return; // we still have active players on two or more teams, nobody won yet
entity e, winner;
- string teamname;
winner = world;
FOR_EACH_PLAYER(e)
{
- if(e.freezetag_frozen == 0 && e.classname == "player" && e.health >= 1) // here's one player from the winning team... good
+ if(e.freezetag_frozen == 0 && e.health >= 1) // here's one player from the winning team... good
{
winner = e;
break; // break, we found the winner
if(winner != world) // just in case a winner wasn't found
{
- if(winner.team == COLOR_TEAM1)
- teamname = "^1Red Team";
- else if(winner.team == COLOR_TEAM2)
- teamname = "^4Blue Team";
- else if(winner.team == COLOR_TEAM3)
- teamname = "^3Yellow Team";
- else
- teamname = "^6Pink Team";
- FOR_EACH_PLAYER(e) {
- centerprint(e, strcat(teamname, "^5 wins the round, all other teams were frozen.\n"));
- }
- bprint(teamname, "^5 wins the round since all the other teams were frozen.\n");
+ Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM_4(winner.team, CENTER_FREEZETAG_ROUND_WIN_));
+ Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(winner.team, INFO_FREEZETAG_ROUND_WIN_));
TeamScore_AddToTeam(winner.team, ST_SCORE, +1);
}
WaypointSprite_Kill(self.waypointsprite_attached);
}
+
+// ================
+// Bot player logic
+// ================
+
+void() havocbot_role_ft_freeing;
+void() havocbot_role_ft_offense;
+
+void havocbot_goalrating_freeplayers(float ratingscale, vector org, float sradius)
+{
+ entity head;
+ float distance;
+
+ FOR_EACH_PLAYER(head)
+ {
+ if ((head != self) && (head.team == self.team))
+ {
+ if (head.freezetag_frozen)
+ {
+ distance = vlen(head.origin - org);
+ if (distance > sradius)
+ continue;
+ navigation_routerating(head, ratingscale, 2000);
+ }
+ else
+ {
+ // If teamate is not frozen still seek them out as fight better
+ // in a group.
+ navigation_routerating(head, ratingscale/3, 2000);
+ }
+ }
+ }
+}
+
+void havocbot_role_ft_offense()
+{
+ entity head;
+ float unfrozen;
+
+ if(self.deadflag != DEAD_NO)
+ return;
+
+ if (!self.havocbot_role_timeout)
+ self.havocbot_role_timeout = time + random() * 10 + 20;
+
+ // Count how many players on team are unfrozen.
+ unfrozen = 0;
+ FOR_EACH_PLAYER(head)
+ {
+ if ((head.team == self.team) && (!head.freezetag_frozen))
+ unfrozen++;
+ }
+
+ // If only one left on team or if role has timed out then start trying to free players.
+ if (((unfrozen == 0) && (!self.freezetag_frozen)) || (time > self.havocbot_role_timeout))
+ {
+ dprint("changing role to freeing\n");
+ self.havocbot_role = havocbot_role_ft_freeing;
+ self.havocbot_role_timeout = 0;
+ return;
+ }
+
+ if (time > self.bot_strategytime)
+ {
+ self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
+
+ navigation_goalrating_start();
+ havocbot_goalrating_items(10000, self.origin, 10000);
+ havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
+ havocbot_goalrating_freeplayers(9000, self.origin, 10000);
+ //havocbot_goalrating_waypoints(1, self.origin, 1000);
+ navigation_goalrating_end();
+ }
+}
+
+void havocbot_role_ft_freeing()
+{
+ if(self.deadflag != DEAD_NO)
+ return;
+
+ if (!self.havocbot_role_timeout)
+ self.havocbot_role_timeout = time + random() * 10 + 20;
+
+ if (time > self.havocbot_role_timeout)
+ {
+ dprint("changing role to offense\n");
+ self.havocbot_role = havocbot_role_ft_offense;
+ self.havocbot_role_timeout = 0;
+ return;
+ }
+
+ if (time > self.bot_strategytime)
+ {
+ self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
+
+ navigation_goalrating_start();
+ havocbot_goalrating_items(8000, self.origin, 10000);
+ havocbot_goalrating_enemyplayers(10000, self.origin, 10000);
+ havocbot_goalrating_freeplayers(20000, self.origin, 10000);
+ //havocbot_goalrating_waypoints(1, self.origin, 1000);
+ navigation_goalrating_end();
+ }
+}
+
+
+// ==============
+// Hook Functions
+// ==============
+
MUTATOR_HOOKFUNCTION(freezetag_RemovePlayer)
{
- if(self.freezetag_frozen == 0)
+ if(self.freezetag_frozen == 0 && self.health >= 1)
{
- if(self.team == COLOR_TEAM1)
+ if(self.team == NUM_TEAM_1)
--redalive;
- else if(self.team == COLOR_TEAM2)
+ else if(self.team == NUM_TEAM_2)
--bluealive;
- else if(self.team == COLOR_TEAM3)
+ else if(self.team == NUM_TEAM_3)
--yellowalive;
- else if(self.team == COLOR_TEAM4)
+ else if(self.team == NUM_TEAM_4)
--pinkalive;
--totalalive;
}
{
if(self.freezetag_frozen == 0)
{
- if(self.team == COLOR_TEAM1)
+ if(self.team == NUM_TEAM_1)
--redalive;
- else if(self.team == COLOR_TEAM2)
+ else if(self.team == NUM_TEAM_2)
--bluealive;
- else if(self.team == COLOR_TEAM3)
+ else if(self.team == NUM_TEAM_3)
--yellowalive;
- else if(self.team == COLOR_TEAM4)
+ else if(self.team == NUM_TEAM_4)
--pinkalive;
--totalalive;
- freezetag_Freeze(frag_attacker);
+ freezetag_Freeze(frag_attacker);
}
- if(frag_attacker.classname == STR_PLAYER)
- centerprint(frag_attacker, strcat("^2You froze ^7", frag_target.netname, ".\n"));
-
if(frag_attacker == frag_target || frag_attacker == world)
{
- if(frag_target.classname == STR_PLAYER)
- centerprint(frag_target, "^1You froze yourself.\n");
- bprint("^7", frag_target.netname, "^1 froze himself.\n");
+ if(frag_target.classname == STR_PLAYER)
+ Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_SELF);
+ Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_SELF, frag_target.netname);
}
else
{
- if(frag_target.classname == STR_PLAYER)
- centerprint(frag_target, strcat("^1You were frozen by ^7", frag_attacker.netname, ".\n"));
- bprint("^7", frag_target.netname, "^1 was frozen by ^7", frag_attacker.netname, ".\n");
+ if(frag_target.classname == STR_PLAYER)
+ Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_FROZEN, frag_attacker.netname);
+ if(frag_attacker.classname == STR_PLAYER)
+ Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_FREEZETAG_FREEZE, frag_target.netname);
+ Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_FREEZE, frag_target.netname, frag_attacker.netname);
}
frag_target.health = 1; // "respawn" the player :P
MUTATOR_HOOKFUNCTION(freezetag_PlayerSpawn)
{
- freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
+ freezetag_Unfreeze(world); // start by making sure that all ice blocks are removed
if(total_players == 1 && time > game_starttime) // only one player active on server, start a new match immediately
if(!next_round && warmup && (time < warmup - autocvar_g_freezetag_warmup || time > warmup)) // not awaiting next round
}
if(warmup && time > warmup) // spawn too late, freeze player
{
- centerprint(self, "^1You spawned after the round started, you'll spawn as frozen.\n");
+ Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_SPAWN_LATE);
freezetag_Freeze(world);
}
}
}
- if(n > 1)
- centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5 et al.\n"));
- else
- centerprint(self, strcat("^5You were revived by ^7", o.netname, "^5.\n"));
- centerprint(o, strcat("^5You revived ^7", self.netname, "^5.\n"));
- if(n > 1)
- bprint("^7", o.netname, "^5 et al revived ^7", self.netname, "^5.\n");
- else
- bprint("^7", o.netname, "^5 revived ^7", self.netname, "^5.\n");
+ Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
+ Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, self.netname);
+ Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVE, self.netname, o.netname);
}
// now find EVERY teammate within reviving radius, set their revive_progress values correct
return 0;
}
+MUTATOR_HOOKFUNCTION(freezetag_BotRoles)
+{
+ if not(self.deadflag)
+ {
+ if (random() < 0.5)
+ self.havocbot_role = havocbot_role_ft_freeing;
+ else
+ self.havocbot_role = havocbot_role_ft_offense;
+ }
+
+ return TRUE;
+}
+
MUTATOR_DEFINITION(gamemode_freezetag)
{
MUTATOR_HOOK(MakePlayerObserver, freezetag_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_FIRST); //first, last or any? dunno.
+ MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
MUTATOR_ONADD
{
if(time > 1) // game loads at time 1
error("This is a game type and it cannot be added at runtime.");
- g_freezetag = 1;
freezetag_Initialize();
}
+ MUTATOR_ONROLLBACK_OR_REMOVE
+ {
+ // we actually cannot roll back freezetag_Initialize here
+ // BUT: we don't need to! If this gets called, adding always
+ // succeeds.
+ }
+
MUTATOR_ONREMOVE
{
- g_freezetag = 0;
- error("This is a game type and it cannot be removed at runtime.");
+ print("This is a game type and it cannot be removed at runtime.");
+ return -1;
}
return 0;