]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/mutators/gamemode_keepaway.qc
Merge branch 'master' into Mario/buffs
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_keepaway.qc
1 // ===========================================================
2 //  Keepaway game mode coding, written by Samual and Diabolik
3 //  Last updated: September, 2012
4 // ===========================================================
5
6 float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame
7 {
8         if(e.ballcarried)
9                 if(IS_SPEC(other))
10                         return FALSE; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
11
12         // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
13
14         return TRUE;
15 }
16
17 void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
18 {
19         if(autocvar_sv_eventlog)
20                 GameLogEcho(strcat(":ka:", mode, ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
21 }
22
23 void ka_RespawnBall() // runs whenever the ball needs to be relocated
24 {
25         if(gameover) { return; }
26         vector oldballorigin = self.origin;
27
28         if(!MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
29         {
30                 entity spot = SelectSpawnPoint(TRUE);
31                 setorigin(self, spot.origin);
32                 self.angles = spot.angles;
33         }
34
35         makevectors(self.angles);
36         self.movetype = MOVETYPE_BOUNCE;
37         self.velocity = '0 0 200';
38         self.angles = '0 0 0';
39         self.effects = autocvar_g_keepawayball_effects;
40         self.think = ka_RespawnBall;
41         self.nextthink = time + autocvar_g_keepawayball_respawntime;
42
43         pointparticles(particleeffectnum("electro_combo"), oldballorigin, '0 0 0', 1);
44         pointparticles(particleeffectnum("electro_combo"), self.origin, '0 0 0', 1);
45
46         WaypointSprite_Spawn("ka-ball", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1');
47         WaypointSprite_Ping(self.waypointsprite_attachedforcarrier);
48
49         sound(self, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
50 }
51
52 void ka_TimeScoring()
53 {
54         if(self.owner.ballcarried)
55         { // add points for holding the ball after a certain amount of time
56                 if(autocvar_g_keepaway_score_timepoints)
57                         PlayerScore_Add(self.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
58
59                 PlayerScore_Add(self.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
60                 self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
61         }
62 }
63
64 void ka_TouchEvent() // runs any time that the ball comes in contact with something
65 {
66         if(gameover) { return; }
67         if(!self) { return; }
68         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
69         { // The ball fell off the map, respawn it since players can't get to it
70                 ka_RespawnBall();
71                 return;
72         }
73         if(other.deadflag != DEAD_NO) { return; }
74         if (!IS_PLAYER(other))
75         {  // The ball just touched an object, most likely the world
76                 pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1);
77                 sound(self, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTEN_NORM);
78                 return;
79         }
80         else if(self.wait > time) { return; }
81
82         // attach the ball to the player
83         self.owner = other;
84         other.ballcarried = self;
85         setattachment(self, other, "");
86         setorigin(self, '0 0 0');
87
88         // make the ball invisible/unable to do anything/set up time scoring
89         self.velocity = '0 0 0';
90         self.movetype = MOVETYPE_NONE;
91         self.effects |= EF_NODRAW;
92         self.touch = func_null;
93         self.think = ka_TimeScoring;
94         self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
95         self.takedamage = DAMAGE_NO;
96
97         // apply effects to player
98         other.glow_color = autocvar_g_keepawayball_trail_color;
99         other.glow_trail = TRUE;
100         other.effects |= autocvar_g_keepaway_ballcarrier_effects;
101
102         // messages and sounds
103         ka_EventLog("pickup", other);
104         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_PICKUP, other.netname);
105         Send_Notification(NOTIF_ALL_EXCEPT, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, other.netname);
106         Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
107         sound(self.owner, CH_TRIGGER, "keepaway/pickedup.wav", VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
108
109         // scoring
110         PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
111
112         // waypoints
113         WaypointSprite_AttachCarrier("ka-ballcarrier", other, RADARICON_FLAGCARRIER, '1 0 0');
114         other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
115         WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
116         WaypointSprite_Ping(other.waypointsprite_attachedforcarrier);
117         WaypointSprite_Kill(self.waypointsprite_attachedforcarrier);
118 }
119
120 void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball
121 {
122         entity ball;
123         ball = plyr.ballcarried;
124
125         if(!ball) { return; }
126
127         // reset the ball
128         setattachment(ball, world, "");
129         ball.movetype = MOVETYPE_BOUNCE;
130         ball.wait = time + 1;
131         ball.touch = ka_TouchEvent;
132         ball.think = ka_RespawnBall;
133         ball.nextthink = time + autocvar_g_keepawayball_respawntime;
134         ball.takedamage = DAMAGE_YES;
135         ball.effects &= ~EF_NODRAW;
136         setorigin(ball, plyr.origin + '0 0 10');
137         ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
138         ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P
139         ball.owner = world;
140
141         // reset the player effects
142         plyr.glow_trail = FALSE;
143         plyr.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
144
145         // messages and sounds
146         ka_EventLog("dropped", plyr);
147         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
148         Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
149         sound(other, CH_TRIGGER, "keepaway/dropped.wav", VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
150
151         // scoring
152         // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
153
154         // waypoints
155         WaypointSprite_Spawn("ka-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1');
156         WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
157         WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
158         WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
159 }
160
161 void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal
162 {
163         if((self.owner) && (IS_PLAYER(self.owner)))
164                 ka_DropEvent(self.owner);
165
166         ka_RespawnBall();
167 }
168
169
170 // ================
171 // Bot player logic
172 // ================
173
174 void havocbot_goalrating_ball(float ratingscale, vector org)
175 {
176         float t;
177         entity ball_owner;
178         ball_owner = ka_ball.owner;
179
180         if (ball_owner == self)
181                 return;
182
183         // If ball is carried by player then hunt them down.
184         if (ball_owner)
185         {
186                 t = (self.health + self.armorvalue) / (ball_owner.health + ball_owner.armorvalue);
187                 navigation_routerating(ball_owner, t * ratingscale, 2000);
188         }
189
190         // Ball has been dropped so collect.
191         navigation_routerating(ka_ball, ratingscale, 2000);
192 }
193
194 void havocbot_role_ka_carrier()
195 {
196         if (self.deadflag != DEAD_NO)
197                 return;
198
199         if (time > self.bot_strategytime)
200         {
201                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
202
203                 navigation_goalrating_start();
204                 havocbot_goalrating_items(10000, self.origin, 10000);
205                 havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
206                 //havocbot_goalrating_waypoints(1, self.origin, 1000);
207                 navigation_goalrating_end();
208         }
209
210         if (!self.ballcarried)
211         {
212                 self.havocbot_role = havocbot_role_ka_collector;
213                 self.bot_strategytime = 0;
214         }
215 }
216
217 void havocbot_role_ka_collector()
218 {
219         if (self.deadflag != DEAD_NO)
220                 return;
221
222         if (time > self.bot_strategytime)
223         {
224                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
225
226                 navigation_goalrating_start();
227                 havocbot_goalrating_items(10000, self.origin, 10000);
228                 havocbot_goalrating_enemyplayers(1000, self.origin, 10000);
229                 havocbot_goalrating_ball(20000, self.origin);
230                 navigation_goalrating_end();
231         }
232
233         if (self.ballcarried)
234         {
235                 self.havocbot_role = havocbot_role_ka_carrier;
236                 self.bot_strategytime = 0;
237         }
238 }
239
240
241 // ==============
242 // Hook Functions
243 // ==============
244
245 MUTATOR_HOOKFUNCTION(ka_Scoring)
246 {
247         if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
248         {
249                 if(frag_target.ballcarried) { // add to amount of times killing carrier
250                         PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
251                         if(autocvar_g_keepaway_score_bckill) // add bckills to the score
252                                 PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill);
253                 }
254                 else if(!frag_attacker.ballcarried)
255                         if(autocvar_g_keepaway_noncarrier_warn)
256                                 Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
257
258                 if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
259                         PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
260         }
261
262         if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has died, drop it
263         return 0;
264 }
265
266 MUTATOR_HOOKFUNCTION(ka_GiveFragsForKill)
267 {
268         frag_score = 0; // no frags counted in keepaway
269         return 1; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
270 }
271
272 MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
273 {
274         // clear the item used for the ball in keepaway
275         self.items &= ~IT_KEY1;
276
277         // if the player has the ball, make sure they have the item for it (Used for HUD primarily)
278         if(self.ballcarried)
279                 self.items |= IT_KEY1;
280
281         return 0;
282 }
283
284 MUTATOR_HOOKFUNCTION(ka_PlayerUseKey)
285 {
286         if(MUTATOR_RETURNVALUE == 0)
287         if(self.ballcarried)
288         {
289                 ka_DropEvent(self);
290                 return 1;
291         }
292         return 0;
293 }
294
295 MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc
296 {
297         if(frag_attacker.ballcarried) // if the attacker is a ballcarrier
298         {
299                 if(frag_target == frag_attacker) // damage done to yourself
300                 {
301                         frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage;
302                         frag_force *= autocvar_g_keepaway_ballcarrier_selfforce;
303                 }
304                 else // damage done to noncarriers
305                 {
306                         frag_damage *= autocvar_g_keepaway_ballcarrier_damage;
307                         frag_force *= autocvar_g_keepaway_ballcarrier_force;
308                 }
309         }
310         else if (!frag_target.ballcarried) // if the target is a noncarrier
311         {
312                 if(frag_target == frag_attacker) // damage done to yourself
313                 {
314                         frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage;
315                         frag_force *= autocvar_g_keepaway_noncarrier_selfforce;
316                 }
317                 else // damage done to other noncarriers
318                 {
319                         frag_damage *= autocvar_g_keepaway_noncarrier_damage;
320                         frag_force *= autocvar_g_keepaway_noncarrier_force;
321                 }
322         }
323         return 0;
324 }
325
326 MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
327 {
328         if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
329         return 0;
330 }
331
332 MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
333 {
334         // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
335         // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
336
337         self.effects &= ~autocvar_g_keepaway_ballcarrier_effects;
338
339         if(self.ballcarried)
340                 self.effects |= autocvar_g_keepaway_ballcarrier_effects;
341
342         return 0;
343 }
344
345 MUTATOR_HOOKFUNCTION(ka_BotRoles)
346 {
347         if (self.ballcarried)
348                 self.havocbot_role = havocbot_role_ka_carrier;
349         else
350                 self.havocbot_role = havocbot_role_ka_collector;
351         return TRUE;
352 }
353
354
355 // ==============
356 // Initialization
357 // ==============
358
359 void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
360 {
361         if(!g_keepaway) { return; }
362
363         entity e;
364         e = spawn();
365         e.model = "models/orbs/orbblue.md3";
366         precache_model(e.model);
367         setmodel(e, e.model);
368         setsize(e, '-16 -16 -20', '16 16 20'); // 20 20 20 was too big, player is only 16 16 24... gotta cheat with the Z (20) axis so that the particle isn't cut off
369         e.classname = "keepawayball";
370         e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
371         e.takedamage = DAMAGE_YES;
372         e.solid = SOLID_TRIGGER;
373         e.movetype = MOVETYPE_BOUNCE;
374         e.glow_color = autocvar_g_keepawayball_trail_color;
375         e.glow_trail = TRUE;
376         e.flags = FL_ITEM;
377         e.reset = ka_Reset;
378         e.touch = ka_TouchEvent;
379         e.owner = world;
380         ka_ball = e;
381
382         InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
383 }
384
385 void ka_ScoreRules()
386 {
387         ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, TRUE); // SFL_SORT_PRIO_PRIMARY
388         ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS,                     "pickups",              0);
389         ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS,        "bckills",              0);
390         ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_BCTIME,                      "bctime",               SFL_SORT_PRIO_SECONDARY);
391         ScoreRules_basics_end();
392 }
393
394 void ka_Initialize() // run at the start of a match, initiates game mode
395 {
396         if(!g_keepaway)
397                 return;
398
399         precache_sound("keepaway/pickedup.wav");
400         precache_sound("keepaway/dropped.wav");
401         precache_sound("keepaway/respawn.wav");
402         precache_sound("keepaway/touch.wav");
403
404         ka_ScoreRules();
405         ka_SpawnBall();
406 }
407
408
409 MUTATOR_DEFINITION(gamemode_keepaway)
410 {
411         MUTATOR_HOOK(MakePlayerObserver, ka_RemovePlayer, CBC_ORDER_ANY);
412         MUTATOR_HOOK(ClientDisconnect, ka_RemovePlayer, CBC_ORDER_ANY);
413         MUTATOR_HOOK(PlayerDies, ka_Scoring, CBC_ORDER_ANY);
414         MUTATOR_HOOK(GiveFragsForKill, ka_GiveFragsForKill, CBC_ORDER_ANY);
415         MUTATOR_HOOK(PlayerPreThink, ka_PlayerPreThink, CBC_ORDER_ANY);
416         MUTATOR_HOOK(PlayerDamage_Calculate, ka_PlayerDamage, CBC_ORDER_ANY);
417         MUTATOR_HOOK(PlayerPowerups, ka_PlayerPowerups, CBC_ORDER_ANY);
418         MUTATOR_HOOK(PlayerUseKey, ka_PlayerUseKey, CBC_ORDER_ANY);
419         MUTATOR_HOOK(HavocBot_ChooseRole, ka_BotRoles, CBC_ORDER_ANY);
420
421         MUTATOR_ONADD
422         {
423                 if(time > 1) // game loads at time 1
424                         error("This is a game type and it cannot be added at runtime.");
425                 ka_Initialize();
426         }
427
428         MUTATOR_ONROLLBACK_OR_REMOVE
429         {
430                 // we actually cannot roll back ka_Initialize here
431                 // BUT: we don't need to! If this gets called, adding always
432                 // succeeds.
433         }
434
435         MUTATOR_ONREMOVE
436         {
437                 print("This is a game type and it cannot be removed at runtime.");
438                 return -1;
439         }
440
441         return 0;
442 }