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Merge branch 'master' into TimePath/unified_weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_invasion.qc
1 #include "gamemode_invasion.qh"
2 #include "../_all.qh"
3
4 #include "gamemode.qh"
5
6 #include "../../common/monsters/spawn.qh"
7 #include "../../common/monsters/sv_monsters.qh"
8
9 spawnfunc(invasion_spawnpoint)
10 {
11         if(!g_invasion) { remove(self); return; }
12
13         self.classname = "invasion_spawnpoint";
14
15         if(autocvar_g_invasion_zombies_only) // precache only if it hasn't been already
16         if(self.monsterid) {
17                 Monster mon = get_monsterinfo(self.monsterid);
18                 mon.mr_precache(mon);
19         }
20 }
21
22 float invasion_PickMonster(float supermonster_count)
23 {
24         if(autocvar_g_invasion_zombies_only)
25                 return MON_ZOMBIE.monsterid;
26
27         float i;
28         entity mon;
29
30         RandomSelection_Init();
31
32         for(i = MON_FIRST; i <= MON_LAST; ++i)
33         {
34                 mon = get_monsterinfo(i);
35                 if((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM) || ((mon.spawnflags & MON_FLAG_SUPERMONSTER) && supermonster_count >= 1))
36                         continue; // flying/swimming monsters not yet supported
37
38                 RandomSelection_Add(world, i, string_null, 1, 1);
39         }
40
41         return RandomSelection_chosen_float;
42 }
43
44 entity invasion_PickSpawn()
45 {
46         entity e;
47
48         RandomSelection_Init();
49
50         for(e = world;(e = find(e, classname, "invasion_spawnpoint")); )
51         {
52                 RandomSelection_Add(e, 0, string_null, 1, ((time >= e.spawnshieldtime) ? 0.2 : 1)); // give recently used spawnpoints a very low rating
53                 e.spawnshieldtime = time + autocvar_g_invasion_spawnpoint_spawn_delay;
54         }
55
56         return RandomSelection_chosen_ent;
57 }
58
59 void invasion_SpawnChosenMonster(float mon)
60 {
61         entity spawn_point, monster;
62
63         spawn_point = invasion_PickSpawn();
64
65         if(spawn_point == world)
66         {
67                 LOG_TRACE("Warning: couldn't find any invasion_spawnpoint spawnpoints, attempting to spawn monsters in random locations\n");
68                 entity e = spawn();
69                 setsize(e, (get_monsterinfo(mon)).mins, (get_monsterinfo(mon)).maxs);
70
71                 if(MoveToRandomMapLocation(e, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
72                         monster = spawnmonster("", mon, world, world, e.origin, false, false, 2);
73                 else return;
74
75                 e.think = SUB_Remove;
76                 e.nextthink = time + 0.1;
77         }
78         else
79                 monster = spawnmonster("", ((spawn_point.monsterid) ? spawn_point.monsterid : mon), spawn_point, spawn_point, spawn_point.origin, false, false, 2);
80
81         if(spawn_point) monster.target2 = spawn_point.target2;
82         monster.spawnshieldtime = time;
83         if(spawn_point && spawn_point.target_range) monster.target_range = spawn_point.target_range;
84
85         if(teamplay)
86         if(spawn_point && spawn_point.team && inv_monsters_perteam[spawn_point.team] > 0)
87                 monster.team = spawn_point.team;
88         else
89         {
90                 RandomSelection_Init();
91                 if(inv_monsters_perteam[NUM_TEAM_1] > 0) RandomSelection_Add(world, NUM_TEAM_1, string_null, 1, 1);
92                 if(inv_monsters_perteam[NUM_TEAM_2] > 0) RandomSelection_Add(world, NUM_TEAM_2, string_null, 1, 1);
93                 if(invasion_teams >= 3) if(inv_monsters_perteam[NUM_TEAM_3] > 0) { RandomSelection_Add(world, NUM_TEAM_3, string_null, 1, 1); }
94                 if(invasion_teams >= 4) if(inv_monsters_perteam[NUM_TEAM_4] > 0) { RandomSelection_Add(world, NUM_TEAM_4, string_null, 1, 1); }
95
96                 monster.team = RandomSelection_chosen_float;
97         }
98
99         if(teamplay)
100         {
101                 monster_setupcolors(monster);
102
103                 if(monster.sprite)
104                 {
105                         WaypointSprite_UpdateTeamRadar(monster.sprite, RADARICON_DANGER, ((monster.team) ? Team_ColorRGB(monster.team) : '1 0 0'));
106
107                         monster.sprite.team = 0;
108                         monster.sprite.SendFlags |= 1;
109                 }
110         }
111
112         monster.monster_attack = false; // it's the player's job to kill all the monsters
113
114         if(inv_roundcnt >= inv_maxrounds)
115                 monster.spawnflags |= MONSTERFLAG_MINIBOSS; // last round spawns minibosses
116 }
117
118 void invasion_SpawnMonsters(float supermonster_count)
119 {
120         float chosen_monster = invasion_PickMonster(supermonster_count);
121
122         invasion_SpawnChosenMonster(chosen_monster);
123 }
124
125 float Invasion_CheckWinner()
126 {
127         entity head;
128         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
129         {
130                 FOR_EACH_MONSTER(head)
131                         Monster_Remove(head);
132
133                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
134                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
135                 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
136                 return 1;
137         }
138
139         float total_alive_monsters = 0, supermonster_count = 0, red_alive = 0, blue_alive = 0, yellow_alive = 0, pink_alive = 0;
140
141         FOR_EACH_MONSTER(head) if(head.health > 0)
142         {
143                 if((get_monsterinfo(head.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
144                         ++supermonster_count;
145                 ++total_alive_monsters;
146
147                 if(teamplay)
148                 switch(head.team)
149                 {
150                         case NUM_TEAM_1: ++red_alive; break;
151                         case NUM_TEAM_2: ++blue_alive; break;
152                         case NUM_TEAM_3: ++yellow_alive; break;
153                         case NUM_TEAM_4: ++pink_alive; break;
154                 }
155         }
156
157         if((total_alive_monsters + inv_numkilled) < inv_maxspawned && inv_maxcurrent < inv_maxspawned)
158         {
159                 if(time >= inv_lastcheck)
160                 {
161                         invasion_SpawnMonsters(supermonster_count);
162                         inv_lastcheck = time + autocvar_g_invasion_spawn_delay;
163                 }
164
165                 return 0;
166         }
167
168         if(inv_numspawned < 1)
169                 return 0; // nothing has spawned yet
170
171         if(teamplay)
172         {
173                 if(((red_alive > 0) + (blue_alive > 0) + (yellow_alive > 0) + (pink_alive > 0)) > 1)
174                         return 0;
175         }
176         else if(inv_numkilled < inv_maxspawned)
177                 return 0;
178
179         entity winner = world;
180         float winning_score = 0, winner_team = 0;
181
182
183         if(teamplay)
184         {
185                 if(red_alive > 0) { winner_team = NUM_TEAM_1; }
186                 if(blue_alive > 0)
187                 if(winner_team) { winner_team = 0; }
188                 else { winner_team = NUM_TEAM_2; }
189                 if(yellow_alive > 0)
190                 if(winner_team) { winner_team = 0; }
191                 else { winner_team = NUM_TEAM_3; }
192                 if(pink_alive > 0)
193                 if(winner_team) { winner_team = 0; }
194                 else { winner_team = NUM_TEAM_4; }
195         }
196         else
197         FOR_EACH_PLAYER(head)
198         {
199                 float cs = PlayerScore_Add(head, SP_KILLS, 0);
200                 if(cs > winning_score)
201                 {
202                         winning_score = cs;
203                         winner = head;
204                 }
205         }
206
207         FOR_EACH_MONSTER(head)
208                 Monster_Remove(head);
209
210         if(teamplay)
211         {
212                 if(winner_team)
213                 {
214                         Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM_4(winner_team, CENTER_ROUND_TEAM_WIN_));
215                         Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(winner_team, INFO_ROUND_TEAM_WIN_));
216                 }
217         }
218         else if(winner)
219         {
220                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname);
221                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname);
222         }
223
224         round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
225
226         return 1;
227 }
228
229 float Invasion_CheckPlayers()
230 {
231         return true;
232 }
233
234 void Invasion_RoundStart()
235 {
236         entity e;
237         float numplayers = 0;
238         FOR_EACH_PLAYER(e)
239         {
240                 e.player_blocked = 0;
241                 ++numplayers;
242         }
243
244         if(inv_roundcnt < inv_maxrounds)
245                 inv_roundcnt += 1; // a limiter to stop crazy counts
246
247         inv_monsterskill = inv_roundcnt + max(1, numplayers * 0.3);
248
249         inv_maxcurrent = 0;
250         inv_numspawned = 0;
251         inv_numkilled = 0;
252
253         inv_maxspawned = rint(max(autocvar_g_invasion_monster_count, autocvar_g_invasion_monster_count * (inv_roundcnt * 0.5)));
254
255         if(teamplay)
256         {
257                 DistributeEvenly_Init(inv_maxspawned, invasion_teams);
258                 inv_monsters_perteam[NUM_TEAM_1] = DistributeEvenly_Get(1);
259                 inv_monsters_perteam[NUM_TEAM_2] = DistributeEvenly_Get(1);
260                 if(invasion_teams >= 3) inv_monsters_perteam[NUM_TEAM_3] = DistributeEvenly_Get(1);
261                 if(invasion_teams >= 4) inv_monsters_perteam[NUM_TEAM_4] = DistributeEvenly_Get(1);
262         }
263 }
264
265 MUTATOR_HOOKFUNCTION(invasion_MonsterDies)
266 {SELFPARAM();
267         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
268         {
269                 inv_numkilled += 1;
270                 inv_maxcurrent -= 1;
271                 if(teamplay) { inv_monsters_perteam[self.team] -= 1; }
272
273                 if(IS_PLAYER(frag_attacker))
274                 if(SAME_TEAM(frag_attacker, self)) // in non-teamplay modes, same team = same player, so this works
275                         PlayerScore_Add(frag_attacker, SP_KILLS, -1);
276                 else
277                 {
278                         PlayerScore_Add(frag_attacker, SP_KILLS, +1);
279                         if(teamplay)
280                                 TeamScore_AddToTeam(frag_attacker.team, ST_INV_KILLS, +1);
281                 }
282         }
283
284         return false;
285 }
286
287 MUTATOR_HOOKFUNCTION(invasion_MonsterSpawn)
288 {SELFPARAM();
289         if(!(self.spawnflags & MONSTERFLAG_SPAWNED))
290                 return true;
291
292         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
293         {
294                 inv_numspawned += 1;
295                 inv_maxcurrent += 1;
296         }
297
298         self.monster_skill = inv_monsterskill;
299
300         if((get_monsterinfo(self.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
301                 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_INVASION_SUPERMONSTER, self.monster_name);
302
303         self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
304
305         return false;
306 }
307
308 MUTATOR_HOOKFUNCTION(invasion_OnEntityPreSpawn)
309 {SELFPARAM();
310         if(startsWith(self.classname, "monster_"))
311         if(!(self.spawnflags & MONSTERFLAG_SPAWNED))
312                 return true;
313
314         return false;
315 }
316
317 MUTATOR_HOOKFUNCTION(invasion_StartFrame)
318 {
319         monsters_total = inv_maxspawned; // TODO: make sure numspawned never exceeds maxspawned
320         monsters_killed = inv_numkilled;
321
322         return false;
323 }
324
325 MUTATOR_HOOKFUNCTION(invasion_PlayerRegen)
326 {
327         // no regeneration in invasion
328         return true;
329 }
330
331 MUTATOR_HOOKFUNCTION(invasion_PlayerSpawn)
332 {SELFPARAM();
333         self.bot_attack = false;
334         return false;
335 }
336
337 MUTATOR_HOOKFUNCTION(invasion_PlayerDamage)
338 {
339         if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker != frag_target)
340         {
341                 frag_damage = 0;
342                 frag_force = '0 0 0';
343         }
344
345         return false;
346 }
347
348 MUTATOR_HOOKFUNCTION(invasion_PlayerCommand)
349 {SELFPARAM();
350         if(MUTATOR_RETURNVALUE) // command was already handled?
351                 return false;
352
353         if(cmd_name == "debuginvasion")
354         {
355                 sprint(self, strcat("inv_maxspawned = ", ftos(inv_maxspawned), "\n"));
356                 sprint(self, strcat("inv_numspawned = ", ftos(inv_numspawned), "\n"));
357                 sprint(self, strcat("inv_numkilled = ", ftos(inv_numkilled), "\n"));
358                 sprint(self, strcat("inv_roundcnt = ", ftos(inv_roundcnt), "\n"));
359                 sprint(self, strcat("monsters_total = ", ftos(monsters_total), "\n"));
360                 sprint(self, strcat("monsters_killed = ", ftos(monsters_killed), "\n"));
361                 sprint(self, strcat("inv_monsterskill = ", ftos(inv_monsterskill), "\n"));
362
363                 return true;
364         }
365
366         return false;
367 }
368
369 MUTATOR_HOOKFUNCTION(invasion_BotShouldAttack)
370 {
371         if(!IS_MONSTER(checkentity))
372                 return true;
373
374         return false;
375 }
376
377 MUTATOR_HOOKFUNCTION(invasion_SetStartItems)
378 {
379         start_health = 200;
380         start_armorvalue = 200;
381
382         return false;
383 }
384
385 MUTATOR_HOOKFUNCTION(invasion_AccuracyTargetValid)
386 {
387         if(IS_MONSTER(frag_target))
388                 return MUT_ACCADD_INVALID;
389         return MUT_ACCADD_INDIFFERENT;
390 }
391
392 MUTATOR_HOOKFUNCTION(invasion_AllowMobSpawning)
393 {
394         // monster spawning disabled during an invasion
395         return true;
396 }
397
398 MUTATOR_HOOKFUNCTION(invasion_GetTeamCount)
399 {
400         ret_float = invasion_teams;
401         return false;
402 }
403
404 void invasion_ScoreRules(float inv_teams)
405 {
406         if(inv_teams) { CheckAllowedTeams(world); }
407         ScoreRules_basics(inv_teams, 0, 0, false);
408         if(inv_teams) ScoreInfo_SetLabel_TeamScore(ST_INV_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
409         ScoreInfo_SetLabel_PlayerScore(SP_KILLS, "frags", ((inv_teams) ? SFL_SORT_PRIO_SECONDARY : SFL_SORT_PRIO_PRIMARY));
410         ScoreRules_basics_end();
411 }
412
413 void invasion_DelayedInit() // Do this check with a delay so we can wait for teams to be set up.
414 {
415         if(autocvar_g_invasion_teams)
416                 invasion_teams = bound(2, autocvar_g_invasion_teams, 4);
417         else
418                 invasion_teams = 0;
419
420         independent_players = 1; // to disable extra useless scores
421
422         invasion_ScoreRules(invasion_teams);
423
424         independent_players = 0;
425
426         round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
427         round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
428
429         inv_roundcnt = 0;
430         inv_maxrounds = 15; // 15?
431 }
432
433 void invasion_Initialize()
434 {
435         if(autocvar_g_invasion_zombies_only) {
436                 Monster mon = MON_ZOMBIE;
437                 mon.mr_precache(mon);
438         } else
439         {
440                 float i;
441                 entity mon;
442                 for(i = MON_FIRST; i <= MON_LAST; ++i)
443                 {
444                         mon = get_monsterinfo(i);
445                         if((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM))
446                                 continue; // flying/swimming monsters not yet supported
447
448                         mon.mr_precache(mon);
449                 }
450         }
451
452         InitializeEntity(world, invasion_DelayedInit, INITPRIO_GAMETYPE);
453 }
454
455 MUTATOR_DEFINITION(gamemode_invasion)
456 {
457         MUTATOR_HOOK(MonsterDies, invasion_MonsterDies, CBC_ORDER_ANY);
458         MUTATOR_HOOK(MonsterSpawn, invasion_MonsterSpawn, CBC_ORDER_ANY);
459         MUTATOR_HOOK(OnEntityPreSpawn, invasion_OnEntityPreSpawn, CBC_ORDER_ANY);
460         MUTATOR_HOOK(SV_StartFrame, invasion_StartFrame, CBC_ORDER_ANY);
461         MUTATOR_HOOK(PlayerRegen, invasion_PlayerRegen, CBC_ORDER_ANY);
462         MUTATOR_HOOK(PlayerSpawn, invasion_PlayerSpawn, CBC_ORDER_ANY);
463         MUTATOR_HOOK(PlayerDamage_Calculate, invasion_PlayerDamage, CBC_ORDER_ANY);
464         MUTATOR_HOOK(SV_ParseClientCommand, invasion_PlayerCommand, CBC_ORDER_ANY);
465         MUTATOR_HOOK(BotShouldAttack, invasion_BotShouldAttack, CBC_ORDER_ANY);
466         MUTATOR_HOOK(SetStartItems, invasion_SetStartItems, CBC_ORDER_ANY);
467         MUTATOR_HOOK(AccuracyTargetValid, invasion_AccuracyTargetValid, CBC_ORDER_ANY);
468         MUTATOR_HOOK(AllowMobSpawning, invasion_AllowMobSpawning, CBC_ORDER_ANY);
469         MUTATOR_HOOK(GetTeamCount, invasion_GetTeamCount, CBC_ORDER_ANY);
470
471         MUTATOR_ONADD
472         {
473                 if(time > 1) // game loads at time 1
474                         error("This is a game type and it cannot be added at runtime.");
475                 invasion_Initialize();
476
477                 cvar_settemp("g_monsters", "1");
478         }
479
480         MUTATOR_ONROLLBACK_OR_REMOVE
481         {
482                 // we actually cannot roll back invasion_Initialize here
483                 // BUT: we don't need to! If this gets called, adding always
484                 // succeeds.
485         }
486
487         MUTATOR_ONREMOVE
488         {
489                 LOG_INFO("This is a game type and it cannot be removed at runtime.");
490                 return -1;
491         }
492
493         return 0;
494 }