]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/gamemode_freezetag.qc
Do the same for freezetag
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_freezetag.qc
index c3d9272598fa720683113018f14efc241237ab8d..aedfd6364c942ef5f1d967b38d0dac04fa8d202f 100644 (file)
@@ -13,7 +13,7 @@ void freezetag_CheckWinner()
        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)
@@ -27,7 +27,7 @@ void freezetag_CheckWinner()
 
        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
@@ -69,6 +69,7 @@ void freezetag_Freeze(entity attacker)
                return;
        self.freezetag_frozen = 1;
        self.freezetag_revive_progress = 0;
+       self.health = 1;
 
        entity ice;
        ice = spawn();
@@ -113,6 +114,7 @@ void freezetag_Unfreeze(entity attacker)
 {
        self.freezetag_frozen = 0;
        self.freezetag_revive_progress = 0;
+       self.health = autocvar_g_balance_health_start;
 
        // remove the ice block
        entity ice;
@@ -127,9 +129,118 @@ void freezetag_Unfreeze(entity attacker)
                WaypointSprite_Kill(self.waypointsprite_attached);
 }
 
+
+// ================
+// Bot player logic
+// ================
+
+void() havocbot_role_ft_freeing;
+void() havocbot_role_ft_offense;
+
+void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
+{
+       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 ((head.team == self.team) && (!head.freezetag_frozen))
+                       unfrozen++;
+       }
+
+       // 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)
+       if(self.freezetag_frozen == 0 && self.health >= 1)
        {
                if(self.team == COLOR_TEAM1)
                        --redalive;
@@ -142,7 +253,7 @@ MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
                --totalalive;
        }
 
-       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)
+       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();
 
        freezetag_Unfreeze(world);
@@ -164,26 +275,25 @@ MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
                        --pinkalive;
                --totalalive;
 
-        freezetag_Freeze(frag_attacker);
+               freezetag_Freeze(frag_attacker);
        }
 
-    if(frag_attacker.classname == STR_PLAYER)
-        centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
-
        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");
        }
 
-       frag_target.health = autocvar_g_balance_health_start; // "respawn" the player :P
+       frag_target.health = 1; // "respawn" the player :P
 
        freezetag_CheckWinner();
 
@@ -192,9 +302,9 @@ MUTATOR_HOOKFUNCTION(freezetag_PlayerDies)
 
 MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
 {
-    freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
+       freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
 
-       if(totalspawned == 1 && time > game_starttime) // only one player active on server, start a new match immediately
+       if(total_players == 1 && time > game_starttime) // 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;
@@ -244,6 +354,7 @@ MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
        if(n && self.freezetag_frozen) // OK, there is at least one teammate reviving us
        {
                self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress + frametime * autocvar_g_freezetag_revive_speed, 1);
+               self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
 
                if(self.freezetag_revive_progress >= 1)
                {
@@ -292,6 +403,7 @@ MUTATOR_HOOKFUNCTION(freezetag_PlayerPreThink)
        else if(!n && self.freezetag_frozen) // only if no teammate is nearby will we reset
        {
                self.freezetag_revive_progress = bound(0, self.freezetag_revive_progress - frametime * autocvar_g_freezetag_revive_clearspeed, 1);
+               self.health = max(1, self.freezetag_revive_progress * autocvar_g_balance_health_start);
        }
        else if(!n)
        {
@@ -331,6 +443,19 @@ 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);
@@ -342,18 +467,17 @@ 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
        {
                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.");
        }