1 #include "sv_clanarena.qh"
3 float autocvar_g_ca_damage2score = 100;
4 int autocvar_g_ca_prevent_stalemate;
6 float autocvar_g_ca_start_health = 200;
7 float autocvar_g_ca_start_armor = 200;
8 float autocvar_g_ca_start_ammo_shells = 60;
9 float autocvar_g_ca_start_ammo_nails = 320;
10 float autocvar_g_ca_start_ammo_rockets = 160;
11 float autocvar_g_ca_start_ammo_cells = 180;
12 float autocvar_g_ca_start_ammo_plasma = 180;
13 float autocvar_g_ca_start_ammo_fuel = 0;
15 .float ca_damage_counter;
18 void CA_count_alive_players()
21 for (int i = 1; i <= NUM_TEAMS; ++i)
23 Team_SetNumberOfAlivePlayers(Team_GetTeamFromIndex(i), 0);
25 FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it),
32 entity team_ = Entity_GetTeam(it);
33 int num_alive = Team_GetNumberOfAlivePlayers(team_);
35 Team_SetNumberOfAlivePlayers(team_, num_alive);
37 FOREACH_CLIENT(IS_REAL_CLIENT(it),
39 STAT(REDALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1));
40 STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(2));
41 STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(3));
42 STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(4));
46 void nades_Clear(entity player);
48 int CA_PreventStalemate()
50 //bprint("PreventStalemate running\n");
52 // g_ca_prevent_stalemate:
53 // Run survivor count check with 1 aka bit 0b0001
54 // Run total health check with 2 aka bit 0b0010
55 // With a value like 3 which has both bits both are ran
57 bool prevent_stalemate_by_survivors = (autocvar_g_ca_prevent_stalemate & BIT(0));
58 bool prevent_stalemate_by_health = (autocvar_g_ca_prevent_stalemate & BIT(1));
60 // Check which team has more alive players
61 if (prevent_stalemate_by_survivors)
66 for(int i = 1; i <= AVAILABLE_TEAMS; ++i)
68 if(!winnerTeam || Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) > Team_GetNumberOfAlivePlayers(Team_GetTeam(winnerTeam)))
70 secondTeam = winnerTeam;
71 winnerTeam = Team_IndexToTeam(i);
75 if(!secondTeam || Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) > Team_GetNumberOfAlivePlayers(Team_GetTeam(secondTeam)))
76 secondTeam = Team_IndexToTeam(i);
80 if(Team_GetNumberOfAlivePlayers(Team_GetTeam(winnerTeam)) != Team_GetNumberOfAlivePlayers(Team_GetTeam(secondTeam)))
82 bprint(sprintf("Stalemate broken by alive players. Best team: %s%s (%d)^7 - Trailing team: %s%s (%d)\n",
83 Team_ColorCode(winnerTeam), Team_ColorName(winnerTeam), Team_GetNumberOfAlivePlayers(Team_GetTeam(winnerTeam)),
84 Team_ColorCode(secondTeam), Team_ColorName(secondTeam), Team_GetNumberOfAlivePlayers(Team_GetTeam(secondTeam))));
89 // Check which team has more health
90 if (prevent_stalemate_by_health)
94 int winnerTeamHealth = 0;
95 int secondTeamHealth = 0;
96 int teamIndex, teamHealth;
98 for(int i = 1; i <= AVAILABLE_TEAMS; ++i)
103 // Add up health for the players in this team
104 FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it) && it.team == Team_IndexToTeam(teamIndex),
108 teamHealth += GetResource(it, RES_HEALTH) + GetResource(it, RES_ARMOR);
111 // Set the winner teams
112 if(!winnerTeam || teamHealth > winnerTeamHealth)
114 secondTeam = winnerTeam;
115 secondTeamHealth = winnerTeamHealth;
116 winnerTeam = Team_IndexToTeam(i);
117 winnerTeamHealth = teamHealth;
121 if(!secondTeam || teamHealth > secondTeamHealth)
123 secondTeam = Team_IndexToTeam(i);
124 secondTeamHealth = teamHealth;
129 if(winnerTeamHealth != secondTeamHealth)
131 bprint(sprintf("Stalemate broken by team health. Best team: %s%s (%d)^7 - Trailing team: %s%s (%d)\n",
132 Team_ColorCode(winnerTeam), Team_ColorName(winnerTeam), winnerTeamHealth,
133 Team_ColorCode(secondTeam), Team_ColorName(secondTeam), secondTeamHealth));
138 return -2; // Equality. Can't avoid the stalemate.
141 float autocvar_g_ca_round_enddelay = 1;
142 float CA_CheckWinner()
146 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
148 // attempt to prevent stalemate by survivor count AND/OR total team health?
149 bool prevent_stalemate_by_survivors = (autocvar_g_ca_prevent_stalemate & BIT(0));
150 bool prevent_stalemate_by_health = (autocvar_g_ca_prevent_stalemate & BIT(1));
152 if(prevent_stalemate_by_survivors || prevent_stalemate_by_health)
153 winner_team = CA_PreventStalemate();
158 CA_count_alive_players();
160 winner_team = Team_GetWinnerAliveTeam();
164 // reset delay time here only for consistency
165 // CA players currently have no known ways to resurrect
166 round_handler_ResetEndDelayTime();
170 // delay round ending a bit
171 if (autocvar_g_ca_round_enddelay
172 && round_handler_GetEndTime() > 0
173 && round_handler_GetEndTime() - time > 0) // don't delay past timelimit
175 if (round_handler_GetEndDelayTime() == -1)
177 round_handler_SetEndDelayTime(min(time + autocvar_g_ca_round_enddelay, round_handler_GetEndTime()));
180 else if (round_handler_GetEndDelayTime() >= time)
188 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
189 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
190 TeamScore_AddToTeam(winner_team, ST_CA_ROUNDS, +1);
192 else if(winner_team == -1)
194 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
195 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
197 else if(winner_team == -2)
199 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
200 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
203 allowed_to_spawn = false;
205 round_handler_Init(5, autocvar_g_ca_warmup, autocvar_g_ca_round_timelimit);
207 FOREACH_CLIENT(IS_PLAYER(it), { nades_Clear(it); });
214 allowed_to_spawn = boolean(warmup_stage);
216 FOREACH_CLIENT(IS_PLAYER(it), it.prev_team = it.team);
221 static int prev_missing_teams_mask;
222 allowed_to_spawn = true;
223 CA_count_alive_players();
224 if (Team_GetNumberOfAliveTeams() == NumTeams(ca_teams))
226 if(prev_missing_teams_mask > 0)
227 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
228 prev_missing_teams_mask = -1;
231 if(total_players == 0)
233 if(prev_missing_teams_mask > 0)
234 Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS);
235 prev_missing_teams_mask = -1;
238 int missing_teams_mask = 0;
239 for (int i = 1; i <= NUM_TEAMS; ++i)
241 if ((ca_teams & Team_IndexToBit(i)) &&
242 (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) == 0))
244 missing_teams_mask |= Team_IndexToBit(i);
247 if(prev_missing_teams_mask != missing_teams_mask)
249 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask);
250 prev_missing_teams_mask = missing_teams_mask;
255 bool ca_isEliminated(entity e)
257 if(INGAME_JOINED(e) && (IS_DEAD(e) || e.frags == FRAGS_PLAYER_OUT_OF_GAME))
259 if(INGAME_JOINING(e))
264 /** Returns next available player to spectate if g_ca_spectate_enemies == 0 */
265 entity CA_SpectateNext(entity player, entity start)
267 if (SAME_TEAM(start, player)) return start;
268 // continue from current player
269 for (entity e = start; (e = find(e, classname, STR_PLAYER)); )
271 if (SAME_TEAM(player, e)) return e;
273 // restart from the beginning
274 for (entity e = NULL; (e = find(e, classname, STR_PLAYER)); )
276 if (SAME_TEAM(player, e)) return e;
282 MUTATOR_HOOKFUNCTION(ca, PlayerSpawn)
284 entity player = M_ARGV(0, entity);
286 INGAME_STATUS_SET(player, INGAME_STATUS_JOINED);
287 if (time <= game_starttime) // reset on game restart, not on round start
288 player.ca_damage_counter = 0;
290 eliminatedPlayers.SendFlags |= 1;
293 MUTATOR_HOOKFUNCTION(ca, ForbidSpawn)
295 entity player = M_ARGV(0, entity);
297 // spectators / observers that weren't playing can join; they are
298 // immediately forced to observe in the PutClientInServer hook
299 // this way they are put in a team and can play in the next round
300 if (!allowed_to_spawn && INGAME(player))
305 MUTATOR_HOOKFUNCTION(ca, PutClientInServer)
307 entity player = M_ARGV(0, entity);
309 if (!allowed_to_spawn && IS_PLAYER(player)) // this is true even when player is trying to join
311 TRANSMUTE(Observer, player);
312 if (CS(player).jointime != time && !INGAME(player)) // not when connecting
314 INGAME_STATUS_SET(player, INGAME_STATUS_JOINING);
315 Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_JOIN_LATE);
320 eliminatedPlayers.SendFlags |= 1;
323 MUTATOR_HOOKFUNCTION(ca, reset_map_players)
325 g_ca_spectate_enemies = autocvar_g_ca_spectate_enemies;
326 observe_blocked_if_eliminated = (g_ca_spectate_enemies == -1);
327 // we can avoid sending observe_blocked_if_eliminated to all clients here (with ClientData_Touch)
328 // since it will get sent whenever the client spectates someone anyway
330 FOREACH_CLIENT(true, {
331 CS(it).killcount = 0;
332 if (INGAME(it) || IS_BOT_CLIENT(it))
334 TRANSMUTE(Player, it);
335 INGAME_STATUS_SET(it, INGAME_STATUS_JOINED);
336 PutClientInServer(it);
343 MUTATOR_HOOKFUNCTION(ca, reset_map_global)
345 allowed_to_spawn = true;
349 MUTATOR_HOOKFUNCTION(ca, MatchEnd_BeforeScores)
351 MatchEnd_RestoreSpectatorAndTeamStatus(prev_team);
355 MUTATOR_HOOKFUNCTION(ca, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
357 M_ARGV(0, float) = ca_teams;
361 entity ca_LastPlayerForTeam(entity this)
363 entity last_pl = NULL;
364 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
365 if (!IS_DEAD(it) && SAME_TEAM(this, it))
376 void ca_LastPlayerForTeam_Notify(entity this)
378 if (!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted())
380 entity pl = ca_LastPlayerForTeam(this);
382 Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE);
386 MUTATOR_HOOKFUNCTION(ca, PlayerDies)
388 entity frag_target = M_ARGV(2, entity);
390 ca_LastPlayerForTeam_Notify(frag_target);
391 if (!allowed_to_spawn)
393 frag_target.respawn_flags = RESPAWN_SILENT;
394 // prevent unwanted sudden rejoin as spectator and movement of spectator camera
395 frag_target.respawn_time = time + 2;
397 frag_target.respawn_flags |= RESPAWN_FORCE;
399 eliminatedPlayers.SendFlags |= 1;
404 MUTATOR_HOOKFUNCTION(ca, ClientDisconnect)
406 entity player = M_ARGV(0, entity);
408 if (IS_PLAYER(player) && !IS_DEAD(player))
409 ca_LastPlayerForTeam_Notify(player);
413 MUTATOR_HOOKFUNCTION(ca, MakePlayerObserver)
415 entity player = M_ARGV(0, entity);
417 bool is_forced = M_ARGV(1, bool);
418 if (is_forced && INGAME(player))
419 INGAME_STATUS_CLEAR(player);
421 if (IS_PLAYER(player) && !IS_DEAD(player))
422 ca_LastPlayerForTeam_Notify(player);
423 if (player.killindicator_teamchange == -2) // player wants to spectate
425 entcs_update_players(player);
426 INGAME_STATUS_CLEAR(player);
430 player.frags = FRAGS_PLAYER_OUT_OF_GAME;
431 player.would_spectate = observe_blocked_if_eliminated; // if blocked from observing force to spectate now
434 eliminatedPlayers.SendFlags |= 1;
436 return false; // allow team reset
437 return true; // prevent team reset
440 MUTATOR_HOOKFUNCTION(ca, ForbidThrowCurrentWeapon)
445 MUTATOR_HOOKFUNCTION(ca, GiveFragsForKill, CBC_ORDER_FIRST)
447 M_ARGV(2, float) = 0; // score will be given to the winner team when the round ends
451 MUTATOR_HOOKFUNCTION(ca, SetStartItems)
453 start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
454 if(!cvar("g_use_ammunition"))
455 start_items |= IT_UNLIMITED_AMMO;
457 start_health = warmup_start_health = autocvar_g_ca_start_health;
458 start_armorvalue = warmup_start_armorvalue = autocvar_g_ca_start_armor;
459 start_ammo_shells = warmup_start_ammo_shells = autocvar_g_ca_start_ammo_shells;
460 start_ammo_nails = warmup_start_ammo_nails = autocvar_g_ca_start_ammo_nails;
461 start_ammo_rockets = warmup_start_ammo_rockets = autocvar_g_ca_start_ammo_rockets;
462 start_ammo_cells = warmup_start_ammo_cells = autocvar_g_ca_start_ammo_cells;
463 start_ammo_plasma = warmup_start_ammo_plasma = autocvar_g_ca_start_ammo_plasma;
464 start_ammo_fuel = warmup_start_ammo_fuel = autocvar_g_ca_start_ammo_fuel;
467 MUTATOR_HOOKFUNCTION(ca, Damage_Calculate)
469 entity frag_attacker = M_ARGV(1, entity);
470 entity frag_target = M_ARGV(2, entity);
471 float frag_deathtype = M_ARGV(3, float);
472 float frag_damage = M_ARGV(4, float);
473 float frag_mirrordamage = M_ARGV(5, float);
475 if (IS_PLAYER(frag_target))
476 if (!IS_DEAD(frag_target))
477 if (frag_target == frag_attacker || SAME_TEAM(frag_target, frag_attacker) || frag_deathtype == DEATH_FALL.m_id)
480 frag_mirrordamage = 0;
482 M_ARGV(4, float) = frag_damage;
483 M_ARGV(5, float) = frag_mirrordamage;
486 MUTATOR_HOOKFUNCTION(ca, FilterItem)
488 entity item = M_ARGV(0, entity);
490 if (autocvar_g_powerups <= 0)
491 if (item.itemdef.instanceOfPowerup)
494 if (autocvar_g_pickup_items <= 0)
498 MUTATOR_HOOKFUNCTION(ca, PlayerDamage_SplitHealthArmor)
500 if (time < game_starttime || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
503 entity frag_attacker = M_ARGV(1, entity);
504 entity frag_target = M_ARGV(2, entity);
505 float frag_deathtype = M_ARGV(6, float);
506 float frag_damage = M_ARGV(7, float);
507 float damage_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
508 float damage_save = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR));
510 float excess = max(0, frag_damage - damage_take - damage_save);
512 if (autocvar_g_ca_damage2score <= 0 || frag_damage - excess == 0) return;
514 entity scorer = NULL;
515 float scorer_damage = 0;
517 if (IS_PLAYER(frag_attacker))
519 if (DIFF_TEAM(frag_target, frag_attacker))
520 scorer_damage = frag_damage - excess;
521 else // friendly fire
522 scorer_damage = -(frag_damage - excess);
524 scorer = frag_attacker;
528 //handle (environmental hazard) suiciding, check first if player has a registered attacker who most likely pushed them there to avoid punishing pushed players as pushers are already rewarded
530 //kill = suicide, drown = drown in water/liquid, hurttrigger = out of the map void or hurt triggers inside maps like electric sparks
531 //camp = campcheck, lava = lava, slime = slime
532 //team change / rebalance suicides are currently not included
533 if (frag_deathtype == DEATH_KILL.m_id ||
534 frag_deathtype == DEATH_DROWN.m_id ||
535 frag_deathtype == DEATH_HURTTRIGGER.m_id ||
536 frag_deathtype == DEATH_CAMP.m_id ||
537 frag_deathtype == DEATH_LAVA.m_id ||
538 frag_deathtype == DEATH_SLIME.m_id ||
539 frag_deathtype == DEATH_SWAMP.m_id)
541 scorer_damage = -(frag_damage - excess);
542 scorer = frag_target;
547 GameRules_scoring_add_float2int(scorer, SCORE, scorer_damage, ca_damage_counter, autocvar_g_ca_damage2score);
550 MUTATOR_HOOKFUNCTION(ca, CalculateRespawnTime)
552 // no respawn calculations needed, player is forced to spectate anyway
556 MUTATOR_HOOKFUNCTION(ca, PlayerRegen)
558 // no regeneration in CA
562 MUTATOR_HOOKFUNCTION(ca, Scores_CountFragsRemaining)
564 // announce remaining frags
568 MUTATOR_HOOKFUNCTION(ca, SpectateSet)
570 entity client = M_ARGV(0, entity);
571 entity targ = M_ARGV(1, entity);
573 if (g_ca_spectate_enemies != 1 && INGAME(client))
574 if (DIFF_TEAM(targ, client))
578 MUTATOR_HOOKFUNCTION(ca, SpectateNext)
580 entity client = M_ARGV(0, entity);
582 if (g_ca_spectate_enemies != 1 && INGAME(client)
583 && Team_GetNumberOfAlivePlayers(Entity_GetTeam(client)))
585 entity targ = M_ARGV(1, entity);
586 M_ARGV(1, entity) = CA_SpectateNext(client, targ);
591 MUTATOR_HOOKFUNCTION(ca, SpectatePrev)
593 entity client = M_ARGV(0, entity);
594 entity targ = M_ARGV(1, entity);
595 entity first = M_ARGV(2, entity);
597 if (g_ca_spectate_enemies != 1 && INGAME(client)
598 && Team_GetNumberOfAlivePlayers(Entity_GetTeam(client)))
600 do { targ = targ.chain; }
601 while(targ && DIFF_TEAM(targ, client));
605 for (targ = first; targ && DIFF_TEAM(targ, client); targ = targ.chain);
607 if (targ == client.enemy)
608 return MUT_SPECPREV_RETURN;
612 return MUT_SPECPREV_CONTINUE;
614 M_ARGV(1, entity) = targ;
616 return MUT_SPECPREV_FOUND;
619 MUTATOR_HOOKFUNCTION(ca, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
621 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
622 if (IS_PLAYER(it) || INGAME_JOINED(it))
629 MUTATOR_HOOKFUNCTION(ca, ClientCommand_Spectate)
631 entity player = M_ARGV(0, entity);
635 // they're going to spec, we can do other checks
636 if (autocvar_sv_spectate && (IS_SPEC(player) || IS_OBSERVER(player)))
637 Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_LEAVE);
638 return MUT_SPECCMD_FORCE;
641 return MUT_SPECCMD_CONTINUE;
644 MUTATOR_HOOKFUNCTION(ca, HideTeamNagger)
646 return true; // doesn't work well with the whole spectator as player thing
649 MUTATOR_HOOKFUNCTION(ca, SetWeaponArena)
651 if (M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
652 M_ARGV(0, string) = autocvar_g_ca_weaponarena;
655 MUTATOR_HOOKFUNCTION(ca, SV_ParseServerCommand)
657 string cmd_name = M_ARGV(0, string);
658 if (cmd_name == "shuffleteams")
659 shuffleteams_on_reset_map = !allowed_to_spawn;