer_mines -= 1;
109 void W_Mine_RemoteExplode ()
111 if(self.owner.deadflag == DEAD_NO)
112 if((self.spawnshieldtime >= 0)
113 ? (time >= self.spawnshieldtime) // timer
114 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
117 W_Mine_DoRemoteExplode();
121 void W_Mine_ProximityExplode ()
123 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
124 if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0)
127 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
130 if(head == self.owner || !IsDifferentTeam(head, self.owner))
140 float W_Mine_Count(entity e)
144 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == e)
150 void W_Mine_Think (void)
154 self.nextthink = time;
156 // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
157 // TODO: replace this mine_trigger.wav sound with a real countdown
158 if ((time > self.cnt) && (!self.mine_time))
160 if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
161 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
162 self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
163 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
166 // a player's mines shall explode if he disconnects or dies
167 // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
168 if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
171 self.projectiledeathtype |= HITTYPE_BOUNCE;
176 // set the mine for detonation when a foe gets close enough
177 head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
180 if(head.classname == "player" && head.deadflag == DEAD_NO)
181 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
184 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
185 self.mine_time = time + autocvar_g_balance_minelayer_time;
190 // explode if it's time to
191 if(self.mine_time && time >= self.mine_time)
193 W_Mine_ProximityExplode();
198 if (self.owner.weapon == WEP_MINE_LAYER)
199 if (self.owner.deadflag == DEAD_NO)
200 if (self.minelayer_detonate)
201 W_Mine_RemoteExplode();
204 void W_Mine_Touch (void)
207 if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
209 else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
210 self.velocity = '0 0 0';
213 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
215 if (self.health <= 0)
217 self.health = self.health - damage;
218 self.angles = vectoangles(self.velocity);
219 if (self.health <= 0)
220 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
223 void W_Mine_Attack (void)
228 // scan how many mines we placed, and return if we reached our limit
229 if(autocvar_g_balance_minelayer_limit)
232 if(W_Mine_Count(self) >= autocvar_g_balance_minelayer_limit)
234 // the refire delay keeps this message from being spammed
235 sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
236 play2(self, "weapons/unavailable.wav");
241 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
243 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
244 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
246 mine = WarpZone_RefSys_SpawnSameRefSys(self);
248 if(autocvar_g_balance_minelayer_detonatedelay >= 0)
249 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
251 mine.spawnshieldtime = -1;
252 mine.classname = "mine";
253 mine.bot_dodge = TRUE;
254 mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
256 mine.takedamage = DAMAGE_YES;
257 mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
258 mine.health = autocvar_g_balance_minelayer_health;
259 mine.event_damage = W_Mine_Damage;
261 mine.movetype = MOVETYPE_TOSS;
262 PROJECTILE_MAKETRIGGER(mine);
263 mine.projectiledeathtype = WEP_MINE_LAYER;
264 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
266 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
267 W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
268 mine.angles = vectoangles (mine.velocity);
270 mine.touch = W_Mine_Touch;
271 mine.think = W_Mine_Think;
272 mine.nextthink = time;
273 mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
274 mine.flags = FL_PROJECTILE;
276 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
278 // muzzle flash for 1st person view
280 setmodel (flash, "models/flash.md3"); // precision set below
281 SUB_SetFade (flash, time, 0.1);
282 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
283 W_AttachToShotorg(flash, '5 0 0');
287 other = mine; MUTATOR_CALLHOOK(EditProjectile);
289 self.minelayer_mines = W_Mine_Count(self);
292 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
294 float W_PlacedMines(float detonate)
299 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
303 if(!mine.minelayer_detonate)
305 mine.minelayer_detonate = TRUE;
315 float w_minelayer(float req)
322 // aim and decide to fire if appropriate
323 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
324 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
326 // decide whether to detonate mines
327 entity targetlist, targ;
328 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
329 float selfdamage, teamdamage, enemydamage;
330 edgedamage = autocvar_g_balance_minelayer_edgedamage;
331 coredamage = autocvar_g_balance_minelayer_damage;
332 edgeradius = autocvar_g_balance_minelayer_radius;
333 recipricoledgeradius = 1 / edgeradius;
337 targetlist = findchainfloat(bot_attack, TRUE);
338 mine = find(world, classname, "mine");
341 if (mine.owner != self)
343 mine = find(mine, classname, "mine");
349 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
350 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
351 // count potential damage according to type of target
353 selfdamage = selfdamage + d;
354 else if (targ.team == self.team && teams_matter)
355 teamdamage = teamdamage + d;
356 else if (bot_shouldattack(targ))
357 enemydamage = enemydamage + d;
360 mine = find(mine, classname, "mine");
362 float desirabledamage;
363 desirabledamage = enemydamage;
364 if (time > self.invincible_finished && time > self.spawnshieldtime)
365 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
366 if (teams_matter && self.team)
367 desirabledamage = desirabledamage - teamdamage;
369 mine = find(world, classname, "mine");
372 if (mine.owner != self)
374 mine = find(mine, classname, "mine");
377 makevectors(mine.v_angle);
379 if (skill > 9) // normal players only do this for the target they are tracking
385 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
386 && desirabledamage > 0.1*coredamage
387 )self.BUTTON_ATCK2 = TRUE;
391 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
392 //As the distance gets larger, a correct detonation gets near imposible
393 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
394 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
395 if(self.enemy.classname == "player")
396 if(desirabledamage >= 0.1*coredamage)
397 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
398 self.BUTTON_ATCK2 = TRUE;
399 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
402 mine = find(mine, classname, "mine");
404 // if we would be doing at X percent of the core damage, detonate it
405 // but don't fire a new shot at the same time!
406 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
407 self.BUTTON_ATCK2 = TRUE;
408 if ((skill > 6.5) && (selfdamage > self.health))
409 self.BUTTON_ATCK2 = FALSE;
410 //if(self.BUTTON_ATCK2 == TRUE)
411 // dprint(ftos(desirabledamage),"\n");
412 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
415 else if (req == WR_THINK)
417 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
419 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
420 if not (W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
421 weapon_action(self.weapon, WR_RELOAD);
423 else if (self.BUTTON_ATCK)
425 if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
428 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
432 if (self.BUTTON_ATCK2)
434 if(W_PlacedMines(TRUE))
435 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
438 else if (req == WR_PRECACHE)
440 precache_model ("models/flash.md3");
441 precache_model ("models/mine.md3");
442 precache_model ("models/weapons/g_minelayer.md3");
443 precache_model ("models/weapons/v_minelayer.md3");
444 precache_model ("models/weapons/h_minelayer.iqm");
445 precache_sound ("weapons/mine_det.wav");
446 precache_sound ("weapons/mine_fire.wav");
447 precache_sound ("weapons/mine_stick.wav");
448 precache_sound ("weapons/mine_trigger.wav");
449 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
451 else if (req == WR_SETUP)
453 weapon_setup(WEP_MINE_LAYER);
454 self.current_ammo = ammo_rockets;
456 else if (req == WR_CHECKAMMO1)
458 // don't switch while placing a mine
459 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
461 ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo;
462 ammo_amount += self.weapon_load[WEP_MINE_LAYER] >= autocvar_g_balance_minelayer_ammo;
466 else if (req == WR_CHECKAMMO2)
468 if (W_PlacedMines(FALSE))
473 else if (req == WR_RELOAD)
475 W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
481 float w_minelayer(float req)
483 if(req == WR_IMPACTEFFECT)
486 org2 = w_org + w_backoff * 12;
487 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
489 sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
491 else if(req == WR_PRECACHE)
493 precache_sound("weapons/mine_exp.wav");
495 else if (req == WR_SUICIDEMESSAGE)
496 w_deathtypestring = _("%s exploded");
497 else if (req == WR_KILLMESSAGE)
499 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
500 w_deathtypestring = _("%s got too close to %s's mine");
501 else if(w_deathtype & HITTYPE_SPLASH)
502 w_deathtypestring = _("%s almost dodged %s's mine");
504 w_deathtypestring = _("%s stepped on %s's mine");