2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer"))
5 void W_Mine_Think (void);
6 .float minelayer_detonate, minelayer_mines;
9 void spawnfunc_weapon_minelayer (void)
11 weapon_defaultspawnfunc(WEP_MINE_LAYER);
16 spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
18 // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
22 newmine.classname = self.classname;
24 newmine.bot_dodge = self.bot_dodge;
25 newmine.bot_dodgerating = self.bot_dodgerating;
27 newmine.owner = self.owner;
28 setsize(newmine, '-4 -4 -4', '4 4 4');
29 setorigin(newmine, self.origin);
30 setmodel(newmine, "models/mine.md3");
31 newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
33 newmine.takedamage = self.takedamage;
34 newmine.damageforcescale = self.damageforcescale;
35 newmine.health = self.health;
36 newmine.event_damage = self.event_damage;
37 newmine.spawnshieldtime = self.spawnshieldtime;
39 newmine.movetype = MOVETYPE_NONE; // lock the mine in place
40 newmine.projectiledeathtype = self.projectiledeathtype;
42 newmine.mine_time = self.mine_time;
44 newmine.touch = SUB_Null;
45 newmine.think = W_Mine_Think;
46 newmine.nextthink = time;
47 newmine.cnt = self.cnt;
48 newmine.flags = self.flags;
54 void W_Mine_Explode ()
56 if(other.takedamage == DAMAGE_AIM)
57 if(other.classname == "player")
58 if(IsDifferentTeam(self.owner, other))
60 AnnounceTo(self.owner, "airshot");
62 self.event_damage = SUB_Null;
63 self.takedamage = DAMAGE_NO;
65 RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
67 if (self.owner.weapon == WEP_MINE_LAYER)
69 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
71 self.owner.cnt = WEP_MINE_LAYER;
72 ATTACK_FINISHED(self.owner) = time;
73 self.owner.switchweapon = w_getbestweapon(self.owner);
79 void W_Mine_DoRemoteExplode ()
81 self.event_damage = SUB_Null;
82 self.takedamage = DAMAGE_NO;
84 RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
86 if (self.owner.weapon == WEP_MINE_LAYER)
88 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
90 self.owner.cnt = WEP_MINE_LAYER;
91 ATTACK_FINISHED(self.owner) = time;
92 self.owner.switchweapon = w_getbestweapon(self.owner);
98 void W_Mine_RemoteExplode ()
100 if(self.owner.deadflag == DEAD_NO)
101 if((self.spawnshieldtime >= 0)
102 ? (time >= self.spawnshieldtime) // timer
103 : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
106 W_Mine_DoRemoteExplode();
110 void W_Mine_ProximityExplode ()
112 // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
113 if(autocvar_g_balance_minelayer_protection && self.minelayer_mines == 0)
116 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
119 if(head == self.owner || !IsDifferentTeam(head, self.owner))
129 void W_Mine_Think (void)
133 self.nextthink = time;
135 // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
136 // TODO: replace this mine_trigger.wav sound with a real countdown
137 if ((time > self.cnt) && (!self.mine_time))
139 if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
140 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
141 self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
142 self.minelayer_mines = 1; // make the mine super aggressive
145 // a player's mines shall explode if he disconnects or dies
146 // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
147 if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
150 self.projectiledeathtype |= HITTYPE_BOUNCE;
155 // set the mine for detonation when a foe gets close enough
156 head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
159 if(head.classname == "player" && head.deadflag == DEAD_NO)
160 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
163 spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
164 self.mine_time = time + autocvar_g_balance_minelayer_time;
169 // explode if it's time to
170 if(self.mine_time && time >= self.mine_time)
172 W_Mine_ProximityExplode();
177 if (self.owner.weapon == WEP_MINE_LAYER)
178 if (self.owner.deadflag == DEAD_NO)
179 if (self.minelayer_detonate)
180 W_Mine_RemoteExplode();
183 void W_Mine_Touch (void)
186 if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
188 else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
189 self.velocity = '0 0 0';
192 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
194 if (self.health <= 0)
196 self.health = self.health - damage;
197 self.angles = vectoangles(self.velocity);
198 if (self.health <= 0)
199 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
202 void W_Mine_Attack (void)
207 // scan how many mines we placed, and return if we reached our limit
208 if(autocvar_g_balance_minelayer_limit)
210 self.minelayer_mines = 0;
211 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
212 self.minelayer_mines += 1;
214 if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
216 // the refire delay keeps this message from being spammed
217 sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
218 play2(self, "weapons/unavailable.wav");
223 W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
225 W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
226 pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
228 mine = WarpZone_RefSys_SpawnSameRefSys(self);
230 if(autocvar_g_balance_minelayer_detonatedelay >= 0)
231 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
233 mine.spawnshieldtime = -1;
234 mine.classname = "mine";
235 mine.bot_dodge = TRUE;
236 mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
238 mine.takedamage = DAMAGE_YES;
239 mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
240 mine.health = autocvar_g_balance_minelayer_health;
241 mine.event_damage = W_Mine_Damage;
243 mine.movetype = MOVETYPE_TOSS;
244 PROJECTILE_MAKETRIGGER(mine);
245 mine.projectiledeathtype = WEP_MINE_LAYER;
246 setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
248 setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
249 W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
250 mine.angles = vectoangles (mine.velocity);
252 mine.touch = W_Mine_Touch;
253 mine.think = W_Mine_Think;
254 mine.nextthink = time;
255 mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
256 mine.flags = FL_PROJECTILE;
258 CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
260 // muzzle flash for 1st person view
262 setmodel (flash, "models/flash.md3"); // precision set below
263 SUB_SetFade (flash, time, 0.1);
264 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
265 W_AttachToShotorg(flash, '5 0 0');
269 other = mine; MUTATOR_CALLHOOK(EditProjectile);
272 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
274 float w_minelayer(float req)
282 // aim and decide to fire if appropriate
283 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
284 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
286 // decide whether to detonate mines
287 entity targetlist, targ;
288 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
289 float selfdamage, teamdamage, enemydamage;
290 edgedamage = autocvar_g_balance_minelayer_edgedamage;
291 coredamage = autocvar_g_balance_minelayer_damage;
292 edgeradius = autocvar_g_balance_minelayer_radius;
293 recipricoledgeradius = 1 / edgeradius;
297 targetlist = findchainfloat(bot_attack, TRUE);
298 mine = find(world, classname, "mine");
301 if (mine.owner != self)
303 mine = find(mine, classname, "mine");
309 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
310 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
311 // count potential damage according to type of target
313 selfdamage = selfdamage + d;
314 else if (targ.team == self.team && teams_matter)
315 teamdamage = teamdamage + d;
316 else if (bot_shouldattack(targ))
317 enemydamage = enemydamage + d;
320 mine = find(mine, classname, "mine");
322 float desirabledamage;
323 desirabledamage = enemydamage;
324 if (time > self.invincible_finished && time > self.spawnshieldtime)
325 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
326 if (teams_matter && self.team)
327 desirabledamage = desirabledamage - teamdamage;
329 mine = find(world, classname, "mine");
332 if (mine.owner != self)
334 mine = find(mine, classname, "mine");
337 makevectors(mine.v_angle);
339 if (skill > 9) // normal players only do this for the target they are tracking
345 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
346 && desirabledamage > 0.1*coredamage
347 )self.BUTTON_ATCK2 = TRUE;
351 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
352 //As the distance gets larger, a correct detonation gets near imposible
353 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
354 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
355 if(self.enemy.classname == "player")
356 if(desirabledamage >= 0.1*coredamage)
357 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
358 self.BUTTON_ATCK2 = TRUE;
359 // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
362 mine = find(mine, classname, "mine");
364 // if we would be doing at X percent of the core damage, detonate it
365 // but don't fire a new shot at the same time!
366 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
367 self.BUTTON_ATCK2 = TRUE;
368 if ((skill > 6.5) && (selfdamage > self.health))
369 self.BUTTON_ATCK2 = FALSE;
370 //if(self.BUTTON_ATCK2 == TRUE)
371 // dprint(ftos(desirabledamage),"\n");
372 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
375 else if (req == WR_THINK)
377 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
378 weapon_action(self.weapon, WR_RELOAD);
379 else if (self.BUTTON_ATCK)
381 if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
384 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
388 else if (self.BUTTON_ATCK2)
391 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
393 if(!mine.minelayer_detonate)
395 mine.minelayer_detonate = TRUE;
400 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
403 else if (req == WR_PRECACHE)
405 precache_model ("models/flash.md3");
406 precache_model ("models/mine.md3");
407 precache_model ("models/weapons/g_minelayer.md3");
408 precache_model ("models/weapons/v_minelayer.md3");
409 precache_model ("models/weapons/h_minelayer.iqm");
410 precache_sound ("weapons/mine_det.wav");
411 precache_sound ("weapons/mine_fire.wav");
412 precache_sound ("weapons/mine_stick.wav");
413 precache_sound ("weapons/mine_trigger.wav");
414 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
416 else if (req == WR_SETUP)
418 weapon_setup(WEP_MINE_LAYER);
419 self.current_ammo = ammo_rockets;
421 else if (req == WR_CHECKAMMO1)
423 // don't switch while placing a mine
424 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
426 if(autocvar_g_balance_minelayer_reload_ammo)
428 if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo && self.weapon_load[WEP_MINE_LAYER] < autocvar_g_balance_minelayer_ammo)
431 else if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
436 else if (req == WR_CHECKAMMO2)
440 else if (req == WR_RELOAD)
442 W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
448 float w_minelayer(float req)
450 if(req == WR_IMPACTEFFECT)
453 org2 = w_org + w_backoff * 12;
454 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
456 sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
458 else if(req == WR_PRECACHE)
460 precache_sound("weapons/mine_exp.wav");
462 else if (req == WR_SUICIDEMESSAGE)
463 w_deathtypestring = _("%s exploded");
464 else if (req == WR_KILLMESSAGE)
466 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
467 w_deathtypestring = _("%s got too close to %s's mine");
468 else if(w_deathtype & HITTYPE_SPLASH)
469 w_deathtypestring = _("%s almost dodged %s's mine");
471 w_deathtypestring = _("%s stepped on %s's mine");