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Optimize revive algorithm by labeling players within revive radius of a frozen player...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_freezetag.qc
1 .float freezetag_frozen_time;
2 .float freezetag_frozen_timeout;
3 .float freezetag_revive_progress;
4 .entity freezetag_ice;
5 #define ICE_MAX_ALPHA 0.6
6 #define ICE_MIN_ALPHA 0.1
7 float freezetag_teams;
8
9 float freezetag_CheckTeams();
10 float freezetag_CheckWinner();
11 void freezetag_Initialize()
12 {
13         precache_model("models/ice/ice.md3");
14         ScoreRules_freezetag();
15
16         round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null, 5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
17
18         addstat(STAT_REDALIVE, AS_INT, redalive_stat);
19         addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
20         addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
21         addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
22
23         addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
24         addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
25 }
26
27 void freezetag_count_alive_players()
28 {
29         entity e;
30         total_players = redalive = bluealive = yellowalive = pinkalive = 0;
31         FOR_EACH_PLAYER(e) {
32                 if(e.team == COLOR_TEAM1 && e.health >= 1)
33                 {
34                         ++total_players;
35                         if (!e.freezetag_frozen) ++redalive;
36                 }
37                 else if(e.team == COLOR_TEAM2 && e.health >= 1)
38                 {
39                         ++total_players;
40                         if (!e.freezetag_frozen) ++bluealive;
41                 }
42                 else if(e.team == COLOR_TEAM3 && e.health >= 1)
43                 {
44                         ++total_players;
45                         if (!e.freezetag_frozen) ++yellowalive;
46                 }
47                 else if(e.team == COLOR_TEAM4 && e.health >= 1)
48                 {
49                         ++total_players;
50                         if (!e.freezetag_frozen) ++pinkalive;
51                 }
52         }
53         FOR_EACH_REALCLIENT(e) {
54                 e.redalive_stat = redalive;
55                 e.bluealive_stat = bluealive;
56                 e.yellowalive_stat = yellowalive;
57                 e.pinkalive_stat = pinkalive;
58         }
59 }
60 #define FREEZETAG_ALIVE_TEAMS() ((redalive > 0) + (bluealive > 0) + (yellowalive > 0) + (pinkalive > 0))
61 #define FREEZETAG_ALIVE_TEAMS_OK() (FREEZETAG_ALIVE_TEAMS() == freezetag_teams)
62
63 float prev_total_players;
64 float freezetag_CheckTeams()
65 {
66         entity e;
67         if(FREEZETAG_ALIVE_TEAMS_OK())
68         {
69                 if(prev_total_players != -1)
70                 {
71                         FOR_EACH_REALCLIENT(e)
72                                 Send_CSQC_Centerprint_Generic_Expire(e, CPID_WAITING_PLAYERS);
73                 }
74                 prev_total_players = -1;
75                 return 1;
76         }
77         if(prev_total_players != total_players)
78         {
79                 string teams_missing = "";
80                 if(!redalive)   teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM1), ", ");
81                 if(!bluealive)  teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM2), ", ");
82                 if(freezetag_teams >= 3)
83                 if(!yellowalive)        teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM3), ", ");
84                 if(freezetag_teams == 4)
85                 if(!pinkalive)  teams_missing = strcat(teams_missing, ColoredTeamName(COLOR_TEAM4), ", ");
86                 teams_missing = substring(teams_missing, 0, strlen(teams_missing)-2);
87
88                 FOR_EACH_REALCLIENT(e)
89                         Send_CSQC_Centerprint_Generic(e, CPID_WAITING_PLAYERS, strcat("Waiting for players to join...\n\nNeed active players for: ", teams_missing), -1, 0);
90                 prev_total_players = total_players;
91         }
92         return 0;
93 }
94
95 float freezetag_getWinnerTeam()
96 {
97         float winner_team = 0;
98         if(redalive >= 1)
99                 winner_team = COLOR_TEAM1;
100         if(bluealive >= 1)
101         {
102                 if(winner_team) return 0;
103                 winner_team = COLOR_TEAM2;
104         }
105         if(yellowalive >= 1)
106         {
107                 if(winner_team) return 0;
108                 winner_team = COLOR_TEAM3;
109         }
110         if(pinkalive >= 1)
111         {
112                 if(winner_team) return 0;
113                 winner_team = COLOR_TEAM4;
114         }
115         if(winner_team)
116                 return winner_team;
117         return -1; // no player left
118 }
119
120 float freezetag_CheckWinner()
121 {
122         entity e;
123         if(round_handler_GetTimeLeft() <= 0)
124         {
125                 FOR_EACH_REALCLIENT(e)
126                         centerprint(e, "Round over, there's no winner");
127                 bprint("Round over, there's no winner.\n");
128                 FOR_EACH_PLAYER(e)
129                         e.freezetag_frozen_timeout = 0;
130                 return 1;
131         }
132
133         if(FREEZETAG_ALIVE_TEAMS() > 1)
134                 return 0;
135
136         float winner_team;
137         string teamname;
138         winner_team = freezetag_getWinnerTeam();
139         if(winner_team > 0)
140         {
141                 teamname = ColoredTeamName(winner_team);
142                 FOR_EACH_REALCLIENT(e)
143                         centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen."));
144                 bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
145                 TeamScore_AddToTeam(winner_team, ST_SCORE, +1);
146         }
147         else if(winner_team == -1)
148         {
149                 FOR_EACH_REALCLIENT(e)
150                         centerprint(e, "^5Round tied! All teams were frozen.");
151                 bprint("^5Round tied! All teams were frozen.\n");
152         }
153
154         FOR_EACH_PLAYER(e)
155                 e.freezetag_frozen_timeout = 0;
156         return 1;
157 }
158
159 // this is needed to allow the player to turn his view around (fixangle can't
160 // be used to freeze his view, as that also changes the angles), while not
161 // turning that ice object with the player
162 void freezetag_Ice_Think()
163 {
164         setorigin(self, self.owner.origin - '0 0 16');
165         self.nextthink = time;
166 }
167
168 void freezetag_Add_Score(entity attacker)
169 {
170         if(attacker == self)
171         {
172                 // you froze your own dumb self
173                 // counted as "suicide" already
174                 PlayerScore_Add(self, SP_SCORE, -1);
175         }
176         else if(attacker.classname == "player")
177         {
178                 // got frozen by an enemy
179                 // counted as "kill" and "death" already
180                 PlayerScore_Add(self, SP_SCORE, -1);
181                 PlayerScore_Add(attacker, SP_SCORE, +1);
182         }
183         // else nothing - got frozen by the game type rules themselves
184 }
185
186 void freezetag_Freeze(entity attacker)
187 {
188         if(self.freezetag_frozen)
189                 return;
190         self.freezetag_frozen = 1;
191         self.freezetag_frozen_time = time;
192         self.freezetag_revive_progress = 0;
193         self.health = 1;
194         if(autocvar_g_freezetag_frozen_maxtime > 0)
195                 self.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime;
196
197         freezetag_count_alive_players();
198
199         entity ice;
200         ice = spawn();
201         ice.owner = self;
202         ice.classname = "freezetag_ice";
203         ice.think = freezetag_Ice_Think;
204         ice.nextthink = time;
205         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
206         ice.alpha = ICE_MAX_ALPHA;
207         setmodel(ice, "models/ice/ice.md3");
208
209         self.freezetag_ice = ice;
210
211         RemoveGrapplingHook(self);
212
213         // add waypoint
214         WaypointSprite_Spawn("freezetag_frozen", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
215
216         freezetag_Add_Score(attacker);
217 }
218
219 void freezetag_Unfreeze(entity attacker)
220 {
221         self.freezetag_frozen = 0;
222         self.freezetag_frozen_time = 0;
223         self.freezetag_frozen_timeout = 0;
224         self.freezetag_revive_progress = 0;
225
226         remove(self.freezetag_ice);
227         self.freezetag_ice = world;
228
229         if(self.waypointsprite_attached)
230                 WaypointSprite_Kill(self.waypointsprite_attached);
231 }
232
233
234 // ================
235 // Bot player logic
236 // ================
237
238 void() havocbot_role_ft_freeing;
239 void() havocbot_role_ft_offense;
240
241 void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
242 {
243         entity head;
244         float distance;
245
246         FOR_EACH_PLAYER(head)
247         {
248                 if ((head != self) && (head.team == self.team))
249                 {
250                         if (head.freezetag_frozen)
251                         {
252                                 distance = vlen(head.origin - org);
253                                 if (distance > sradius)
254                                         continue;
255                                 navigation_routerating(head, ratingscale, 2000);
256                         }
257                         else
258                         {
259                                 // If teamate is not frozen still seek them out as fight better
260                                 // in a group.
261                                 navigation_routerating(head, ratingscale/3, 2000);
262                         }
263                 }
264         }
265 }
266
267 void havocbot_role_ft_offense()
268 {
269         entity head;
270         float unfrozen;
271
272         if(self.deadflag != DEAD_NO)
273                 return;
274
275         if (!self.havocbot_role_timeout)
276                 self.havocbot_role_timeout = time + random() * 10 + 20;
277
278         // Count how many players on team are unfrozen.
279         unfrozen = 0;
280         FOR_EACH_PLAYER(head)
281         {
282                 if ((head.team == self.team) && (!head.freezetag_frozen))
283                         unfrozen++;
284         }
285
286         // If only one left on team or if role has timed out then start trying to free players.
287         if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
288         {
289                 dprint("changing role to freeing\n");
290                 self.havocbot_role = havocbot_role_ft_freeing;
291                 self.havocbot_role_timeout = 0;
292                 return;
293         }
294
295         if (time > self.bot_strategytime)
296         {
297                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
298
299                 navigation_goalrating_start();
300                 havocbot_goalrating_items(10000, self.origin, 10000);
301                 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
302                 havocbot_goalrating_freeplayers(9000, self.origin, 10000);
303                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
304                 navigation_goalrating_end();
305         }
306 }
307
308 void havocbot_role_ft_freeing()
309 {
310         if(self.deadflag != DEAD_NO)
311                 return;
312
313         if (!self.havocbot_role_timeout)
314                 self.havocbot_role_timeout = time + random() * 10 + 20;
315
316         if (time > self.havocbot_role_timeout)
317         {
318                 dprint("changing role to offense\n");
319                 self.havocbot_role = havocbot_role_ft_offense;
320                 self.havocbot_role_timeout = 0;
321                 return;
322         }
323
324         if (time > self.bot_strategytime)
325         {
326                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
327
328                 navigation_goalrating_start();
329                 havocbot_goalrating_items(8000, self.origin, 10000);
330                 havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
331                 havocbot_goalrating_freeplayers(20000, self.origin, 10000);
332                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
333                 navigation_goalrating_end();
334         }
335 }
336
337
338 // ==============
339 // Hook Functions
340 // ==============
341
342 MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
343 {
344         self.health = 0; // neccessary to update correctly alive stats
345         freezetag_Unfreeze(world);
346         freezetag_count_alive_players();
347         return 1;
348 }
349
350 MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
351 {
352         if(round_handler_IsActive())
353         if(round_handler_CountdownRunning())
354         {
355                 if(self.freezetag_frozen)
356                         freezetag_Unfreeze(world);
357                 freezetag_count_alive_players();
358                 return 1; // let the player die so that he can respawn whenever he wants
359         }
360
361         // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
362         // you succeed changing team through the menu: you both really die (gibbing) and get frozen
363         if(ITEM_DAMAGE_NEEDKILL(frag_deathtype)
364                 || frag_deathtype == DEATH_TEAMCHANGE || frag_deathtype == DEATH_AUTOTEAMCHANGE)
365         {
366                 // let the player die, he will be automatically frozen when he respawns
367                 if(!self.freezetag_frozen)
368                 {
369                         freezetag_Add_Score(frag_attacker);
370                         freezetag_count_alive_players();
371                 }
372                 else
373                         freezetag_Unfreeze(world); // remove ice
374                 self.freezetag_frozen_timeout = -2; // freeze on respawn
375                 return 1;
376         }
377
378         if(self.freezetag_frozen)
379                 return 1;
380
381         freezetag_Freeze(frag_attacker);
382
383         if(frag_attacker == frag_target || frag_attacker == world)
384         {
385                 if(frag_target.classname == STR_PLAYER)
386                         centerprint(frag_target, "^1You froze yourself.\n");
387                 bprint("^7", frag_target.netname, "^1 froze himself.\n");
388         }
389         else
390         {
391                 if(frag_target.classname == STR_PLAYER)
392                         centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
393                 if(frag_attacker.classname == STR_PLAYER)
394                         centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
395                 bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
396         }
397
398         frag_target.health = 1; // "respawn" the player :P
399
400         return 1;
401 }
402
403 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
404 {
405         if(self.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
406                 return 1; // do nothing, round is starting right now
407
408         if(self.freezetag_frozen_timeout == -2) // player was dead
409         {
410                 freezetag_Freeze(world);
411                 return 1;
412         }
413
414         freezetag_count_alive_players();
415
416         if(round_handler_IsActive())
417         if(round_handler_IsRoundStarted())
418         {
419                 centerprint(self, "^1Round already started, you spawn as frozen.");
420                 freezetag_Freeze(world);
421         }
422
423         return 1;
424 }
425
426 MUTATOR_HOOKFUNCTION(freezetag_reset_map_players)
427 {
428         FOR_EACH_PLAYER(self)
429         {
430                 if (self.freezetag_frozen)
431                         freezetag_Unfreeze(world);
432                 self.freezetag_frozen_timeout = -1;
433                 PutClientInServer();
434                 self.freezetag_frozen_timeout = 0;
435         }
436         freezetag_count_alive_players();
437         return 1;
438 }
439
440 MUTATOR_HOOKFUNCTION(freezetag_GiveFragsForKill)
441 {
442         frag_score = 0; // no frags counted in Freeze Tag
443         return 1;
444 }
445
446 .float reviving; // temp var
447 MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
448 {
449         float n;
450
451         if(gameover)
452                 return 1;
453
454         if(self.freezetag_frozen)
455         {
456                 // keep health = 1
457                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
458         }
459
460         if(round_handler_IsActive())
461         if(!round_handler_IsRoundStarted())
462                 return 1;
463
464         entity o;
465         o = world;
466         if(self.freezetag_frozen_timeout > 0 && time < self.freezetag_frozen_timeout)
467                 self.freezetag_ice.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (self.freezetag_frozen_timeout - time) / (self.freezetag_frozen_timeout - self.freezetag_frozen_time);
468
469         if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
470                 n = -1;
471         else
472         {
473                 vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
474                 n = 0;
475                 FOR_EACH_PLAYER(other) if(self != other)
476                 {
477                         if(other.freezetag_frozen == 0)
478                         {
479                                 if(other.team == self.team)
480                                 {
481                                         if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
482                                         {
483                                                 if(!o)
484                                                         o = other;
485                                                 if(self.freezetag_frozen)
486                                                         other.reviving = TRUE;
487                                                 ++n;
488                                         }
489                                 }
490                         }
491                 }
492         }
493
494         if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
495         {
496                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
497                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
498
499                 if(self.freezetag_revive_progress >= 1)
500                 {
501                         freezetag_Unfreeze(self);
502                         freezetag_count_alive_players();
503
504                         if(n == -1)
505                         {
506                                 string s = ftos(autocvar_g_freezetag_frozen_maxtime);
507                                 centerprint(self, strcat("^5You were automatically revived after ", s, " seconds^5.\n"));
508                                 bprint("^7", self.netname, "^5 were automatically revived after ", s, " seconds^5.\n");
509                                 return 1;
510                         }
511
512                         // EVERY team mate nearby gets a point (even if multiple!)
513                         FOR_EACH_PLAYER(other)
514                         {
515                                 if(other.reviving)
516                                 {
517                                         PlayerScore_Add(other, SP_FREEZETAG_REVIVALS, +1);
518                                         PlayerScore_Add(other, SP_SCORE, +1);
519                                 }
520                         }
521
522                         if(n > 1)
523                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
524                         else
525                                 centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
526                         centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
527                         if(n > 1)
528                                 bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
529                         else
530                                 bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
531                 }
532
533                 FOR_EACH_PLAYER(other)
534                 {
535                         if(other.reviving)
536                         {
537                                 other.freezetag_revive_progress = self.freezetag_revive_progress;
538                                 other.reviving = FALSE;
539                         }
540                 }
541         }
542         else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
543         {
544                 self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
545                 self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
546         }
547         else if(!n)
548         {
549                 self.freezetag_revive_progress = 0; // thawing nobody
550         }
551
552         return 1;
553 }
554
555 MUTATOR_HOOKFUNCTION(freezetag_PlayerPhysics)
556 {
557         if(self.freezetag_frozen)
558         {
559                 self.movement = '0 0 0';
560                 self.disableclientprediction = 1;
561         }
562         return 1;
563 }
564
565 MUTATOR_HOOKFUNCTION(freezetag_PlayerDamage_Calculate)
566 {
567         if(frag_target.freezetag_frozen && frag_deathtype != DEATH_HURTTRIGGER)
568         {
569                 frag_damage = 0;
570                 frag_force = frag_force * autocvar_g_freezetag_frozen_force;
571         }
572         return 1;
573 }
574
575 MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
576 {
577         if (self.freezetag_frozen)
578                 return 1;
579         return 0;
580 }
581
582 MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
583 {
584         if not(self.deadflag)
585         {
586                 if (random() < 0.5)
587                         self.havocbot_role = havocbot_role_ft_freeing;
588                 else
589                         self.havocbot_role = havocbot_role_ft_offense;
590         }
591
592         return TRUE;
593 }
594
595 MUTATOR_HOOKFUNCTION(freezetag_SpectateCopy)
596 {
597         self.freezetag_frozen = other.freezetag_frozen;
598         self.freezetag_revive_progress = other.freezetag_revive_progress;
599         return 0;
600 }
601
602 MUTATOR_HOOKFUNCTION(freezetag_GetTeamCount)
603 {
604         freezetag_teams = autocvar_g_freezetag_teams_override;
605         if(freezetag_teams < 2)
606                 freezetag_teams = autocvar_g_freezetag_teams;
607         freezetag_teams = bound(2, freezetag_teams, 4);
608         ret_float = freezetag_teams;
609         return 0;
610 }
611
612 MUTATOR_DEFINITION(gamemode_freezetag)
613 {
614         MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
615         MUTATOR_HOOK(ClientDisconnect, freezetag_RemovePlayer, CBC_ORDER_ANY);
616         MUTATOR_HOOK(PlayerDies, freezetag_PlayerDies, CBC_ORDER_ANY);
617         MUTATOR_HOOK(PlayerSpawn, freezetag_PlayerSpawn, CBC_ORDER_ANY);
618         MUTATOR_HOOK(reset_map_players, freezetag_reset_map_players, CBC_ORDER_ANY);
619         MUTATOR_HOOK(GiveFragsForKill, freezetag_GiveFragsForKill, CBC_ORDER_FIRST);
620         MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
621         MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
622         MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
623         MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
624         MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
625         MUTATOR_HOOK(SpectateCopy, freezetag_SpectateCopy, CBC_ORDER_ANY);
626         MUTATOR_HOOK(GetTeamCount, freezetag_GetTeamCount, CBC_ORDER_EXCLUSIVE);
627
628         MUTATOR_ONADD
629         {
630                 if(time > 1) // game loads at time 1
631                         error("This is a game type and it cannot be added at runtime.");
632                 freezetag_Initialize();
633         }
634
635         MUTATOR_ONROLLBACK_OR_REMOVE
636         {
637                 // we actually cannot roll back freezetag_Initialize here
638                 // BUT: we don't need to! If this gets called, adding always
639                 // succeeds.
640         }
641
642         MUTATOR_ONREMOVE
643         {
644                 print("This is a game type and it cannot be removed at runtime.");
645                 return -1;
646         }
647
648         return 0;
649 }