1 #include "gamemode_assault.qh"
3 #include <lib/float.qh>
6 #define AS_ROUND_DELAY 5
8 IntrusiveList g_assault_destructibles;
9 IntrusiveList g_assault_objectivedecreasers;
10 IntrusiveList g_assault_objectives;
11 STATIC_INIT(g_assault)
13 g_assault_destructibles = IL_NEW();
14 g_assault_objectivedecreasers = IL_NEW();
15 g_assault_objectives = IL_NEW();
19 void assault_objective_use(entity this, entity actor, entity trigger)
23 //print("^2Activated objective ", this.targetname, "=", etos(this), "\n");
24 //print("Activator is ", actor.classname, "\n");
26 IL_EACH(g_assault_objectivedecreasers, it.target == this.targetname,
28 target_objective_decrease_activate(it);
32 vector target_objective_spawn_evalfunc(entity this, entity player, entity spot, vector current)
34 if(this.health < 0 || this.health >= ASSAULT_VALUE_INACTIVE)
39 // reset this objective. Used when spawning an objective
40 // and when a new round starts
41 void assault_objective_reset(entity this)
43 this.health = ASSAULT_VALUE_INACTIVE;
46 // decrease the health of targeted objectives
47 void assault_objective_decrease_use(entity this, entity actor, entity trigger)
49 if(actor.team != assault_attacker_team)
51 // wrong team triggered decrease
55 if(trigger.assault_sprite)
57 WaypointSprite_Disown(trigger.assault_sprite, waypointsprite_deadlifetime);
58 if(trigger.classname == "func_assault_destructible")
59 trigger.sprite = NULL; // TODO: just unsetting it?!
62 return; // already activated! cannot activate again!
64 if(this.enemy.health < ASSAULT_VALUE_INACTIVE)
66 if(this.enemy.health - this.dmg > 0.5)
68 GameRules_scoring_add_team(actor, SCORE, this.dmg);
69 this.enemy.health = this.enemy.health - this.dmg;
73 GameRules_scoring_add_team(actor, SCORE, this.enemy.health);
74 GameRules_scoring_add_team(actor, ASSAULT_OBJECTIVES, 1);
75 this.enemy.health = -1;
77 if(this.enemy.message)
78 FOREACH_CLIENT(IS_PLAYER(it), { centerprint(it, this.enemy.message); });
80 SUB_UseTargets(this.enemy, this, trigger);
85 void assault_setenemytoobjective(entity this)
87 IL_EACH(g_assault_objectives, it.targetname == this.target,
89 if(this.enemy == NULL)
92 objerror(this, "more than one objective as target - fix the map!");
96 if(this.enemy == NULL)
97 objerror(this, "no objective as target - fix the map!");
100 bool assault_decreaser_sprite_visible(entity this, entity player, entity view)
102 if(this.assault_decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE)
108 void target_objective_decrease_activate(entity this)
112 FOREACH_ENTITY_STRING(target, this.targetname,
114 if(it.assault_sprite != NULL)
116 WaypointSprite_Disown(it.assault_sprite, waypointsprite_deadlifetime);
117 if(it.classname == "func_assault_destructible")
118 it.sprite = NULL; // TODO: just unsetting it?!
121 spr = WaypointSprite_SpawnFixed(WP_AssaultDefend, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE);
122 spr.assault_decreaser = this;
123 spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
124 spr.classname = "sprite_waypoint";
125 WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
126 if(it.classname == "func_assault_destructible")
128 WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy);
129 WaypointSprite_UpdateMaxHealth(spr, it.max_health);
130 WaypointSprite_UpdateHealth(spr, it.health);
134 WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush);
138 void target_objective_decrease_findtarget(entity this)
140 assault_setenemytoobjective(this);
143 void target_assault_roundend_reset(entity this)
145 //print("round end reset\n");
146 ++this.cnt; // up round counter
147 this.winning = false; // up round
150 void target_assault_roundend_use(entity this, entity actor, entity trigger)
152 this.winning = 1; // round has been won by attackers
155 void assault_roundstart_use(entity this, entity actor, entity trigger)
157 SUB_UseTargets(this, this, trigger);
159 //(Re)spawn all turrets
160 IL_EACH(g_turrets, true,
163 if(it.team == NUM_TEAM_1)
164 it.team = NUM_TEAM_2;
166 it.team = NUM_TEAM_1;
168 // Doubles as teamchange
172 void assault_roundstart_use_this(entity this)
174 assault_roundstart_use(this, NULL, NULL);
177 void assault_wall_think(entity this)
179 if(this.enemy.health < 0)
182 this.solid = SOLID_NOT;
186 this.model = this.mdl;
187 this.solid = SOLID_BSP;
190 this.nextthink = time + 0.2;
194 // reset objectives, toggle spawnpoints, reset triggers, ...
195 void assault_new_round(entity this)
197 //bprint("ASSAULT: new round\n");
200 this.winning = this.winning + 1;
202 // swap attacker/defender roles
203 if(assault_attacker_team == NUM_TEAM_1)
204 assault_attacker_team = NUM_TEAM_2;
206 assault_attacker_team = NUM_TEAM_1;
208 IL_EACH(g_saved_team, !IS_CLIENT(it),
210 if(it.team_saved == NUM_TEAM_1)
211 it.team_saved = NUM_TEAM_2;
212 else if(it.team_saved == NUM_TEAM_2)
213 it.team_saved = NUM_TEAM_1;
216 // reset the level with a countdown
217 cvar_set("timelimit", ftos(ceil(time - AS_ROUND_DELAY - game_starttime) / 60));
218 ReadyRestart_force(); // sets game_starttime
223 void as_round_think()
225 game_stopped = false;
226 assault_new_round(as_round.ent_winning);
231 // Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
232 // they win. Otherwise the defending team wins once the timelimit passes.
233 int WinningCondition_Assault()
238 WinningConditionHelper(NULL); // set worldstatus
240 int status = WINNING_NO;
241 // as the timelimit has not yet passed just assume the defending team will win
242 if(assault_attacker_team == NUM_TEAM_1)
244 SetWinners(team, NUM_TEAM_2);
248 SetWinners(team, NUM_TEAM_1);
252 ent = find(NULL, classname, "target_assault_roundend");
255 if(ent.winning) // round end has been triggered by attacking team
257 bprint("Assault: round completed.\n");
258 SetWinners(team, assault_attacker_team);
260 TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
262 if(ent.cnt == 1 || autocvar_g_campaign) // this was the second round
264 status = WINNING_YES;
268 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ASSAULT_OBJ_DESTROYED, ceil(time - game_starttime));
269 as_round = new(as_round);
270 as_round.think = as_round_think;
271 as_round.ent_winning = ent;
272 as_round.nextthink = time + AS_ROUND_DELAY;
275 // make sure timelimit isn't hit while the game is blocked
276 if(autocvar_timelimit > 0)
277 if(time + AS_ROUND_DELAY >= game_starttime + autocvar_timelimit * 60)
278 cvar_set("timelimit", ftos(autocvar_timelimit + AS_ROUND_DELAY / 60));
287 spawnfunc(info_player_attacker)
289 if (!g_assault) { delete(this); return; }
291 this.team = NUM_TEAM_1; // red, gets swapped every round
292 spawnfunc_info_player_deathmatch(this);
295 spawnfunc(info_player_defender)
297 if (!g_assault) { delete(this); return; }
299 this.team = NUM_TEAM_2; // blue, gets swapped every round
300 spawnfunc_info_player_deathmatch(this);
303 spawnfunc(target_objective)
305 if (!g_assault) { delete(this); return; }
307 this.classname = "target_objective";
308 IL_PUSH(g_assault_objectives, this);
309 this.use = assault_objective_use;
310 this.reset = assault_objective_reset;
312 this.spawn_evalfunc = target_objective_spawn_evalfunc;
315 spawnfunc(target_objective_decrease)
317 if (!g_assault) { delete(this); return; }
319 this.classname = "target_objective_decrease";
320 IL_PUSH(g_assault_objectivedecreasers, this);
325 this.use = assault_objective_decrease_use;
326 this.health = ASSAULT_VALUE_INACTIVE;
327 this.max_health = ASSAULT_VALUE_INACTIVE;
330 InitializeEntity(this, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
333 // destructible walls that can be used to trigger target_objective_decrease
334 spawnfunc(func_breakable);
335 spawnfunc(func_assault_destructible)
337 if (!g_assault) { delete(this); return; }
340 this.classname = "func_assault_destructible";
341 IL_PUSH(g_assault_destructibles, this);
343 if(assault_attacker_team == NUM_TEAM_1)
344 this.team = NUM_TEAM_2;
346 this.team = NUM_TEAM_1;
348 spawnfunc_func_breakable(this);
351 spawnfunc(func_assault_wall)
353 if (!g_assault) { delete(this); return; }
355 this.classname = "func_assault_wall";
356 this.mdl = this.model;
357 _setmodel(this, this.mdl);
358 this.solid = SOLID_BSP;
359 setthink(this, assault_wall_think);
360 this.nextthink = time;
361 InitializeEntity(this, assault_setenemytoobjective, INITPRIO_FINDTARGET);
364 spawnfunc(target_assault_roundend)
366 if (!g_assault) { delete(this); return; }
368 this.winning = 0; // round not yet won by attackers
369 this.classname = "target_assault_roundend";
370 this.use = target_assault_roundend_use;
371 this.cnt = 0; // first round
372 this.reset = target_assault_roundend_reset;
375 spawnfunc(target_assault_roundstart)
377 if (!g_assault) { delete(this); return; }
379 assault_attacker_team = NUM_TEAM_1;
380 this.classname = "target_assault_roundstart";
381 this.use = assault_roundstart_use;
382 this.reset2 = assault_roundstart_use_this;
383 InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET);
387 void havocbot_goalrating_ast_targets(entity this, float ratingscale)
389 IL_EACH(g_assault_destructibles, it.bot_attack,
396 IL_EACH(g_assault_objectivedecreasers, it.targetname == destr.target,
398 if(it.enemy.health > 0 && it.enemy.health < ASSAULT_VALUE_INACTIVE)
408 vector p = 0.5 * (it.absmin + it.absmax);
410 // Find and rate waypoints around it
413 float bestvalue = 99999999999;
415 for(float radius = 0; radius < 1500 && !found; radius += 500)
417 FOREACH_ENTITY_RADIUS(p, radius, it.classname == "waypoint" && !(it.wpflags & WAYPOINTFLAG_GENERATED),
419 if(checkpvs(it.origin, des))
422 if(it.cnt < bestvalue)
433 /// dprint("waypoints around target were found\n");
434 // te_lightning2(NULL, '0 0 0', best.origin);
435 // te_knightspike(best.origin);
437 navigation_routerating(this, best, ratingscale, 4000);
440 this.havocbot_attack_time = 0;
442 if(checkpvs(this.origin + this.view_ofs, it))
443 if(checkpvs(this.origin + this.view_ofs, best))
445 // dprint("increasing attack time for this target\n");
446 this.havocbot_attack_time = time + 2;
452 void havocbot_role_ast_offense(entity this)
456 this.havocbot_attack_time = 0;
457 havocbot_ast_reset_role(this);
461 // Set the role timeout if necessary
462 if (!this.havocbot_role_timeout)
463 this.havocbot_role_timeout = time + 120;
465 if (time > this.havocbot_role_timeout)
467 havocbot_ast_reset_role(this);
471 if(this.havocbot_attack_time>time)
474 if (navigation_goalrating_timeout(this))
476 navigation_goalrating_start(this);
477 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
478 havocbot_goalrating_ast_targets(this, 20000);
479 havocbot_goalrating_items(this, 15000, this.origin, 10000);
480 navigation_goalrating_end(this);
482 navigation_goalrating_timeout_set(this);
486 void havocbot_role_ast_defense(entity this)
490 this.havocbot_attack_time = 0;
491 havocbot_ast_reset_role(this);
495 // Set the role timeout if necessary
496 if (!this.havocbot_role_timeout)
497 this.havocbot_role_timeout = time + 120;
499 if (time > this.havocbot_role_timeout)
501 havocbot_ast_reset_role(this);
505 if(this.havocbot_attack_time>time)
508 if (navigation_goalrating_timeout(this))
510 navigation_goalrating_start(this);
511 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 3000);
512 havocbot_goalrating_ast_targets(this, 20000);
513 havocbot_goalrating_items(this, 15000, this.origin, 10000);
514 navigation_goalrating_end(this);
516 navigation_goalrating_timeout_set(this);
520 void havocbot_role_ast_setrole(entity this, float role)
524 case HAVOCBOT_AST_ROLE_DEFENSE:
525 this.havocbot_role = havocbot_role_ast_defense;
526 this.havocbot_role_flags = HAVOCBOT_AST_ROLE_DEFENSE;
527 this.havocbot_role_timeout = 0;
529 case HAVOCBOT_AST_ROLE_OFFENSE:
530 this.havocbot_role = havocbot_role_ast_offense;
531 this.havocbot_role_flags = HAVOCBOT_AST_ROLE_OFFENSE;
532 this.havocbot_role_timeout = 0;
537 void havocbot_ast_reset_role(entity this)
542 if(this.team == assault_attacker_team)
543 havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_OFFENSE);
545 havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_DEFENSE);
549 MUTATOR_HOOKFUNCTION(as, PlayerSpawn)
551 entity player = M_ARGV(0, entity);
553 if(player.team == assault_attacker_team)
554 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
556 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
559 MUTATOR_HOOKFUNCTION(as, TurretSpawn)
561 entity turret = M_ARGV(0, entity);
563 if(!turret.team || turret.team == FLOAT_MAX)
564 turret.team = 5; // this gets reversed when match starts?
567 MUTATOR_HOOKFUNCTION(as, VehicleInit)
569 entity veh = M_ARGV(0, entity);
571 veh.nextthink = time + 0.5;
574 MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole)
576 entity bot = M_ARGV(0, entity);
578 havocbot_ast_reset_role(bot);
582 MUTATOR_HOOKFUNCTION(as, PlayHitsound)
584 entity frag_victim = M_ARGV(0, entity);
586 return (frag_victim.classname == "func_assault_destructible");
589 MUTATOR_HOOKFUNCTION(as, TeamBalance_CheckAllowedTeams)
591 // assault always has 2 teams
592 M_ARGV(0, float) = BIT(0) | BIT(1);
596 MUTATOR_HOOKFUNCTION(as, CheckRules_World)
598 M_ARGV(0, float) = WinningCondition_Assault();
602 MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
606 sv_ready_restart_after_countdown = 0;
609 MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
611 entity ent = M_ARGV(0, entity);
613 switch(ent.classname)
615 case "info_player_team1":
616 case "info_player_team2":
617 case "info_player_team3":
618 case "info_player_team4":
623 MUTATOR_HOOKFUNCTION(as, ReadyRestart_Deny)
625 // readyrestart not supported (yet)