+#include "gamemode_assault.qh"
#ifndef GAMEMODE_ASSAULT_H
#define GAMEMODE_ASSAULT_H
void assault_ScoreRules();
+void ActivateTeamplay();
REGISTER_MUTATOR(as, false)
{
.int havocbot_role_flags;
.float havocbot_attack_time;
-.void() havocbot_role;
-.void() havocbot_previous_role;
+.void(entity this) havocbot_role;
+.void(entity this) havocbot_previous_role;
-void() havocbot_role_ast_defense;
-void() havocbot_role_ast_offense;
+void(entity this) havocbot_role_ast_defense;
+void(entity this) havocbot_role_ast_offense;
.entity havocbot_ast_target;
void(entity bot) havocbot_ast_reset_role;
-void(float ratingscale, vector org, float sradius) havocbot_goalrating_items;
-void(float ratingscale, vector org, float sradius) havocbot_goalrating_enemyplayers;
+void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_items;
+void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_enemyplayers;
// scoreboard stuff
const float ST_ASSAULT_OBJECTIVES = 1;
const float SP_ASSAULT_OBJECTIVES = 4;
// predefined spawnfuncs
-void target_objective_decrease_activate();
+void target_objective_decrease_activate(entity this);
#endif
#ifdef IMPLEMENTATION
.entity sprite;
// random functions
-void assault_objective_use()
-{SELFPARAM();
+void assault_objective_use(entity this, entity actor, entity trigger)
+{
// activate objective
- self.health = 100;
- //print("^2Activated objective ", self.targetname, "=", etos(self), "\n");
- //print("Activator is ", activator.classname, "\n");
+ this.health = 100;
+ //print("^2Activated objective ", this.targetname, "=", etos(this), "\n");
+ //print("Activator is ", actor.classname, "\n");
for (entity e = world; (e = find(e, target, this.targetname)); )
{
if (e.classname == "target_objective_decrease")
{
- WITH(entity, self, e, target_objective_decrease_activate());
+ target_objective_decrease_activate(e);
}
}
-
- setself(this);
}
vector target_objective_spawn_evalfunc(entity player, entity spot, vector current)
}
// decrease the health of targeted objectives
-void assault_objective_decrease_use()
-{SELFPARAM();
- if(activator.team != assault_attacker_team)
+void assault_objective_decrease_use(entity this, entity actor, entity trigger)
+{
+ if(actor.team != assault_attacker_team)
{
// wrong team triggered decrease
return;
{
if(self.enemy.health - self.dmg > 0.5)
{
- PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.dmg);
+ PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, self.dmg);
self.enemy.health = self.enemy.health - self.dmg;
}
else
{
- PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.enemy.health);
- PlayerTeamScore_Add(activator, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
+ PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, self.enemy.health);
+ PlayerTeamScore_Add(actor, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
self.enemy.health = -1;
- entity oldactivator;
+ if(this.enemy.message)
+ FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, this.enemy.message)));
- setself(this.enemy);
- if(self.message)
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, self.message)));
-
- oldactivator = activator;
- activator = this;
- SUB_UseTargets();
- activator = oldactivator;
- setself(this);
+ SUB_UseTargets(this.enemy, this, trigger);
}
}
}
return true;
}
-void target_objective_decrease_activate()
-{SELFPARAM();
+void target_objective_decrease_activate(entity this)
+{
entity ent, spr;
- self.owner = world;
- for(ent = world; (ent = find(ent, target, self.targetname)); )
+ this.owner = world;
+ for(ent = world; (ent = find(ent, target, this.targetname)); )
{
if(ent.assault_sprite != world)
{
}
spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite, RADARICON_OBJECTIVE);
- spr.assault_decreaser = self;
+ spr.assault_decreaser = this;
spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
spr.classname = "sprite_waypoint";
WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
this.winning = false; // up round
}
-void target_assault_roundend_use()
-{SELFPARAM();
- self.winning = 1; // round has been won by attackers
+void target_assault_roundend_use(entity this, entity actor, entity trigger)
+{
+ this.winning = 1; // round has been won by attackers
}
-void assault_roundstart_use()
-{SELFPARAM();
- activator = self;
- SUB_UseTargets();
+void assault_roundstart_use(entity this, entity actor, entity trigger)
+{
+ SUB_UseTargets(this, this, trigger);
//(Re)spawn all turrets
FOREACH_ENTITY_CLASS("turret_main", true, LAMBDA(
it.team = NUM_TEAM_1;
// Dubbles as teamchange
- WITH(entity, self, it, turret_respawn());
+ WITHSELF(it, turret_respawn());
));
}
//bprint("ASSAULT: new round\n");
// Eject players from vehicles
- FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, LAMBDA(WITH(entity, self, it, vehicles_exit(VHEF_RELEASE))));
+ FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, WITHSELF(it, vehicles_exit(VHEF_RELEASE)));
FOREACH_ENTITY_FLAGS(vehicle_flags, VHF_ISVEHICLE, LAMBDA(
setself(it);
// they win. Otherwise the defending team wins once the timelimit passes.
int WinningCondition_Assault()
{
+ SELFPARAM();
WinningConditionHelper(); // set worldstatus
int status = WINNING_NO;
}
else
{
- WITH(entity, self, ent, assault_new_round());
+ WITHSELF(ent, assault_new_round());
}
}
}
if (!g_assault) { remove(this); return; }
this.classname = "target_objective";
- this.use = assault_objective_use;
+ this.use1 = assault_objective_use;
this.reset = assault_objective_reset;
this.reset(this);
this.spawn_evalfunc = target_objective_spawn_evalfunc;
if(!self.dmg)
self.dmg = 101;
- self.use = assault_objective_decrease_use;
+ self.use1 = assault_objective_decrease_use;
self.health = ASSAULT_VALUE_INACTIVE;
self.max_health = ASSAULT_VALUE_INACTIVE;
self.enemy = world;
self.winning = 0; // round not yet won by attackers
self.classname = "target_assault_roundend";
- self.use = target_assault_roundend_use;
+ self.use1 = target_assault_roundend_use;
self.cnt = 0; // first round
self.reset = target_assault_roundend_reset;
}
assault_attacker_team = NUM_TEAM_1;
self.classname = "target_assault_roundstart";
- self.use = assault_roundstart_use;
- self.reset2 = assault_roundstart_use;
- InitializeEntity(self, assault_roundstart_use, INITPRIO_FINDTARGET);
+ self.use1 = assault_roundstart_use;
+ self.reset2 = adaptor_think2use;
+ InitializeEntity(self, adaptor_think2use, INITPRIO_FINDTARGET);
}
// legacy bot code
-void havocbot_goalrating_ast_targets(float ratingscale)
-{SELFPARAM();
+void havocbot_goalrating_ast_targets(entity this, float ratingscale)
+{
entity ad, best, wp, tod;
float radius, found, bestvalue;
vector p;
// te_lightning2(world, '0 0 0', best.origin);
// te_knightspike(best.origin);
- navigation_routerating(best, ratingscale, 4000);
+ navigation_routerating(this, best, ratingscale, 4000);
best.cnt += 1;
- self.havocbot_attack_time = 0;
+ this.havocbot_attack_time = 0;
- if(checkpvs(self.view_ofs,ad))
- if(checkpvs(self.view_ofs,best))
+ if(checkpvs(this.view_ofs,ad))
+ if(checkpvs(this.view_ofs,best))
{
// dprint("increasing attack time for this target\n");
- self.havocbot_attack_time = time + 2;
+ this.havocbot_attack_time = time + 2;
}
}
}
}
-void havocbot_role_ast_offense()
-{SELFPARAM();
- if(IS_DEAD(self))
+void havocbot_role_ast_offense(entity this)
+{
+ if(IS_DEAD(this))
{
- self.havocbot_attack_time = 0;
- havocbot_ast_reset_role(self);
+ this.havocbot_attack_time = 0;
+ havocbot_ast_reset_role(this);
return;
}
// Set the role timeout if necessary
- if (!self.havocbot_role_timeout)
- self.havocbot_role_timeout = time + 120;
+ if (!this.havocbot_role_timeout)
+ this.havocbot_role_timeout = time + 120;
- if (time > self.havocbot_role_timeout)
+ if (time > this.havocbot_role_timeout)
{
- havocbot_ast_reset_role(self);
+ havocbot_ast_reset_role(this);
return;
}
- if(self.havocbot_attack_time>time)
+ if(this.havocbot_attack_time>time)
return;
- if (self.bot_strategytime < time)
+ if (this.bot_strategytime < time)
{
- navigation_goalrating_start();
- havocbot_goalrating_enemyplayers(20000, self.origin, 650);
- havocbot_goalrating_ast_targets(20000);
- havocbot_goalrating_items(15000, self.origin, 10000);
- navigation_goalrating_end();
+ navigation_goalrating_start(this);
+ havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
+ havocbot_goalrating_ast_targets(this, 20000);
+ havocbot_goalrating_items(this, 15000, this.origin, 10000);
+ navigation_goalrating_end(this);
- self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
+ this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
}
}
-void havocbot_role_ast_defense()
-{SELFPARAM();
- if(IS_DEAD(self))
+void havocbot_role_ast_defense(entity this)
+{
+ if(IS_DEAD(this))
{
- self.havocbot_attack_time = 0;
- havocbot_ast_reset_role(self);
+ this.havocbot_attack_time = 0;
+ havocbot_ast_reset_role(this);
return;
}
// Set the role timeout if necessary
- if (!self.havocbot_role_timeout)
- self.havocbot_role_timeout = time + 120;
+ if (!this.havocbot_role_timeout)
+ this.havocbot_role_timeout = time + 120;
- if (time > self.havocbot_role_timeout)
+ if (time > this.havocbot_role_timeout)
{
- havocbot_ast_reset_role(self);
+ havocbot_ast_reset_role(this);
return;
}
- if(self.havocbot_attack_time>time)
+ if(this.havocbot_attack_time>time)
return;
- if (self.bot_strategytime < time)
+ if (this.bot_strategytime < time)
{
- navigation_goalrating_start();
- havocbot_goalrating_enemyplayers(20000, self.origin, 3000);
- havocbot_goalrating_ast_targets(20000);
- havocbot_goalrating_items(15000, self.origin, 10000);
- navigation_goalrating_end();
+ navigation_goalrating_start(this);
+ havocbot_goalrating_enemyplayers(this, 20000, this.origin, 3000);
+ havocbot_goalrating_ast_targets(this, 20000);
+ havocbot_goalrating_items(this, 15000, this.origin, 10000);
+ navigation_goalrating_end(this);
- self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
+ this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
}
}
-void havocbot_role_ast_setrole(entity bot, float role)
+void havocbot_role_ast_setrole(entity this, float role)
{
switch(role)
{
case HAVOCBOT_AST_ROLE_DEFENSE:
- bot.havocbot_role = havocbot_role_ast_defense;
- bot.havocbot_role_flags = HAVOCBOT_AST_ROLE_DEFENSE;
- bot.havocbot_role_timeout = 0;
+ this.havocbot_role = havocbot_role_ast_defense;
+ this.havocbot_role_flags = HAVOCBOT_AST_ROLE_DEFENSE;
+ this.havocbot_role_timeout = 0;
break;
case HAVOCBOT_AST_ROLE_OFFENSE:
- bot.havocbot_role = havocbot_role_ast_offense;
- bot.havocbot_role_flags = HAVOCBOT_AST_ROLE_OFFENSE;
- bot.havocbot_role_timeout = 0;
+ this.havocbot_role = havocbot_role_ast_offense;
+ this.havocbot_role_flags = HAVOCBOT_AST_ROLE_OFFENSE;
+ this.havocbot_role_timeout = 0;
break;
}
}
-void havocbot_ast_reset_role(entity bot)
-{SELFPARAM();
- if(IS_DEAD(self))
+void havocbot_ast_reset_role(entity this)
+{
+ if(IS_DEAD(this))
return;
- if(bot.team == assault_attacker_team)
- havocbot_role_ast_setrole(bot, HAVOCBOT_AST_ROLE_OFFENSE);
+ if(this.team == assault_attacker_team)
+ havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_OFFENSE);
else
- havocbot_role_ast_setrole(bot, HAVOCBOT_AST_ROLE_DEFENSE);
+ havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_DEFENSE);
}
// mutator hooks
MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
{
+ SELFPARAM();
switch(self.classname)
{
case "info_player_team1":