1 #ifndef GAMEMODE_ASSAULT_H
2 #define GAMEMODE_ASSAULT_H
4 void assault_ScoreRules();
6 REGISTER_MUTATOR(as, false)
9 have_team_spawns = -1; // request team spawns
13 if (time > 1) // game loads at time 1
14 error("This is a game type and it cannot be added at runtime.");
18 MUTATOR_ONROLLBACK_OR_REMOVE
20 // we actually cannot roll back assault_Initialize here
21 // BUT: we don't need to! If this gets called, adding always
27 LOG_INFO("This is a game type and it cannot be removed at runtime.");
35 .entity assault_decreaser;
36 .entity assault_sprite;
39 const int HAVOCBOT_AST_ROLE_NONE = 0;
40 const int HAVOCBOT_AST_ROLE_DEFENSE = 2;
41 const int HAVOCBOT_AST_ROLE_OFFENSE = 4;
43 .int havocbot_role_flags;
44 .float havocbot_attack_time;
46 .void() havocbot_role;
47 .void() havocbot_previous_role;
49 void() havocbot_role_ast_defense;
50 void() havocbot_role_ast_offense;
51 .entity havocbot_ast_target;
53 void(entity bot) havocbot_ast_reset_role;
55 void(float ratingscale, vector org, float sradius) havocbot_goalrating_items;
56 void(float ratingscale, vector org, float sradius) havocbot_goalrating_enemyplayers;
59 const float ST_ASSAULT_OBJECTIVES = 1;
60 const float SP_ASSAULT_OBJECTIVES = 4;
62 // predefined spawnfuncs
63 void target_objective_decrease_activate();
70 void assault_objective_use()
74 //print("^2Activated objective ", self.targetname, "=", etos(self), "\n");
75 //print("Activator is ", activator.classname, "\n");
77 for (entity e = world; (e = find(e, target, this.targetname)); )
79 if (e.classname == "target_objective_decrease")
81 WITH(entity, self, e, target_objective_decrease_activate());
88 vector target_objective_spawn_evalfunc(entity player, entity spot, vector current)
90 if(self.health < 0 || self.health >= ASSAULT_VALUE_INACTIVE)
95 // reset this objective. Used when spawning an objective
96 // and when a new round starts
97 void assault_objective_reset(entity this)
99 this.health = ASSAULT_VALUE_INACTIVE;
102 // decrease the health of targeted objectives
103 void assault_objective_decrease_use()
105 if(activator.team != assault_attacker_team)
107 // wrong team triggered decrease
111 if(other.assault_sprite)
113 WaypointSprite_Disown(other.assault_sprite, waypointsprite_deadlifetime);
114 if(other.classname == "func_assault_destructible")
115 other.sprite = world;
118 return; // already activated! cannot activate again!
120 if(self.enemy.health < ASSAULT_VALUE_INACTIVE)
122 if(self.enemy.health - self.dmg > 0.5)
124 PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.dmg);
125 self.enemy.health = self.enemy.health - self.dmg;
129 PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.enemy.health);
130 PlayerTeamScore_Add(activator, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
131 self.enemy.health = -1;
137 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, self.message)));
139 oldactivator = activator;
142 activator = oldactivator;
148 void assault_setenemytoobjective()
151 for(objective = world; (objective = find(objective, targetname, self.target)); )
153 if(objective.classname == "target_objective")
155 if(self.enemy == world)
156 self.enemy = objective;
158 objerror("more than one objective as target - fix the map!");
163 if(self.enemy == world)
164 objerror("no objective as target - fix the map!");
167 float assault_decreaser_sprite_visible(entity e)
171 decreaser = self.assault_decreaser;
173 if(decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE)
179 void target_objective_decrease_activate()
183 for(ent = world; (ent = find(ent, target, self.targetname)); )
185 if(ent.assault_sprite != world)
187 WaypointSprite_Disown(ent.assault_sprite, waypointsprite_deadlifetime);
188 if(ent.classname == "func_assault_destructible")
192 spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite, RADARICON_OBJECTIVE);
193 spr.assault_decreaser = self;
194 spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
195 spr.classname = "sprite_waypoint";
196 WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
197 if(ent.classname == "func_assault_destructible")
199 WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy);
200 WaypointSprite_UpdateMaxHealth(spr, ent.max_health);
201 WaypointSprite_UpdateHealth(spr, ent.health);
205 WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush);
209 void target_objective_decrease_findtarget()
211 assault_setenemytoobjective();
214 void target_assault_roundend_reset(entity this)
216 //print("round end reset\n");
217 ++this.cnt; // up round counter
218 this.winning = false; // up round
221 void target_assault_roundend_use()
223 self.winning = 1; // round has been won by attackers
226 void assault_roundstart_use()
231 //(Re)spawn all turrets
232 FOREACH_ENTITY_CLASS("turret_main", true, LAMBDA(
234 if(it.team == NUM_TEAM_1)
235 it.team = NUM_TEAM_2;
237 it.team = NUM_TEAM_1;
239 // Dubbles as teamchange
240 WITH(entity, self, it, turret_respawn());
244 void assault_wall_think()
246 if(self.enemy.health < 0)
249 self.solid = SOLID_NOT;
253 self.model = self.mdl;
254 self.solid = SOLID_BSP;
257 self.nextthink = time + 0.2;
261 // reset objectives, toggle spawnpoints, reset triggers, ...
262 void vehicles_clearreturn(entity veh);
263 void vehicles_spawn();
264 void assault_new_round()
266 //bprint("ASSAULT: new round\n");
268 // Eject players from vehicles
269 FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, LAMBDA(WITH(entity, self, it, vehicles_exit(VHEF_RELEASE))));
271 FOREACH_ENTITY_FLAGS(vehicle_flags, VHF_ISVEHICLE, LAMBDA(
273 vehicles_clearreturn(self);
280 self.winning = self.winning + 1;
282 // swap attacker/defender roles
283 if(assault_attacker_team == NUM_TEAM_1)
284 assault_attacker_team = NUM_TEAM_2;
286 assault_attacker_team = NUM_TEAM_1;
288 FOREACH_ENTITY(IS_NOT_A_CLIENT(it), LAMBDA(
289 if (it.team_saved == NUM_TEAM_1) it.team_saved = NUM_TEAM_2;
290 else if (it.team_saved == NUM_TEAM_2) it.team_saved = NUM_TEAM_1;
293 // reset the level with a countdown
294 cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
295 ReadyRestart_force(); // sets game_starttime
298 // Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
299 // they win. Otherwise the defending team wins once the timelimit passes.
300 int WinningCondition_Assault()
302 WinningConditionHelper(); // set worldstatus
304 int status = WINNING_NO;
305 // as the timelimit has not yet passed just assume the defending team will win
306 if(assault_attacker_team == NUM_TEAM_1)
308 SetWinners(team, NUM_TEAM_2);
312 SetWinners(team, NUM_TEAM_1);
316 ent = find(world, classname, "target_assault_roundend");
319 if(ent.winning) // round end has been triggered by attacking team
321 bprint("ASSAULT: round completed...\n");
322 SetWinners(team, assault_attacker_team);
324 TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
326 if(ent.cnt == 1 || autocvar_g_campaign) // this was the second round
328 status = WINNING_YES;
332 WITH(entity, self, ent, assault_new_round());
341 spawnfunc(info_player_attacker)
343 if (!g_assault) { remove(self); return; }
345 self.team = NUM_TEAM_1; // red, gets swapped every round
346 spawnfunc_info_player_deathmatch(this);
349 spawnfunc(info_player_defender)
351 if (!g_assault) { remove(self); return; }
353 self.team = NUM_TEAM_2; // blue, gets swapped every round
354 spawnfunc_info_player_deathmatch(this);
357 spawnfunc(target_objective)
359 if (!g_assault) { remove(this); return; }
361 this.classname = "target_objective";
362 this.use = assault_objective_use;
363 this.reset = assault_objective_reset;
365 this.spawn_evalfunc = target_objective_spawn_evalfunc;
368 spawnfunc(target_objective_decrease)
370 if (!g_assault) { remove(self); return; }
372 self.classname = "target_objective_decrease";
377 self.use = assault_objective_decrease_use;
378 self.health = ASSAULT_VALUE_INACTIVE;
379 self.max_health = ASSAULT_VALUE_INACTIVE;
382 InitializeEntity(self, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
385 // destructible walls that can be used to trigger target_objective_decrease
386 spawnfunc(func_breakable);
387 spawnfunc(func_assault_destructible)
389 if (!g_assault) { remove(self); return; }
392 self.classname = "func_assault_destructible";
394 if(assault_attacker_team == NUM_TEAM_1)
395 self.team = NUM_TEAM_2;
397 self.team = NUM_TEAM_1;
399 spawnfunc_func_breakable(this);
402 spawnfunc(func_assault_wall)
404 if (!g_assault) { remove(self); return; }
406 self.classname = "func_assault_wall";
407 self.mdl = self.model;
408 _setmodel(self, self.mdl);
409 self.solid = SOLID_BSP;
410 self.think = assault_wall_think;
411 self.nextthink = time;
412 InitializeEntity(self, assault_setenemytoobjective, INITPRIO_FINDTARGET);
415 spawnfunc(target_assault_roundend)
417 if (!g_assault) { remove(self); return; }
419 self.winning = 0; // round not yet won by attackers
420 self.classname = "target_assault_roundend";
421 self.use = target_assault_roundend_use;
422 self.cnt = 0; // first round
423 self.reset = target_assault_roundend_reset;
426 spawnfunc(target_assault_roundstart)
428 if (!g_assault) { remove(self); return; }
430 assault_attacker_team = NUM_TEAM_1;
431 self.classname = "target_assault_roundstart";
432 self.use = assault_roundstart_use;
433 self.reset2 = assault_roundstart_use;
434 InitializeEntity(self, assault_roundstart_use, INITPRIO_FINDTARGET);
438 void havocbot_goalrating_ast_targets(float ratingscale)
440 entity ad, best, wp, tod;
441 float radius, found, bestvalue;
444 ad = findchain(classname, "func_assault_destructible");
446 for (; ad; ad = ad.chain)
455 for(tod = world; (tod = find(tod, targetname, ad.target)); )
457 if(tod.classname == "target_objective_decrease")
459 if(tod.enemy.health > 0 && tod.enemy.health < ASSAULT_VALUE_INACTIVE)
461 // dprint(etos(ad),"\n");
470 /// dprint("target not found\n");
473 /// dprint("target #", etos(ad), " found\n");
476 p = 0.5 * (ad.absmin + ad.absmax);
477 // dprint(vtos(ad.origin), " ", vtos(ad.absmin), " ", vtos(ad.absmax),"\n");
478 // te_knightspike(p);
479 // te_lightning2(world, '0 0 0', p);
481 // Find and rate waypoints around it
484 bestvalue = 99999999999;
485 for(radius=0; radius<1500 && !found; radius+=500)
487 for(wp=findradius(p, radius); wp; wp=wp.chain)
489 if(!(wp.wpflags & WAYPOINTFLAG_GENERATED))
490 if(wp.classname=="waypoint")
491 if(checkpvs(wp.origin, ad))
505 /// dprint("waypoints around target were found\n");
506 // te_lightning2(world, '0 0 0', best.origin);
507 // te_knightspike(best.origin);
509 navigation_routerating(best, ratingscale, 4000);
512 self.havocbot_attack_time = 0;
514 if(checkpvs(self.view_ofs,ad))
515 if(checkpvs(self.view_ofs,best))
517 // dprint("increasing attack time for this target\n");
518 self.havocbot_attack_time = time + 2;
524 void havocbot_role_ast_offense()
528 self.havocbot_attack_time = 0;
529 havocbot_ast_reset_role(self);
533 // Set the role timeout if necessary
534 if (!self.havocbot_role_timeout)
535 self.havocbot_role_timeout = time + 120;
537 if (time > self.havocbot_role_timeout)
539 havocbot_ast_reset_role(self);
543 if(self.havocbot_attack_time>time)
546 if (self.bot_strategytime < time)
548 navigation_goalrating_start();
549 havocbot_goalrating_enemyplayers(20000, self.origin, 650);
550 havocbot_goalrating_ast_targets(20000);
551 havocbot_goalrating_items(15000, self.origin, 10000);
552 navigation_goalrating_end();
554 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
558 void havocbot_role_ast_defense()
562 self.havocbot_attack_time = 0;
563 havocbot_ast_reset_role(self);
567 // Set the role timeout if necessary
568 if (!self.havocbot_role_timeout)
569 self.havocbot_role_timeout = time + 120;
571 if (time > self.havocbot_role_timeout)
573 havocbot_ast_reset_role(self);
577 if(self.havocbot_attack_time>time)
580 if (self.bot_strategytime < time)
582 navigation_goalrating_start();
583 havocbot_goalrating_enemyplayers(20000, self.origin, 3000);
584 havocbot_goalrating_ast_targets(20000);
585 havocbot_goalrating_items(15000, self.origin, 10000);
586 navigation_goalrating_end();
588 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
592 void havocbot_role_ast_setrole(entity bot, float role)
596 case HAVOCBOT_AST_ROLE_DEFENSE:
597 bot.havocbot_role = havocbot_role_ast_defense;
598 bot.havocbot_role_flags = HAVOCBOT_AST_ROLE_DEFENSE;
599 bot.havocbot_role_timeout = 0;
601 case HAVOCBOT_AST_ROLE_OFFENSE:
602 bot.havocbot_role = havocbot_role_ast_offense;
603 bot.havocbot_role_flags = HAVOCBOT_AST_ROLE_OFFENSE;
604 bot.havocbot_role_timeout = 0;
609 void havocbot_ast_reset_role(entity bot)
614 if(bot.team == assault_attacker_team)
615 havocbot_role_ast_setrole(bot, HAVOCBOT_AST_ROLE_OFFENSE);
617 havocbot_role_ast_setrole(bot, HAVOCBOT_AST_ROLE_DEFENSE);
621 MUTATOR_HOOKFUNCTION(as, PlayerSpawn)
623 if(self.team == assault_attacker_team)
624 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
626 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
631 MUTATOR_HOOKFUNCTION(as, TurretSpawn)
633 if(!self.team || self.team == MAX_SHOT_DISTANCE)
634 self.team = 5; // this gets reversed when match starts?
639 MUTATOR_HOOKFUNCTION(as, VehicleSpawn)
641 self.nextthink = time + 0.5;
646 MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole)
648 havocbot_ast_reset_role(self);
652 MUTATOR_HOOKFUNCTION(as, PlayHitsound)
654 return (frag_victim.classname == "func_assault_destructible");
657 MUTATOR_HOOKFUNCTION(as, GetTeamCount)
659 // assault always has 2 teams
664 MUTATOR_HOOKFUNCTION(as, CheckRules_World)
666 ret_float = WinningCondition_Assault();
670 MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
672 // no assault warmups
677 MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
679 switch(self.classname)
681 case "info_player_team1":
682 case "info_player_team2":
683 case "info_player_team3":
684 case "info_player_team4":
692 void assault_ScoreRules()
694 ScoreRules_basics(2, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, true);
695 ScoreInfo_SetLabel_TeamScore( ST_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
696 ScoreInfo_SetLabel_PlayerScore(SP_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
697 ScoreRules_basics_end();