]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into Mario/monsters
authorMario <zacjardine@y7mail.com>
Thu, 6 Sep 2018 11:25:45 +0000 (21:25 +1000)
committerMario <zacjardine@y7mail.com>
Thu, 6 Sep 2018 11:25:45 +0000 (21:25 +1000)
1  2 
qcsrc/client/csqcmodel_hooks.qc
qcsrc/client/weapons/projectile.qc
qcsrc/common/gamemodes/gamemode/invasion/sv_invasion.qc
qcsrc/common/notifications/all.inc
qcsrc/common/turrets/sv_turrets.qc

Simple merge
Simple merge
index 0000000000000000000000000000000000000000,c9670a150c38d1dac71880355f6ce712b964b5e3..0b2f5c7869d330494b44957fe687b5b7765f1309
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,603 +1,603 @@@
 -              if((it.spawnflags & MON_FLAG_HIDDEN) || (it.spawnflags & MONSTER_TYPE_PASSIVE) || (it.spawnflags & MONSTER_TYPE_FLY) || (it.spawnflags & MONSTER_TYPE_SWIM) ||
 -                      (it.spawnflags & MONSTER_SIZE_QUAKE) || ((it.spawnflags & MON_FLAG_SUPERMONSTER) && supermonster_count >= 1))
+ #include "sv_invasion.qh"
+ #include <common/monsters/sv_spawn.qh>
+ #include <common/monsters/sv_spawner.qh>
+ #include <common/monsters/sv_monsters.qh>
+ #include <server/teamplay.qh>
+ IntrusiveList g_invasion_roundends;
+ IntrusiveList g_invasion_waves;
+ IntrusiveList g_invasion_spawns;
+ STATIC_INIT(g_invasion)
+ {
+       g_invasion_roundends = IL_NEW();
+       g_invasion_waves = IL_NEW();
+       g_invasion_spawns = IL_NEW();
+ }
+ float autocvar_g_invasion_round_timelimit;
+ float autocvar_g_invasion_spawnpoint_spawn_delay;
+ float autocvar_g_invasion_warmup;
+ int autocvar_g_invasion_monster_count;
+ bool autocvar_g_invasion_zombies_only;
+ float autocvar_g_invasion_spawn_delay;
+ bool victent_present;
+ .bool inv_endreached;
+ bool inv_warning_shown; // spammy
+ void target_invasion_roundend_use(entity this, entity actor, entity trigger)
+ {
+       if(!IS_PLAYER(actor)) { return; }
+       actor.inv_endreached = true;
+       int plnum = 0;
+       int realplnum = 0;
+       // let's not count bots
+       FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
+               ++realplnum;
+               if(it.inv_endreached)
+                       ++plnum;
+       });
+       if(plnum < ceil(realplnum * min(1, this.count))) // 70% of players
+               return;
+       this.winning = true;
+ }
+ spawnfunc(target_invasion_roundend)
+ {
+       if(!g_invasion) { delete(this); return; }
+       victent_present = true; // a victory entity is present, we don't need to rely on monster count TODO: merge this with the intrusive list (can check empty)
+       if(!this.count) { this.count = 0.7; } // require at least 70% of the players to reach the end before triggering victory
+       this.use = target_invasion_roundend_use;
+       IL_PUSH(g_invasion_roundends, this);
+ }
+ spawnfunc(invasion_wave)
+ {
+       if(!g_invasion) { delete(this); return; }
+       IL_PUSH(g_invasion_waves, this);
+ }
+ spawnfunc(invasion_spawnpoint)
+ {
+       if(!g_invasion) { delete(this); return; }
+       this.classname = "invasion_spawnpoint";
+       IL_PUSH(g_invasion_spawns, this);
+ }
+ void ClearWinners();
+ // Invasion stage mode winning condition: If the attackers triggered a round end (by fulfilling all objectives)
+ // they win.
+ int WinningCondition_Invasion()
+ {
+       WinningConditionHelper(NULL); // set worldstatus
+       int status = WINNING_NO;
+       if(autocvar_g_invasion_type == INV_TYPE_STAGE)
+       {
+               SetWinners(inv_endreached, true);
+               int found = 0;
+               IL_EACH(g_invasion_roundends, true,
+               {
+                       ++found;
+                       if(it.winning)
+                       {
+                               bprint("Invasion: round completed.\n");
+                               // winners already set (TODO: teamplay support)
+                               status = WINNING_YES;
+                               break;
+                       }
+               });
+               if(!found)
+                       status = WINNING_YES; // just end it? TODO: should warn mapper!
+       }
+       else if(autocvar_g_invasion_type == INV_TYPE_HUNT)
+       {
+               ClearWinners();
+               int found = 0; // NOTE: this ends the round if no monsters are placed
+               IL_EACH(g_monsters, !(it.spawnflags & MONSTERFLAG_RESPAWNED),
+               {
+                       ++found;
+               });
+               if(found <= 0)
+               {
+                       FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+                       {
+                               it.winning = true;
+                       });
+                       status = WINNING_YES;
+               }
+       }
+       return status;
+ }
+ Monster invasion_PickMonster(int supermonster_count)
+ {
+       RandomSelection_Init();
+       FOREACH(Monsters, it != MON_Null,
+       {
++              if((it.spawnflags & MON_FLAG_HIDDEN) || (it.spawnflags & MONSTER_TYPE_PASSIVE) || (it.spawnflags & MONSTER_TYPE_FLY) || (it.spawnflags & MONSTER_TYPE_SWIM)
++                      || (it.spawnflags & MONSTER_SIZE_QUAKE) || ((it.spawnflags & MON_FLAG_SUPERMONSTER) && supermonster_count >= 1))
+                       continue;
+               if(autocvar_g_invasion_zombies_only && !(it.spawnflags & MONSTER_TYPE_UNDEAD))
+                       continue;
+         RandomSelection_AddEnt(it, 1, 1);
+       });
+       return RandomSelection_chosen_ent;
+ }
+ entity invasion_PickSpawn()
+ {
+       RandomSelection_Init();
+       IL_EACH(g_invasion_spawns, true,
+       {
+               RandomSelection_AddEnt(it, 1, ((time < it.spawnshieldtime) ? 0.2 : 1)); // give recently used spawnpoints a very low rating
+               it.spawnshieldtime = time + autocvar_g_invasion_spawnpoint_spawn_delay;
+       });
+       return RandomSelection_chosen_ent;
+ }
+ entity invasion_GetWaveEntity(int wavenum)
+ {
+       IL_EACH(g_invasion_waves, it.cnt == wavenum,
+       {
+               return it; // found one
+       });
+       // if no specific one is found, find the last existing wave ent
+       entity best = NULL;
+       IL_EACH(g_invasion_waves, it.cnt <= wavenum,
+       {
+               if(!best || it.cnt > best.cnt)
+                       best = it;
+       });
+       return best;
+ }
+ void invasion_SpawnChosenMonster(Monster mon)
+ {
+       entity monster;
+       entity spawn_point = invasion_PickSpawn();
+       entity wave_ent = invasion_GetWaveEntity(inv_roundcnt);
+       string tospawn = "";
+       if(wave_ent && wave_ent.spawnmob && wave_ent.spawnmob != "")
+       {
+               RandomSelection_Init();
+               FOREACH_WORD(wave_ent.spawnmob, true,
+               {
+                       RandomSelection_AddString(it, 1, 1);
+               });
+               tospawn = RandomSelection_chosen_string;
+       }
+       if(spawn_point == NULL)
+       {
+               if(!inv_warning_shown)
+               {
+                       inv_warning_shown = true;
+                       LOG_TRACE("Warning: couldn't find any invasion_spawnpoint spawnpoints, attempting to spawn monsters in random locations");
+               }
+               entity e = spawn();
+               setsize(e, mon.m_mins, mon.m_maxs);
+               if(MoveToRandomMapLocation(e, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
+                       monster = spawnmonster(e, tospawn, mon.monsterid, NULL, NULL, e.origin, false, false, 2);
+               else
+               {
+                       delete(e);
+                       return;
+               }
+       }
+       else // if spawnmob field falls through (unset), fallback to mon (relying on spawnmonster for that behaviour)
+               monster = spawnmonster(spawn(), ((spawn_point.spawnmob && spawn_point.spawnmob != "") ? spawn_point.spawnmob : tospawn), mon.monsterid, spawn_point, spawn_point, spawn_point.origin, false, false, 2);
+       if(!monster)
+               return;
+       monster.spawnshieldtime = time;
+       if(spawn_point)
+       {
+               if(spawn_point.target_range)
+                       monster.target_range = spawn_point.target_range;
+               monster.target2 = spawn_point.target2;
+       }
+       if(teamplay)
+       {
+               if(spawn_point && spawn_point.team && inv_monsters_perteam[spawn_point.team] > 0)
+                       monster.team = spawn_point.team;
+               else
+               {
+                       RandomSelection_Init();
+                       if(inv_monsters_perteam[NUM_TEAM_1] > 0) RandomSelection_AddFloat(NUM_TEAM_1, 1, 1);
+                       if(inv_monsters_perteam[NUM_TEAM_2] > 0) RandomSelection_AddFloat(NUM_TEAM_2, 1, 1);
+                       if(invasion_teams >= 3) if(inv_monsters_perteam[NUM_TEAM_3] > 0) { RandomSelection_AddFloat(NUM_TEAM_3, 1, 1); }
+                       if(invasion_teams >= 4) if(inv_monsters_perteam[NUM_TEAM_4] > 0) { RandomSelection_AddFloat(NUM_TEAM_4, 1, 1); }
+                       monster.team = RandomSelection_chosen_float;
+               }
+               monster_setupcolors(monster);
+               if(monster.sprite)
+               {
+                       WaypointSprite_UpdateTeamRadar(monster.sprite, RADARICON_DANGER, ((monster.team) ? Team_ColorRGB(monster.team) : '1 0 0'));
+                       monster.sprite.team = 0;
+                       monster.sprite.SendFlags |= 1;
+               }
+       }
+       if(monster.monster_attack)
+               IL_REMOVE(g_monster_targets, monster);
+       monster.monster_attack = false; // it's the player's job to kill all the monsters
+       if(inv_roundcnt >= inv_maxrounds)
+               monster.spawnflags |= MONSTERFLAG_MINIBOSS; // last round spawns minibosses
+ }
+ void invasion_SpawnMonsters(int supermonster_count)
+ {
+       Monster chosen_monster = invasion_PickMonster(supermonster_count);
+       invasion_SpawnChosenMonster(chosen_monster);
+ }
+ bool Invasion_CheckWinner()
+ {
+       if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
+       {
+               IL_EACH(g_monsters, true,
+               {
+                       Monster_Remove(it);
+               });
+               IL_CLEAR(g_monsters);
+               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
+               round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
+               return 1;
+       }
+       float total_alive_monsters = 0, supermonster_count = 0, red_alive = 0, blue_alive = 0, yellow_alive = 0, pink_alive = 0;
+       IL_EACH(g_monsters, GetResourceAmount(it, RESOURCE_HEALTH) > 0,
+       {
+               if((get_monsterinfo(it.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
+                       ++supermonster_count;
+               ++total_alive_monsters;
+               if(teamplay)
+               switch(it.team)
+               {
+                       case NUM_TEAM_1: ++red_alive; break;
+                       case NUM_TEAM_2: ++blue_alive; break;
+                       case NUM_TEAM_3: ++yellow_alive; break;
+                       case NUM_TEAM_4: ++pink_alive; break;
+               }
+       });
+       if((total_alive_monsters + inv_numkilled) < inv_maxspawned && inv_maxcurrent < inv_maxspawned)
+       {
+               if(time >= inv_lastcheck)
+               {
+                       invasion_SpawnMonsters(supermonster_count);
+                       inv_lastcheck = time + autocvar_g_invasion_spawn_delay;
+               }
+               return 0;
+       }
+       if(inv_numspawned < 1)
+               return 0; // nothing has spawned yet
+       if(teamplay)
+       {
+               if(((red_alive > 0) + (blue_alive > 0) + (yellow_alive > 0) + (pink_alive > 0)) > 1)
+                       return 0;
+       }
+       else if(inv_numkilled < inv_maxspawned)
+               return 0;
+       entity winner = NULL;
+       float winning_score = 0, winner_team = 0;
+       if(teamplay)
+       {
+               if(red_alive > 0) { winner_team = NUM_TEAM_1; }
+               if(blue_alive > 0)
+               if(winner_team) { winner_team = 0; }
+               else { winner_team = NUM_TEAM_2; }
+               if(yellow_alive > 0)
+               if(winner_team) { winner_team = 0; }
+               else { winner_team = NUM_TEAM_3; }
+               if(pink_alive > 0)
+               if(winner_team) { winner_team = 0; }
+               else { winner_team = NUM_TEAM_4; }
+       }
+       else
+       {
+               FOREACH_CLIENT(IS_PLAYER(it), {
+                       float cs = GameRules_scoring_add(it, KILLS, 0);
+                       if(cs > winning_score)
+                       {
+                               winning_score = cs;
+                               winner = it;
+                       }
+               });
+       }
+       IL_EACH(g_monsters, true,
+       {
+               Monster_Remove(it);
+       });
+       IL_CLEAR(g_monsters);
+       if(teamplay)
+       {
+               if(winner_team)
+               {
+                       Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
+                       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
+               }
+       }
+       else if(winner)
+       {
+               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname);
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname);
+       }
+       round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
+       return 1;
+ }
+ bool Invasion_CheckPlayers()
+ {
+       return true;
+ }
+ void Invasion_RoundStart()
+ {
+       int numplayers = 0;
+       FOREACH_CLIENT(IS_PLAYER(it), {
+               it.player_blocked = false;
+               ++numplayers;
+       });
+       if(inv_roundcnt < inv_maxrounds)
+               inv_roundcnt += 1; // a limiter to stop crazy counts
+       inv_monsterskill = inv_roundcnt + max(1, numplayers * 0.3);
+       inv_maxcurrent = 0;
+       inv_numspawned = 0;
+       inv_numkilled = 0;
+       inv_maxspawned = rint(max(autocvar_g_invasion_monster_count, autocvar_g_invasion_monster_count * (inv_roundcnt * 0.5)));
+       if(teamplay)
+       {
+               DistributeEvenly_Init(inv_maxspawned, invasion_teams);
+               inv_monsters_perteam[NUM_TEAM_1] = DistributeEvenly_Get(1);
+               inv_monsters_perteam[NUM_TEAM_2] = DistributeEvenly_Get(1);
+               if(invasion_teams >= 3) inv_monsters_perteam[NUM_TEAM_3] = DistributeEvenly_Get(1);
+               if(invasion_teams >= 4) inv_monsters_perteam[NUM_TEAM_4] = DistributeEvenly_Get(1);
+       }
+ }
+ MUTATOR_HOOKFUNCTION(inv, MonsterDies)
+ {
+       entity frag_target = M_ARGV(0, entity);
+       entity frag_attacker = M_ARGV(1, entity);
+       if(!(frag_target.spawnflags & MONSTERFLAG_RESPAWNED))
+       {
+               if(autocvar_g_invasion_type == INV_TYPE_ROUND)
+               {
+                       inv_numkilled += 1;
+                       inv_maxcurrent -= 1;
+               }
+               if(teamplay) { inv_monsters_perteam[frag_target.team] -= 1; }
+               if(IS_PLAYER(frag_attacker))
+               if(SAME_TEAM(frag_attacker, frag_target)) // in non-teamplay modes, same team = same player, so this works
+                       GameRules_scoring_add(frag_attacker, KILLS, -1);
+               else
+               {
+                       GameRules_scoring_add(frag_attacker, KILLS, +1);
+                       if(teamplay)
+                               TeamScore_AddToTeam(frag_attacker.team, ST_INV_KILLS, +1);
+               }
+       }
+ }
+ MUTATOR_HOOKFUNCTION(inv, MonsterSpawn)
+ {
+       entity mon = M_ARGV(0, entity);
+       mon.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
+       if(autocvar_g_invasion_type == INV_TYPE_HUNT)
+               return false; // allowed
+       if(!(mon.spawnflags & MONSTERFLAG_SPAWNED))
+               return true;
+       if(!(mon.spawnflags & MONSTERFLAG_RESPAWNED))
+       {
+               inv_numspawned += 1;
+               inv_maxcurrent += 1;
+       }
+       mon.monster_skill = inv_monsterskill;
+       if((get_monsterinfo(mon.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
+               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_INVASION_SUPERMONSTER, mon.monster_name);
+ }
+ MUTATOR_HOOKFUNCTION(inv, SV_StartFrame)
+ {
+       if(autocvar_g_invasion_type != INV_TYPE_ROUND)
+               return; // uses map spawned monsters
+       monsters_total = inv_maxspawned; // TODO: make sure numspawned never exceeds maxspawned
+       monsters_killed = inv_numkilled;
+ }
+ MUTATOR_HOOKFUNCTION(inv, PlayerRegen)
+ {
+       // no regeneration in invasion, regardless of the game type
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(inv, PlayerSpawn)
+ {
+       entity player = M_ARGV(0, entity);
+       if(player.bot_attack)
+               IL_REMOVE(g_bot_targets, player);
+       player.bot_attack = false;
+ }
+ MUTATOR_HOOKFUNCTION(inv, Damage_Calculate)
+ {
+       entity frag_attacker = M_ARGV(1, entity);
+       entity frag_target = M_ARGV(2, entity);
+       float frag_damage = M_ARGV(4, float);
+       vector frag_force = M_ARGV(6, vector);
+       if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker != frag_target)
+       {
+               frag_damage = 0;
+               frag_force = '0 0 0';
+               M_ARGV(4, float) = frag_damage;
+               M_ARGV(6, vector) = frag_force;
+       }
+ }
+ MUTATOR_HOOKFUNCTION(inv, BotShouldAttack)
+ {
+       entity targ = M_ARGV(1, entity);
+       if(!IS_MONSTER(targ))
+               return true;
+ }
+ MUTATOR_HOOKFUNCTION(inv, SetStartItems)
+ {
+       if(autocvar_g_invasion_type == INV_TYPE_ROUND)
+       {
+               start_health = 200;
+               start_armorvalue = 200;
+       }
+ }
+ MUTATOR_HOOKFUNCTION(inv, AccuracyTargetValid)
+ {
+       entity frag_target = M_ARGV(1, entity);
+       if(IS_MONSTER(frag_target))
+               return MUT_ACCADD_INVALID;
+       return MUT_ACCADD_INDIFFERENT;
+ }
+ MUTATOR_HOOKFUNCTION(inv, AllowMobSpawning)
+ {
+       // monster spawning disabled during an invasion
+       M_ARGV(1, string) = "You cannot spawn monsters during an invasion!";
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(inv, CheckRules_World)
+ {
+       if(autocvar_g_invasion_type == INV_TYPE_ROUND)
+               return false;
+       M_ARGV(0, float) = WinningCondition_Invasion();
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(inv, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
+ {
+       M_ARGV(0, float) = invasion_teams;
+       return true;
+ }
+ MUTATOR_HOOKFUNCTION(inv, AllowMobButcher)
+ {
+       M_ARGV(0, string) = "This command does not work during an invasion!";
+       return true;
+ }
+ void invasion_ScoreRules(int inv_teams)
+ {
+       GameRules_score_enabled(false);
+       GameRules_scoring(inv_teams, 0, 0, {
+           if (inv_teams) {
+             field_team(ST_INV_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
+           }
+           field(SP_KILLS, "frags", ((inv_teams) ? SFL_SORT_PRIO_SECONDARY : SFL_SORT_PRIO_PRIMARY));
+       });
+ }
+ void invasion_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
+ {
+       if(autocvar_g_invasion_type == INV_TYPE_HUNT || autocvar_g_invasion_type == INV_TYPE_STAGE)
+               cvar_set("fraglimit", "0");
+       if(autocvar_g_invasion_teams)
+       {
+               invasion_teams = BITS(bound(2, autocvar_g_invasion_teams, 4));
+       }
+       else
+               invasion_teams = 0;
+       independent_players = 1; // to disable extra useless scores
+       invasion_ScoreRules(invasion_teams);
+       independent_players = 0;
+       if(autocvar_g_invasion_type == INV_TYPE_ROUND)
+       {
+               round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
+               round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
+               inv_roundcnt = 0;
+               inv_maxrounds = 15; // 15?
+       }
+ }
+ void invasion_Initialize()
+ {
+       InitializeEntity(NULL, invasion_DelayedInit, INITPRIO_GAMETYPE);
+ }
Simple merge
Simple merge