]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/gamemodes/gamemode/assault/assault.qc
Merge branch 'Lyberta/GamemodesSplit' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / assault / assault.qc
diff --git a/qcsrc/common/gamemodes/gamemode/assault/assault.qc b/qcsrc/common/gamemodes/gamemode/assault/assault.qc
deleted file mode 100644 (file)
index bc04856..0000000
+++ /dev/null
@@ -1,648 +0,0 @@
-#include "assault.qh"
-
-// TODO: split into sv_assault
-#ifdef SVQC
-.entity sprite;
-#define AS_ROUND_DELAY 5
-
-IntrusiveList g_assault_destructibles;
-IntrusiveList g_assault_objectivedecreasers;
-IntrusiveList g_assault_objectives;
-STATIC_INIT(g_assault)
-{
-       g_assault_destructibles = IL_NEW();
-       g_assault_objectivedecreasers = IL_NEW();
-       g_assault_objectives = IL_NEW();
-}
-
-// random functions
-void assault_objective_use(entity this, entity actor, entity trigger)
-{
-       // activate objective
-       SetResourceAmountExplicit(this, RESOURCE_HEALTH, 100);
-       //print("^2Activated objective ", this.targetname, "=", etos(this), "\n");
-       //print("Activator is ", actor.classname, "\n");
-
-       IL_EACH(g_assault_objectivedecreasers, it.target == this.targetname,
-       {
-               target_objective_decrease_activate(it);
-       });
-}
-
-vector target_objective_spawn_evalfunc(entity this, entity player, entity spot, vector current)
-{
-       float hlth = GetResourceAmount(this, RESOURCE_HEALTH);
-       if (hlth < 0 || hlth >= ASSAULT_VALUE_INACTIVE)
-               return '-1 0 0';
-       return current;
-}
-
-// reset this objective. Used when spawning an objective
-// and when a new round starts
-void assault_objective_reset(entity this)
-{
-       SetResourceAmountExplicit(this, RESOURCE_HEALTH, ASSAULT_VALUE_INACTIVE);
-}
-
-// decrease the health of targeted objectives
-void assault_objective_decrease_use(entity this, entity actor, entity trigger)
-{
-       if(actor.team != assault_attacker_team)
-       {
-               // wrong team triggered decrease
-               return;
-       }
-
-       if(trigger.assault_sprite)
-       {
-               WaypointSprite_Disown(trigger.assault_sprite, waypointsprite_deadlifetime);
-               if(trigger.classname == "func_assault_destructible")
-                       trigger.sprite = NULL; // TODO: just unsetting it?!
-       }
-       else
-               return; // already activated! cannot activate again!
-
-       float hlth = GetResourceAmount(this.enemy, RESOURCE_HEALTH);
-       if (hlth < ASSAULT_VALUE_INACTIVE)
-       {
-               if (hlth - this.dmg > 0.5)
-               {
-                       GameRules_scoring_add_team(actor, SCORE, this.dmg);
-                       TakeResource(this.enemy, RESOURCE_HEALTH, this.dmg);
-               }
-               else
-               {
-                       GameRules_scoring_add_team(actor, SCORE, hlth);
-                       GameRules_scoring_add_team(actor, ASSAULT_OBJECTIVES, 1);
-                       SetResourceAmountExplicit(this.enemy, RESOURCE_HEALTH, -1);
-
-                       if(this.enemy.message)
-                               FOREACH_CLIENT(IS_PLAYER(it), { centerprint(it, this.enemy.message); });
-
-                       SUB_UseTargets(this.enemy, this, trigger);
-               }
-       }
-}
-
-void assault_setenemytoobjective(entity this)
-{
-       IL_EACH(g_assault_objectives, it.targetname == this.target,
-       {
-               if(this.enemy == NULL)
-                       this.enemy = it;
-               else
-                       objerror(this, "more than one objective as target - fix the map!");
-               break;
-       });
-
-       if(this.enemy == NULL)
-               objerror(this, "no objective as target - fix the map!");
-}
-
-bool assault_decreaser_sprite_visible(entity this, entity player, entity view)
-{
-       if(GetResourceAmount(this.assault_decreaser.enemy, RESOURCE_HEALTH) >= ASSAULT_VALUE_INACTIVE)
-               return false;
-
-       return true;
-}
-
-void target_objective_decrease_activate(entity this)
-{
-       entity spr;
-       this.owner = NULL;
-       FOREACH_ENTITY_STRING(target, this.targetname,
-       {
-               if(it.assault_sprite != NULL)
-               {
-                       WaypointSprite_Disown(it.assault_sprite, waypointsprite_deadlifetime);
-                       if(it.classname == "func_assault_destructible")
-                               it.sprite = NULL; // TODO: just unsetting it?!
-               }
-
-               spr = WaypointSprite_SpawnFixed(WP_AssaultDefend, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE);
-               spr.assault_decreaser = this;
-               spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
-               spr.classname = "sprite_waypoint";
-               WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
-               if(it.classname == "func_assault_destructible")
-               {
-                       WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy);
-                       WaypointSprite_UpdateMaxHealth(spr, it.max_health);
-                       WaypointSprite_UpdateHealth(spr, GetResourceAmount(it, RESOURCE_HEALTH));
-                       it.sprite = spr;
-               }
-               else
-                       WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush);
-       });
-}
-
-void target_objective_decrease_findtarget(entity this)
-{
-       assault_setenemytoobjective(this);
-}
-
-void target_assault_roundend_reset(entity this)
-{
-       //print("round end reset\n");
-       ++this.cnt; // up round counter
-       this.winning = false; // up round
-}
-
-void target_assault_roundend_use(entity this, entity actor, entity trigger)
-{
-       this.winning = 1; // round has been won by attackers
-}
-
-void assault_roundstart_use(entity this, entity actor, entity trigger)
-{
-       SUB_UseTargets(this, this, trigger);
-
-       //(Re)spawn all turrets
-       IL_EACH(g_turrets, true,
-       {
-               // Swap turret teams
-               if(it.team == NUM_TEAM_1)
-                       it.team = NUM_TEAM_2;
-               else
-                       it.team = NUM_TEAM_1;
-
-               // Doubles as teamchange
-               turret_respawn(it);
-       });
-}
-void assault_roundstart_use_this(entity this)
-{
-       assault_roundstart_use(this, NULL, NULL);
-}
-
-void assault_wall_think(entity this)
-{
-       if(GetResourceAmount(this.enemy, RESOURCE_HEALTH) < 0)
-       {
-               this.model = "";
-               this.solid = SOLID_NOT;
-       }
-       else
-       {
-               this.model = this.mdl;
-               this.solid = SOLID_BSP;
-       }
-
-       this.nextthink = time + 0.2;
-}
-
-// trigger new round
-// reset objectives, toggle spawnpoints, reset triggers, ...
-void assault_new_round(entity this)
-{
-       //bprint("ASSAULT: new round\n");
-
-       // up round counter
-       this.winning = this.winning + 1;
-
-       // swap attacker/defender roles
-       if(assault_attacker_team == NUM_TEAM_1)
-               assault_attacker_team = NUM_TEAM_2;
-       else
-               assault_attacker_team = NUM_TEAM_1;
-
-       IL_EACH(g_saved_team, !IS_CLIENT(it),
-       {
-               if(it.team_saved == NUM_TEAM_1)
-                       it.team_saved = NUM_TEAM_2;
-               else if(it.team_saved == NUM_TEAM_2)
-                       it.team_saved = NUM_TEAM_1;
-       });
-
-       // reset the level with a countdown
-       cvar_set("timelimit", ftos(ceil(time - AS_ROUND_DELAY - game_starttime) / 60));
-       ReadyRestart_force(); // sets game_starttime
-}
-
-entity as_round;
-.entity ent_winning;
-void as_round_think()
-{
-       game_stopped = false;
-       assault_new_round(as_round.ent_winning);
-       delete(as_round);
-       as_round = NULL;
-}
-
-// Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
-// they win. Otherwise the defending team wins once the timelimit passes.
-int WinningCondition_Assault()
-{
-       if(as_round)
-               return WINNING_NO;
-
-       WinningConditionHelper(NULL); // set worldstatus
-
-       int status = WINNING_NO;
-       // as the timelimit has not yet passed just assume the defending team will win
-       if(assault_attacker_team == NUM_TEAM_1)
-       {
-               SetWinners(team, NUM_TEAM_2);
-       }
-       else
-       {
-               SetWinners(team, NUM_TEAM_1);
-       }
-
-       entity ent;
-       ent = find(NULL, classname, "target_assault_roundend");
-       if(ent)
-       {
-               if(ent.winning) // round end has been triggered by attacking team
-               {
-                       bprint("Assault: round completed.\n");
-                       SetWinners(team, assault_attacker_team);
-
-                       TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
-
-                       if(ent.cnt == 1 || autocvar_g_campaign) // this was the second round
-                       {
-                               status = WINNING_YES;
-                       }
-                       else
-                       {
-                               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ASSAULT_OBJ_DESTROYED, ceil(time - game_starttime));
-                               as_round = new(as_round);
-                               as_round.think = as_round_think;
-                               as_round.ent_winning = ent;
-                               as_round.nextthink = time + AS_ROUND_DELAY;
-                               game_stopped = true;
-
-                               // make sure timelimit isn't hit while the game is blocked
-                               if(autocvar_timelimit > 0)
-                               if(time + AS_ROUND_DELAY >= game_starttime + autocvar_timelimit * 60)
-                                       cvar_set("timelimit", ftos(autocvar_timelimit + AS_ROUND_DELAY / 60));
-                       }
-               }
-       }
-
-       return status;
-}
-
-// spawnfuncs
-spawnfunc(info_player_attacker)
-{
-       if (!g_assault) { delete(this); return; }
-
-       this.team = NUM_TEAM_1; // red, gets swapped every round
-       spawnfunc_info_player_deathmatch(this);
-}
-
-spawnfunc(info_player_defender)
-{
-       if (!g_assault) { delete(this); return; }
-
-       this.team = NUM_TEAM_2; // blue, gets swapped every round
-       spawnfunc_info_player_deathmatch(this);
-}
-
-spawnfunc(target_objective)
-{
-       if (!g_assault) { delete(this); return; }
-
-       this.classname = "target_objective";
-       IL_PUSH(g_assault_objectives, this);
-       this.use = assault_objective_use;
-       this.reset = assault_objective_reset;
-       this.reset(this);
-       this.spawn_evalfunc = target_objective_spawn_evalfunc;
-}
-
-spawnfunc(target_objective_decrease)
-{
-       if (!g_assault) { delete(this); return; }
-
-       this.classname = "target_objective_decrease";
-       IL_PUSH(g_assault_objectivedecreasers, this);
-
-       if(!this.dmg)
-               this.dmg = 101;
-
-       this.use = assault_objective_decrease_use;
-       SetResourceAmountExplicit(this, RESOURCE_HEALTH, ASSAULT_VALUE_INACTIVE);
-       this.max_health = ASSAULT_VALUE_INACTIVE;
-       this.enemy = NULL;
-
-       InitializeEntity(this, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
-}
-
-// destructible walls that can be used to trigger target_objective_decrease
-bool destructible_heal(entity targ, entity inflictor, float amount, float limit)
-{
-       float true_limit = ((limit != RESOURCE_LIMIT_NONE) ? limit : targ.max_health);
-       float hlth = GetResourceAmount(targ, RESOURCE_HEALTH);
-       if (hlth <= 0 || hlth >= true_limit)
-               return false;
-
-       GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, true_limit);
-       if(targ.sprite)
-       {
-               WaypointSprite_UpdateHealth(targ.sprite, GetResourceAmount(targ, RESOURCE_HEALTH));
-       }
-       func_breakable_colormod(targ);
-       return true;
-}
-
-spawnfunc(func_breakable);
-spawnfunc(func_assault_destructible)
-{
-       if (!g_assault) { delete(this); return; }
-
-       this.spawnflags = 3;
-       this.classname = "func_assault_destructible";
-       this.event_heal = destructible_heal;
-       IL_PUSH(g_assault_destructibles, this);
-
-       if(assault_attacker_team == NUM_TEAM_1)
-               this.team = NUM_TEAM_2;
-       else
-               this.team = NUM_TEAM_1;
-
-       spawnfunc_func_breakable(this);
-}
-
-spawnfunc(func_assault_wall)
-{
-       if (!g_assault) { delete(this); return; }
-
-       this.classname = "func_assault_wall";
-       this.mdl = this.model;
-       _setmodel(this, this.mdl);
-       this.solid = SOLID_BSP;
-       setthink(this, assault_wall_think);
-       this.nextthink = time;
-       InitializeEntity(this, assault_setenemytoobjective, INITPRIO_FINDTARGET);
-}
-
-spawnfunc(target_assault_roundend)
-{
-       if (!g_assault) { delete(this); return; }
-
-       this.winning = 0; // round not yet won by attackers
-       this.classname = "target_assault_roundend";
-       this.use = target_assault_roundend_use;
-       this.cnt = 0; // first round
-       this.reset = target_assault_roundend_reset;
-}
-
-spawnfunc(target_assault_roundstart)
-{
-       if (!g_assault) { delete(this); return; }
-
-       assault_attacker_team = NUM_TEAM_1;
-       this.classname = "target_assault_roundstart";
-       this.use = assault_roundstart_use;
-       this.reset2 = assault_roundstart_use_this;
-       InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET);
-}
-
-// legacy bot code
-void havocbot_goalrating_ast_targets(entity this, float ratingscale)
-{
-       IL_EACH(g_assault_destructibles, it.bot_attack,
-       {
-               if (it.target == "")
-                       continue;
-
-               bool found = false;
-               entity destr = it;
-               IL_EACH(g_assault_objectivedecreasers, it.targetname == destr.target,
-               {
-                       float hlth = GetResourceAmount(it.enemy, RESOURCE_HEALTH);
-                       if (hlth > 0 && hlth < ASSAULT_VALUE_INACTIVE)
-                       {
-                               found = true;
-                               break;
-                       }
-               });
-
-               if(!found)
-                       continue;
-
-               vector p = 0.5 * (it.absmin + it.absmax);
-
-               // Find and rate waypoints around it
-               found = false;
-               entity best = NULL;
-               float bestvalue = FLOAT_MAX;
-               entity des = it;
-               for (float radius = 500; radius <= 1500 && !found; radius += 500)
-               {
-                       FOREACH_ENTITY_RADIUS(p, radius, it.classname == "waypoint" && !(it.wpflags & WAYPOINTFLAG_GENERATED),
-                       {
-                               if(checkpvs(it.origin, des))
-                               {
-                                       found = true;
-                                       if(it.cnt < bestvalue)
-                                       {
-                                               best = it;
-                                               bestvalue = it.cnt;
-                                       }
-                               }
-                       });
-               }
-
-               if(best)
-               {
-               ///     dprint("waypoints around target were found\n");
-               //      te_lightning2(NULL, '0 0 0', best.origin);
-               //      te_knightspike(best.origin);
-
-                       navigation_routerating(this, best, ratingscale, 4000);
-                       best.cnt += 1;
-
-                       this.havocbot_attack_time = 0;
-
-                       if(checkpvs(this.origin + this.view_ofs, it))
-                       if(checkpvs(this.origin + this.view_ofs, best))
-                       {
-                       //      dprint("increasing attack time for this target\n");
-                               this.havocbot_attack_time = time + 2;
-                       }
-               }
-       });
-}
-
-void havocbot_role_ast_offense(entity this)
-{
-       if(IS_DEAD(this))
-       {
-               this.havocbot_attack_time = 0;
-               havocbot_ast_reset_role(this);
-               return;
-       }
-
-       // Set the role timeout if necessary
-       if (!this.havocbot_role_timeout)
-               this.havocbot_role_timeout = time + 120;
-
-       if (time > this.havocbot_role_timeout)
-       {
-               havocbot_ast_reset_role(this);
-               return;
-       }
-
-       if(this.havocbot_attack_time>time)
-               return;
-
-       if (navigation_goalrating_timeout(this))
-       {
-               // role: offense
-               navigation_goalrating_start(this);
-               havocbot_goalrating_enemyplayers(this, 10000, this.origin, 650);
-               havocbot_goalrating_ast_targets(this, 20000);
-               havocbot_goalrating_items(this, 30000, this.origin, 10000);
-               navigation_goalrating_end(this);
-
-               navigation_goalrating_timeout_set(this);
-       }
-}
-
-void havocbot_role_ast_defense(entity this)
-{
-       if(IS_DEAD(this))
-       {
-               this.havocbot_attack_time = 0;
-               havocbot_ast_reset_role(this);
-               return;
-       }
-
-       // Set the role timeout if necessary
-       if (!this.havocbot_role_timeout)
-               this.havocbot_role_timeout = time + 120;
-
-       if (time > this.havocbot_role_timeout)
-       {
-               havocbot_ast_reset_role(this);
-               return;
-       }
-
-       if(this.havocbot_attack_time>time)
-               return;
-
-       if (navigation_goalrating_timeout(this))
-       {
-               // role: defense
-               navigation_goalrating_start(this);
-               havocbot_goalrating_enemyplayers(this, 10000, this.origin, 3000);
-               havocbot_goalrating_ast_targets(this, 20000);
-               havocbot_goalrating_items(this, 30000, this.origin, 10000);
-               navigation_goalrating_end(this);
-
-               navigation_goalrating_timeout_set(this);
-       }
-}
-
-void havocbot_role_ast_setrole(entity this, float role)
-{
-       switch(role)
-       {
-               case HAVOCBOT_AST_ROLE_DEFENSE:
-                       this.havocbot_role = havocbot_role_ast_defense;
-                       this.havocbot_role_timeout = 0;
-                       break;
-               case HAVOCBOT_AST_ROLE_OFFENSE:
-                       this.havocbot_role = havocbot_role_ast_offense;
-                       this.havocbot_role_timeout = 0;
-                       break;
-       }
-}
-
-void havocbot_ast_reset_role(entity this)
-{
-       if(IS_DEAD(this))
-               return;
-
-       if(this.team == assault_attacker_team)
-               havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_OFFENSE);
-       else
-               havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_DEFENSE);
-}
-
-// mutator hooks
-MUTATOR_HOOKFUNCTION(as, PlayerSpawn)
-{
-       entity player = M_ARGV(0, entity);
-
-       if(player.team == assault_attacker_team)
-               Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
-       else
-               Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
-}
-
-MUTATOR_HOOKFUNCTION(as, TurretSpawn)
-{
-       entity turret = M_ARGV(0, entity);
-
-       if(!turret.team || turret.team == FLOAT_MAX)
-               turret.team = 5; // this gets reversed when match starts?
-}
-
-MUTATOR_HOOKFUNCTION(as, VehicleInit)
-{
-       entity veh = M_ARGV(0, entity);
-
-       veh.nextthink = time + 0.5;
-}
-
-MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole)
-{
-       entity bot = M_ARGV(0, entity);
-
-       havocbot_ast_reset_role(bot);
-       return true;
-}
-
-MUTATOR_HOOKFUNCTION(as, PlayHitsound)
-{
-       entity frag_victim = M_ARGV(0, entity);
-
-       return (frag_victim.classname == "func_assault_destructible");
-}
-
-MUTATOR_HOOKFUNCTION(as, TeamBalance_CheckAllowedTeams)
-{
-       // assault always has 2 teams
-       M_ARGV(0, float) = BIT(0) | BIT(1);
-       return true;
-}
-
-MUTATOR_HOOKFUNCTION(as, CheckRules_World)
-{
-       M_ARGV(0, float) = WinningCondition_Assault();
-       return true;
-}
-
-MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
-{
-       // incompatible
-       warmup_stage = 0;
-       sv_ready_restart_after_countdown = 0;
-}
-
-MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
-{
-    entity ent = M_ARGV(0, entity);
-
-       switch(ent.classname)
-       {
-               case "info_player_team1":
-               case "info_player_team2":
-               case "info_player_team3":
-               case "info_player_team4":
-                       return true;
-       }
-}
-
-MUTATOR_HOOKFUNCTION(as, ReadyRestart_Deny)
-{
-       // readyrestart not supported (yet)
-       return true;
-}
-#endif