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1 #include "gamemode_assault.qh"
2 #ifndef GAMEMODE_ASSAULT_H
3 #define GAMEMODE_ASSAULT_H
4
5 void assault_ScoreRules();
6 void ActivateTeamplay();
7
8 REGISTER_MUTATOR(as, false)
9 {
10         ActivateTeamplay();
11         have_team_spawns = -1; // request team spawns
12
13         MUTATOR_ONADD
14         {
15                 if (time > 1) // game loads at time 1
16                         error("This is a game type and it cannot be added at runtime.");
17                 assault_ScoreRules();
18         }
19
20         MUTATOR_ONROLLBACK_OR_REMOVE
21         {
22                 // we actually cannot roll back assault_Initialize here
23                 // BUT: we don't need to! If this gets called, adding always
24                 // succeeds.
25         }
26
27         MUTATOR_ONREMOVE
28         {
29                 LOG_INFO("This is a game type and it cannot be removed at runtime.");
30                 return -1;
31         }
32
33         return 0;
34 }
35
36 // sprites
37 .entity assault_decreaser;
38 .entity assault_sprite;
39
40 // legacy bot defs
41 const int HAVOCBOT_AST_ROLE_NONE = 0;
42 const int HAVOCBOT_AST_ROLE_DEFENSE = 2;
43 const int HAVOCBOT_AST_ROLE_OFFENSE = 4;
44
45 .int havocbot_role_flags;
46 .float havocbot_attack_time;
47
48 .void() havocbot_role;
49 .void() havocbot_previous_role;
50
51 void() havocbot_role_ast_defense;
52 void() havocbot_role_ast_offense;
53 .entity havocbot_ast_target;
54
55 void(entity bot) havocbot_ast_reset_role;
56
57 void(float ratingscale, vector org, float sradius) havocbot_goalrating_items;
58 void(float ratingscale, vector org, float sradius) havocbot_goalrating_enemyplayers;
59
60 // scoreboard stuff
61 const float ST_ASSAULT_OBJECTIVES = 1;
62 const float SP_ASSAULT_OBJECTIVES = 4;
63
64 // predefined spawnfuncs
65 void target_objective_decrease_activate();
66 #endif
67
68 #ifdef IMPLEMENTATION
69 .entity sprite;
70
71 // random functions
72 void assault_objective_use()
73 {SELFPARAM();
74         // activate objective
75         self.health = 100;
76         //print("^2Activated objective ", self.targetname, "=", etos(self), "\n");
77         //print("Activator is ", activator.classname, "\n");
78
79         for (entity e = world; (e = find(e, target, this.targetname)); )
80         {
81                 if (e.classname == "target_objective_decrease")
82                 {
83                         WITH(entity, self, e, target_objective_decrease_activate());
84                 }
85         }
86
87         setself(this);
88 }
89
90 vector target_objective_spawn_evalfunc(entity player, entity spot, vector current)
91 {SELFPARAM();
92         if(self.health < 0 || self.health >= ASSAULT_VALUE_INACTIVE)
93                 return '-1 0 0';
94         return current;
95 }
96
97 // reset this objective. Used when spawning an objective
98 // and when a new round starts
99 void assault_objective_reset(entity this)
100 {
101         this.health = ASSAULT_VALUE_INACTIVE;
102 }
103
104 // decrease the health of targeted objectives
105 void assault_objective_decrease_use()
106 {SELFPARAM();
107         if(activator.team != assault_attacker_team)
108         {
109                 // wrong team triggered decrease
110                 return;
111         }
112
113         if(other.assault_sprite)
114         {
115                 WaypointSprite_Disown(other.assault_sprite, waypointsprite_deadlifetime);
116                 if(other.classname == "func_assault_destructible")
117                         other.sprite = world;
118         }
119         else
120                 return; // already activated! cannot activate again!
121
122         if(self.enemy.health < ASSAULT_VALUE_INACTIVE)
123         {
124                 if(self.enemy.health - self.dmg > 0.5)
125                 {
126                         PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.dmg);
127                         self.enemy.health = self.enemy.health - self.dmg;
128                 }
129                 else
130                 {
131                         PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.enemy.health);
132                         PlayerTeamScore_Add(activator, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
133                         self.enemy.health = -1;
134
135                         entity oldactivator;
136
137                         setself(this.enemy);
138                         if(self.message)
139                                 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, self.message)));
140
141                         oldactivator = activator;
142                         activator = this;
143                         SUB_UseTargets();
144                         activator = oldactivator;
145                         setself(this);
146                 }
147         }
148 }
149
150 void assault_setenemytoobjective()
151 {SELFPARAM();
152         entity objective;
153         for(objective = world; (objective = find(objective, targetname, self.target)); )
154         {
155                 if(objective.classname == "target_objective")
156                 {
157                         if(self.enemy == world)
158                                 self.enemy = objective;
159                         else
160                                 objerror("more than one objective as target - fix the map!");
161                         break;
162                 }
163         }
164
165         if(self.enemy == world)
166                 objerror("no objective as target - fix the map!");
167 }
168
169 float assault_decreaser_sprite_visible(entity e)
170 {SELFPARAM();
171         entity decreaser;
172
173         decreaser = self.assault_decreaser;
174
175         if(decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE)
176                 return false;
177
178         return true;
179 }
180
181 void target_objective_decrease_activate()
182 {SELFPARAM();
183         entity ent, spr;
184         self.owner = world;
185         for(ent = world; (ent = find(ent, target, self.targetname)); )
186         {
187                 if(ent.assault_sprite != world)
188                 {
189                         WaypointSprite_Disown(ent.assault_sprite, waypointsprite_deadlifetime);
190                         if(ent.classname == "func_assault_destructible")
191                                 ent.sprite = world;
192                 }
193
194                 spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite, RADARICON_OBJECTIVE);
195                 spr.assault_decreaser = self;
196                 spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
197                 spr.classname = "sprite_waypoint";
198                 WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
199                 if(ent.classname == "func_assault_destructible")
200                 {
201                         WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy);
202                         WaypointSprite_UpdateMaxHealth(spr, ent.max_health);
203                         WaypointSprite_UpdateHealth(spr, ent.health);
204                         ent.sprite = spr;
205                 }
206                 else
207                         WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush);
208         }
209 }
210
211 void target_objective_decrease_findtarget()
212 {
213         assault_setenemytoobjective();
214 }
215
216 void target_assault_roundend_reset(entity this)
217 {
218         //print("round end reset\n");
219         ++this.cnt; // up round counter
220         this.winning = false; // up round
221 }
222
223 void target_assault_roundend_use()
224 {SELFPARAM();
225         self.winning = 1; // round has been won by attackers
226 }
227
228 void assault_roundstart_use()
229 {SELFPARAM();
230         activator = self;
231         SUB_UseTargets();
232
233         //(Re)spawn all turrets
234         FOREACH_ENTITY_CLASS("turret_main", true, LAMBDA(
235                 // Swap turret teams
236                 if(it.team == NUM_TEAM_1)
237                         it.team = NUM_TEAM_2;
238                 else
239                         it.team = NUM_TEAM_1;
240
241                 // Dubbles as teamchange
242                 WITH(entity, self, it, turret_respawn());
243         ));
244 }
245
246 void assault_wall_think()
247 {SELFPARAM();
248         if(self.enemy.health < 0)
249         {
250                 self.model = "";
251                 self.solid = SOLID_NOT;
252         }
253         else
254         {
255                 self.model = self.mdl;
256                 self.solid = SOLID_BSP;
257         }
258
259         self.nextthink = time + 0.2;
260 }
261
262 // trigger new round
263 // reset objectives, toggle spawnpoints, reset triggers, ...
264 void vehicles_clearreturn(entity veh);
265 void vehicles_spawn();
266 void assault_new_round()
267 {SELFPARAM();
268         //bprint("ASSAULT: new round\n");
269
270         // Eject players from vehicles
271     FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, LAMBDA(WITH(entity, self, it, vehicles_exit(VHEF_RELEASE))));
272
273     FOREACH_ENTITY_FLAGS(vehicle_flags, VHF_ISVEHICLE, LAMBDA(
274         setself(it);
275         vehicles_clearreturn(self);
276         vehicles_spawn();
277     ));
278
279     setself(this);
280
281         // up round counter
282         self.winning = self.winning + 1;
283
284         // swap attacker/defender roles
285         if(assault_attacker_team == NUM_TEAM_1)
286                 assault_attacker_team = NUM_TEAM_2;
287         else
288                 assault_attacker_team = NUM_TEAM_1;
289
290         FOREACH_ENTITY(IS_NOT_A_CLIENT(it), LAMBDA(
291                 if (it.team_saved == NUM_TEAM_1) it.team_saved = NUM_TEAM_2;
292                 else if (it.team_saved == NUM_TEAM_2) it.team_saved = NUM_TEAM_1;
293         ));
294
295         // reset the level with a countdown
296         cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
297         ReadyRestart_force(); // sets game_starttime
298 }
299
300 // Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
301 // they win. Otherwise the defending team wins once the timelimit passes.
302 int WinningCondition_Assault()
303 {
304         WinningConditionHelper(); // set worldstatus
305
306         int status = WINNING_NO;
307         // as the timelimit has not yet passed just assume the defending team will win
308         if(assault_attacker_team == NUM_TEAM_1)
309         {
310                 SetWinners(team, NUM_TEAM_2);
311         }
312         else
313         {
314                 SetWinners(team, NUM_TEAM_1);
315         }
316
317         entity ent;
318         ent = find(world, classname, "target_assault_roundend");
319         if(ent)
320         {
321                 if(ent.winning) // round end has been triggered by attacking team
322                 {
323                         bprint("ASSAULT: round completed...\n");
324                         SetWinners(team, assault_attacker_team);
325
326                         TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
327
328                         if(ent.cnt == 1 || autocvar_g_campaign) // this was the second round
329                         {
330                                 status = WINNING_YES;
331                         }
332                         else
333                         {
334                                 WITH(entity, self, ent, assault_new_round());
335                         }
336                 }
337         }
338
339         return status;
340 }
341
342 // spawnfuncs
343 spawnfunc(info_player_attacker)
344 {
345         if (!g_assault) { remove(self); return; }
346
347         self.team = NUM_TEAM_1; // red, gets swapped every round
348         spawnfunc_info_player_deathmatch(this);
349 }
350
351 spawnfunc(info_player_defender)
352 {
353         if (!g_assault) { remove(self); return; }
354
355         self.team = NUM_TEAM_2; // blue, gets swapped every round
356         spawnfunc_info_player_deathmatch(this);
357 }
358
359 spawnfunc(target_objective)
360 {
361         if (!g_assault) { remove(this); return; }
362
363         this.classname = "target_objective";
364         this.use = assault_objective_use;
365         this.reset = assault_objective_reset;
366         this.reset(this);
367         this.spawn_evalfunc = target_objective_spawn_evalfunc;
368 }
369
370 spawnfunc(target_objective_decrease)
371 {
372         if (!g_assault) { remove(self); return; }
373
374         self.classname = "target_objective_decrease";
375
376         if(!self.dmg)
377                 self.dmg = 101;
378
379         self.use = assault_objective_decrease_use;
380         self.health = ASSAULT_VALUE_INACTIVE;
381         self.max_health = ASSAULT_VALUE_INACTIVE;
382         self.enemy = world;
383
384         InitializeEntity(self, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
385 }
386
387 // destructible walls that can be used to trigger target_objective_decrease
388 spawnfunc(func_breakable);
389 spawnfunc(func_assault_destructible)
390 {
391         if (!g_assault) { remove(self); return; }
392
393         self.spawnflags = 3;
394         self.classname = "func_assault_destructible";
395
396         if(assault_attacker_team == NUM_TEAM_1)
397                 self.team = NUM_TEAM_2;
398         else
399                 self.team = NUM_TEAM_1;
400
401         spawnfunc_func_breakable(this);
402 }
403
404 spawnfunc(func_assault_wall)
405 {
406         if (!g_assault) { remove(self); return; }
407
408         self.classname = "func_assault_wall";
409         self.mdl = self.model;
410         _setmodel(self, self.mdl);
411         self.solid = SOLID_BSP;
412         self.think = assault_wall_think;
413         self.nextthink = time;
414         InitializeEntity(self, assault_setenemytoobjective, INITPRIO_FINDTARGET);
415 }
416
417 spawnfunc(target_assault_roundend)
418 {
419         if (!g_assault) { remove(self); return; }
420
421         self.winning = 0; // round not yet won by attackers
422         self.classname = "target_assault_roundend";
423         self.use = target_assault_roundend_use;
424         self.cnt = 0; // first round
425         self.reset = target_assault_roundend_reset;
426 }
427
428 spawnfunc(target_assault_roundstart)
429 {
430         if (!g_assault) { remove(self); return; }
431
432         assault_attacker_team = NUM_TEAM_1;
433         self.classname = "target_assault_roundstart";
434         self.use = assault_roundstart_use;
435         self.reset2 = assault_roundstart_use;
436         InitializeEntity(self, assault_roundstart_use, INITPRIO_FINDTARGET);
437 }
438
439 // legacy bot code
440 void havocbot_goalrating_ast_targets(float ratingscale)
441 {SELFPARAM();
442         entity ad, best, wp, tod;
443         float radius, found, bestvalue;
444         vector p;
445
446         ad = findchain(classname, "func_assault_destructible");
447
448         for (; ad; ad = ad.chain)
449         {
450                 if (ad.target == "")
451                         continue;
452
453                 if (!ad.bot_attack)
454                         continue;
455
456                 found = false;
457                 for(tod = world; (tod = find(tod, targetname, ad.target)); )
458                 {
459                         if(tod.classname == "target_objective_decrease")
460                         {
461                                 if(tod.enemy.health > 0 && tod.enemy.health < ASSAULT_VALUE_INACTIVE)
462                                 {
463                                 //      dprint(etos(ad),"\n");
464                                         found = true;
465                                         break;
466                                 }
467                         }
468                 }
469
470                 if(!found)
471                 {
472                 ///     dprint("target not found\n");
473                         continue;
474                 }
475                 /// dprint("target #", etos(ad), " found\n");
476
477
478                 p = 0.5 * (ad.absmin + ad.absmax);
479         //      dprint(vtos(ad.origin), " ", vtos(ad.absmin), " ", vtos(ad.absmax),"\n");
480         //      te_knightspike(p);
481         //      te_lightning2(world, '0 0 0', p);
482
483                 // Find and rate waypoints around it
484                 found = false;
485                 best = world;
486                 bestvalue = 99999999999;
487                 for(radius=0; radius<1500 && !found; radius+=500)
488                 {
489                         for(wp=findradius(p, radius); wp; wp=wp.chain)
490                         {
491                                 if(!(wp.wpflags & WAYPOINTFLAG_GENERATED))
492                                 if(wp.classname=="waypoint")
493                                 if(checkpvs(wp.origin, ad))
494                                 {
495                                         found = true;
496                                         if(wp.cnt<bestvalue)
497                                         {
498                                                 best = wp;
499                                                 bestvalue = wp.cnt;
500                                         }
501                                 }
502                         }
503                 }
504
505                 if(best)
506                 {
507                 ///     dprint("waypoints around target were found\n");
508                 //      te_lightning2(world, '0 0 0', best.origin);
509                 //      te_knightspike(best.origin);
510
511                         navigation_routerating(best, ratingscale, 4000);
512                         best.cnt += 1;
513
514                         self.havocbot_attack_time = 0;
515
516                         if(checkpvs(self.view_ofs,ad))
517                         if(checkpvs(self.view_ofs,best))
518                         {
519                         //      dprint("increasing attack time for this target\n");
520                                 self.havocbot_attack_time = time + 2;
521                         }
522                 }
523         }
524 }
525
526 void havocbot_role_ast_offense()
527 {SELFPARAM();
528         if(IS_DEAD(self))
529         {
530                 self.havocbot_attack_time = 0;
531                 havocbot_ast_reset_role(self);
532                 return;
533         }
534
535         // Set the role timeout if necessary
536         if (!self.havocbot_role_timeout)
537                 self.havocbot_role_timeout = time + 120;
538
539         if (time > self.havocbot_role_timeout)
540         {
541                 havocbot_ast_reset_role(self);
542                 return;
543         }
544
545         if(self.havocbot_attack_time>time)
546                 return;
547
548         if (self.bot_strategytime < time)
549         {
550                 navigation_goalrating_start();
551                 havocbot_goalrating_enemyplayers(20000, self.origin, 650);
552                 havocbot_goalrating_ast_targets(20000);
553                 havocbot_goalrating_items(15000, self.origin, 10000);
554                 navigation_goalrating_end();
555
556                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
557         }
558 }
559
560 void havocbot_role_ast_defense()
561 {SELFPARAM();
562         if(IS_DEAD(self))
563         {
564                 self.havocbot_attack_time = 0;
565                 havocbot_ast_reset_role(self);
566                 return;
567         }
568
569         // Set the role timeout if necessary
570         if (!self.havocbot_role_timeout)
571                 self.havocbot_role_timeout = time + 120;
572
573         if (time > self.havocbot_role_timeout)
574         {
575                 havocbot_ast_reset_role(self);
576                 return;
577         }
578
579         if(self.havocbot_attack_time>time)
580                 return;
581
582         if (self.bot_strategytime < time)
583         {
584                 navigation_goalrating_start();
585                 havocbot_goalrating_enemyplayers(20000, self.origin, 3000);
586                 havocbot_goalrating_ast_targets(20000);
587                 havocbot_goalrating_items(15000, self.origin, 10000);
588                 navigation_goalrating_end();
589
590                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
591         }
592 }
593
594 void havocbot_role_ast_setrole(entity bot, float role)
595 {
596         switch(role)
597         {
598                 case HAVOCBOT_AST_ROLE_DEFENSE:
599                         bot.havocbot_role = havocbot_role_ast_defense;
600                         bot.havocbot_role_flags = HAVOCBOT_AST_ROLE_DEFENSE;
601                         bot.havocbot_role_timeout = 0;
602                         break;
603                 case HAVOCBOT_AST_ROLE_OFFENSE:
604                         bot.havocbot_role = havocbot_role_ast_offense;
605                         bot.havocbot_role_flags = HAVOCBOT_AST_ROLE_OFFENSE;
606                         bot.havocbot_role_timeout = 0;
607                         break;
608         }
609 }
610
611 void havocbot_ast_reset_role(entity bot)
612 {SELFPARAM();
613         if(IS_DEAD(self))
614                 return;
615
616         if(bot.team == assault_attacker_team)
617                 havocbot_role_ast_setrole(bot, HAVOCBOT_AST_ROLE_OFFENSE);
618         else
619                 havocbot_role_ast_setrole(bot, HAVOCBOT_AST_ROLE_DEFENSE);
620 }
621
622 // mutator hooks
623 MUTATOR_HOOKFUNCTION(as, PlayerSpawn)
624 {SELFPARAM();
625         if(self.team == assault_attacker_team)
626                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
627         else
628                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
629
630         return false;
631 }
632
633 MUTATOR_HOOKFUNCTION(as, TurretSpawn)
634 {SELFPARAM();
635         if(!self.team || self.team == MAX_SHOT_DISTANCE)
636                 self.team = 5; // this gets reversed when match starts?
637
638         return false;
639 }
640
641 MUTATOR_HOOKFUNCTION(as, VehicleSpawn)
642 {SELFPARAM();
643         self.nextthink = time + 0.5;
644
645         return false;
646 }
647
648 MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole)
649 {SELFPARAM();
650         havocbot_ast_reset_role(self);
651         return true;
652 }
653
654 MUTATOR_HOOKFUNCTION(as, PlayHitsound)
655 {
656         return (frag_victim.classname == "func_assault_destructible");
657 }
658
659 MUTATOR_HOOKFUNCTION(as, GetTeamCount)
660 {
661         // assault always has 2 teams
662         c1 = c2 = 0;
663         return true;
664 }
665
666 MUTATOR_HOOKFUNCTION(as, CheckRules_World)
667 {
668         ret_float = WinningCondition_Assault();
669         return true;
670 }
671
672 MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
673 {
674         // no assault warmups
675         warmup_stage = 0;
676         return false;
677 }
678
679 MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
680 {
681         switch(self.classname)
682         {
683                 case "info_player_team1":
684                 case "info_player_team2":
685                 case "info_player_team3":
686                 case "info_player_team4":
687                         return true;
688         }
689
690         return false;
691 }
692
693 // scoreboard setup
694 void assault_ScoreRules()
695 {
696         ScoreRules_basics(2, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, true);
697         ScoreInfo_SetLabel_TeamScore(  ST_ASSAULT_OBJECTIVES,    "objectives",      SFL_SORT_PRIO_PRIMARY);
698         ScoreInfo_SetLabel_PlayerScore(SP_ASSAULT_OBJECTIVES,    "objectives",      SFL_SORT_PRIO_PRIMARY);
699         ScoreRules_basics_end();
700 }
701
702 #endif