]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/gamemode_freezetag.qc
Curiously the variable totalalive is unused, get rid of it
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_freezetag.qc
index df75dfa122e2ab965be708f4b42ae3d8fbad03cb..645f5e17a0b5cba535df15734a1dcd68545a0403 100644 (file)
@@ -1,7 +1,7 @@
 void freezetag_Initialize()
 {
        precache_model("models/ice/ice.md3");
-       warmup = time + autocvar_g_start_delay + autocvar_g_freezetag_warmup;
+       warmup = max(time, game_starttime) + autocvar_g_freezetag_warmup;
        ScoreRules_freezetag();
 }
 
@@ -51,6 +51,7 @@ void freezetag_CheckWinner()
                TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
        }
 
+       redalive = bluealive = yellowalive = pinkalive = 0;
        next_round = time + 5;
 }
 
@@ -63,6 +64,35 @@ void freezetag_Ice_Think()
        self.nextthink = time;
 }
 
+void freezetag_update_alive_stats()
+{
+       entity e;
+       FOR_EACH_REALCLIENT(e) {
+               e.redalive_stat = redalive;
+               e.bluealive_stat = bluealive;
+               e.yellowalive_stat = yellowalive;
+               e.pinkalive_stat = pinkalive;
+       }
+}
+
+void freezetag_add_alive()
+{
+       if(self.team == COLOR_TEAM1) ++redalive;
+       else if(self.team == COLOR_TEAM2) ++bluealive;
+       else if(self.team == COLOR_TEAM3) ++yellowalive;
+       else if(self.team == COLOR_TEAM4) ++pinkalive;
+       freezetag_update_alive_stats();
+}
+
+void freezetag_remove_alive()
+{
+       if(self.team == COLOR_TEAM1) --redalive;
+       else if(self.team == COLOR_TEAM2) --bluealive;
+       else if(self.team == COLOR_TEAM3) --yellowalive;
+       else if(self.team == COLOR_TEAM4) --pinkalive;
+       freezetag_update_alive_stats();
+}
+
 void freezetag_Freeze(entity attacker)
 {
        if(self.freezetag_frozen)
@@ -129,26 +159,125 @@ void freezetag_Unfreeze(entity attacker)
                WaypointSprite_Kill(self.waypointsprite_attached);
 }
 
-MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
+
+// ================
+// Bot player logic
+// ================
+
+void() havocbot_role_ft_freeing;
+void() havocbot_role_ft_offense;
+
+void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
 {
-       if(self.freezetag_frozen == 0 && self.health >= 1)
+       entity head;
+       float distance;
+
+       FOR_EACH_PLAYER(head)
+       {
+               if ((head != self) && (head.team == self.team))
+               {
+                       if (head.freezetag_frozen)
+                       {
+                               distance = vlen(head.origin - org);
+                               if (distance > sradius)
+                                       continue;
+                               navigation_routerating(head, ratingscale, 2000);
+                       }
+                       else
+                       {
+                               // If teamate is not frozen still seek them out as fight better
+                               // in a group.
+                               navigation_routerating(head, ratingscale/3, 2000);
+                       }
+               }
+       }
+}
+
+void havocbot_role_ft_offense()
+{
+       entity head;
+       float unfrozen;
+
+       if(self.deadflag != DEAD_NO)
+               return;
+
+       if (!self.havocbot_role_timeout)
+               self.havocbot_role_timeout = time + random() * 10 + 20;
+
+       // Count how many players on team are unfrozen.
+       unfrozen = 0;
+       FOR_EACH_PLAYER(head)
        {
-               if(self.team == COLOR_TEAM1)
-                       --redalive;
-               else if(self.team == COLOR_TEAM2)
-                       --bluealive;
-               else if(self.team == COLOR_TEAM3)
-                       --yellowalive;
-               else if(self.team == COLOR_TEAM4)
-                       --pinkalive;
-               --totalalive;
+               if ((head.team == self.team) && (!head.freezetag_frozen))
+                       unfrozen++;
        }
 
-       if(total_players > 2) // only check for winners if we had more than two players (one of them left, don't let the other player win just because of that)
-               freezetag_CheckWinner();
+       // If only one left on team or if role has timed out then start trying to free players.
+       if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
+       {
+               dprint("changing role to freeing\n");
+               self.havocbot_role = havocbot_role_ft_freeing;
+               self.havocbot_role_timeout = 0;
+               return;
+       }
+
+       if (time > self.bot_strategytime)
+       {
+               self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
+
+               navigation_goalrating_start();
+               havocbot_goalrating_items(10000, self.origin, 10000);
+               havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
+               havocbot_goalrating_freeplayers(9000, self.origin, 10000);
+               //havocbot_goalrating_waypoints(1, self.origin, 1000);
+               navigation_goalrating_end();
+       }
+}
+
+void havocbot_role_ft_freeing()
+{
+       if(self.deadflag != DEAD_NO)
+               return;
+
+       if (!self.havocbot_role_timeout)
+               self.havocbot_role_timeout = time + random() * 10 + 20;
+
+       if (time > self.havocbot_role_timeout)
+       {
+               dprint("changing role to offense\n");
+               self.havocbot_role = havocbot_role_ft_offense;
+               self.havocbot_role_timeout = 0;
+               return;
+       }
+
+       if (time > self.bot_strategytime)
+       {
+               self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
+
+               navigation_goalrating_start();
+               havocbot_goalrating_items(8000, self.origin, 10000);
+               havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
+               havocbot_goalrating_freeplayers(20000, self.origin, 10000);
+               //havocbot_goalrating_waypoints(1, self.origin, 1000);
+               navigation_goalrating_end();
+       }
+}
+
+
+// ==============
+// Hook Functions
+// ==============
+
+MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
+{
+       if(self.freezetag_frozen == 0 && self.health >= 1)
+               freezetag_remove_alive();
 
        freezetag_Unfreeze(world);
 
+       if(total_players > 2) // only check for winners if we had more than two players (one of them left, don't let the other player win just because of that)
+               freezetag_CheckWinner();
+
        return 1;
 }
 
@@ -156,17 +285,8 @@ MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
 {
        if(self.freezetag_frozen == 0)
        {
-               if(self.team == COLOR_TEAM1)
-                       --redalive;
-               else if(self.team == COLOR_TEAM2)
-                       --bluealive;
-               else if(self.team == COLOR_TEAM3)
-                       --yellowalive;
-               else if(self.team == COLOR_TEAM4)
-                       --pinkalive;
-               --totalalive;
-
                freezetag_Freeze(frag_attacker);
+               freezetag_remove_alive();
        }
 
        if(frag_attacker == frag_target || frag_attacker == world)
@@ -193,18 +313,25 @@ MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
 
 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
 {
+       freezetag_add_alive();
+       if(time <= game_starttime || total_players == 0)
+               return 1;
+
        freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
 
-       if(total_players == 1 && time > game_starttime) // only one player active on server, start a new match immediately
+       if(total_players == 1) // only one player active on server, start a new match immediately
        if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
        {
+               redalive = bluealive = yellowalive = pinkalive = 0;
                next_round = time;
                return 1;
        }
+
        if(warmup && time > warmup) // spawn too late, freeze player
        {
                centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
                freezetag_Freeze(world);
+               freezetag_remove_alive();
        }
 
        return 1;
@@ -221,6 +348,9 @@ MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
        float n;
        vector revive_extra_size;
 
+       if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
+               return 1; // already waiting for next round to start
+
        revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
 
        entity o;
@@ -250,6 +380,7 @@ MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
                if(self.freezetag_revive_progress >= 1)
                {
                        freezetag_Unfreeze(self);
+                       freezetag_add_alive();
 
                        // EVERY team mate nearby gets a point (even if multiple!)
                        FOR_EACH_PLAYER(other) if(self != other)
@@ -334,6 +465,19 @@ MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
        return 0;
 }
 
+MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
+{
+       if not(self.deadflag)
+       {
+               if (random() < 0.5)
+                       self.havocbot_role = havocbot_role_ft_freeing;
+               else
+                       self.havocbot_role = havocbot_role_ft_offense;
+       }
+
+       return TRUE;
+}
+
 MUTATOR_DEFINITION(gamemode_freezetag)
 {
        MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
@@ -345,6 +489,7 @@ MUTATOR_DEFINITION(gamemode_freezetag)
        MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
        MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
        MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_FIRST); //first, last or any? dunno.
+       MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
 
        MUTATOR_ONADD
        {