#include "gamemode_assault.qh"
.entity sprite;
+#define AS_ROUND_DELAY 5
// random functions
void assault_objective_use(entity this, entity actor, entity trigger)
void assault_setenemytoobjective(entity this)
{
- FOREACH_ENTITY_STRING(targetname, this.target,
+ IL_EACH(g_assault_objectives, it.targetname == this.target,
{
- if(it.classname == "target_objective")
- {
- if(this.enemy == NULL)
- this.enemy = it;
- else
- objerror(this, "more than one objective as target - fix the map!");
- break;
- }
+ if(this.enemy == NULL)
+ this.enemy = it;
+ else
+ objerror(this, "more than one objective as target - fix the map!");
+ break;
});
if(this.enemy == NULL)
it.sprite = NULL; // TODO: just unsetting it?!
}
- spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE);
+ spr = WaypointSprite_SpawnFixed(WP_AssaultDefend, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE);
spr.assault_decreaser = this;
spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
spr.classname = "sprite_waypoint";
SUB_UseTargets(this, this, trigger);
//(Re)spawn all turrets
- FOREACH_ENTITY_CLASS("turret_main", true, LAMBDA(
+ IL_EACH(g_turrets, true,
+ {
// Swap turret teams
if(it.team == NUM_TEAM_1)
it.team = NUM_TEAM_2;
// Doubles as teamchange
turret_respawn(it);
- ));
+ });
}
void assault_roundstart_use_this(entity this)
{
// trigger new round
// reset objectives, toggle spawnpoints, reset triggers, ...
-void vehicles_clearreturn(entity veh);
-void vehicles_spawn(entity this);
void assault_new_round(entity this)
{
//bprint("ASSAULT: new round\n");
- // Eject players from vehicles
- FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, vehicles_exit(it.vehicle, VHEF_RELEASE));
-
- IL_EACH(g_vehicles, true,
- {
- vehicles_clearreturn(it);
- vehicles_spawn(it);
- });
-
// up round counter
this.winning = this.winning + 1;
});
// reset the level with a countdown
- cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
+ cvar_set("timelimit", ftos(ceil(time - AS_ROUND_DELAY - game_starttime) / 60));
ReadyRestart_force(); // sets game_starttime
}
+entity as_round;
+.entity ent_winning;
+void as_round_think()
+{
+ gameover = false;
+ assault_new_round(as_round.ent_winning);
+ delete(as_round);
+ as_round = NULL;
+}
+
// Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
// they win. Otherwise the defending team wins once the timelimit passes.
int WinningCondition_Assault()
{
+ if(as_round)
+ return WINNING_NO;
+
WinningConditionHelper(NULL); // set worldstatus
int status = WINNING_NO;
{
if(ent.winning) // round end has been triggered by attacking team
{
- bprint("ASSAULT: round completed...\n");
+ bprint("Assault: round completed.\n");
SetWinners(team, assault_attacker_team);
TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
}
else
{
- assault_new_round(ent);
+ Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ASSAULT_OBJ_DESTROYED, ceil(time - game_starttime));
+ as_round = new(as_round);
+ as_round.think = as_round_think;
+ as_round.ent_winning = ent;
+ as_round.nextthink = time + AS_ROUND_DELAY;
+ gameover = true;
+
+ // make sure timelimit isn't hit while the game is blocked
+ if(autocvar_timelimit > 0)
+ if(time + AS_ROUND_DELAY >= game_starttime + autocvar_timelimit * 60)
+ cvar_set("timelimit", ftos(autocvar_timelimit + AS_ROUND_DELAY / 60));
}
}
}
if (!g_assault) { delete(this); return; }
this.classname = "target_objective";
+ IL_PUSH(g_assault_objectives, this);
this.use = assault_objective_use;
this.reset = assault_objective_reset;
this.reset(this);
turret.team = 5; // this gets reversed when match starts?
}
-MUTATOR_HOOKFUNCTION(as, VehicleSpawn)
+MUTATOR_HOOKFUNCTION(as, VehicleInit)
{
entity veh = M_ARGV(0, entity);
return (frag_victim.classname == "func_assault_destructible");
}
-MUTATOR_HOOKFUNCTION(as, GetTeamCount)
+MUTATOR_HOOKFUNCTION(as, CheckAllowedTeams)
{
// assault always has 2 teams
c1 = c2 = 0;
}
}
+MUTATOR_HOOKFUNCTION(as, ReadyRestart_Deny)
+{
+ // readyrestart not supported (yet)
+ return true;
+}
+
// scoreboard setup
void assault_ScoreRules()
{