1 #include "gamemode_assault.qh"
2 #ifndef GAMEMODE_ASSAULT_H
3 #define GAMEMODE_ASSAULT_H
5 void assault_ScoreRules();
6 void ActivateTeamplay();
8 REGISTER_MUTATOR(as, false)
11 have_team_spawns = -1; // request team spawns
15 if (time > 1) // game loads at time 1
16 error("This is a game type and it cannot be added at runtime.");
20 MUTATOR_ONROLLBACK_OR_REMOVE
22 // we actually cannot roll back assault_Initialize here
23 // BUT: we don't need to! If this gets called, adding always
29 LOG_INFO("This is a game type and it cannot be removed at runtime.");
37 .entity assault_decreaser;
38 .entity assault_sprite;
41 const int HAVOCBOT_AST_ROLE_NONE = 0;
42 const int HAVOCBOT_AST_ROLE_DEFENSE = 2;
43 const int HAVOCBOT_AST_ROLE_OFFENSE = 4;
45 .int havocbot_role_flags;
46 .float havocbot_attack_time;
48 .void(entity this) havocbot_role;
49 .void(entity this) havocbot_previous_role;
51 void(entity this) havocbot_role_ast_defense;
52 void(entity this) havocbot_role_ast_offense;
53 .entity havocbot_ast_target;
55 void(entity bot) havocbot_ast_reset_role;
57 void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_items;
58 void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_enemyplayers;
61 const float ST_ASSAULT_OBJECTIVES = 1;
63 // predefined spawnfuncs
64 void target_objective_decrease_activate(entity this);
71 void assault_objective_use(entity this, entity actor, entity trigger)
75 //print("^2Activated objective ", this.targetname, "=", etos(this), "\n");
76 //print("Activator is ", actor.classname, "\n");
78 for (entity e = NULL; (e = find(e, target, this.targetname)); )
80 if (e.classname == "target_objective_decrease")
82 target_objective_decrease_activate(e);
87 vector target_objective_spawn_evalfunc(entity this, entity player, entity spot, vector current)
89 if(this.health < 0 || this.health >= ASSAULT_VALUE_INACTIVE)
94 // reset this objective. Used when spawning an objective
95 // and when a new round starts
96 void assault_objective_reset(entity this)
98 this.health = ASSAULT_VALUE_INACTIVE;
101 // decrease the health of targeted objectives
102 void assault_objective_decrease_use(entity this, entity actor, entity trigger)
104 if(actor.team != assault_attacker_team)
106 // wrong team triggered decrease
110 if(trigger.assault_sprite)
112 WaypointSprite_Disown(trigger.assault_sprite, waypointsprite_deadlifetime);
113 if(trigger.classname == "func_assault_destructible")
114 trigger.sprite = NULL; // TODO: just unsetting it?!
117 return; // already activated! cannot activate again!
119 if(this.enemy.health < ASSAULT_VALUE_INACTIVE)
121 if(this.enemy.health - this.dmg > 0.5)
123 PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.dmg);
124 this.enemy.health = this.enemy.health - this.dmg;
128 PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.enemy.health);
129 PlayerTeamScore_Add(actor, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
130 this.enemy.health = -1;
132 if(this.enemy.message)
133 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, this.enemy.message)));
135 SUB_UseTargets(this.enemy, this, trigger);
140 void assault_setenemytoobjective(entity this)
142 FOREACH_ENTITY_STRING(targetname, this.target,
144 if(it.classname == "target_objective")
146 if(this.enemy == NULL)
149 objerror(this, "more than one objective as target - fix the map!");
154 if(this.enemy == NULL)
155 objerror(this, "no objective as target - fix the map!");
158 bool assault_decreaser_sprite_visible(entity this, entity player, entity view)
160 if(this.assault_decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE)
166 void target_objective_decrease_activate(entity this)
170 FOREACH_ENTITY_STRING(target, this.targetname,
172 if(it.assault_sprite != NULL)
174 WaypointSprite_Disown(it.assault_sprite, waypointsprite_deadlifetime);
175 if(it.classname == "func_assault_destructible")
176 it.sprite = NULL; // TODO: just unsetting it?!
179 spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE);
180 spr.assault_decreaser = this;
181 spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
182 spr.classname = "sprite_waypoint";
183 WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
184 if(it.classname == "func_assault_destructible")
186 WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy);
187 WaypointSprite_UpdateMaxHealth(spr, it.max_health);
188 WaypointSprite_UpdateHealth(spr, it.health);
192 WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush);
196 void target_objective_decrease_findtarget(entity this)
198 assault_setenemytoobjective(this);
201 void target_assault_roundend_reset(entity this)
203 //print("round end reset\n");
204 ++this.cnt; // up round counter
205 this.winning = false; // up round
208 void target_assault_roundend_use(entity this, entity actor, entity trigger)
210 this.winning = 1; // round has been won by attackers
213 void assault_roundstart_use(entity this, entity actor, entity trigger)
215 SUB_UseTargets(this, this, trigger);
217 //(Re)spawn all turrets
218 FOREACH_ENTITY_CLASS("turret_main", true, LAMBDA(
220 if(it.team == NUM_TEAM_1)
221 it.team = NUM_TEAM_2;
223 it.team = NUM_TEAM_1;
225 // Doubles as teamchange
229 void assault_roundstart_use_this(entity this)
231 assault_roundstart_use(this, NULL, NULL);
234 void assault_wall_think(entity this)
236 if(this.enemy.health < 0)
239 this.solid = SOLID_NOT;
243 this.model = this.mdl;
244 this.solid = SOLID_BSP;
247 this.nextthink = time + 0.2;
251 // reset objectives, toggle spawnpoints, reset triggers, ...
252 void vehicles_clearreturn(entity veh);
253 void vehicles_spawn(entity this);
254 void assault_new_round(entity this)
256 //bprint("ASSAULT: new round\n");
258 // Eject players from vehicles
259 FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, vehicles_exit(it.vehicle, VHEF_RELEASE));
261 IL_EACH(g_vehicles, true,
263 vehicles_clearreturn(it);
268 this.winning = this.winning + 1;
270 // swap attacker/defender roles
271 if(assault_attacker_team == NUM_TEAM_1)
272 assault_attacker_team = NUM_TEAM_2;
274 assault_attacker_team = NUM_TEAM_1;
276 FOREACH_ENTITY_FLOAT(pure_data, false,
281 if (it.team_saved == NUM_TEAM_1) it.team_saved = NUM_TEAM_2;
282 else if (it.team_saved == NUM_TEAM_2) it.team_saved = NUM_TEAM_1;
285 // reset the level with a countdown
286 cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
287 ReadyRestart_force(); // sets game_starttime
290 // Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
291 // they win. Otherwise the defending team wins once the timelimit passes.
292 int WinningCondition_Assault()
294 WinningConditionHelper(NULL); // set worldstatus
296 int status = WINNING_NO;
297 // as the timelimit has not yet passed just assume the defending team will win
298 if(assault_attacker_team == NUM_TEAM_1)
300 SetWinners(team, NUM_TEAM_2);
304 SetWinners(team, NUM_TEAM_1);
308 ent = find(NULL, classname, "target_assault_roundend");
311 if(ent.winning) // round end has been triggered by attacking team
313 bprint("ASSAULT: round completed...\n");
314 SetWinners(team, assault_attacker_team);
316 TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
318 if(ent.cnt == 1 || autocvar_g_campaign) // this was the second round
320 status = WINNING_YES;
324 assault_new_round(ent);
333 spawnfunc(info_player_attacker)
335 if (!g_assault) { delete(this); return; }
337 this.team = NUM_TEAM_1; // red, gets swapped every round
338 spawnfunc_info_player_deathmatch(this);
341 spawnfunc(info_player_defender)
343 if (!g_assault) { delete(this); return; }
345 this.team = NUM_TEAM_2; // blue, gets swapped every round
346 spawnfunc_info_player_deathmatch(this);
349 spawnfunc(target_objective)
351 if (!g_assault) { delete(this); return; }
353 this.classname = "target_objective";
354 this.use = assault_objective_use;
355 this.reset = assault_objective_reset;
357 this.spawn_evalfunc = target_objective_spawn_evalfunc;
360 spawnfunc(target_objective_decrease)
362 if (!g_assault) { delete(this); return; }
364 this.classname = "target_objective_decrease";
369 this.use = assault_objective_decrease_use;
370 this.health = ASSAULT_VALUE_INACTIVE;
371 this.max_health = ASSAULT_VALUE_INACTIVE;
374 InitializeEntity(this, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
377 // destructible walls that can be used to trigger target_objective_decrease
378 spawnfunc(func_breakable);
379 spawnfunc(func_assault_destructible)
381 if (!g_assault) { delete(this); return; }
384 this.classname = "func_assault_destructible";
386 if(assault_attacker_team == NUM_TEAM_1)
387 this.team = NUM_TEAM_2;
389 this.team = NUM_TEAM_1;
391 spawnfunc_func_breakable(this);
394 spawnfunc(func_assault_wall)
396 if (!g_assault) { delete(this); return; }
398 this.classname = "func_assault_wall";
399 this.mdl = this.model;
400 _setmodel(this, this.mdl);
401 this.solid = SOLID_BSP;
402 setthink(this, assault_wall_think);
403 this.nextthink = time;
404 InitializeEntity(this, assault_setenemytoobjective, INITPRIO_FINDTARGET);
407 spawnfunc(target_assault_roundend)
409 if (!g_assault) { delete(this); return; }
411 this.winning = 0; // round not yet won by attackers
412 this.classname = "target_assault_roundend";
413 this.use = target_assault_roundend_use;
414 this.cnt = 0; // first round
415 this.reset = target_assault_roundend_reset;
418 spawnfunc(target_assault_roundstart)
420 if (!g_assault) { delete(this); return; }
422 assault_attacker_team = NUM_TEAM_1;
423 this.classname = "target_assault_roundstart";
424 this.use = assault_roundstart_use;
425 this.reset2 = assault_roundstart_use_this;
426 InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET);
430 void havocbot_goalrating_ast_targets(entity this, float ratingscale)
432 FOREACH_ENTITY_CLASS("func_assault_destructible", it.bot_attack,
438 FOREACH_ENTITY_STRING(targetname, it.target,
440 if(it.classname != "target_objective_decrease")
443 if(it.enemy.health > 0 && it.enemy.health < ASSAULT_VALUE_INACTIVE)
453 vector p = 0.5 * (it.absmin + it.absmax);
455 // Find and rate waypoints around it
458 float bestvalue = 99999999999;
460 for(float radius = 0; radius < 1500 && !found; radius += 500)
462 FOREACH_ENTITY_RADIUS(p, radius, it.classname == "waypoint" && !(it.wpflags & WAYPOINTFLAG_GENERATED),
464 if(checkpvs(it.origin, des))
467 if(it.cnt < bestvalue)
478 /// dprint("waypoints around target were found\n");
479 // te_lightning2(NULL, '0 0 0', best.origin);
480 // te_knightspike(best.origin);
482 navigation_routerating(this, best, ratingscale, 4000);
485 this.havocbot_attack_time = 0;
487 if(checkpvs(this.view_ofs,it))
488 if(checkpvs(this.view_ofs,best))
490 // dprint("increasing attack time for this target\n");
491 this.havocbot_attack_time = time + 2;
497 void havocbot_role_ast_offense(entity this)
501 this.havocbot_attack_time = 0;
502 havocbot_ast_reset_role(this);
506 // Set the role timeout if necessary
507 if (!this.havocbot_role_timeout)
508 this.havocbot_role_timeout = time + 120;
510 if (time > this.havocbot_role_timeout)
512 havocbot_ast_reset_role(this);
516 if(this.havocbot_attack_time>time)
519 if (this.bot_strategytime < time)
521 navigation_goalrating_start(this);
522 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
523 havocbot_goalrating_ast_targets(this, 20000);
524 havocbot_goalrating_items(this, 15000, this.origin, 10000);
525 navigation_goalrating_end(this);
527 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
531 void havocbot_role_ast_defense(entity this)
535 this.havocbot_attack_time = 0;
536 havocbot_ast_reset_role(this);
540 // Set the role timeout if necessary
541 if (!this.havocbot_role_timeout)
542 this.havocbot_role_timeout = time + 120;
544 if (time > this.havocbot_role_timeout)
546 havocbot_ast_reset_role(this);
550 if(this.havocbot_attack_time>time)
553 if (this.bot_strategytime < time)
555 navigation_goalrating_start(this);
556 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 3000);
557 havocbot_goalrating_ast_targets(this, 20000);
558 havocbot_goalrating_items(this, 15000, this.origin, 10000);
559 navigation_goalrating_end(this);
561 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
565 void havocbot_role_ast_setrole(entity this, float role)
569 case HAVOCBOT_AST_ROLE_DEFENSE:
570 this.havocbot_role = havocbot_role_ast_defense;
571 this.havocbot_role_flags = HAVOCBOT_AST_ROLE_DEFENSE;
572 this.havocbot_role_timeout = 0;
574 case HAVOCBOT_AST_ROLE_OFFENSE:
575 this.havocbot_role = havocbot_role_ast_offense;
576 this.havocbot_role_flags = HAVOCBOT_AST_ROLE_OFFENSE;
577 this.havocbot_role_timeout = 0;
582 void havocbot_ast_reset_role(entity this)
587 if(this.team == assault_attacker_team)
588 havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_OFFENSE);
590 havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_DEFENSE);
594 MUTATOR_HOOKFUNCTION(as, PlayerSpawn)
596 entity player = M_ARGV(0, entity);
598 if(player.team == assault_attacker_team)
599 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
601 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
604 MUTATOR_HOOKFUNCTION(as, TurretSpawn)
606 entity turret = M_ARGV(0, entity);
608 if(!turret.team || turret.team == MAX_SHOT_DISTANCE)
609 turret.team = 5; // this gets reversed when match starts?
612 MUTATOR_HOOKFUNCTION(as, VehicleSpawn)
614 entity veh = M_ARGV(0, entity);
616 veh.nextthink = time + 0.5;
619 MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole)
621 entity bot = M_ARGV(0, entity);
623 havocbot_ast_reset_role(bot);
627 MUTATOR_HOOKFUNCTION(as, PlayHitsound)
629 entity frag_victim = M_ARGV(0, entity);
631 return (frag_victim.classname == "func_assault_destructible");
634 MUTATOR_HOOKFUNCTION(as, GetTeamCount)
636 // assault always has 2 teams
641 MUTATOR_HOOKFUNCTION(as, CheckRules_World)
643 M_ARGV(0, float) = WinningCondition_Assault();
647 MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
649 // no assault warmups
653 MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
655 entity ent = M_ARGV(0, entity);
657 switch(ent.classname)
659 case "info_player_team1":
660 case "info_player_team2":
661 case "info_player_team3":
662 case "info_player_team4":
668 void assault_ScoreRules()
672 teams |= BIT(1); // always red vs blue
674 ScoreRules_basics(teams, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, true);
675 ScoreInfo_SetLabel_TeamScore( ST_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
676 ScoreInfo_SetLabel_PlayerScore(SP_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
677 ScoreRules_basics_end();