1 // ===========================================================
2 // Keepaway game mode coding, written by Samual and Diabolik
3 // Last updated: September, 2012
4 // ===========================================================
6 float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame
10 return FALSE; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
12 // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
17 void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
19 if(autocvar_sv_eventlog)
20 GameLogEcho(strcat(":ka:", mode, ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
23 void ka_RespawnBall() // runs whenever the ball needs to be relocated
25 if(gameover) { return; }
26 vector oldballorigin = self.origin;
28 if(!MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
30 entity spot = SelectSpawnPoint(TRUE);
31 setorigin(self, spot.origin);
32 self.angles = spot.angles;
35 makevectors(self.angles);
36 self.movetype = MOVETYPE_BOUNCE;
37 self.velocity = '0 0 200';
38 self.angles = '0 0 0';
39 self.effects = autocvar_g_keepawayball_effects;
40 self.think = ka_RespawnBall;
41 self.nextthink = time + autocvar_g_keepawayball_respawntime;
43 pointparticles(particleeffectnum("electro_combo"), oldballorigin, '0 0 0', 1);
44 pointparticles(particleeffectnum("electro_combo"), self.origin, '0 0 0', 1);
46 WaypointSprite_Spawn("ka-ball", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1');
47 WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
49 sound(self, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
54 if(self.owner.ballcarried)
55 { // add points for holding the ball after a certain amount of time
56 if(autocvar_g_keepaway_score_timepoints)
57 PlayerScore_Add(self.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
59 PlayerScore_Add(self.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
60 self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
64 void ka_TouchEvent() // runs any time that the ball comes in contact with something
66 if(gameover) { return; }
68 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
69 { // The ball fell off the map, respawn it since players can't get to it
73 if(other.deadflag != DEAD_NO) { return; }
74 if(other.frozen) { return; }
75 if (!IS_PLAYER(other))
76 { // The ball just touched an object, most likely the world
77 pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
78 sound(self, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTEN_NORM);
81 else if(self.wait > time) { return; }
83 // attach the ball to the player
85 other.ballcarried = self;
86 setattachment(self, other, "");
87 setorigin(self, '0 0 0');
89 // make the ball invisible/unable to do anything/set up time scoring
90 self.velocity = '0 0 0';
91 self.movetype = MOVETYPE_NONE;
92 self.effects |= EF_NODRAW;
93 self.touch = func_null;
94 self.think = ka_TimeScoring;
95 self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
96 self.takedamage = DAMAGE_NO;
98 // apply effects to player
99 other.glow_color = autocvar_g_keepawayball_trail_color;
100 other.glow_trail = TRUE;
101 other.effects |= autocvar_g_keepaway_ballcarrier_effects;
103 // messages and sounds
104 ka_EventLog("pickup", other);
105 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_PICKUP, other.netname);
106 Send_Notification(NOTIF_ALL_EXCEPT, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, other.netname);
107 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
108 sound(self.owner, CH_TRIGGER, "keepaway/pickedup.wav", VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
111 PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
114 WaypointSprite_AttachCarrier("ka-ballcarrier", other, RADARICON_FLAGCARRIER, '1 0 0');
115 other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
116 WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
117 WaypointSprite_Ping(other.waypointsprite_attachedforcarrier);
118 WaypointSprite_Kill(self.waypointsprite_attachedforcarrier);
121 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
124 ball = plyr.ballcarried;
126 if(!ball) { return; }
129 setattachment(ball, world, "");
130 ball.movetype = MOVETYPE_BOUNCE;
131 ball.wait = time + 1;
132 ball.touch = ka_TouchEvent;
133 ball.think = ka_RespawnBall;
134 ball.nextthink = time + autocvar_g_keepawayball_respawntime;
135 ball.takedamage = DAMAGE_YES;
136 ball.effects &= ~EF_NODRAW;
137 setorigin(ball, plyr.origin + '0 0 10');
138 ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
139 ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P
142 // reset the player effects
143 plyr.glow_trail = FALSE;
144 plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
146 // messages and sounds
147 ka_EventLog("dropped", plyr);
148 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
149 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
150 sound(other, CH_TRIGGER, "keepaway/dropped.wav", VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
153 // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
156 WaypointSprite_Spawn("ka-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1');
157 WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
158 WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
159 WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
162 void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal
164 if((self.owner) && (IS_PLAYER(self.owner)))
165 ka_DropEvent(self.owner);
175 void havocbot_goalrating_ball(float ratingscale, vector org)
179 ball_owner = ka_ball.owner;
181 if (ball_owner == self)
184 // If ball is carried by player then hunt them down.
187 t = (self.health + self.armorvalue) / (ball_owner.health + ball_owner.armorvalue);
188 navigation_routerating(ball_owner, t * ratingscale, 2000);
191 // Ball has been dropped so collect.
192 navigation_routerating(ka_ball, ratingscale, 2000);
195 void havocbot_role_ka_carrier()
197 if (self.deadflag != DEAD_NO)
200 if (time > self.bot_strategytime)
202 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
204 navigation_goalrating_start();
205 havocbot_goalrating_items(10000, self.origin, 10000);
206 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
207 //havocbot_goalrating_waypoints(1, self.origin, 1000);
208 navigation_goalrating_end();
211 if (!self.ballcarried)
213 self.havocbot_role = havocbot_role_ka_collector;
214 self.bot_strategytime = 0;
218 void havocbot_role_ka_collector()
220 if (self.deadflag != DEAD_NO)
223 if (time > self.bot_strategytime)
225 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
227 navigation_goalrating_start();
228 havocbot_goalrating_items(10000, self.origin, 10000);
229 havocbot_goalrating_enemyplayers(1000, self.origin, 10000);
230 havocbot_goalrating_ball(20000, self.origin);
231 navigation_goalrating_end();
234 if (self.ballcarried)
236 self.havocbot_role = havocbot_role_ka_carrier;
237 self.bot_strategytime = 0;
246 MUTATOR_HOOKFUNCTION(ka_Scoring)
248 if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
250 if(frag_target.ballcarried) { // add to amount of times killing carrier
251 PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
252 if(autocvar_g_keepaway_score_bckill) // add bckills to the score
253 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill);
255 else if(!frag_attacker.ballcarried)
256 if(autocvar_g_keepaway_noncarrier_warn)
257 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
259 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
260 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
263 if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has died, drop it
267 MUTATOR_HOOKFUNCTION(ka_GiveFragsForKill)
269 frag_score = 0; // no frags counted in keepaway
270 return 1; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
273 MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
275 // clear the item used for the ball in keepaway
276 self.items &= ~IT_KEY1;
278 // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
280 self.items |= IT_KEY1;
285 MUTATOR_HOOKFUNCTION(ka_PlayerUseKey)
287 if(MUTATOR_RETURNVALUE == 0)
296 MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
298 if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
300 if(frag_target == frag_attacker) // damage done to yourself
302 frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
303 frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
305 else // damage done to noncarriers
307 frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
308 frag_force *= autocvar_g_keepaway_ballcarrier_force;
311 else if (!frag_target.ballcarried) // if the target is a noncarrier
313 if(frag_target == frag_attacker) // damage done to yourself
315 frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
316 frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
318 else // damage done to other noncarriers
320 frag_damage *= autocvar_g_keepaway_noncarrier_damage;
321 frag_force *= autocvar_g_keepaway_noncarrier_force;
327 MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
329 if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
333 MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
335 // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
336 // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
338 self.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
341 self.effects |= autocvar_g_keepaway_ballcarrier_effects;
346 MUTATOR_HOOKFUNCTION(ka_BotRoles)
348 if (self.ballcarried)
349 self.havocbot_role = havocbot_role_ka_carrier;
351 self.havocbot_role = havocbot_role_ka_collector;
360 void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
362 if(!g_keepaway) { return; }
366 e.model = "models/orbs/orbblue.md3";
367 precache_model(e.model);
368 setmodel(e, e.model);
369 setsize(e, '-16 -16 -20', '16 16 20'); // 20 20 20 was too big, player is only 16 16 24... gotta cheat with the Z (20) axis so that the particle isn't cut off
370 e.classname = "keepawayball";
371 e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
372 e.takedamage = DAMAGE_YES;
373 e.solid = SOLID_TRIGGER;
374 e.movetype = MOVETYPE_BOUNCE;
375 e.glow_color = autocvar_g_keepawayball_trail_color;
379 e.touch = ka_TouchEvent;
383 InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
388 ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, TRUE); // SFL_SORT_PRIO_PRIMARY
389 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS, "pickups", 0);
390 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0);
391 ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY);
392 ScoreRules_basics_end();
395 void ka_Initialize() // run at the start of a match, initiates game mode
400 precache_sound("keepaway/pickedup.wav");
401 precache_sound("keepaway/dropped.wav");
402 precache_sound("keepaway/respawn.wav");
403 precache_sound("keepaway/touch.wav");
410 MUTATOR_DEFINITION(gamemode_keepaway)
412 MUTATOR_HOOK(MakePlayerObserver, ka_RemovePlayer, CBC_ORDER_ANY);
413 MUTATOR_HOOK(ClientDisconnect, ka_RemovePlayer, CBC_ORDER_ANY);
414 MUTATOR_HOOK(PlayerDies, ka_Scoring, CBC_ORDER_ANY);
415 MUTATOR_HOOK(GiveFragsForKill, ka_GiveFragsForKill, CBC_ORDER_ANY);
416 MUTATOR_HOOK(PlayerPreThink, ka_PlayerPreThink, CBC_ORDER_ANY);
417 MUTATOR_HOOK(PlayerDamage_Calculate, ka_PlayerDamage, CBC_ORDER_ANY);
418 MUTATOR_HOOK(PlayerPowerups, ka_PlayerPowerups, CBC_ORDER_ANY);
419 MUTATOR_HOOK(PlayerUseKey, ka_PlayerUseKey, CBC_ORDER_ANY);
420 MUTATOR_HOOK(HavocBot_ChooseRole, ka_BotRoles, CBC_ORDER_ANY);
424 if(time > 1) // game loads at time 1
425 error("This is a game type and it cannot be added at runtime.");
429 MUTATOR_ONROLLBACK_OR_REMOVE
431 // we actually cannot roll back ka_Initialize here
432 // BUT: we don't need to! If this gets called, adding always
438 print("This is a game type and it cannot be removed at runtime.");