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Assault: Don't reset vehicles twice when a round ends (they are reset in ReadyRestart...
[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         // up round counter
189         this.winning = this.winning + 1;
190
191         // swap attacker/defender roles
192         if(assault_attacker_team == NUM_TEAM_1)
193                 assault_attacker_team = NUM_TEAM_2;
194         else
195                 assault_attacker_team = NUM_TEAM_1;
196
197         FOREACH_ENTITY_FLOAT(pure_data, false,
198         {
199                 if(IS_CLIENT(it))
200                         continue;
201
202                 if (it.team_saved == NUM_TEAM_1) it.team_saved = NUM_TEAM_2;
203                 else if (it.team_saved == NUM_TEAM_2) it.team_saved = NUM_TEAM_1;
204         });
205
206         // reset the level with a countdown
207         cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
208         ReadyRestart_force(); // sets game_starttime
209 }
210
211 // Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
212 // they win. Otherwise the defending team wins once the timelimit passes.
213 int WinningCondition_Assault()
214 {
215         WinningConditionHelper(NULL); // set worldstatus
216
217         int status = WINNING_NO;
218         // as the timelimit has not yet passed just assume the defending team will win
219         if(assault_attacker_team == NUM_TEAM_1)
220         {
221                 SetWinners(team, NUM_TEAM_2);
222         }
223         else
224         {
225                 SetWinners(team, NUM_TEAM_1);
226         }
227
228         entity ent;
229         ent = find(NULL, classname, "target_assault_roundend");
230         if(ent)
231         {
232                 if(ent.winning) // round end has been triggered by attacking team
233                 {
234                         bprint("ASSAULT: round completed...\n");
235                         SetWinners(team, assault_attacker_team);
236
237                         TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
238
239                         if(ent.cnt == 1 || autocvar_g_campaign) // this was the second round
240                         {
241                                 status = WINNING_YES;
242                         }
243                         else
244                         {
245                                 assault_new_round(ent);
246                         }
247                 }
248         }
249
250         return status;
251 }
252
253 // spawnfuncs
254 spawnfunc(info_player_attacker)
255 {
256         if (!g_assault) { delete(this); return; }
257
258         this.team = NUM_TEAM_1; // red, gets swapped every round
259         spawnfunc_info_player_deathmatch(this);
260 }
261
262 spawnfunc(info_player_defender)
263 {
264         if (!g_assault) { delete(this); return; }
265
266         this.team = NUM_TEAM_2; // blue, gets swapped every round
267         spawnfunc_info_player_deathmatch(this);
268 }
269
270 spawnfunc(target_objective)
271 {
272         if (!g_assault) { delete(this); return; }
273
274         this.classname = "target_objective";
275         IL_PUSH(g_assault_objectives, this);
276         this.use = assault_objective_use;
277         this.reset = assault_objective_reset;
278         this.reset(this);
279         this.spawn_evalfunc = target_objective_spawn_evalfunc;
280 }
281
282 spawnfunc(target_objective_decrease)
283 {
284         if (!g_assault) { delete(this); return; }
285
286         this.classname = "target_objective_decrease";
287         IL_PUSH(g_assault_objectivedecreasers, this);
288
289         if(!this.dmg)
290                 this.dmg = 101;
291
292         this.use = assault_objective_decrease_use;
293         this.health = ASSAULT_VALUE_INACTIVE;
294         this.max_health = ASSAULT_VALUE_INACTIVE;
295         this.enemy = NULL;
296
297         InitializeEntity(this, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
298 }
299
300 // destructible walls that can be used to trigger target_objective_decrease
301 spawnfunc(func_breakable);
302 spawnfunc(func_assault_destructible)
303 {
304         if (!g_assault) { delete(this); return; }
305
306         this.spawnflags = 3;
307         this.classname = "func_assault_destructible";
308         IL_PUSH(g_assault_destructibles, this);
309
310         if(assault_attacker_team == NUM_TEAM_1)
311                 this.team = NUM_TEAM_2;
312         else
313                 this.team = NUM_TEAM_1;
314
315         spawnfunc_func_breakable(this);
316 }
317
318 spawnfunc(func_assault_wall)
319 {
320         if (!g_assault) { delete(this); return; }
321
322         this.classname = "func_assault_wall";
323         this.mdl = this.model;
324         _setmodel(this, this.mdl);
325         this.solid = SOLID_BSP;
326         setthink(this, assault_wall_think);
327         this.nextthink = time;
328         InitializeEntity(this, assault_setenemytoobjective, INITPRIO_FINDTARGET);
329 }
330
331 spawnfunc(target_assault_roundend)
332 {
333         if (!g_assault) { delete(this); return; }
334
335         this.winning = 0; // round not yet won by attackers
336         this.classname = "target_assault_roundend";
337         this.use = target_assault_roundend_use;
338         this.cnt = 0; // first round
339         this.reset = target_assault_roundend_reset;
340 }
341
342 spawnfunc(target_assault_roundstart)
343 {
344         if (!g_assault) { delete(this); return; }
345
346         assault_attacker_team = NUM_TEAM_1;
347         this.classname = "target_assault_roundstart";
348         this.use = assault_roundstart_use;
349         this.reset2 = assault_roundstart_use_this;
350         InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET);
351 }
352
353 // legacy bot code
354 void havocbot_goalrating_ast_targets(entity this, float ratingscale)
355 {
356         IL_EACH(g_assault_destructibles, it.bot_attack,
357         {
358                 if (it.target == "")
359                         continue;
360
361                 bool found = false;
362                 entity destr = it;
363                 IL_EACH(g_assault_objectivedecreasers, it.targetname == destr.target,
364                 {
365                         if(it.enemy.health > 0 && it.enemy.health < ASSAULT_VALUE_INACTIVE)
366                         {
367                                 found = true;
368                                 break;
369                         }
370                 });
371
372                 if(!found)
373                         continue;
374
375                 vector p = 0.5 * (it.absmin + it.absmax);
376
377                 // Find and rate waypoints around it
378                 found = false;
379                 entity best = NULL;
380                 float bestvalue = 99999999999;
381                 entity des = it;
382                 for(float radius = 0; radius < 1500 && !found; radius += 500)
383                 {
384                         FOREACH_ENTITY_RADIUS(p, radius, it.classname == "waypoint" && !(it.wpflags & WAYPOINTFLAG_GENERATED),
385                         {
386                                 if(checkpvs(it.origin, des))
387                                 {
388                                         found = true;
389                                         if(it.cnt < bestvalue)
390                                         {
391                                                 best = it;
392                                                 bestvalue = it.cnt;
393                                         }
394                                 }
395                         });
396                 }
397
398                 if(best)
399                 {
400                 ///     dprint("waypoints around target were found\n");
401                 //      te_lightning2(NULL, '0 0 0', best.origin);
402                 //      te_knightspike(best.origin);
403
404                         navigation_routerating(this, best, ratingscale, 4000);
405                         best.cnt += 1;
406
407                         this.havocbot_attack_time = 0;
408
409                         if(checkpvs(this.view_ofs,it))
410                         if(checkpvs(this.view_ofs,best))
411                         {
412                         //      dprint("increasing attack time for this target\n");
413                                 this.havocbot_attack_time = time + 2;
414                         }
415                 }
416         });
417 }
418
419 void havocbot_role_ast_offense(entity this)
420 {
421         if(IS_DEAD(this))
422         {
423                 this.havocbot_attack_time = 0;
424                 havocbot_ast_reset_role(this);
425                 return;
426         }
427
428         // Set the role timeout if necessary
429         if (!this.havocbot_role_timeout)
430                 this.havocbot_role_timeout = time + 120;
431
432         if (time > this.havocbot_role_timeout)
433         {
434                 havocbot_ast_reset_role(this);
435                 return;
436         }
437
438         if(this.havocbot_attack_time>time)
439                 return;
440
441         if (this.bot_strategytime < time)
442         {
443                 navigation_goalrating_start(this);
444                 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
445                 havocbot_goalrating_ast_targets(this, 20000);
446                 havocbot_goalrating_items(this, 15000, this.origin, 10000);
447                 navigation_goalrating_end(this);
448
449                 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
450         }
451 }
452
453 void havocbot_role_ast_defense(entity this)
454 {
455         if(IS_DEAD(this))
456         {
457                 this.havocbot_attack_time = 0;
458                 havocbot_ast_reset_role(this);
459                 return;
460         }
461
462         // Set the role timeout if necessary
463         if (!this.havocbot_role_timeout)
464                 this.havocbot_role_timeout = time + 120;
465
466         if (time > this.havocbot_role_timeout)
467         {
468                 havocbot_ast_reset_role(this);
469                 return;
470         }
471
472         if(this.havocbot_attack_time>time)
473                 return;
474
475         if (this.bot_strategytime < time)
476         {
477                 navigation_goalrating_start(this);
478                 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 3000);
479                 havocbot_goalrating_ast_targets(this, 20000);
480                 havocbot_goalrating_items(this, 15000, this.origin, 10000);
481                 navigation_goalrating_end(this);
482
483                 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
484         }
485 }
486
487 void havocbot_role_ast_setrole(entity this, float role)
488 {
489         switch(role)
490         {
491                 case HAVOCBOT_AST_ROLE_DEFENSE:
492                         this.havocbot_role = havocbot_role_ast_defense;
493                         this.havocbot_role_flags = HAVOCBOT_AST_ROLE_DEFENSE;
494                         this.havocbot_role_timeout = 0;
495                         break;
496                 case HAVOCBOT_AST_ROLE_OFFENSE:
497                         this.havocbot_role = havocbot_role_ast_offense;
498                         this.havocbot_role_flags = HAVOCBOT_AST_ROLE_OFFENSE;
499                         this.havocbot_role_timeout = 0;
500                         break;
501         }
502 }
503
504 void havocbot_ast_reset_role(entity this)
505 {
506         if(IS_DEAD(this))
507                 return;
508
509         if(this.team == assault_attacker_team)
510                 havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_OFFENSE);
511         else
512                 havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_DEFENSE);
513 }
514
515 // mutator hooks
516 MUTATOR_HOOKFUNCTION(as, PlayerSpawn)
517 {
518         entity player = M_ARGV(0, entity);
519
520         if(player.team == assault_attacker_team)
521                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
522         else
523                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
524 }
525
526 MUTATOR_HOOKFUNCTION(as, TurretSpawn)
527 {
528         entity turret = M_ARGV(0, entity);
529
530         if(!turret.team || turret.team == MAX_SHOT_DISTANCE)
531                 turret.team = 5; // this gets reversed when match starts?
532 }
533
534 MUTATOR_HOOKFUNCTION(as, VehicleSpawn)
535 {
536         entity veh = M_ARGV(0, entity);
537
538         veh.nextthink = time + 0.5;
539 }
540
541 MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole)
542 {
543         entity bot = M_ARGV(0, entity);
544
545         havocbot_ast_reset_role(bot);
546         return true;
547 }
548
549 MUTATOR_HOOKFUNCTION(as, PlayHitsound)
550 {
551         entity frag_victim = M_ARGV(0, entity);
552
553         return (frag_victim.classname == "func_assault_destructible");
554 }
555
556 MUTATOR_HOOKFUNCTION(as, CheckAllowedTeams)
557 {
558         // assault always has 2 teams
559         c1 = c2 = 0;
560         return true;
561 }
562
563 MUTATOR_HOOKFUNCTION(as, CheckRules_World)
564 {
565         M_ARGV(0, float) = WinningCondition_Assault();
566         return true;
567 }
568
569 MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
570 {
571         // no assault warmups
572         warmup_stage = 0;
573 }
574
575 MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
576 {
577     entity ent = M_ARGV(0, entity);
578
579         switch(ent.classname)
580         {
581                 case "info_player_team1":
582                 case "info_player_team2":
583                 case "info_player_team3":
584                 case "info_player_team4":
585                         return true;
586         }
587 }
588
589 // scoreboard setup
590 void assault_ScoreRules()
591 {
592         int teams = 0;
593         teams |= BIT(0);
594         teams |= BIT(1); // always red vs blue
595
596         ScoreRules_basics(teams, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, true);
597         ScoreInfo_SetLabel_TeamScore(  ST_ASSAULT_OBJECTIVES,    "objectives",      SFL_SORT_PRIO_PRIMARY);
598         ScoreInfo_SetLabel_PlayerScore(SP_ASSAULT_OBJECTIVES,    "objectives",      SFL_SORT_PRIO_PRIMARY);
599         ScoreRules_basics_end();
600 }