1 #include "gamemode_assault.qh"
6 void assault_objective_use(entity this, entity actor, entity trigger)
10 //print("^2Activated objective ", this.targetname, "=", etos(this), "\n");
11 //print("Activator is ", actor.classname, "\n");
13 IL_EACH(g_assault_objectivedecreasers, it.target == this.targetname,
15 target_objective_decrease_activate(it);
19 vector target_objective_spawn_evalfunc(entity this, entity player, entity spot, vector current)
21 if(this.health < 0 || this.health >= ASSAULT_VALUE_INACTIVE)
26 // reset this objective. Used when spawning an objective
27 // and when a new round starts
28 void assault_objective_reset(entity this)
30 this.health = ASSAULT_VALUE_INACTIVE;
33 // decrease the health of targeted objectives
34 void assault_objective_decrease_use(entity this, entity actor, entity trigger)
36 if(actor.team != assault_attacker_team)
38 // wrong team triggered decrease
42 if(trigger.assault_sprite)
44 WaypointSprite_Disown(trigger.assault_sprite, waypointsprite_deadlifetime);
45 if(trigger.classname == "func_assault_destructible")
46 trigger.sprite = NULL; // TODO: just unsetting it?!
49 return; // already activated! cannot activate again!
51 if(this.enemy.health < ASSAULT_VALUE_INACTIVE)
53 if(this.enemy.health - this.dmg > 0.5)
55 PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.dmg);
56 this.enemy.health = this.enemy.health - this.dmg;
60 PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.enemy.health);
61 PlayerTeamScore_Add(actor, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
62 this.enemy.health = -1;
64 if(this.enemy.message)
65 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, this.enemy.message)));
67 SUB_UseTargets(this.enemy, this, trigger);
72 void assault_setenemytoobjective(entity this)
74 IL_EACH(g_assault_objectives, it.targetname == this.target,
76 if(this.enemy == NULL)
79 objerror(this, "more than one objective as target - fix the map!");
83 if(this.enemy == NULL)
84 objerror(this, "no objective as target - fix the map!");
87 bool assault_decreaser_sprite_visible(entity this, entity player, entity view)
89 if(this.assault_decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE)
95 void target_objective_decrease_activate(entity this)
99 FOREACH_ENTITY_STRING(target, this.targetname,
101 if(it.assault_sprite != NULL)
103 WaypointSprite_Disown(it.assault_sprite, waypointsprite_deadlifetime);
104 if(it.classname == "func_assault_destructible")
105 it.sprite = NULL; // TODO: just unsetting it?!
108 spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE);
109 spr.assault_decreaser = this;
110 spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
111 spr.classname = "sprite_waypoint";
112 WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
113 if(it.classname == "func_assault_destructible")
115 WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy);
116 WaypointSprite_UpdateMaxHealth(spr, it.max_health);
117 WaypointSprite_UpdateHealth(spr, it.health);
121 WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush);
125 void target_objective_decrease_findtarget(entity this)
127 assault_setenemytoobjective(this);
130 void target_assault_roundend_reset(entity this)
132 //print("round end reset\n");
133 ++this.cnt; // up round counter
134 this.winning = false; // up round
137 void target_assault_roundend_use(entity this, entity actor, entity trigger)
139 this.winning = 1; // round has been won by attackers
142 void assault_roundstart_use(entity this, entity actor, entity trigger)
144 SUB_UseTargets(this, this, trigger);
146 //(Re)spawn all turrets
147 IL_EACH(g_turrets, true,
150 if(it.team == NUM_TEAM_1)
151 it.team = NUM_TEAM_2;
153 it.team = NUM_TEAM_1;
155 // Doubles as teamchange
159 void assault_roundstart_use_this(entity this)
161 assault_roundstart_use(this, NULL, NULL);
164 void assault_wall_think(entity this)
166 if(this.enemy.health < 0)
169 this.solid = SOLID_NOT;
173 this.model = this.mdl;
174 this.solid = SOLID_BSP;
177 this.nextthink = time + 0.2;
181 // reset objectives, toggle spawnpoints, reset triggers, ...
182 void assault_new_round(entity this)
184 //bprint("ASSAULT: new round\n");
187 this.winning = this.winning + 1;
189 // swap attacker/defender roles
190 if(assault_attacker_team == NUM_TEAM_1)
191 assault_attacker_team = NUM_TEAM_2;
193 assault_attacker_team = NUM_TEAM_1;
195 FOREACH_ENTITY_FLOAT(pure_data, false,
200 if (it.team_saved == NUM_TEAM_1) it.team_saved = NUM_TEAM_2;
201 else if (it.team_saved == NUM_TEAM_2) it.team_saved = NUM_TEAM_1;
204 // reset the level with a countdown
205 cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
206 ReadyRestart_force(); // sets game_starttime
209 // Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
210 // they win. Otherwise the defending team wins once the timelimit passes.
211 int WinningCondition_Assault()
213 WinningConditionHelper(NULL); // set worldstatus
215 int status = WINNING_NO;
216 // as the timelimit has not yet passed just assume the defending team will win
217 if(assault_attacker_team == NUM_TEAM_1)
219 SetWinners(team, NUM_TEAM_2);
223 SetWinners(team, NUM_TEAM_1);
227 ent = find(NULL, classname, "target_assault_roundend");
230 if(ent.winning) // round end has been triggered by attacking team
232 bprint("ASSAULT: round completed...\n");
233 SetWinners(team, assault_attacker_team);
235 TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
237 if(ent.cnt == 1 || autocvar_g_campaign) // this was the second round
239 status = WINNING_YES;
243 assault_new_round(ent);
252 spawnfunc(info_player_attacker)
254 if (!g_assault) { delete(this); return; }
256 this.team = NUM_TEAM_1; // red, gets swapped every round
257 spawnfunc_info_player_deathmatch(this);
260 spawnfunc(info_player_defender)
262 if (!g_assault) { delete(this); return; }
264 this.team = NUM_TEAM_2; // blue, gets swapped every round
265 spawnfunc_info_player_deathmatch(this);
268 spawnfunc(target_objective)
270 if (!g_assault) { delete(this); return; }
272 this.classname = "target_objective";
273 IL_PUSH(g_assault_objectives, this);
274 this.use = assault_objective_use;
275 this.reset = assault_objective_reset;
277 this.spawn_evalfunc = target_objective_spawn_evalfunc;
280 spawnfunc(target_objective_decrease)
282 if (!g_assault) { delete(this); return; }
284 this.classname = "target_objective_decrease";
285 IL_PUSH(g_assault_objectivedecreasers, this);
290 this.use = assault_objective_decrease_use;
291 this.health = ASSAULT_VALUE_INACTIVE;
292 this.max_health = ASSAULT_VALUE_INACTIVE;
295 InitializeEntity(this, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
298 // destructible walls that can be used to trigger target_objective_decrease
299 spawnfunc(func_breakable);
300 spawnfunc(func_assault_destructible)
302 if (!g_assault) { delete(this); return; }
305 this.classname = "func_assault_destructible";
306 IL_PUSH(g_assault_destructibles, this);
308 if(assault_attacker_team == NUM_TEAM_1)
309 this.team = NUM_TEAM_2;
311 this.team = NUM_TEAM_1;
313 spawnfunc_func_breakable(this);
316 spawnfunc(func_assault_wall)
318 if (!g_assault) { delete(this); return; }
320 this.classname = "func_assault_wall";
321 this.mdl = this.model;
322 _setmodel(this, this.mdl);
323 this.solid = SOLID_BSP;
324 setthink(this, assault_wall_think);
325 this.nextthink = time;
326 InitializeEntity(this, assault_setenemytoobjective, INITPRIO_FINDTARGET);
329 spawnfunc(target_assault_roundend)
331 if (!g_assault) { delete(this); return; }
333 this.winning = 0; // round not yet won by attackers
334 this.classname = "target_assault_roundend";
335 this.use = target_assault_roundend_use;
336 this.cnt = 0; // first round
337 this.reset = target_assault_roundend_reset;
340 spawnfunc(target_assault_roundstart)
342 if (!g_assault) { delete(this); return; }
344 assault_attacker_team = NUM_TEAM_1;
345 this.classname = "target_assault_roundstart";
346 this.use = assault_roundstart_use;
347 this.reset2 = assault_roundstart_use_this;
348 InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET);
352 void havocbot_goalrating_ast_targets(entity this, float ratingscale)
354 IL_EACH(g_assault_destructibles, it.bot_attack,
361 IL_EACH(g_assault_objectivedecreasers, it.targetname == destr.target,
363 if(it.enemy.health > 0 && it.enemy.health < ASSAULT_VALUE_INACTIVE)
373 vector p = 0.5 * (it.absmin + it.absmax);
375 // Find and rate waypoints around it
378 float bestvalue = 99999999999;
380 for(float radius = 0; radius < 1500 && !found; radius += 500)
382 FOREACH_ENTITY_RADIUS(p, radius, it.classname == "waypoint" && !(it.wpflags & WAYPOINTFLAG_GENERATED),
384 if(checkpvs(it.origin, des))
387 if(it.cnt < bestvalue)
398 /// dprint("waypoints around target were found\n");
399 // te_lightning2(NULL, '0 0 0', best.origin);
400 // te_knightspike(best.origin);
402 navigation_routerating(this, best, ratingscale, 4000);
405 this.havocbot_attack_time = 0;
407 if(checkpvs(this.view_ofs,it))
408 if(checkpvs(this.view_ofs,best))
410 // dprint("increasing attack time for this target\n");
411 this.havocbot_attack_time = time + 2;
417 void havocbot_role_ast_offense(entity this)
421 this.havocbot_attack_time = 0;
422 havocbot_ast_reset_role(this);
426 // Set the role timeout if necessary
427 if (!this.havocbot_role_timeout)
428 this.havocbot_role_timeout = time + 120;
430 if (time > this.havocbot_role_timeout)
432 havocbot_ast_reset_role(this);
436 if(this.havocbot_attack_time>time)
439 if (this.bot_strategytime < time)
441 navigation_goalrating_start(this);
442 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
443 havocbot_goalrating_ast_targets(this, 20000);
444 havocbot_goalrating_items(this, 15000, this.origin, 10000);
445 navigation_goalrating_end(this);
447 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
451 void havocbot_role_ast_defense(entity this)
455 this.havocbot_attack_time = 0;
456 havocbot_ast_reset_role(this);
460 // Set the role timeout if necessary
461 if (!this.havocbot_role_timeout)
462 this.havocbot_role_timeout = time + 120;
464 if (time > this.havocbot_role_timeout)
466 havocbot_ast_reset_role(this);
470 if(this.havocbot_attack_time>time)
473 if (this.bot_strategytime < time)
475 navigation_goalrating_start(this);
476 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 3000);
477 havocbot_goalrating_ast_targets(this, 20000);
478 havocbot_goalrating_items(this, 15000, this.origin, 10000);
479 navigation_goalrating_end(this);
481 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
485 void havocbot_role_ast_setrole(entity this, float role)
489 case HAVOCBOT_AST_ROLE_DEFENSE:
490 this.havocbot_role = havocbot_role_ast_defense;
491 this.havocbot_role_flags = HAVOCBOT_AST_ROLE_DEFENSE;
492 this.havocbot_role_timeout = 0;
494 case HAVOCBOT_AST_ROLE_OFFENSE:
495 this.havocbot_role = havocbot_role_ast_offense;
496 this.havocbot_role_flags = HAVOCBOT_AST_ROLE_OFFENSE;
497 this.havocbot_role_timeout = 0;
502 void havocbot_ast_reset_role(entity this)
507 if(this.team == assault_attacker_team)
508 havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_OFFENSE);
510 havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_DEFENSE);
514 MUTATOR_HOOKFUNCTION(as, PlayerSpawn)
516 entity player = M_ARGV(0, entity);
518 if(player.team == assault_attacker_team)
519 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
521 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
524 MUTATOR_HOOKFUNCTION(as, TurretSpawn)
526 entity turret = M_ARGV(0, entity);
528 if(!turret.team || turret.team == MAX_SHOT_DISTANCE)
529 turret.team = 5; // this gets reversed when match starts?
532 MUTATOR_HOOKFUNCTION(as, VehicleInit)
534 entity veh = M_ARGV(0, entity);
536 veh.nextthink = time + 0.5;
539 MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole)
541 entity bot = M_ARGV(0, entity);
543 havocbot_ast_reset_role(bot);
547 MUTATOR_HOOKFUNCTION(as, PlayHitsound)
549 entity frag_victim = M_ARGV(0, entity);
551 return (frag_victim.classname == "func_assault_destructible");
554 MUTATOR_HOOKFUNCTION(as, CheckAllowedTeams)
556 // assault always has 2 teams
561 MUTATOR_HOOKFUNCTION(as, CheckRules_World)
563 M_ARGV(0, float) = WinningCondition_Assault();
567 MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
569 // no assault warmups
573 MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
575 entity ent = M_ARGV(0, entity);
577 switch(ent.classname)
579 case "info_player_team1":
580 case "info_player_team2":
581 case "info_player_team3":
582 case "info_player_team4":
588 void assault_ScoreRules()
592 teams |= BIT(1); // always red vs blue
594 ScoreRules_basics(teams, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, true);
595 ScoreInfo_SetLabel_TeamScore( ST_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
596 ScoreInfo_SetLabel_PlayerScore(SP_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
597 ScoreRules_basics_end();