X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fmutator%2Fgamemode_assault.qc;h=39987414348d0d3a37556741a320eb755e3a1cb3;hb=34e7f534e2015466228eb3a78c9857741b736dca;hp=c8519a76e1f6dcfbbee4bc2f68336fff7aeb675a;hpb=2cc219c0762e106241165f3b08fac54a516cda89;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/mutator/gamemode_assault.qc b/qcsrc/server/mutators/mutator/gamemode_assault.qc index c8519a76e..399874143 100644 --- a/qcsrc/server/mutators/mutator/gamemode_assault.qc +++ b/qcsrc/server/mutators/mutator/gamemode_assault.qc @@ -1,72 +1,7 @@ #include "gamemode_assault.qh" -#ifndef GAMEMODE_ASSAULT_H -#define GAMEMODE_ASSAULT_H -void assault_ScoreRules(); -void ActivateTeamplay(); - -REGISTER_MUTATOR(as, false) -{ - ActivateTeamplay(); - have_team_spawns = -1; // request team spawns - - MUTATOR_ONADD - { - if (time > 1) // game loads at time 1 - error("This is a game type and it cannot be added at runtime."); - assault_ScoreRules(); - } - - MUTATOR_ONROLLBACK_OR_REMOVE - { - // we actually cannot roll back assault_Initialize here - // BUT: we don't need to! If this gets called, adding always - // succeeds. - } - - MUTATOR_ONREMOVE - { - LOG_INFO("This is a game type and it cannot be removed at runtime."); - return -1; - } - - return 0; -} - -// sprites -.entity assault_decreaser; -.entity assault_sprite; - -// legacy bot defs -const int HAVOCBOT_AST_ROLE_NONE = 0; -const int HAVOCBOT_AST_ROLE_DEFENSE = 2; -const int HAVOCBOT_AST_ROLE_OFFENSE = 4; - -.int havocbot_role_flags; -.float havocbot_attack_time; - -.void(entity this) havocbot_role; -.void(entity this) havocbot_previous_role; - -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(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(entity this); -#endif - -#ifdef IMPLEMENTATION .entity sprite; +#define AS_ROUND_DELAY 5 // random functions void assault_objective_use(entity this, entity actor, entity trigger) @@ -76,13 +11,10 @@ void assault_objective_use(entity this, entity actor, entity trigger) //print("^2Activated objective ", this.targetname, "=", etos(this), "\n"); //print("Activator is ", actor.classname, "\n"); - for (entity e = world; (e = find(e, target, this.targetname)); ) + IL_EACH(g_assault_objectivedecreasers, it.target == this.targetname, { - if (e.classname == "target_objective_decrease") - { - target_objective_decrease_activate(e); - } - } + target_objective_decrease_activate(it); + }); } vector target_objective_spawn_evalfunc(entity this, entity player, entity spot, vector current) @@ -112,7 +44,7 @@ void assault_objective_decrease_use(entity this, entity actor, entity trigger) { WaypointSprite_Disown(trigger.assault_sprite, waypointsprite_deadlifetime); if(trigger.classname == "func_assault_destructible") - trigger.sprite = world; // TODO: just unsetting it?! + trigger.sprite = NULL; // TODO: just unsetting it?! } else return; // already activated! cannot activate again! @@ -140,21 +72,17 @@ void assault_objective_decrease_use(entity this, entity actor, entity trigger) void assault_setenemytoobjective(entity this) { - entity objective; - for(objective = world; (objective = find(objective, targetname, this.target)); ) + IL_EACH(g_assault_objectives, it.targetname == this.target, { - if(objective.classname == "target_objective") - { - if(this.enemy == world) - this.enemy = objective; - else - objerror("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 == world) - objerror("no objective as target - fix the map!"); + if(this.enemy == NULL) + objerror(this, "no objective as target - fix the map!"); } bool assault_decreaser_sprite_visible(entity this, entity player, entity view) @@ -167,32 +95,32 @@ bool assault_decreaser_sprite_visible(entity this, entity player, entity view) void target_objective_decrease_activate(entity this) { - entity ent, spr; - this.owner = world; - for(ent = world; (ent = find(ent, target, this.targetname)); ) + entity spr; + this.owner = NULL; + FOREACH_ENTITY_STRING(target, this.targetname, { - if(ent.assault_sprite != world) + if(it.assault_sprite != NULL) { - WaypointSprite_Disown(ent.assault_sprite, waypointsprite_deadlifetime); - if(ent.classname == "func_assault_destructible") - ent.sprite = world; // TODO: just unsetting it?! + WaypointSprite_Disown(it.assault_sprite, waypointsprite_deadlifetime); + if(it.classname == "func_assault_destructible") + it.sprite = NULL; // TODO: just unsetting it?! } - spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (ent.absmin + ent.absmax), ent, 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"; WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY); - if(ent.classname == "func_assault_destructible") + if(it.classname == "func_assault_destructible") { WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy); - WaypointSprite_UpdateMaxHealth(spr, ent.max_health); - WaypointSprite_UpdateHealth(spr, ent.health); - ent.sprite = spr; + WaypointSprite_UpdateMaxHealth(spr, it.max_health); + WaypointSprite_UpdateHealth(spr, it.health); + it.sprite = spr; } else WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush); - } + }); } void target_objective_decrease_findtarget(entity this) @@ -217,61 +145,47 @@ 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( + IL_EACH(g_turrets, true, + { // Swap turret teams if(it.team == NUM_TEAM_1) it.team = NUM_TEAM_2; else it.team = NUM_TEAM_1; - // Dubbles as teamchange - WITHSELF(it, turret_respawn(it)); - )); + // Doubles as teamchange + turret_respawn(it); + }); } void assault_roundstart_use_this(entity this) { assault_roundstart_use(this, NULL, NULL); } -void assault_roundstart_use_self() -{ - SELFPARAM(); - assault_roundstart_use(this, NULL, NULL); -} void assault_wall_think(entity this) { - if(self.enemy.health < 0) + if(this.enemy.health < 0) { - self.model = ""; - self.solid = SOLID_NOT; + this.model = ""; + this.solid = SOLID_NOT; } else { - self.model = self.mdl; - self.solid = SOLID_BSP; + this.model = this.mdl; + this.solid = SOLID_BSP; } - self.nextthink = time + 0.2; + this.nextthink = time + 0.2; } // trigger new round // reset objectives, toggle spawnpoints, reset triggers, ... -void vehicles_clearreturn(entity veh); -void vehicles_spawn(entity this); -void assault_new_round() -{SELFPARAM(); +void assault_new_round(entity this) +{ //bprint("ASSAULT: new round\n"); - // Eject players from vehicles - FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, WITHSELF(it, vehicles_exit(VHEF_RELEASE))); - - FOREACH_ENTITY_FLAGS(vehicle_flags, VHF_ISVEHICLE, LAMBDA( - vehicles_clearreturn(it); - WITHSELF(it, vehicles_spawn(it)); - )); - // up round counter - self.winning = self.winning + 1; + this.winning = this.winning + 1; // swap attacker/defender roles if(assault_attacker_team == NUM_TEAM_1) @@ -279,21 +193,38 @@ void assault_new_round() else assault_attacker_team = NUM_TEAM_1; - FOREACH_ENTITY(IS_NOT_A_CLIENT(it), LAMBDA( + FOREACH_ENTITY_FLOAT(pure_data, false, + { + if(IS_CLIENT(it)) + continue; + if (it.team_saved == NUM_TEAM_1) it.team_saved = NUM_TEAM_2; else if (it.team_saved == NUM_TEAM_2) it.team_saved = NUM_TEAM_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() { - WinningConditionHelper(); // set worldstatus + if(as_round) + return WINNING_NO; + + WinningConditionHelper(NULL); // set worldstatus int status = WINNING_NO; // as the timelimit has not yet passed just assume the defending team will win @@ -307,12 +238,12 @@ int WinningCondition_Assault() } entity ent; - ent = find(world, classname, "target_assault_roundend"); + ent = find(NULL, classname, "target_assault_roundend"); if(ent) { 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)); @@ -323,7 +254,17 @@ int WinningCondition_Assault() } else { - WITHSELF(ent, assault_new_round()); + 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)); } } } @@ -334,7 +275,7 @@ int WinningCondition_Assault() // spawnfuncs spawnfunc(info_player_attacker) { - if (!g_assault) { remove(this); return; } + if (!g_assault) { delete(this); return; } this.team = NUM_TEAM_1; // red, gets swapped every round spawnfunc_info_player_deathmatch(this); @@ -342,7 +283,7 @@ spawnfunc(info_player_attacker) spawnfunc(info_player_defender) { - if (!g_assault) { remove(this); return; } + if (!g_assault) { delete(this); return; } this.team = NUM_TEAM_2; // blue, gets swapped every round spawnfunc_info_player_deathmatch(this); @@ -350,9 +291,10 @@ spawnfunc(info_player_defender) spawnfunc(target_objective) { - if (!g_assault) { remove(this); return; } + 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); @@ -361,9 +303,10 @@ spawnfunc(target_objective) spawnfunc(target_objective_decrease) { - if (!g_assault) { remove(this); return; } + if (!g_assault) { delete(this); return; } this.classname = "target_objective_decrease"; + IL_PUSH(g_assault_objectivedecreasers, this); if(!this.dmg) this.dmg = 101; @@ -371,7 +314,7 @@ spawnfunc(target_objective_decrease) this.use = assault_objective_decrease_use; this.health = ASSAULT_VALUE_INACTIVE; this.max_health = ASSAULT_VALUE_INACTIVE; - this.enemy = world; + this.enemy = NULL; InitializeEntity(this, target_objective_decrease_findtarget, INITPRIO_FINDTARGET); } @@ -380,10 +323,11 @@ spawnfunc(target_objective_decrease) spawnfunc(func_breakable); spawnfunc(func_assault_destructible) { - if (!g_assault) { remove(this); return; } + if (!g_assault) { delete(this); return; } this.spawnflags = 3; this.classname = "func_assault_destructible"; + IL_PUSH(g_assault_destructibles, this); if(assault_attacker_team == NUM_TEAM_1) this.team = NUM_TEAM_2; @@ -395,7 +339,7 @@ spawnfunc(func_assault_destructible) spawnfunc(func_assault_wall) { - if (!g_assault) { remove(this); return; } + if (!g_assault) { delete(this); return; } this.classname = "func_assault_wall"; this.mdl = this.model; @@ -408,7 +352,7 @@ spawnfunc(func_assault_wall) spawnfunc(target_assault_roundend) { - if (!g_assault) { remove(this); return; } + if (!g_assault) { delete(this); return; } this.winning = 0; // round not yet won by attackers this.classname = "target_assault_roundend"; @@ -419,85 +363,64 @@ spawnfunc(target_assault_roundend) spawnfunc(target_assault_roundstart) { - if (!g_assault) { remove(this); return; } + if (!g_assault) { delete(this); return; } assault_attacker_team = NUM_TEAM_1; this.classname = "target_assault_roundstart"; this.use = assault_roundstart_use; - this.reset2 = assault_roundstart_use_self; + this.reset2 = assault_roundstart_use_this; InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET); } // legacy bot code void havocbot_goalrating_ast_targets(entity this, float ratingscale) { - entity ad, best, wp, tod; - float radius, found, bestvalue; - vector p; - - ad = findchain(classname, "func_assault_destructible"); - - for (; ad; ad = ad.chain) + IL_EACH(g_assault_destructibles, it.bot_attack, { - if (ad.target == "") - continue; - - if (!ad.bot_attack) + if (it.target == "") continue; - found = false; - for(tod = world; (tod = find(tod, targetname, ad.target)); ) + bool found = false; + entity destr = it; + IL_EACH(g_assault_objectivedecreasers, it.targetname == destr.target, { - if(tod.classname == "target_objective_decrease") + if(it.enemy.health > 0 && it.enemy.health < ASSAULT_VALUE_INACTIVE) { - if(tod.enemy.health > 0 && tod.enemy.health < ASSAULT_VALUE_INACTIVE) - { - // dprint(etos(ad),"\n"); - found = true; - break; - } + found = true; + break; } - } + }); if(!found) - { - /// dprint("target not found\n"); continue; - } - /// dprint("target #", etos(ad), " found\n"); - - p = 0.5 * (ad.absmin + ad.absmax); - // dprint(vtos(ad.origin), " ", vtos(ad.absmin), " ", vtos(ad.absmax),"\n"); - // te_knightspike(p); - // te_lightning2(world, '0 0 0', p); + vector p = 0.5 * (it.absmin + it.absmax); // Find and rate waypoints around it found = false; - best = world; - bestvalue = 99999999999; - for(radius=0; radius<1500 && !found; radius+=500) + entity best = NULL; + float bestvalue = 99999999999; + entity des = it; + for(float radius = 0; radius < 1500 && !found; radius += 500) { - for(wp=findradius(p, radius); wp; wp=wp.chain) + FOREACH_ENTITY_RADIUS(p, radius, it.classname == "waypoint" && !(it.wpflags & WAYPOINTFLAG_GENERATED), { - if(!(wp.wpflags & WAYPOINTFLAG_GENERATED)) - if(wp.classname=="waypoint") - if(checkpvs(wp.origin, ad)) + if(checkpvs(it.origin, des)) { found = true; - if(wp.cnt