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1 #ifndef GAMEMODE_ASSAULT_H
2 #define GAMEMODE_ASSAULT_H
3
4 void assault_ScoreRules();
5
6 REGISTER_MUTATOR(as, false)
7 {
8         ActivateTeamplay();
9         have_team_spawns = -1; // request team spawns
10
11         MUTATOR_ONADD
12         {
13                 if (time > 1) // game loads at time 1
14                         error("This is a game type and it cannot be added at runtime.");
15                 assault_ScoreRules();
16         }
17
18         MUTATOR_ONROLLBACK_OR_REMOVE
19         {
20                 // we actually cannot roll back assault_Initialize here
21                 // BUT: we don't need to! If this gets called, adding always
22                 // succeeds.
23         }
24
25         MUTATOR_ONREMOVE
26         {
27                 LOG_INFO("This is a game type and it cannot be removed at runtime.");
28                 return -1;
29         }
30
31         return 0;
32 }
33
34 // sprites
35 .entity assault_decreaser;
36 .entity assault_sprite;
37
38 // legacy bot defs
39 const int HAVOCBOT_AST_ROLE_NONE = 0;
40 const int HAVOCBOT_AST_ROLE_DEFENSE = 2;
41 const int HAVOCBOT_AST_ROLE_OFFENSE = 4;
42
43 .int havocbot_role_flags;
44 .float havocbot_attack_time;
45
46 .void() havocbot_role;
47 .void() havocbot_previous_role;
48
49 void() havocbot_role_ast_defense;
50 void() havocbot_role_ast_offense;
51 .entity havocbot_ast_target;
52
53 void(entity bot) havocbot_ast_reset_role;
54
55 void(float ratingscale, vector org, float sradius) havocbot_goalrating_items;
56 void(float ratingscale, vector org, float sradius) havocbot_goalrating_enemyplayers;
57
58 // scoreboard stuff
59 const float ST_ASSAULT_OBJECTIVES = 1;
60 const float SP_ASSAULT_OBJECTIVES = 4;
61
62 // predefined spawnfuncs
63 void target_objective_decrease_activate();
64 #endif
65
66 #ifdef IMPLEMENTATION
67 .entity sprite;
68
69 // random functions
70 void assault_objective_use()
71 {SELFPARAM();
72         // activate objective
73         self.health = 100;
74         //print("^2Activated objective ", self.targetname, "=", etos(self), "\n");
75         //print("Activator is ", activator.classname, "\n");
76
77         for (entity e = world; (e = find(e, target, this.targetname)); )
78         {
79                 if (e.classname == "target_objective_decrease")
80                 {
81                         WITH(entity, self, e, target_objective_decrease_activate());
82                 }
83         }
84
85         setself(this);
86 }
87
88 vector target_objective_spawn_evalfunc(entity player, entity spot, vector current)
89 {SELFPARAM();
90         if(self.health < 0 || self.health >= ASSAULT_VALUE_INACTIVE)
91                 return '-1 0 0';
92         return current;
93 }
94
95 // reset this objective. Used when spawning an objective
96 // and when a new round starts
97 void assault_objective_reset(entity this)
98 {
99         this.health = ASSAULT_VALUE_INACTIVE;
100 }
101
102 // decrease the health of targeted objectives
103 void assault_objective_decrease_use()
104 {SELFPARAM();
105         if(activator.team != assault_attacker_team)
106         {
107                 // wrong team triggered decrease
108                 return;
109         }
110
111         if(other.assault_sprite)
112         {
113                 WaypointSprite_Disown(other.assault_sprite, waypointsprite_deadlifetime);
114                 if(other.classname == "func_assault_destructible")
115                         other.sprite = world;
116         }
117         else
118                 return; // already activated! cannot activate again!
119
120         if(self.enemy.health < ASSAULT_VALUE_INACTIVE)
121         {
122                 if(self.enemy.health - self.dmg > 0.5)
123                 {
124                         PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.dmg);
125                         self.enemy.health = self.enemy.health - self.dmg;
126                 }
127                 else
128                 {
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;
132
133                         entity oldactivator;
134
135                         setself(this.enemy);
136                         if(self.message)
137                                 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, self.message)));
138
139                         oldactivator = activator;
140                         activator = this;
141                         SUB_UseTargets();
142                         activator = oldactivator;
143                         setself(this);
144                 }
145         }
146 }
147
148 void assault_setenemytoobjective()
149 {SELFPARAM();
150         entity objective;
151         for(objective = world; (objective = find(objective, targetname, self.target)); )
152         {
153                 if(objective.classname == "target_objective")
154                 {
155                         if(self.enemy == world)
156                                 self.enemy = objective;
157                         else
158                                 objerror("more than one objective as target - fix the map!");
159                         break;
160                 }
161         }
162
163         if(self.enemy == world)
164                 objerror("no objective as target - fix the map!");
165 }
166
167 float assault_decreaser_sprite_visible(entity e)
168 {SELFPARAM();
169         entity decreaser;
170
171         decreaser = self.assault_decreaser;
172
173         if(decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE)
174                 return false;
175
176         return true;
177 }
178
179 void target_objective_decrease_activate()
180 {SELFPARAM();
181         entity ent, spr;
182         self.owner = world;
183         for(ent = world; (ent = find(ent, target, self.targetname)); )
184         {
185                 if(ent.assault_sprite != world)
186                 {
187                         WaypointSprite_Disown(ent.assault_sprite, waypointsprite_deadlifetime);
188                         if(ent.classname == "func_assault_destructible")
189                                 ent.sprite = world;
190                 }
191
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")
198                 {
199                         WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy);
200                         WaypointSprite_UpdateMaxHealth(spr, ent.max_health);
201                         WaypointSprite_UpdateHealth(spr, ent.health);
202                         ent.sprite = spr;
203                 }
204                 else
205                         WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush);
206         }
207 }
208
209 void target_objective_decrease_findtarget()
210 {
211         assault_setenemytoobjective();
212 }
213
214 void target_assault_roundend_reset(entity this)
215 {
216         //print("round end reset\n");
217         ++this.cnt; // up round counter
218         this.winning = false; // up round
219 }
220
221 void target_assault_roundend_use()
222 {SELFPARAM();
223         self.winning = 1; // round has been won by attackers
224 }
225
226 void assault_roundstart_use()
227 {SELFPARAM();
228         activator = self;
229         SUB_UseTargets();
230
231         //(Re)spawn all turrets
232         for(entity ent = NULL; (ent = find(ent, classname, "turret_main")); ) {
233                 // Swap turret teams
234                 if(ent.team == NUM_TEAM_1)
235                         ent.team = NUM_TEAM_2;
236                 else
237                         ent.team = NUM_TEAM_1;
238
239                 // Dubbles as teamchange
240                 WITH(entity, self, ent, turret_respawn());
241         }
242 }
243
244 void assault_wall_think()
245 {SELFPARAM();
246         if(self.enemy.health < 0)
247         {
248                 self.model = "";
249                 self.solid = SOLID_NOT;
250         }
251         else
252         {
253                 self.model = self.mdl;
254                 self.solid = SOLID_BSP;
255         }
256
257         self.nextthink = time + 0.2;
258 }
259
260 // trigger new round
261 // reset objectives, toggle spawnpoints, reset triggers, ...
262 void vehicles_clearreturn(entity veh);
263 void vehicles_spawn();
264 void assault_new_round()
265 {SELFPARAM();
266         //bprint("ASSAULT: new round\n");
267
268         // Eject players from vehicles
269     FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, LAMBDA(WITH(entity, self, it, vehicles_exit(VHEF_RELEASE))));
270
271     FOREACH_ENTITY_FLAGS(vehicle_flags, VHF_ISVEHICLE, LAMBDA(
272         setself(it);
273         vehicles_clearreturn(self);
274         vehicles_spawn();
275     ));
276
277     setself(this);
278
279         // up round counter
280         self.winning = self.winning + 1;
281
282         // swap attacker/defender roles
283         if(assault_attacker_team == NUM_TEAM_1)
284                 assault_attacker_team = NUM_TEAM_2;
285         else
286                 assault_attacker_team = NUM_TEAM_1;
287
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;
291         ));
292
293         // reset the level with a countdown
294         cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
295         ReadyRestart_force(); // sets game_starttime
296 }
297
298 // spawnfuncs
299 spawnfunc(info_player_attacker)
300 {
301         if (!g_assault) { remove(self); return; }
302
303         self.team = NUM_TEAM_1; // red, gets swapped every round
304         spawnfunc_info_player_deathmatch(this);
305 }
306
307 spawnfunc(info_player_defender)
308 {
309         if (!g_assault) { remove(self); return; }
310
311         self.team = NUM_TEAM_2; // blue, gets swapped every round
312         spawnfunc_info_player_deathmatch(this);
313 }
314
315 spawnfunc(target_objective)
316 {
317         if (!g_assault) { remove(this); return; }
318
319         this.classname = "target_objective";
320         this.use = assault_objective_use;
321         this.reset = assault_objective_reset;
322         this.reset(this);
323         this.spawn_evalfunc = target_objective_spawn_evalfunc;
324 }
325
326 spawnfunc(target_objective_decrease)
327 {
328         if (!g_assault) { remove(self); return; }
329
330         self.classname = "target_objective_decrease";
331
332         if(!self.dmg)
333                 self.dmg = 101;
334
335         self.use = assault_objective_decrease_use;
336         self.health = ASSAULT_VALUE_INACTIVE;
337         self.max_health = ASSAULT_VALUE_INACTIVE;
338         self.enemy = world;
339
340         InitializeEntity(self, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
341 }
342
343 // destructible walls that can be used to trigger target_objective_decrease
344 spawnfunc(func_breakable);
345 spawnfunc(func_assault_destructible)
346 {
347         if (!g_assault) { remove(self); return; }
348
349         self.spawnflags = 3;
350         self.classname = "func_assault_destructible";
351
352         if(assault_attacker_team == NUM_TEAM_1)
353                 self.team = NUM_TEAM_2;
354         else
355                 self.team = NUM_TEAM_1;
356
357         spawnfunc_func_breakable(this);
358 }
359
360 spawnfunc(func_assault_wall)
361 {
362         if (!g_assault) { remove(self); return; }
363
364         self.classname = "func_assault_wall";
365         self.mdl = self.model;
366         _setmodel(self, self.mdl);
367         self.solid = SOLID_BSP;
368         self.think = assault_wall_think;
369         self.nextthink = time;
370         InitializeEntity(self, assault_setenemytoobjective, INITPRIO_FINDTARGET);
371 }
372
373 spawnfunc(target_assault_roundend)
374 {
375         if (!g_assault) { remove(self); return; }
376
377         self.winning = 0; // round not yet won by attackers
378         self.classname = "target_assault_roundend";
379         self.use = target_assault_roundend_use;
380         self.cnt = 0; // first round
381         self.reset = target_assault_roundend_reset;
382 }
383
384 spawnfunc(target_assault_roundstart)
385 {
386         if (!g_assault) { remove(self); return; }
387
388         assault_attacker_team = NUM_TEAM_1;
389         self.classname = "target_assault_roundstart";
390         self.use = assault_roundstart_use;
391         self.reset2 = assault_roundstart_use;
392         InitializeEntity(self, assault_roundstart_use, INITPRIO_FINDTARGET);
393 }
394
395 // legacy bot code
396 void havocbot_goalrating_ast_targets(float ratingscale)
397 {SELFPARAM();
398         entity ad, best, wp, tod;
399         float radius, found, bestvalue;
400         vector p;
401
402         ad = findchain(classname, "func_assault_destructible");
403
404         for (; ad; ad = ad.chain)
405         {
406                 if (ad.target == "")
407                         continue;
408
409                 if (!ad.bot_attack)
410                         continue;
411
412                 found = false;
413                 for(tod = world; (tod = find(tod, targetname, ad.target)); )
414                 {
415                         if(tod.classname == "target_objective_decrease")
416                         {
417                                 if(tod.enemy.health > 0 && tod.enemy.health < ASSAULT_VALUE_INACTIVE)
418                                 {
419                                 //      dprint(etos(ad),"\n");
420                                         found = true;
421                                         break;
422                                 }
423                         }
424                 }
425
426                 if(!found)
427                 {
428                 ///     dprint("target not found\n");
429                         continue;
430                 }
431                 /// dprint("target #", etos(ad), " found\n");
432
433
434                 p = 0.5 * (ad.absmin + ad.absmax);
435         //      dprint(vtos(ad.origin), " ", vtos(ad.absmin), " ", vtos(ad.absmax),"\n");
436         //      te_knightspike(p);
437         //      te_lightning2(world, '0 0 0', p);
438
439                 // Find and rate waypoints around it
440                 found = false;
441                 best = world;
442                 bestvalue = 99999999999;
443                 for(radius=0; radius<1500 && !found; radius+=500)
444                 {
445                         for(wp=findradius(p, radius); wp; wp=wp.chain)
446                         {
447                                 if(!(wp.wpflags & WAYPOINTFLAG_GENERATED))
448                                 if(wp.classname=="waypoint")
449                                 if(checkpvs(wp.origin, ad))
450                                 {
451                                         found = true;
452                                         if(wp.cnt<bestvalue)
453                                         {
454                                                 best = wp;
455                                                 bestvalue = wp.cnt;
456                                         }
457                                 }
458                         }
459                 }
460
461                 if(best)
462                 {
463                 ///     dprint("waypoints around target were found\n");
464                 //      te_lightning2(world, '0 0 0', best.origin);
465                 //      te_knightspike(best.origin);
466
467                         navigation_routerating(best, ratingscale, 4000);
468                         best.cnt += 1;
469
470                         self.havocbot_attack_time = 0;
471
472                         if(checkpvs(self.view_ofs,ad))
473                         if(checkpvs(self.view_ofs,best))
474                         {
475                         //      dprint("increasing attack time for this target\n");
476                                 self.havocbot_attack_time = time + 2;
477                         }
478                 }
479         }
480 }
481
482 void havocbot_role_ast_offense()
483 {SELFPARAM();
484         if(self.deadflag != DEAD_NO)
485         {
486                 self.havocbot_attack_time = 0;
487                 havocbot_ast_reset_role(self);
488                 return;
489         }
490
491         // Set the role timeout if necessary
492         if (!self.havocbot_role_timeout)
493                 self.havocbot_role_timeout = time + 120;
494
495         if (time > self.havocbot_role_timeout)
496         {
497                 havocbot_ast_reset_role(self);
498                 return;
499         }
500
501         if(self.havocbot_attack_time>time)
502                 return;
503
504         if (self.bot_strategytime < time)
505         {
506                 navigation_goalrating_start();
507                 havocbot_goalrating_enemyplayers(20000, self.origin, 650);
508                 havocbot_goalrating_ast_targets(20000);
509                 havocbot_goalrating_items(15000, self.origin, 10000);
510                 navigation_goalrating_end();
511
512                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
513         }
514 }
515
516 void havocbot_role_ast_defense()
517 {SELFPARAM();
518         if(self.deadflag != DEAD_NO)
519         {
520                 self.havocbot_attack_time = 0;
521                 havocbot_ast_reset_role(self);
522                 return;
523         }
524
525         // Set the role timeout if necessary
526         if (!self.havocbot_role_timeout)
527                 self.havocbot_role_timeout = time + 120;
528
529         if (time > self.havocbot_role_timeout)
530         {
531                 havocbot_ast_reset_role(self);
532                 return;
533         }
534
535         if(self.havocbot_attack_time>time)
536                 return;
537
538         if (self.bot_strategytime < time)
539         {
540                 navigation_goalrating_start();
541                 havocbot_goalrating_enemyplayers(20000, self.origin, 3000);
542                 havocbot_goalrating_ast_targets(20000);
543                 havocbot_goalrating_items(15000, self.origin, 10000);
544                 navigation_goalrating_end();
545
546                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
547         }
548 }
549
550 void havocbot_role_ast_setrole(entity bot, float role)
551 {
552         switch(role)
553         {
554                 case HAVOCBOT_AST_ROLE_DEFENSE:
555                         bot.havocbot_role = havocbot_role_ast_defense;
556                         bot.havocbot_role_flags = HAVOCBOT_AST_ROLE_DEFENSE;
557                         bot.havocbot_role_timeout = 0;
558                         break;
559                 case HAVOCBOT_AST_ROLE_OFFENSE:
560                         bot.havocbot_role = havocbot_role_ast_offense;
561                         bot.havocbot_role_flags = HAVOCBOT_AST_ROLE_OFFENSE;
562                         bot.havocbot_role_timeout = 0;
563                         break;
564         }
565 }
566
567 void havocbot_ast_reset_role(entity bot)
568 {SELFPARAM();
569         if(self.deadflag != DEAD_NO)
570                 return;
571
572         if(bot.team == assault_attacker_team)
573                 havocbot_role_ast_setrole(bot, HAVOCBOT_AST_ROLE_OFFENSE);
574         else
575                 havocbot_role_ast_setrole(bot, HAVOCBOT_AST_ROLE_DEFENSE);
576 }
577
578 // mutator hooks
579 MUTATOR_HOOKFUNCTION(as, PlayerSpawn)
580 {SELFPARAM();
581         if(self.team == assault_attacker_team)
582                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
583         else
584                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
585
586         return false;
587 }
588
589 MUTATOR_HOOKFUNCTION(as, TurretSpawn)
590 {SELFPARAM();
591         if(!self.team || self.team == MAX_SHOT_DISTANCE)
592                 self.team = 5; // this gets reversed when match starts?
593
594         return false;
595 }
596
597 MUTATOR_HOOKFUNCTION(as, VehicleSpawn)
598 {SELFPARAM();
599         self.nextthink = time + 0.5;
600
601         return false;
602 }
603
604 MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole)
605 {SELFPARAM();
606         havocbot_ast_reset_role(self);
607         return true;
608 }
609
610 MUTATOR_HOOKFUNCTION(as, PlayHitsound)
611 {
612         return (frag_victim.classname == "func_assault_destructible");
613 }
614
615 MUTATOR_HOOKFUNCTION(as, GetTeamCount)
616 {
617         // assault always has 2 teams
618         c1 = c2 = 0;
619         return true;
620 }
621
622 MUTATOR_HOOKFUNCTION(as, CheckRules_World)
623 {
624         ret_float = WinningCondition_Assault();
625         return true;
626 }
627
628 MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
629 {
630         // no assault warmups
631         warmup_stage = 0;
632         return false;
633 }
634
635 MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
636 {
637         switch(self.classname)
638         {
639                 case "info_player_team1":
640                 case "info_player_team2":
641                 case "info_player_team3":
642                 case "info_player_team4":
643                         return true;
644         }
645
646         return false;
647 }
648
649 // scoreboard setup
650 void assault_ScoreRules()
651 {
652         ScoreRules_basics(2, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, true);
653         ScoreInfo_SetLabel_TeamScore(  ST_ASSAULT_OBJECTIVES,    "objectives",      SFL_SORT_PRIO_PRIMARY);
654         ScoreInfo_SetLabel_PlayerScore(SP_ASSAULT_OBJECTIVES,    "objectives",      SFL_SORT_PRIO_PRIMARY);
655         ScoreRules_basics_end();
656 }
657
658 #endif