1 #include "gamemode_invasion.qh"
3 #include <common/monsters/sv_spawn.qh>
4 #include <common/monsters/sv_monsters.qh>
6 #include <server/teamplay.qh>
8 IntrusiveList g_invasion_roundends;
9 STATIC_INIT(g_invasion_roundends) { g_invasion_roundends = IL_NEW(); }
11 IntrusiveList g_invasion_waves;
12 STATIC_INIT(g_invasion_waves) { g_invasion_waves = IL_NEW(); }
14 IntrusiveList g_invasion_spawns;
15 STATIC_INIT(g_invasion_spawns) { g_invasion_spawns = IL_NEW(); }
17 float autocvar_g_invasion_round_timelimit;
18 float autocvar_g_invasion_spawnpoint_spawn_delay;
19 float autocvar_g_invasion_warmup;
20 int autocvar_g_invasion_monster_count;
21 bool autocvar_g_invasion_zombies_only;
22 float autocvar_g_invasion_spawn_delay;
29 void target_invasion_roundend_use(entity this, entity actor, entity trigger)
31 if(!IS_PLAYER(actor)) { return; }
33 actor.inv_endreached = true;
37 // let's not count bots
38 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
43 if(plnum < ceil(realplnum * min(1, this.count))) // 70% of players
49 spawnfunc(target_invasion_roundend)
51 if(!g_invasion) { delete(this); return; }
53 victent_present = true; // a victory entity is present, we don't need to rely on monster count TODO: merge this with the intrusive list (can check empty)
55 if(!this.count) { this.count = 0.7; } // require at least 70% of the players to reach the end before triggering victory
57 this.use = target_invasion_roundend_use;
59 IL_PUSH(g_invasion_roundends, this);
62 spawnfunc(invasion_wave)
64 if(!g_invasion) { delete(this); return; }
66 IL_PUSH(g_invasion_waves, this);
69 spawnfunc(invasion_spawnpoint)
71 if(!g_invasion) { delete(this); return; }
73 this.classname = "invasion_spawnpoint";
74 IL_PUSH(g_invasion_spawns, this);
77 // Invasion stage mode winning condition: If the attackers triggered a round end (by fulfilling all objectives)
79 int WinningCondition_Invasion()
81 WinningConditionHelper(NULL); // set worldstatus
83 int status = WINNING_NO;
85 if(autocvar_g_invasion_type == INV_TYPE_STAGE)
87 SetWinners(inv_endreached, true);
90 IL_EACH(g_invasion_roundends, true,
95 bprint("Invasion: round completed.\n");
96 // winners already set (TODO: teamplay support)
104 status = WINNING_YES; // just end it? TODO: should warn mapper!
106 else if(autocvar_g_invasion_type == INV_TYPE_HUNT)
110 int found = 0; // NOTE: this ends the round if no monsters are placed
111 IL_EACH(g_monsters, !(it.spawnflags & MONSTERFLAG_RESPAWNED),
118 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
122 status = WINNING_YES;
129 Monster invasion_PickMonster(int supermonster_count)
131 RandomSelection_Init();
133 FOREACH(Monsters, it != MON_Null,
135 if((it.spawnflags & MON_FLAG_HIDDEN) || (it.spawnflags & MONSTER_TYPE_PASSIVE) || (it.spawnflags & MONSTER_TYPE_FLY) || (it.spawnflags & MONSTER_TYPE_SWIM) ||
136 (it.spawnflags & MONSTER_SIZE_QUAKE) || ((it.spawnflags & MON_FLAG_SUPERMONSTER) && supermonster_count >= 1))
138 if(autocvar_g_invasion_zombies_only && !(it.spawnflags & MONSTER_TYPE_UNDEAD))
140 RandomSelection_AddEnt(it, 1, 1);
143 return RandomSelection_chosen_ent;
146 entity invasion_PickSpawn()
148 RandomSelection_Init();
150 IL_EACH(g_invasion_spawns, true,
152 RandomSelection_AddEnt(it, 1, ((time < it.spawnshieldtime) ? 0.2 : 1)); // give recently used spawnpoints a very low rating
153 it.spawnshieldtime = time + autocvar_g_invasion_spawnpoint_spawn_delay;
156 return RandomSelection_chosen_ent;
159 entity invasion_GetWaveEntity(int wavenum)
161 IL_EACH(g_invasion_waves, it.cnt == wavenum,
163 return it; // found one
166 // if no specific one is found, find the last existing wave ent
168 IL_EACH(g_invasion_waves, it.cnt <= wavenum,
170 if(!best || it.cnt > best.cnt)
177 void invasion_SpawnChosenMonster(Monster mon)
180 entity spawn_point = invasion_PickSpawn();
181 entity wave_ent = invasion_GetWaveEntity(inv_roundcnt);
184 if(wave_ent && wave_ent.spawnmob && wave_ent.spawnmob != "")
186 RandomSelection_Init();
187 FOREACH_WORD(wave_ent.spawnmob, true,
189 RandomSelection_AddString(it, 1, 1);
192 tospawn = RandomSelection_chosen_string;
195 if(spawn_point == NULL)
197 LOG_TRACE("Warning: couldn't find any invasion_spawnpoint spawnpoints, attempting to spawn monsters in random locations");
199 setsize(e, mon.mins, mon.maxs);
201 if(MoveToRandomMapLocation(e, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
202 monster = spawnmonster(e, tospawn, mon.monsterid, NULL, NULL, e.origin, false, false, 2);
209 else // if spawnmob field falls through (unset), fallback to mon (relying on spawnmonster for that behaviour)
210 monster = spawnmonster(spawn(), ((spawn_point.spawnmob && spawn_point.spawnmob != "") ? spawn_point.spawnmob : tospawn), mon.monsterid, spawn_point, spawn_point, spawn_point.origin, false, false, 2);
215 monster.spawnshieldtime = time;
219 if(spawn_point.target_range)
220 monster.target_range = spawn_point.target_range;
221 monster.target2 = spawn_point.target2;
226 if(spawn_point && spawn_point.team && inv_monsters_perteam[spawn_point.team] > 0)
227 monster.team = spawn_point.team;
230 RandomSelection_Init();
231 if(inv_monsters_perteam[NUM_TEAM_1] > 0) RandomSelection_AddFloat(NUM_TEAM_1, 1, 1);
232 if(inv_monsters_perteam[NUM_TEAM_2] > 0) RandomSelection_AddFloat(NUM_TEAM_2, 1, 1);
233 if(invasion_teams >= 3) if(inv_monsters_perteam[NUM_TEAM_3] > 0) { RandomSelection_AddFloat(NUM_TEAM_3, 1, 1); }
234 if(invasion_teams >= 4) if(inv_monsters_perteam[NUM_TEAM_4] > 0) { RandomSelection_AddFloat(NUM_TEAM_4, 1, 1); }
236 monster.team = RandomSelection_chosen_float;
239 monster_setupcolors(monster);
243 WaypointSprite_UpdateTeamRadar(monster.sprite, RADARICON_DANGER, ((monster.team) ? Team_ColorRGB(monster.team) : '1 0 0'));
245 monster.sprite.team = 0;
246 monster.sprite.SendFlags |= 1;
250 monster.monster_attack = false; // it's the player's job to kill all the monsters
252 if(inv_roundcnt >= inv_maxrounds)
253 monster.spawnflags |= MONSTERFLAG_MINIBOSS; // last round spawns minibosses
256 void invasion_SpawnMonsters(int supermonster_count)
258 Monster chosen_monster = invasion_PickMonster(supermonster_count);
260 invasion_SpawnChosenMonster(chosen_monster);
263 bool Invasion_CheckWinner()
265 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
267 IL_EACH(g_monsters, true,
271 IL_CLEAR(g_monsters);
273 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
274 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
275 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
279 float total_alive_monsters = 0, supermonster_count = 0, red_alive = 0, blue_alive = 0, yellow_alive = 0, pink_alive = 0;
281 IL_EACH(g_monsters, it.health > 0,
283 if((get_monsterinfo(it.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
284 ++supermonster_count;
285 ++total_alive_monsters;
290 case NUM_TEAM_1: ++red_alive; break;
291 case NUM_TEAM_2: ++blue_alive; break;
292 case NUM_TEAM_3: ++yellow_alive; break;
293 case NUM_TEAM_4: ++pink_alive; break;
297 if((total_alive_monsters + inv_numkilled) < inv_maxspawned && inv_maxcurrent < inv_maxspawned)
299 if(time >= inv_lastcheck)
301 invasion_SpawnMonsters(supermonster_count);
302 inv_lastcheck = time + autocvar_g_invasion_spawn_delay;
308 if(inv_numspawned < 1)
309 return 0; // nothing has spawned yet
313 if(((red_alive > 0) + (blue_alive > 0) + (yellow_alive > 0) + (pink_alive > 0)) > 1)
316 else if(inv_numkilled < inv_maxspawned)
319 entity winner = NULL;
320 float winning_score = 0, winner_team = 0;
325 if(red_alive > 0) { winner_team = NUM_TEAM_1; }
327 if(winner_team) { winner_team = 0; }
328 else { winner_team = NUM_TEAM_2; }
330 if(winner_team) { winner_team = 0; }
331 else { winner_team = NUM_TEAM_3; }
333 if(winner_team) { winner_team = 0; }
334 else { winner_team = NUM_TEAM_4; }
338 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
339 float cs = PlayerScore_Add(it, SP_KILLS, 0);
340 if(cs > winning_score)
348 IL_EACH(g_monsters, true,
352 IL_CLEAR(g_monsters);
358 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
359 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
364 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname);
365 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname);
368 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
373 bool Invasion_CheckPlayers()
378 void Invasion_RoundStart()
381 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
382 it.player_blocked = false;
386 if(inv_roundcnt < inv_maxrounds)
387 inv_roundcnt += 1; // a limiter to stop crazy counts
389 inv_monsterskill = inv_roundcnt + max(1, numplayers * 0.3);
395 inv_maxspawned = rint(max(autocvar_g_invasion_monster_count, autocvar_g_invasion_monster_count * (inv_roundcnt * 0.5)));
399 DistributeEvenly_Init(inv_maxspawned, invasion_teams);
400 inv_monsters_perteam[NUM_TEAM_1] = DistributeEvenly_Get(1);
401 inv_monsters_perteam[NUM_TEAM_2] = DistributeEvenly_Get(1);
402 if(invasion_teams >= 3) inv_monsters_perteam[NUM_TEAM_3] = DistributeEvenly_Get(1);
403 if(invasion_teams >= 4) inv_monsters_perteam[NUM_TEAM_4] = DistributeEvenly_Get(1);
407 MUTATOR_HOOKFUNCTION(inv, MonsterDies)
409 entity frag_target = M_ARGV(0, entity);
410 entity frag_attacker = M_ARGV(1, entity);
412 if(!(frag_target.spawnflags & MONSTERFLAG_RESPAWNED))
414 if(autocvar_g_invasion_type == INV_TYPE_ROUND)
419 if(teamplay) { inv_monsters_perteam[frag_target.team] -= 1; }
421 if(IS_PLAYER(frag_attacker))
422 if(SAME_TEAM(frag_attacker, frag_target)) // in non-teamplay modes, same team = same player, so this works
423 PlayerScore_Add(frag_attacker, SP_KILLS, -1);
426 PlayerScore_Add(frag_attacker, SP_KILLS, +1);
428 TeamScore_AddToTeam(frag_attacker.team, ST_INV_KILLS, +1);
433 MUTATOR_HOOKFUNCTION(inv, MonsterSpawn)
435 entity mon = M_ARGV(0, entity);
436 mon.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
438 if(autocvar_g_invasion_type == INV_TYPE_HUNT)
439 return false; // allowed
441 if(!(mon.spawnflags & MONSTERFLAG_SPAWNED))
444 if(!(mon.spawnflags & MONSTERFLAG_RESPAWNED))
450 mon.monster_skill = inv_monsterskill;
452 if((get_monsterinfo(mon.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
453 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_INVASION_SUPERMONSTER, mon.monster_name);
456 MUTATOR_HOOKFUNCTION(inv, SV_StartFrame)
458 if(autocvar_g_invasion_type != INV_TYPE_ROUND)
459 return; // uses map spawned monsters
461 monsters_total = inv_maxspawned; // TODO: make sure numspawned never exceeds maxspawned
462 monsters_killed = inv_numkilled;
465 MUTATOR_HOOKFUNCTION(inv, PlayerRegen)
467 // no regeneration in invasion, regardless of the game type
471 MUTATOR_HOOKFUNCTION(inv, PlayerSpawn)
473 entity player = M_ARGV(0, entity);
475 if(player.bot_attack)
476 IL_REMOVE(g_bot_targets, player);
477 player.bot_attack = false;
480 MUTATOR_HOOKFUNCTION(inv, Damage_Calculate)
482 entity frag_attacker = M_ARGV(1, entity);
483 entity frag_target = M_ARGV(2, entity);
484 float frag_damage = M_ARGV(4, float);
485 vector frag_force = M_ARGV(6, vector);
487 if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker != frag_target)
490 frag_force = '0 0 0';
492 M_ARGV(4, float) = frag_damage;
493 M_ARGV(6, vector) = frag_force;
497 MUTATOR_HOOKFUNCTION(inv, BotShouldAttack)
499 entity targ = M_ARGV(1, entity);
501 if(!IS_MONSTER(targ))
505 MUTATOR_HOOKFUNCTION(inv, SetStartItems)
507 if(autocvar_g_invasion_type == INV_TYPE_ROUND)
510 start_armorvalue = 200;
514 MUTATOR_HOOKFUNCTION(inv, AccuracyTargetValid)
516 entity frag_target = M_ARGV(1, entity);
518 if(IS_MONSTER(frag_target))
519 return MUT_ACCADD_INVALID;
520 return MUT_ACCADD_INDIFFERENT;
523 MUTATOR_HOOKFUNCTION(inv, AllowMobSpawning)
525 // monster spawning disabled during an invasion
526 M_ARGV(1, string) = "You cannot spawn monsters during an invasion!";
530 MUTATOR_HOOKFUNCTION(inv, CheckRules_World)
532 if(autocvar_g_invasion_type == INV_TYPE_ROUND)
535 M_ARGV(0, float) = WinningCondition_Invasion();
539 MUTATOR_HOOKFUNCTION(inv, CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
541 M_ARGV(0, float) = invasion_teams;
544 MUTATOR_HOOKFUNCTION(inv, AllowMobButcher)
546 M_ARGV(0, string) = "This command does not work during an invasion!";
550 void invasion_ScoreRules(int inv_teams)
552 if(inv_teams) { CheckAllowedTeams(NULL); }
553 ScoreRules_basics(inv_teams, 0, 0, false);
554 if(inv_teams) ScoreInfo_SetLabel_TeamScore(ST_INV_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
555 ScoreInfo_SetLabel_PlayerScore(SP_KILLS, "frags", ((inv_teams) ? SFL_SORT_PRIO_SECONDARY : SFL_SORT_PRIO_PRIMARY));
556 ScoreRules_basics_end();
559 void invasion_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
561 if(autocvar_g_invasion_type == INV_TYPE_HUNT || autocvar_g_invasion_type == INV_TYPE_STAGE)
562 cvar_set("fraglimit", "0");
564 if(autocvar_g_invasion_teams)
566 invasion_teams = bound(2, autocvar_g_invasion_teams, 4);
568 if(invasion_teams >= 1) teams |= BIT(0);
569 if(invasion_teams >= 2) teams |= BIT(1);
570 if(invasion_teams >= 3) teams |= BIT(2);
571 if(invasion_teams >= 4) teams |= BIT(3);
573 invasion_teams = teams; // now set it?
578 independent_players = 1; // to disable extra useless scores
580 invasion_ScoreRules(invasion_teams);
582 independent_players = 0;
584 if(autocvar_g_invasion_type == INV_TYPE_ROUND)
586 round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
587 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
590 inv_maxrounds = 15; // 15?
594 void invasion_Initialize()
596 InitializeEntity(NULL, invasion_DelayedInit, INITPRIO_GAMETYPE);