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