X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fgamemodes%2Fgamemode%2Fkeepaway%2Fkeepaway.qc;h=fe03dc9a9de8a16230f351dcdc25a7ca11927a7d;hb=6cdbef0347b560188fd0d7ce374f1c43373ad28c;hp=c8bfbf25ae8513550434de0d0f21b0144afeb79e;hpb=50d6cb6a02a959a7303b5b687631b664a807b26f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/gamemodes/gamemode/keepaway/keepaway.qc b/qcsrc/common/gamemodes/gamemode/keepaway/keepaway.qc index c8bfbf25a..fe03dc9a9 100644 --- a/qcsrc/common/gamemodes/gamemode/keepaway/keepaway.qc +++ b/qcsrc/common/gamemodes/gamemode/keepaway/keepaway.qc @@ -1,475 +1 @@ #include "keepaway.qh" - -// TODO: keepaway -#ifdef SVQC -#include - -.entity ballcarried; - -int autocvar_g_keepaway_ballcarrier_effects; -float autocvar_g_keepaway_ballcarrier_damage; -float autocvar_g_keepaway_ballcarrier_force; -float autocvar_g_keepaway_ballcarrier_highspeed; -float autocvar_g_keepaway_ballcarrier_selfdamage; -float autocvar_g_keepaway_ballcarrier_selfforce; -float autocvar_g_keepaway_noncarrier_damage; -float autocvar_g_keepaway_noncarrier_force; -float autocvar_g_keepaway_noncarrier_selfdamage; -float autocvar_g_keepaway_noncarrier_selfforce; -bool autocvar_g_keepaway_noncarrier_warn; -int autocvar_g_keepaway_score_bckill; -int autocvar_g_keepaway_score_killac; -int autocvar_g_keepaway_score_timepoints; -float autocvar_g_keepaway_score_timeinterval; -float autocvar_g_keepawayball_damageforcescale; -int autocvar_g_keepawayball_effects; -float autocvar_g_keepawayball_respawntime; -int autocvar_g_keepawayball_trail_color; - -bool ka_ballcarrier_waypointsprite_visible_for_player(entity this, entity player, entity view) // runs on waypoints which are attached to ballcarriers, updates once per frame -{ - if(view.ballcarried) - if(IS_SPEC(player)) - return false; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen - - // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup - - return true; -} - -void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later -{ - if(autocvar_sv_eventlog) - GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : ""))); -} - -void ka_TouchEvent(entity this, entity toucher); -void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated -{ - if(game_stopped) return; - vector oldballorigin = this.origin; - - if(!MoveToRandomMapLocation(this, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256)) - { - entity spot = SelectSpawnPoint(this, true); - setorigin(this, spot.origin); - this.angles = spot.angles; - } - - makevectors(this.angles); - set_movetype(this, MOVETYPE_BOUNCE); - this.velocity = '0 0 200'; - this.angles = '0 0 0'; - this.effects = autocvar_g_keepawayball_effects; - settouch(this, ka_TouchEvent); - setthink(this, ka_RespawnBall); - this.nextthink = time + autocvar_g_keepawayball_respawntime; - navigation_dynamicgoal_set(this); - - Send_Effect(EFFECT_ELECTRO_COMBO, oldballorigin, '0 0 0', 1); - Send_Effect(EFFECT_ELECTRO_COMBO, this.origin, '0 0 0', 1); - - WaypointSprite_Spawn(WP_KaBall, 0, 0, this, '0 0 64', NULL, this.team, this, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); - WaypointSprite_Ping(this.waypointsprite_attachedforcarrier); - - sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) -} - -void ka_TimeScoring(entity this) -{ - if(this.owner.ballcarried) - { // add points for holding the ball after a certain amount of time - if(autocvar_g_keepaway_score_timepoints) - GameRules_scoring_add(this.owner, SCORE, autocvar_g_keepaway_score_timepoints); - - GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds" - this.nextthink = time + autocvar_g_keepaway_score_timeinterval; - } -} - -void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something -{ - if(game_stopped) return; - if(!this) return; - if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) - { // The ball fell off the map, respawn it since players can't get to it - ka_RespawnBall(this); - return; - } - if(IS_DEAD(toucher)) { return; } - if(STAT(FROZEN, toucher)) { return; } - if (!IS_PLAYER(toucher)) - { // The ball just touched an object, most likely the world - Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1); - sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM); - return; - } - else if(this.wait > time) { return; } - - // attach the ball to the player - this.owner = toucher; - toucher.ballcarried = this; - GameRules_scoring_vip(toucher, true); - setattachment(this, toucher, ""); - setorigin(this, '0 0 0'); - - // make the ball invisible/unable to do anything/set up time scoring - this.velocity = '0 0 0'; - set_movetype(this, MOVETYPE_NONE); - this.effects |= EF_NODRAW; - settouch(this, func_null); - setthink(this, ka_TimeScoring); - this.nextthink = time + autocvar_g_keepaway_score_timeinterval; - this.takedamage = DAMAGE_NO; - navigation_dynamicgoal_unset(this); - - // apply effects to player - toucher.glow_color = autocvar_g_keepawayball_trail_color; - toucher.glow_trail = true; - toucher.effects |= autocvar_g_keepaway_ballcarrier_effects; - - // messages and sounds - ka_EventLog("pickup", toucher); - Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname); - Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname); - Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF); - sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) - - // scoring - GameRules_scoring_add(toucher, KEEPAWAY_PICKUPS, 1); - - // waypoints - WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER); - toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player; - WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT); - WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier); - WaypointSprite_Kill(this.waypointsprite_attachedforcarrier); -} - -void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball -{ - entity ball; - ball = plyr.ballcarried; - - if(!ball) { return; } - - // reset the ball - setattachment(ball, NULL, ""); - set_movetype(ball, MOVETYPE_BOUNCE); - ball.wait = time + 1; - settouch(ball, ka_TouchEvent); - setthink(ball, ka_RespawnBall); - ball.nextthink = time + autocvar_g_keepawayball_respawntime; - ball.takedamage = DAMAGE_YES; - ball.effects &= ~EF_NODRAW; - setorigin(ball, plyr.origin + '0 0 10'); - ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom(); - entity e = ball.owner; ball.owner = NULL; - e.ballcarried = NULL; - GameRules_scoring_vip(e, false); - navigation_dynamicgoal_set(ball); - - // reset the player effects - plyr.glow_trail = false; - plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects; - - // messages and sounds - ka_EventLog("dropped", plyr); - Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname); - Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname); - sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere) - - // scoring - // GameRules_scoring_add(plyr, KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless. - - // waypoints - WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); - WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT); - WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier); - WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier); -} - -/** used to clear the ballcarrier whenever the match switches from warmup to normal */ -void ka_Reset(entity this) -{ - if((this.owner) && (IS_PLAYER(this.owner))) - ka_DropEvent(this.owner); - - if(time < game_starttime) - { - setthink(this, ka_RespawnBall); - settouch(this, func_null); - this.nextthink = game_starttime; - } - else - ka_RespawnBall(this); -} - - -// ================ -// Bot player logic -// ================ - -void havocbot_goalrating_ball(entity this, float ratingscale, vector org) -{ - float t; - entity ball_owner; - ball_owner = ka_ball.owner; - - if (ball_owner == this) - return; - - // If ball is carried by player then hunt them down. - if (ball_owner) - { - t = (GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR)) / (GetResourceAmount(ball_owner, RESOURCE_HEALTH) + GetResourceAmount(ball_owner, RESOURCE_ARMOR)); - navigation_routerating(this, ball_owner, t * ratingscale, 2000); - } - else // Ball has been dropped so collect. - navigation_routerating(this, ka_ball, ratingscale, 2000); -} - -void havocbot_role_ka_carrier(entity this) -{ - if (IS_DEAD(this)) - return; - - if (navigation_goalrating_timeout(this)) - { - navigation_goalrating_start(this); - havocbot_goalrating_items(this, 10000, this.origin, 10000); - havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000); - havocbot_goalrating_waypoints(this, 1, this.origin, 3000); - navigation_goalrating_end(this); - - navigation_goalrating_timeout_set(this); - } - - if (!this.ballcarried) - { - this.havocbot_role = havocbot_role_ka_collector; - navigation_goalrating_timeout_expire(this, 2); - } -} - -void havocbot_role_ka_collector(entity this) -{ - if (IS_DEAD(this)) - return; - - if (navigation_goalrating_timeout(this)) - { - navigation_goalrating_start(this); - havocbot_goalrating_items(this, 10000, this.origin, 10000); - havocbot_goalrating_enemyplayers(this, 1000, this.origin, 10000); - havocbot_goalrating_ball(this, 20000, this.origin); - navigation_goalrating_end(this); - - navigation_goalrating_timeout_set(this); - } - - if (this.ballcarried) - { - this.havocbot_role = havocbot_role_ka_carrier; - navigation_goalrating_timeout_expire(this, 2); - } -} - - -// ============== -// Hook Functions -// ============== - -MUTATOR_HOOKFUNCTION(ka, PlayerDies) -{ - entity frag_attacker = M_ARGV(1, entity); - entity frag_target = M_ARGV(2, entity); - - if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker))) - { - if(frag_target.ballcarried) { // add to amount of times killing carrier - GameRules_scoring_add(frag_attacker, KEEPAWAY_CARRIERKILLS, 1); - if(autocvar_g_keepaway_score_bckill) // add bckills to the score - GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_bckill); - } - else if(!frag_attacker.ballcarried) - if(autocvar_g_keepaway_noncarrier_warn) - Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN); - - if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier - GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_killac); - } - - if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it -} - -MUTATOR_HOOKFUNCTION(ka, GiveFragsForKill) -{ - M_ARGV(2, float) = 0; // no frags counted in keepaway - return true; // you deceptive little bugger ;3 This needs to be true in order for this function to even count. -} - -MUTATOR_HOOKFUNCTION(ka, PlayerPreThink) -{ - entity player = M_ARGV(0, entity); - - // clear the item used for the ball in keepaway - player.items &= ~IT_KEY1; - - // if the player has the ball, make sure they have the item for it (Used for HUD primarily) - if(player.ballcarried) - player.items |= IT_KEY1; -} - -MUTATOR_HOOKFUNCTION(ka, PlayerUseKey) -{ - entity player = M_ARGV(0, entity); - - if(MUTATOR_RETURNVALUE == 0) - if(player.ballcarried) - { - ka_DropEvent(player); - return true; - } -} - -MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc -{ - 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(frag_attacker.ballcarried) // if the attacker is a ballcarrier - { - if(frag_target == frag_attacker) // damage done to yourself - { - frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage; - frag_force *= autocvar_g_keepaway_ballcarrier_selfforce; - } - else // damage done to noncarriers - { - frag_damage *= autocvar_g_keepaway_ballcarrier_damage; - frag_force *= autocvar_g_keepaway_ballcarrier_force; - } - } - else if (!frag_target.ballcarried) // if the target is a noncarrier - { - if(frag_target == frag_attacker) // damage done to yourself - { - frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage; - frag_force *= autocvar_g_keepaway_noncarrier_selfforce; - } - else // damage done to other noncarriers - { - frag_damage *= autocvar_g_keepaway_noncarrier_damage; - frag_force *= autocvar_g_keepaway_noncarrier_force; - } - } - - M_ARGV(4, float) = frag_damage; - M_ARGV(6, vector) = frag_force; -} - -MUTATOR_HOOKFUNCTION(ka, ClientDisconnect) -{ - entity player = M_ARGV(0, entity); - - if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it -} - -MUTATOR_HOOKFUNCTION(ka, MakePlayerObserver) -{ - entity player = M_ARGV(0, entity); - - if(player.ballcarried) { ka_DropEvent(player); } // a player with the ball has left the match, drop it -} - -MUTATOR_HOOKFUNCTION(ka, PlayerPowerups) -{ - entity player = M_ARGV(0, entity); - - // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup - // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player() - - player.effects &= ~autocvar_g_keepaway_ballcarrier_effects; - - if(player.ballcarried) - player.effects |= autocvar_g_keepaway_ballcarrier_effects; -} - - -MUTATOR_HOOKFUNCTION(ka, PlayerPhysics_UpdateStats) -{ - entity player = M_ARGV(0, entity); - // these automatically reset, no need to worry - - if(player.ballcarried) - STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_keepaway_ballcarrier_highspeed; -} - -MUTATOR_HOOKFUNCTION(ka, BotShouldAttack) -{ - entity bot = M_ARGV(0, entity); - entity targ = M_ARGV(1, entity); - - // if neither player has ball then don't attack unless the ball is on the ground - if(!targ.ballcarried && !bot.ballcarried && ka_ball.owner) - return true; -} - -MUTATOR_HOOKFUNCTION(ka, HavocBot_ChooseRole) -{ - entity bot = M_ARGV(0, entity); - - if (bot.ballcarried) - bot.havocbot_role = havocbot_role_ka_carrier; - else - bot.havocbot_role = havocbot_role_ka_collector; - return true; -} - -MUTATOR_HOOKFUNCTION(ka, DropSpecialItems) -{ - entity frag_target = M_ARGV(0, entity); - - if(frag_target.ballcarried) - ka_DropEvent(frag_target); -} - -.bool pushable; - -// ============== -// Initialization -// ============== - -MODEL(KA_BALL, "models/orbs/orbblue.md3"); - -void ka_SpawnBall() // loads various values for the ball, runs only once at start of match -{ - entity e = new(keepawayball); - setmodel(e, MDL_KA_BALL); - 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 - e.damageforcescale = autocvar_g_keepawayball_damageforcescale; - e.takedamage = DAMAGE_YES; - e.solid = SOLID_TRIGGER; - set_movetype(e, MOVETYPE_BOUNCE); - e.glow_color = autocvar_g_keepawayball_trail_color; - e.glow_trail = true; - e.flags = FL_ITEM; - IL_PUSH(g_items, e); - e.pushable = true; - e.reset = ka_Reset; - settouch(e, ka_TouchEvent); - e.owner = NULL; - ka_ball = e; - navigation_dynamicgoal_init(ka_ball, false); - - InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So. -} - -void ka_Initialize() // run at the start of a match, initiates game mode -{ - ka_SpawnBall(); -} -#endif