2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer"))
5 void W_Mine_Think (void);
6 .float minelayer_detonate, minelayer_mines;
9 void W_MineLayer_Reload()
11 W_Reload(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
14 void spawnfunc_weapon_minelayer (void)
16 weapon_defaultspawnfunc(WEP_MINE_LAYER);
21 spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
23 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
27 newmine.classname = self.classname;
29 newmine.bot_dodge = self.bot_dodge;
30 newmine.bot_dodgerating = self.bot_dodgerating;
32 newmine.owner = self.owner;
33 setsize(newmine, '-4 -4 -4', '4 4 4');
34 setorigin(newmine, self.origin);
35 setmodel(newmine, "models/mine.md3");
36 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
38 newmine.takedamage = self.takedamage;
39 newmine.damageforcescale = self.damageforcescale;
40 newmine.health = self.health;
41 newmine.event_damage = self.event_damage;
42 newmine.spawnshieldtime = self.spawnshieldtime;
44 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
45 newmine.projectiledeathtype = self.projectiledeathtype;
47 newmine.mine_time = self.mine_time;
49 newmine.touch = SUB_Null;
50 newmine.think = W_Mine_Think;
51 newmine.nextthink = time;
52 newmine.cnt = self.cnt;
53 newmine.flags = self.flags;
59 void W_Mine_Explode ()
61 if(other.takedamage == DAMAGE_AIM)
62 if(other.classname == "player")
63 if(IsDifferentTeam(self.owner, other))
65 AnnounceTo(self.owner, "airshot");
67 self.event_damage = SUB_Null;
68 self.takedamage = DAMAGE_NO;
70 RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
72 if (self.owner.weapon == WEP_MINE_LAYER)
74 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
76 self.owner.cnt = WEP_MINE_LAYER;
77 ATTACK_FINISHED(self.owner) = time;
78 self.owner.switchweapon = w_getbestweapon(self.owner);
84 void W_Mine_DoRemoteExplode ()
86 self.event_damage = SUB_Null;
87 self.takedamage = DAMAGE_NO;
89 RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
91 if (self.owner.weapon == WEP_MINE_LAYER)
93 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
95 self.owner.cnt = WEP_MINE_LAYER;
96 ATTACK_FINISHED(self.owner) = time;
97 self.owner.switchweapon = w_getbestweapon(self.owner);
103 void W_Mine_RemoteExplode ()
105 if(self.owner.deadflag == DEAD_NO)
106 if((self.spawnshieldtime >= 0)
107 ? (time >= self.spawnshieldtime) // timer
108 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
111 W_Mine_DoRemoteExplode();
115 void W_Mine_ProximityExplode ()
117 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
118 if(autocvar_g_balance_minelayer_protection && self.minelayer_mines == 0)
121 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
124 if(head == self.owner || !IsDifferentTeam(head, self.owner))
134 void W_Mine_Think (void)
138 self.nextthink = time;
140 // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
141 // TODO: replace this mine_trigger.wav sound with a real countdown
142 if ((time > self.cnt) && (!self.mine_time))
144 if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
145 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
146 self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
147 self.minelayer_mines = 1; // make the mine super aggressive
150 // a player's mines shall explode if he disconnects or dies
151 // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
152 if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
155 self.projectiledeathtype |= HITTYPE_BOUNCE;
160 // set the mine for detonation when a foe gets close enough
161 head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
164 if(head.classname == "player" && head.deadflag == DEAD_NO)
165 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
168 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
169 self.mine_time = time + autocvar_g_balance_minelayer_time;
174 // explode if it's time to
175 if(self.mine_time && time >= self.mine_time)
177 W_Mine_ProximityExplode();
182 if (self.owner.weapon == WEP_MINE_LAYER)
183 if (self.owner.deadflag == DEAD_NO)
184 if (self.minelayer_detonate)
185 W_Mine_RemoteExplode();
188 void W_Mine_Touch (void)
191 if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
193 else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
194 self.velocity = '0 0 0';
197 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
199 if (self.health <= 0)
201 self.health = self.health - damage;
202 self.angles = vectoangles(self.velocity);
203 if (self.health <= 0)
204 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
207 void W_Mine_Attack (void)
212 // scan how many mines we placed, and return if we reached our limit
213 if(autocvar_g_balance_minelayer_limit)
215 self.minelayer_mines = 0;
216 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
217 self.minelayer_mines += 1;
219 if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
221 // the refire delay keeps this message from being spammed
222 sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
223 play2(self, "weapons/unavailable.wav");
228 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
229 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
231 if(autocvar_g_balance_minelayer_reload_ammo)
233 self.clip_load -= autocvar_g_balance_minelayer_ammo;
234 self.weapon_load[WEP_MINE_LAYER] = self.clip_load;
237 self.ammo_rockets -= autocvar_g_balance_minelayer_ammo;
240 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
241 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
243 mine = WarpZone_RefSys_SpawnSameRefSys(self);
245 if(autocvar_g_balance_minelayer_detonatedelay >= 0)
246 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
248 mine.spawnshieldtime = -1;
249 mine.classname = "mine";
250 mine.bot_dodge = TRUE;
251 mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
253 mine.takedamage = DAMAGE_YES;
254 mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
255 mine.health = autocvar_g_balance_minelayer_health;
256 mine.event_damage = W_Mine_Damage;
258 mine.movetype = MOVETYPE_TOSS;
259 PROJECTILE_MAKETRIGGER(mine);
260 mine.projectiledeathtype = WEP_MINE_LAYER;
261 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
263 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
264 W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
265 mine.angles = vectoangles (mine.velocity);
267 mine.touch = W_Mine_Touch;
268 mine.think = W_Mine_Think;
269 mine.nextthink = time;
270 mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
271 mine.flags = FL_PROJECTILE;
273 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
275 // muzzle flash for 1st person view
277 setmodel (flash, "models/flash.md3"); // precision set below
278 SUB_SetFade (flash, time, 0.1);
279 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
280 W_AttachToShotorg(flash, '5 0 0');
284 other = mine; MUTATOR_CALLHOOK(EditProjectile);
287 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
289 float w_minelayer(float req)
297 // aim and decide to fire if appropriate
298 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
299 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
301 // decide whether to detonate mines
302 entity targetlist, targ;
303 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
304 float selfdamage, teamdamage, enemydamage;
305 edgedamage = autocvar_g_balance_minelayer_edgedamage;
306 coredamage = autocvar_g_balance_minelayer_damage;
307 edgeradius = autocvar_g_balance_minelayer_radius;
308 recipricoledgeradius = 1 / edgeradius;
312 targetlist = findchainfloat(bot_attack, TRUE);
313 mine = find(world, classname, "mine");
316 if (mine.owner != self)
318 mine = find(mine, classname, "mine");
324 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
325 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
326 // count potential damage according to type of target
328 selfdamage = selfdamage + d;
329 else if (targ.team == self.team && teams_matter)
330 teamdamage = teamdamage + d;
331 else if (bot_shouldattack(targ))
332 enemydamage = enemydamage + d;
335 mine = find(mine, classname, "mine");
337 float desirabledamage;
338 desirabledamage = enemydamage;
339 if (time > self.invincible_finished && time > self.spawnshieldtime)
340 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
341 if (teams_matter && self.team)
342 desirabledamage = desirabledamage - teamdamage;
344 mine = find(world, classname, "mine");
347 if (mine.owner != self)
349 mine = find(mine, classname, "mine");
352 makevectors(mine.v_angle);
354 if (skill > 9) // normal players only do this for the target they are tracking
360 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
361 && desirabledamage > 0.1*coredamage
362 )self.BUTTON_ATCK2 = TRUE;
366 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
367 //As the distance gets larger, a correct detonation gets near imposible
368 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
369 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
370 if(self.enemy.classname == "player")
371 if(desirabledamage >= 0.1*coredamage)
372 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
373 self.BUTTON_ATCK2 = TRUE;
374 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
377 mine = find(mine, classname, "mine");
379 // if we would be doing at X percent of the core damage, detonate it
380 // but don't fire a new shot at the same time!
381 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
382 self.BUTTON_ATCK2 = TRUE;
383 if ((skill > 6.5) && (selfdamage > self.health))
384 self.BUTTON_ATCK2 = FALSE;
385 //if(self.BUTTON_ATCK2 == TRUE)
386 // dprint(ftos(desirabledamage),"\n");
387 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
390 else if (req == WR_THINK)
392 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
393 W_MineLayer_Reload();
394 else if (self.BUTTON_ATCK)
396 if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
399 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
403 else if (self.BUTTON_ATCK2)
406 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
408 if(!mine.minelayer_detonate)
410 mine.minelayer_detonate = TRUE;
415 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
418 else if (req == WR_PRECACHE)
420 precache_model ("models/flash.md3");
421 precache_model ("models/mine.md3");
422 precache_model ("models/weapons/g_minelayer.md3");
423 precache_model ("models/weapons/v_minelayer.md3");
424 precache_model ("models/weapons/h_minelayer.iqm");
425 precache_sound ("weapons/mine_det.wav");
426 precache_sound ("weapons/mine_fire.wav");
427 precache_sound ("weapons/mine_stick.wav");
428 precache_sound ("weapons/mine_trigger.wav");
429 precache_sound ("weapons/reload.wav");
431 else if (req == WR_SETUP)
433 weapon_setup(WEP_MINE_LAYER);
435 else if (req == WR_CHECKAMMO1)
437 // don't switch while placing a mine
438 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
440 if(autocvar_g_balance_minelayer_reload_ammo)
442 if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo && self.weapon_load[WEP_MINE_LAYER] < autocvar_g_balance_minelayer_ammo)
445 else if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
450 else if (req == WR_CHECKAMMO2)
454 else if (req == WR_RELOAD)
456 W_MineLayer_Reload();
462 float w_minelayer(float req)
464 if(req == WR_IMPACTEFFECT)
467 org2 = w_org + w_backoff * 12;
468 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
470 sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
472 else if(req == WR_PRECACHE)
474 precache_sound("weapons/mine_exp.wav");
476 else if (req == WR_SUICIDEMESSAGE)
477 w_deathtypestring = _("%s exploded");
478 else if (req == WR_KILLMESSAGE)
480 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
481 w_deathtypestring = _("%s got too close to %s's mine");
482 else if(w_deathtype & HITTYPE_SPLASH)
483 w_deathtypestring = _("%s almost dodged %s's mine");
485 w_deathtypestring = _("%s stepped on %s's mine");