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();
}
void freezetag_CheckWinner()
{
- if(time <= game_starttime) // game didn't even start yet! nobody can win in that case.
+ if(time <= game_starttime || inWarmupStage)
return;
if(next_round || (time > warmup - autocvar_g_freezetag_warmup && time < warmup))
return; // already waiting for next round to start
- if((redalive >= 1 && bluealive >= 1) // counted in arena.qc
+ if((redalive >= 1 && bluealive >= 1)
|| (redalive >= 1 && yellowalive >= 1)
|| (redalive >= 1 && pinkalive >= 1)
|| (bluealive >= 1 && yellowalive >= 1)
FOR_EACH_PLAYER(e)
{
- if(e.freezetag_frozen == 0 && e.classname == "player" && e.health >= 1) // here's one player from the winning team... good
+ if(e.freezetag_frozen == 0 && e.health >= 1) // here's one player from the winning team... good
{
winner = e;
break; // break, we found the winner
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)
self.freezetag_frozen = 1;
self.freezetag_revive_progress = 0;
self.health = 1;
+ if(inWarmupStage)
+ self.freezetag_frozen_timeout = time + 5;
entity ice;
ice = spawn();
void freezetag_Unfreeze(entity attacker)
{
self.freezetag_frozen = 0;
+ self.freezetag_frozen_timeout = 0;
self.freezetag_revive_progress = 0;
self.health = autocvar_g_balance_health_start;
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)
+ 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(totalspawned > 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;
}
MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
{
- if(self.freezetag_frozen == 0)
+ if(frag_deathtype == DEATH_HURTTRIGGER)
{
- 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);
+ if(!self.freezetag_frozen)
+ {
+ freezetag_remove_alive();
+ freezetag_Freeze(world);
+ freezetag_CheckWinner();
+ }
+ PutClientInServer(); // respawn the player
+ self.health = 1;
+ return 0;
}
- if(frag_attacker.classname == STR_PLAYER)
- centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
+ if(self.freezetag_frozen == 0)
+ {
+ freezetag_Freeze(frag_attacker);
+ freezetag_remove_alive();
+ }
if(frag_attacker == frag_target || frag_attacker == world)
{
- if(frag_target.classname == STR_PLAYER)
- centerprint(frag_target, "^1You froze yourself.\n");
+ if(frag_target.classname == STR_PLAYER)
+ centerprint(frag_target, "^1You froze yourself.\n");
bprint("^7", frag_target.netname, "^1 froze himself.\n");
}
else
{
- if(frag_target.classname == STR_PLAYER)
- centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
+ if(frag_target.classname == STR_PLAYER)
+ centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
+ if(frag_attacker.classname == STR_PLAYER)
+ centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
}
freezetag_CheckWinner();
- return 1;
+ return 0;
}
MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
{
- freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
+ if(self.freezetag_frozen) // stay frozen if respawning after death (DEATH_HURTTRIGGER)
+ return 1;
+
+ freezetag_add_alive();
- if(totalspawned == 1 && time > game_starttime) // only one player active on server, start a new match immediately
+ if(time <= game_starttime || inWarmupStage || total_players == 0)
+ return 1;
+
+ 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
{
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");
+ centerprint(self, "^1Round already started, you spawn as frozen.");
freezetag_Freeze(world);
+ freezetag_remove_alive();
}
return 1;
}
+MUTATOR_HOOKFUNCTION(freezetag_reset_map_global)
+{
+ redalive = bluealive = yellowalive = pinkalive = 0;
+ warmup = max(time, game_starttime);
+ if(autocvar_g_freezetag_warmup > 0)
+ warmup += autocvar_g_freezetag_warmup;
+ return 1;
+}
+
+MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
+{
+ FOR_EACH_PLAYER(self)
+ {
+ if (self.freezetag_frozen)
+ freezetag_Unfreeze(world);
+ PutClientInServer();
+ }
+ return 1;
+}
+
MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
{
frag_score = 0; // no frags counted in Freeze Tag
float n;
vector revive_extra_size;
+ if(gameover)
+ return 1;
+ if(self.freezetag_frozen && !self.freezetag_revive_progress)
+ self.health = 1;
+ if(self.freezetag_frozen_timeout && time >= self.freezetag_frozen_timeout)
+ {
+ freezetag_Unfreeze(world);
+ freezetag_add_alive();
+ return 1;
+ }
+ 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;
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)
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);
MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
+ MUTATOR_HOOK(reset_map_global, freezetag_reset_map_global, CBC_ORDER_ANY);
+ MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
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
{
if(time > 1) // game loads at time 1
error("This is a game type and it cannot be added at runtime.");
- g_freezetag = 1;
freezetag_Initialize();
}
MUTATOR_ONREMOVE
{
- g_freezetag = 0;
error("This is a game type and it cannot be removed at runtime.");
}