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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator / gamemode_assault.qc
1 #include "gamemode_assault.qh"
2
3 #include <lib/float.qh>
4
5 .entity sprite;
6 #define AS_ROUND_DELAY 5
7
8 // random functions
9 void assault_objective_use(entity this, entity actor, entity trigger)
10 {
11         // activate objective
12         this.health = 100;
13         //print("^2Activated objective ", this.targetname, "=", etos(this), "\n");
14         //print("Activator is ", actor.classname, "\n");
15
16         IL_EACH(g_assault_objectivedecreasers, it.target == this.targetname,
17         {
18                 target_objective_decrease_activate(it);
19         });
20 }
21
22 vector target_objective_spawn_evalfunc(entity this, entity player, entity spot, vector current)
23 {
24         if(this.health < 0 || this.health >= ASSAULT_VALUE_INACTIVE)
25                 return '-1 0 0';
26         return current;
27 }
28
29 // reset this objective. Used when spawning an objective
30 // and when a new round starts
31 void assault_objective_reset(entity this)
32 {
33         this.health = ASSAULT_VALUE_INACTIVE;
34 }
35
36 // decrease the health of targeted objectives
37 void assault_objective_decrease_use(entity this, entity actor, entity trigger)
38 {
39         if(actor.team != assault_attacker_team)
40         {
41                 // wrong team triggered decrease
42                 return;
43         }
44
45         if(trigger.assault_sprite)
46         {
47                 WaypointSprite_Disown(trigger.assault_sprite, waypointsprite_deadlifetime);
48                 if(trigger.classname == "func_assault_destructible")
49                         trigger.sprite = NULL; // TODO: just unsetting it?!
50         }
51         else
52                 return; // already activated! cannot activate again!
53
54         if(this.enemy.health < ASSAULT_VALUE_INACTIVE)
55         {
56                 if(this.enemy.health - this.dmg > 0.5)
57                 {
58                         PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.dmg);
59                         this.enemy.health = this.enemy.health - this.dmg;
60                 }
61                 else
62                 {
63                         PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.enemy.health);
64                         PlayerTeamScore_Add(actor, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
65                         this.enemy.health = -1;
66
67                         if(this.enemy.message)
68                                 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, this.enemy.message)));
69
70                         SUB_UseTargets(this.enemy, this, trigger);
71                 }
72         }
73 }
74
75 void assault_setenemytoobjective(entity this)
76 {
77         IL_EACH(g_assault_objectives, it.targetname == this.target,
78         {
79                 if(this.enemy == NULL)
80                         this.enemy = it;
81                 else
82                         objerror(this, "more than one objective as target - fix the map!");
83                 break;
84         });
85
86         if(this.enemy == NULL)
87                 objerror(this, "no objective as target - fix the map!");
88 }
89
90 bool assault_decreaser_sprite_visible(entity this, entity player, entity view)
91 {
92         if(this.assault_decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE)
93                 return false;
94
95         return true;
96 }
97
98 void target_objective_decrease_activate(entity this)
99 {
100         entity spr;
101         this.owner = NULL;
102         FOREACH_ENTITY_STRING(target, this.targetname,
103         {
104                 if(it.assault_sprite != NULL)
105                 {
106                         WaypointSprite_Disown(it.assault_sprite, waypointsprite_deadlifetime);
107                         if(it.classname == "func_assault_destructible")
108                                 it.sprite = NULL; // TODO: just unsetting it?!
109                 }
110
111                 spr = WaypointSprite_SpawnFixed(WP_AssaultDefend, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE);
112                 spr.assault_decreaser = this;
113                 spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
114                 spr.classname = "sprite_waypoint";
115                 WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
116                 if(it.classname == "func_assault_destructible")
117                 {
118                         WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy);
119                         WaypointSprite_UpdateMaxHealth(spr, it.max_health);
120                         WaypointSprite_UpdateHealth(spr, it.health);
121                         it.sprite = spr;
122                 }
123                 else
124                         WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush);
125         });
126 }
127
128 void target_objective_decrease_findtarget(entity this)
129 {
130         assault_setenemytoobjective(this);
131 }
132
133 void target_assault_roundend_reset(entity this)
134 {
135         //print("round end reset\n");
136         ++this.cnt; // up round counter
137         this.winning = false; // up round
138 }
139
140 void target_assault_roundend_use(entity this, entity actor, entity trigger)
141 {
142         this.winning = 1; // round has been won by attackers
143 }
144
145 void assault_roundstart_use(entity this, entity actor, entity trigger)
146 {
147         SUB_UseTargets(this, this, trigger);
148
149         //(Re)spawn all turrets
150         IL_EACH(g_turrets, true,
151         {
152                 // Swap turret teams
153                 if(it.team == NUM_TEAM_1)
154                         it.team = NUM_TEAM_2;
155                 else
156                         it.team = NUM_TEAM_1;
157
158                 // Doubles as teamchange
159                 turret_respawn(it);
160         });
161 }
162 void assault_roundstart_use_this(entity this)
163 {
164         assault_roundstart_use(this, NULL, NULL);
165 }
166
167 void assault_wall_think(entity this)
168 {
169         if(this.enemy.health < 0)
170         {
171                 this.model = "";
172                 this.solid = SOLID_NOT;
173         }
174         else
175         {
176                 this.model = this.mdl;
177                 this.solid = SOLID_BSP;
178         }
179
180         this.nextthink = time + 0.2;
181 }
182
183 // trigger new round
184 // reset objectives, toggle spawnpoints, reset triggers, ...
185 void assault_new_round(entity this)
186 {
187         //bprint("ASSAULT: new round\n");
188
189         // up round counter
190         this.winning = this.winning + 1;
191
192         // swap attacker/defender roles
193         if(assault_attacker_team == NUM_TEAM_1)
194                 assault_attacker_team = NUM_TEAM_2;
195         else
196                 assault_attacker_team = NUM_TEAM_1;
197
198         FOREACH_ENTITY_FLOAT(pure_data, false,
199         {
200                 if(IS_CLIENT(it))
201                         continue;
202
203                 if (it.team_saved == NUM_TEAM_1) it.team_saved = NUM_TEAM_2;
204                 else if (it.team_saved == NUM_TEAM_2) it.team_saved = NUM_TEAM_1;
205         });
206
207         // reset the level with a countdown
208         cvar_set("timelimit", ftos(ceil(time - AS_ROUND_DELAY - game_starttime) / 60));
209         ReadyRestart_force(); // sets game_starttime
210 }
211
212 entity as_round;
213 .entity ent_winning;
214 void as_round_think()
215 {
216         game_stopped = false;
217         assault_new_round(as_round.ent_winning);
218         delete(as_round);
219         as_round = NULL;
220 }
221
222 // Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
223 // they win. Otherwise the defending team wins once the timelimit passes.
224 int WinningCondition_Assault()
225 {
226         if(as_round)
227                 return WINNING_NO;
228
229         WinningConditionHelper(NULL); // set worldstatus
230
231         int status = WINNING_NO;
232         // as the timelimit has not yet passed just assume the defending team will win
233         if(assault_attacker_team == NUM_TEAM_1)
234         {
235                 SetWinners(team, NUM_TEAM_2);
236         }
237         else
238         {
239                 SetWinners(team, NUM_TEAM_1);
240         }
241
242         entity ent;
243         ent = find(NULL, classname, "target_assault_roundend");
244         if(ent)
245         {
246                 if(ent.winning) // round end has been triggered by attacking team
247                 {
248                         bprint("Assault: round completed.\n");
249                         SetWinners(team, assault_attacker_team);
250
251                         TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
252
253                         if(ent.cnt == 1 || autocvar_g_campaign) // this was the second round
254                         {
255                                 status = WINNING_YES;
256                         }
257                         else
258                         {
259                                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ASSAULT_OBJ_DESTROYED, ceil(time - game_starttime));
260                                 as_round = new(as_round);
261                                 as_round.think = as_round_think;
262                                 as_round.ent_winning = ent;
263                                 as_round.nextthink = time + AS_ROUND_DELAY;
264                                 game_stopped = true;
265
266                                 // make sure timelimit isn't hit while the game is blocked
267                                 if(autocvar_timelimit > 0)
268                                 if(time + AS_ROUND_DELAY >= game_starttime + autocvar_timelimit * 60)
269                                         cvar_set("timelimit", ftos(autocvar_timelimit + AS_ROUND_DELAY / 60));
270                         }
271                 }
272         }
273
274         return status;
275 }
276
277 // spawnfuncs
278 spawnfunc(info_player_attacker)
279 {
280         if (!g_assault) { delete(this); return; }
281
282         this.team = NUM_TEAM_1; // red, gets swapped every round
283         spawnfunc_info_player_deathmatch(this);
284 }
285
286 spawnfunc(info_player_defender)
287 {
288         if (!g_assault) { delete(this); return; }
289
290         this.team = NUM_TEAM_2; // blue, gets swapped every round
291         spawnfunc_info_player_deathmatch(this);
292 }
293
294 spawnfunc(target_objective)
295 {
296         if (!g_assault) { delete(this); return; }
297
298         this.classname = "target_objective";
299         IL_PUSH(g_assault_objectives, this);
300         this.use = assault_objective_use;
301         this.reset = assault_objective_reset;
302         this.reset(this);
303         this.spawn_evalfunc = target_objective_spawn_evalfunc;
304 }
305
306 spawnfunc(target_objective_decrease)
307 {
308         if (!g_assault) { delete(this); return; }
309
310         this.classname = "target_objective_decrease";
311         IL_PUSH(g_assault_objectivedecreasers, this);
312
313         if(!this.dmg)
314                 this.dmg = 101;
315
316         this.use = assault_objective_decrease_use;
317         this.health = ASSAULT_VALUE_INACTIVE;
318         this.max_health = ASSAULT_VALUE_INACTIVE;
319         this.enemy = NULL;
320
321         InitializeEntity(this, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
322 }
323
324 // destructible walls that can be used to trigger target_objective_decrease
325 spawnfunc(func_breakable);
326 spawnfunc(func_assault_destructible)
327 {
328         if (!g_assault) { delete(this); return; }
329
330         this.spawnflags = 3;
331         this.classname = "func_assault_destructible";
332         IL_PUSH(g_assault_destructibles, this);
333
334         if(assault_attacker_team == NUM_TEAM_1)
335                 this.team = NUM_TEAM_2;
336         else
337                 this.team = NUM_TEAM_1;
338
339         spawnfunc_func_breakable(this);
340 }
341
342 spawnfunc(func_assault_wall)
343 {
344         if (!g_assault) { delete(this); return; }
345
346         this.classname = "func_assault_wall";
347         this.mdl = this.model;
348         _setmodel(this, this.mdl);
349         this.solid = SOLID_BSP;
350         setthink(this, assault_wall_think);
351         this.nextthink = time;
352         InitializeEntity(this, assault_setenemytoobjective, INITPRIO_FINDTARGET);
353 }
354
355 spawnfunc(target_assault_roundend)
356 {
357         if (!g_assault) { delete(this); return; }
358
359         this.winning = 0; // round not yet won by attackers
360         this.classname = "target_assault_roundend";
361         this.use = target_assault_roundend_use;
362         this.cnt = 0; // first round
363         this.reset = target_assault_roundend_reset;
364 }
365
366 spawnfunc(target_assault_roundstart)
367 {
368         if (!g_assault) { delete(this); return; }
369
370         assault_attacker_team = NUM_TEAM_1;
371         this.classname = "target_assault_roundstart";
372         this.use = assault_roundstart_use;
373         this.reset2 = assault_roundstart_use_this;
374         InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET);
375 }
376
377 // legacy bot code
378 void havocbot_goalrating_ast_targets(entity this, float ratingscale)
379 {
380         IL_EACH(g_assault_destructibles, it.bot_attack,
381         {
382                 if (it.target == "")
383                         continue;
384
385                 bool found = false;
386                 entity destr = it;
387                 IL_EACH(g_assault_objectivedecreasers, it.targetname == destr.target,
388                 {
389                         if(it.enemy.health > 0 && it.enemy.health < ASSAULT_VALUE_INACTIVE)
390                         {
391                                 found = true;
392                                 break;
393                         }
394                 });
395
396                 if(!found)
397                         continue;
398
399                 vector p = 0.5 * (it.absmin + it.absmax);
400
401                 // Find and rate waypoints around it
402                 found = false;
403                 entity best = NULL;
404                 float bestvalue = 99999999999;
405                 entity des = it;
406                 for(float radius = 0; radius < 1500 && !found; radius += 500)
407                 {
408                         FOREACH_ENTITY_RADIUS(p, radius, it.classname == "waypoint" && !(it.wpflags & WAYPOINTFLAG_GENERATED),
409                         {
410                                 if(checkpvs(it.origin, des))
411                                 {
412                                         found = true;
413                                         if(it.cnt < bestvalue)
414                                         {
415                                                 best = it;
416                                                 bestvalue = it.cnt;
417                                         }
418                                 }
419                         });
420                 }
421
422                 if(best)
423                 {
424                 ///     dprint("waypoints around target were found\n");
425                 //      te_lightning2(NULL, '0 0 0', best.origin);
426                 //      te_knightspike(best.origin);
427
428                         navigation_routerating(this, best, ratingscale, 4000);
429                         best.cnt += 1;
430
431                         this.havocbot_attack_time = 0;
432
433                         if(checkpvs(this.view_ofs,it))
434                         if(checkpvs(this.view_ofs,best))
435                         {
436                         //      dprint("increasing attack time for this target\n");
437                                 this.havocbot_attack_time = time + 2;
438                         }
439                 }
440         });
441 }
442
443 void havocbot_role_ast_offense(entity this)
444 {
445         if(IS_DEAD(this))
446         {
447                 this.havocbot_attack_time = 0;
448                 havocbot_ast_reset_role(this);
449                 return;
450         }
451
452         // Set the role timeout if necessary
453         if (!this.havocbot_role_timeout)
454                 this.havocbot_role_timeout = time + 120;
455
456         if (time > this.havocbot_role_timeout)
457         {
458                 havocbot_ast_reset_role(this);
459                 return;
460         }
461
462         if(this.havocbot_attack_time>time)
463                 return;
464
465         if (this.bot_strategytime < time)
466         {
467                 navigation_goalrating_start(this);
468                 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
469                 havocbot_goalrating_ast_targets(this, 20000);
470                 havocbot_goalrating_items(this, 15000, this.origin, 10000);
471                 navigation_goalrating_end(this);
472
473                 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
474         }
475 }
476
477 void havocbot_role_ast_defense(entity this)
478 {
479         if(IS_DEAD(this))
480         {
481                 this.havocbot_attack_time = 0;
482                 havocbot_ast_reset_role(this);
483                 return;
484         }
485
486         // Set the role timeout if necessary
487         if (!this.havocbot_role_timeout)
488                 this.havocbot_role_timeout = time + 120;
489
490         if (time > this.havocbot_role_timeout)
491         {
492                 havocbot_ast_reset_role(this);
493                 return;
494         }
495
496         if(this.havocbot_attack_time>time)
497                 return;
498
499         if (this.bot_strategytime < time)
500         {
501                 navigation_goalrating_start(this);
502                 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 3000);
503                 havocbot_goalrating_ast_targets(this, 20000);
504                 havocbot_goalrating_items(this, 15000, this.origin, 10000);
505                 navigation_goalrating_end(this);
506
507                 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
508         }
509 }
510
511 void havocbot_role_ast_setrole(entity this, float role)
512 {
513         switch(role)
514         {
515                 case HAVOCBOT_AST_ROLE_DEFENSE:
516                         this.havocbot_role = havocbot_role_ast_defense;
517                         this.havocbot_role_flags = HAVOCBOT_AST_ROLE_DEFENSE;
518                         this.havocbot_role_timeout = 0;
519                         break;
520                 case HAVOCBOT_AST_ROLE_OFFENSE:
521                         this.havocbot_role = havocbot_role_ast_offense;
522                         this.havocbot_role_flags = HAVOCBOT_AST_ROLE_OFFENSE;
523                         this.havocbot_role_timeout = 0;
524                         break;
525         }
526 }
527
528 void havocbot_ast_reset_role(entity this)
529 {
530         if(IS_DEAD(this))
531                 return;
532
533         if(this.team == assault_attacker_team)
534                 havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_OFFENSE);
535         else
536                 havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_DEFENSE);
537 }
538
539 // mutator hooks
540 MUTATOR_HOOKFUNCTION(as, PlayerSpawn)
541 {
542         entity player = M_ARGV(0, entity);
543
544         if(player.team == assault_attacker_team)
545                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
546         else
547                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
548 }
549
550 MUTATOR_HOOKFUNCTION(as, TurretSpawn)
551 {
552         entity turret = M_ARGV(0, entity);
553
554         if(!turret.team || turret.team == FLOAT_MAX)
555                 turret.team = 5; // this gets reversed when match starts?
556 }
557
558 MUTATOR_HOOKFUNCTION(as, VehicleInit)
559 {
560         entity veh = M_ARGV(0, entity);
561
562         veh.nextthink = time + 0.5;
563 }
564
565 MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole)
566 {
567         entity bot = M_ARGV(0, entity);
568
569         havocbot_ast_reset_role(bot);
570         return true;
571 }
572
573 MUTATOR_HOOKFUNCTION(as, PlayHitsound)
574 {
575         entity frag_victim = M_ARGV(0, entity);
576
577         return (frag_victim.classname == "func_assault_destructible");
578 }
579
580 MUTATOR_HOOKFUNCTION(as, CheckAllowedTeams)
581 {
582         // assault always has 2 teams
583         c1 = c2 = 0;
584         return true;
585 }
586
587 MUTATOR_HOOKFUNCTION(as, CheckRules_World)
588 {
589         M_ARGV(0, float) = WinningCondition_Assault();
590         return true;
591 }
592
593 MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
594 {
595         // no assault warmups
596         warmup_stage = 0;
597 }
598
599 MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
600 {
601     entity ent = M_ARGV(0, entity);
602
603         switch(ent.classname)
604         {
605                 case "info_player_team1":
606                 case "info_player_team2":
607                 case "info_player_team3":
608                 case "info_player_team4":
609                         return true;
610         }
611 }
612
613 MUTATOR_HOOKFUNCTION(as, ReadyRestart_Deny)
614 {
615         // readyrestart not supported (yet)
616         return true;
617 }
618
619 // scoreboard setup
620 void assault_ScoreRules()
621 {
622         int teams = 0;
623         teams |= BIT(0);
624         teams |= BIT(1); // always red vs blue
625
626         ScoreRules_basics(teams, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, true);
627         ScoreInfo_SetLabel_TeamScore(  ST_ASSAULT_OBJECTIVES,    "objectives",      SFL_SORT_PRIO_PRIMARY);
628         ScoreInfo_SetLabel_PlayerScore(SP_ASSAULT_OBJECTIVES,    "objectives",      SFL_SORT_PRIO_PRIMARY);
629         ScoreRules_basics_end();
630 }