]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'terencehill/freezetag_updates' into 'master'
authorterencehill <piuntn@gmail.com>
Mon, 24 May 2021 10:58:22 +0000 (10:58 +0000)
committerterencehill <piuntn@gmail.com>
Mon, 24 May 2021 10:58:22 +0000 (10:58 +0000)
Freezetag updates

See merge request xonotic/xonotic-data.pk3dir!896

gamemodes-server.cfg
qcsrc/common/gamemodes/gamemode/freezetag/sv_freezetag.qc
qcsrc/common/gamemodes/gamemode/freezetag/sv_freezetag.qh
qcsrc/server/world.qc

index 65fb610c84846a6f55ae99a94ccc34cdf12bd20f..77a6d735dc80c97fff785a4ffdbf9ecabc7d1fca 100644 (file)
@@ -363,11 +363,12 @@ set g_domination_warmup 5 "time players have to wait before the round starts"
 //  freezetag
 // ===========
 set g_freezetag 0 "Freeze Tag: Freeze the opposing team(s) to win, unfreeze teammates by standing next to them"
-set g_freezetag_warmup 5 "time players get to run around before the round starts"
+set g_freezetag_warmup 10 "time players get to run around before the round starts"
 set g_freezetag_point_limit -1 "Freeze Tag point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
 set g_freezetag_point_leadlimit -1     "Freeze Tag point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
 set g_freezetag_revive_speed 0.4 "Speed for reviving a frozen teammate"
-set g_freezetag_revive_clearspeed 1.6 "Speed at which reviving progress gets lost when out of range"
+set g_freezetag_revive_speed_t2s 0.25 "Speed for reviving a frozen teammate if g_freezetag_revive_time_to_score is active"
+set g_freezetag_revive_clearspeed 1.6 "Speed at which reviving progress gets lost when out of range (if g_freezetag_revive_time_to_score is active reviving progress is not cleared)"
 set g_freezetag_revive_extra_size 100 "Distance in qu that you can stand from a frozen teammate to keep reviving him"
 set g_freezetag_revive_nade 1 "Enable reviving from own nade explosion"
 set g_freezetag_revive_nade_health 40 "Amount of health player has if they revived from their own nade explosion"
@@ -376,7 +377,9 @@ set g_freezetag_round_timelimit 360 "round time limit in seconds"
 set g_freezetag_revive_auto 1 "automatically revive frozen players after some time (g_freezetag_frozen_maxtime)"
 set g_freezetag_revive_auto_progress 1 "start the automatic reviving progress as soon as the player gets frozen"
 set g_freezetag_revive_auto_reducible 1 "reduce auto-revival time when frozen players are hit by enemies; set to -1 to reduce it even when they are hit by teammates"
-set g_freezetag_revive_auto_reducible_forcefactor 0.025 "hit force to time reduction conversion factor"
+set g_freezetag_revive_auto_reducible_forcefactor 0.01 "hit force to time reduction conversion factor"
+set g_freezetag_revive_auto_reducible_maxforce 400 "max force considered at once"
+set g_freezetag_revive_spawnshield 1 "apply spawnshield for this time in seconds after the player has been revived"
 set g_freezetag_frozen_maxtime 60 "frozen players will be automatically unfrozen after this time in seconds"
 set g_freezetag_teams_override 0
 set g_freezetag_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
index d0d61cb2bd4337596ce944aa6f1022392c6c6f20..11ddede9bae54f00de654056800560297f784b34 100644 (file)
@@ -384,10 +384,18 @@ MUTATOR_HOOKFUNCTION(ft, PlayerDies)
                        freezetag_Add_Score(frag_target, frag_attacker);
                        freezetag_count_alive_players();
                        freezetag_LastPlayerForTeam_Notify(frag_target);
+                       frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
                }
                else
+               {
+                       float t = frag_target.freezetag_frozen_timeout;
+                       float t2 = frag_target.freezetag_frozen_time;
                        Unfreeze(frag_target, false); // remove ice
-               frag_target.freezetag_frozen_timeout = -2; // freeze on respawn
+                       // keep timeout value so it can be restored when player will be refrozen on respawn
+                       // NOTE this can't be exactly -2 since game starts from time 2
+                       frag_target.freezetag_frozen_timeout = -t;
+                       frag_target.freezetag_frozen_time = t2;
+               }
                return true;
        }
 
@@ -418,9 +426,16 @@ MUTATOR_HOOKFUNCTION(ft, PlayerSpawn)
        if(player.freezetag_frozen_timeout == -1) // if PlayerSpawn is called by reset_map_players
                return true; // do nothing, round is starting right now
 
-       if(player.freezetag_frozen_timeout == -2) // player was dead
+       if(player.freezetag_frozen_timeout <= -2) // player was dead
        {
+               float t = player.freezetag_frozen_timeout;
+               float t2 = player.freezetag_frozen_time;
                freezetag_Freeze(player, NULL);
+               if (t < -2)
+               {
+                       player.freezetag_frozen_timeout = -t;
+                       player.freezetag_frozen_time = t2;
+               }
                return true;
        }
 
@@ -478,7 +493,20 @@ MUTATOR_HOOKFUNCTION(ft, Damage_Calculate)
                        && frag_target.freezetag_frozen_timeout > time)
                {
                        if (fabs(autocvar_g_freezetag_revive_auto_reducible) == 1)
-                               t = vlen(frag_force) * autocvar_g_freezetag_revive_auto_reducible_forcefactor;
+                       {
+                               float maxforce = autocvar_g_freezetag_revive_auto_reducible_maxforce;
+                               t = vlen(frag_force);
+                               // limit hit force considered at once, e.g when you have the Strength
+                               // powerup but also with weapons that fire multiple projectiles at once (crylink)
+                               if (frag_target.freezetag_frozen_force + t > maxforce)
+                               {
+                                       t = max(0, maxforce - frag_target.freezetag_frozen_force);
+                                       frag_target.freezetag_frozen_force = maxforce;
+                               }
+                               else
+                                       frag_target.freezetag_frozen_force += t;
+                               t *= autocvar_g_freezetag_revive_auto_reducible_forcefactor;
+                       }
                        frag_target.freezetag_frozen_timeout -= t;
                        if (frag_target.freezetag_frozen_timeout < time)
                                frag_target.freezetag_frozen_timeout = time;
@@ -508,6 +536,8 @@ MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
        //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
                //player.iceblock.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (player.freezetag_frozen_timeout - time) / (player.freezetag_frozen_timeout - player.freezetag_frozen_time);
 
+       player.freezetag_frozen_force = 0;
+
        if (!(frametime && IS_PLAYER(player)))
                return true;
 
@@ -571,22 +601,39 @@ MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
        if (!n) // no teammate nearby
        {
                float clearspeed = autocvar_g_freezetag_revive_clearspeed;
-               if (autocvar_g_freezetag_revive_time_to_score > 0)
-                       clearspeed = 0; // prevent stacking points by entering and exiting the revival zone many times
                if (STAT(FROZEN, player) == FROZEN_NORMAL)
-                       STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
+               {
+                       if (autocvar_g_freezetag_revive_time_to_score > 0)
+                       {
+                               if (STAT(REVIVE_PROGRESS, player) > base_progress)
+                               {
+                                       // reduce auto-revival time based on manual revival progress
+                                       base_progress = STAT(REVIVE_PROGRESS, player);
+                                       player.freezetag_frozen_timeout = time + autocvar_g_freezetag_frozen_maxtime * (1 - STAT(REVIVE_PROGRESS, player));
+                               }
+                               // don't clear revive progress, it would allow stacking points
+                               // by entering and exiting the revival zone many times
+                               STAT(REVIVE_PROGRESS, player) = base_progress;
+                       }
+                       else
+                               STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
+               }
                else if (!STAT(FROZEN, player) && !player_is_reviving)
                        STAT(REVIVE_PROGRESS, player) = base_progress; // thawing nobody
        }
        else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us
        {
-               STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, autocvar_g_freezetag_revive_speed * (1 - base_progress)), 1);
+               float spd = autocvar_g_freezetag_revive_speed_t2s;
+               if (autocvar_g_freezetag_revive_time_to_score <= 0)
+                       spd = autocvar_g_freezetag_revive_speed * (1 - base_progress);
+               STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) + frametime * max(1/60, spd), 1);
 
                if(STAT(REVIVE_PROGRESS, player) >= 1)
                {
                        float frozen_time = time - player.freezetag_frozen_time;
                        Unfreeze(player, false);
                        SetResourceExplicit(player, RES_HEALTH, ((warmup_stage) ? warmup_start_health : start_health));
+                       player.spawnshieldtime = time + autocvar_g_freezetag_revive_spawnshield;
                        freezetag_count_alive_players();
 
                        if(n == -1)
@@ -602,7 +649,8 @@ MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
                        for(entity it = revivers_first; it; it = it.chain)
                        {
                                GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
-                               GameRules_scoring_add(it, SCORE, +1);
+                               if (autocvar_g_freezetag_revive_time_to_score <= 0)
+                                       GameRules_scoring_add(it, SCORE, +1);
                                nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
                        }
 
index 4c88b20de448ebafc0d8aa6195e4da21e0404c2a..6fdd693cc044a5c5b7a04d92be38758837f92660 100644 (file)
@@ -30,6 +30,7 @@ REGISTER_MUTATOR(ft, false)
 .float freezetag_revive_time;
 .float freezetag_frozen_time;
 .float freezetag_frozen_timeout;
+.float freezetag_frozen_force;
 const float ICE_MAX_ALPHA = 1;
 const float ICE_MIN_ALPHA = 0.1;
 float freezetag_teams;
@@ -37,9 +38,12 @@ float freezetag_teams;
 bool autocvar_g_freezetag_revive_auto = 1;
 int autocvar_g_freezetag_revive_auto_progress = 1;
 int autocvar_g_freezetag_revive_auto_reducible;
-float autocvar_g_freezetag_revive_auto_reducible_forcefactor;
+float autocvar_g_freezetag_revive_auto_reducible_forcefactor = 0.01;
+float autocvar_g_freezetag_revive_auto_reducible_maxforce;
 float autocvar_g_freezetag_revive_extra_size;
 float autocvar_g_freezetag_revive_speed;
+float autocvar_g_freezetag_revive_speed_t2s = 0.25;
 float autocvar_g_freezetag_revive_time_to_score = 1.5;
 bool autocvar_g_freezetag_revive_nade;
 float autocvar_g_freezetag_revive_nade_health;
+float autocvar_g_freezetag_revive_spawnshield = 1;
index dd8e86b78ddc62fd49e90d8f2c71807403044f14..1165bd303f0e6fef0f903d4ca3ebb0c7188dea99 100644 (file)
@@ -443,6 +443,7 @@ void cvar_changes_init()
                BADCVAR("g_ctf_leaderboard");
                BADCVAR("g_domination_point_limit");
                BADCVAR("g_domination_teams_override");
+               BADCVAR("g_freezetag_revive_spawnshield");
                BADCVAR("g_freezetag_teams_override");
                BADCVAR("g_friendlyfire");
                BADCVAR("g_fullbrightitems");