]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_minelayer.qc
Fix bots spamming the console with a warning after they have launched g_balance_minel...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minelayer.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer"))
3 #else
4 #ifdef SVQC
5 void W_Mine_Think (void);
6 .float minelayer_detonate, mine_explodeanyway;
7 .float mine_time;
8 .vector mine_orientation;
9
10 void spawnfunc_weapon_minelayer (void)
11 {
12         weapon_defaultspawnfunc(WEP_MINE_LAYER);
13 }
14
15 void W_Mine_Stick (entity to)
16 {
17         spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
18
19         // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
20
21         entity newmine;
22         newmine = spawn();
23         newmine.classname = self.classname;
24
25         newmine.bot_dodge = self.bot_dodge;
26         newmine.bot_dodgerating = self.bot_dodgerating;
27
28         newmine.owner = self.owner;
29         newmine.realowner = self.realowner;
30         setsize(newmine, '-4 -4 -4', '4 4 4');
31         setorigin(newmine, self.origin);
32         setmodel(newmine, "models/mine.md3");
33         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
34
35         newmine.mine_orientation = -trace_plane_normal;
36
37         newmine.takedamage = self.takedamage;
38         newmine.damageforcescale = self.damageforcescale;
39         newmine.health = self.health;
40         newmine.event_damage = self.event_damage;
41         newmine.spawnshieldtime = self.spawnshieldtime;
42         newmine.damagedbycontents = TRUE;
43
44         newmine.movetype = MOVETYPE_NONE; // lock the mine in place
45         newmine.projectiledeathtype = self.projectiledeathtype;
46
47         newmine.mine_time = self.mine_time;
48
49         newmine.touch = func_null;
50         newmine.think = W_Mine_Think;
51         newmine.nextthink = time;
52         newmine.cnt = self.cnt;
53         newmine.flags = self.flags;
54
55         remove(self);
56         self = newmine;
57
58         if(to)
59                 SetMovetypeFollow(self, to);
60 }
61
62 void W_Mine_Explode ()
63 {
64         if(other.takedamage == DAMAGE_AIM)
65                 if(other.classname == "player")
66                         if(IsDifferentTeam(self.realowner, other))
67                                 if(other.deadflag == DEAD_NO)
68                                         if(IsFlying(other))
69                                                 AnnounceTo(self.realowner, "airshot");
70
71         self.event_damage = func_null;
72         self.takedamage = DAMAGE_NO;
73
74         RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
75
76         if (self.realowner.weapon == WEP_MINE_LAYER)
77         {
78                 entity oldself;
79                 oldself = self;
80                 self = self.realowner;
81                 if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
82                 {
83                         self.cnt = WEP_MINE_LAYER;
84                         ATTACK_FINISHED(self) = time;
85                         self.switchweapon = w_getbestweapon(self);
86                 }
87                 self = oldself;
88         }
89         self.realowner.minelayer_mines -= 1;
90         remove (self);
91 }
92
93 void W_Mine_DoRemoteExplode ()
94 {
95         self.event_damage = func_null;
96         self.takedamage = DAMAGE_NO;
97
98         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
99                 self.velocity = self.mine_orientation; // particle fx and decals need .velocity
100
101         RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
102
103         if (self.realowner.weapon == WEP_MINE_LAYER)
104         {
105                 entity oldself;
106                 oldself = self;
107                 self = self.realowner;
108                 if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
109                 {
110                         self.cnt = WEP_MINE_LAYER;
111                         ATTACK_FINISHED(self) = time;
112                         self.switchweapon = w_getbestweapon(self);
113                 }
114                 self = oldself;
115         }
116         self.realowner.minelayer_mines -= 1;
117         remove (self);
118 }
119
120 void W_Mine_RemoteExplode ()
121 {
122         if(self.realowner.deadflag == DEAD_NO)
123                 if((self.spawnshieldtime >= 0)
124                         ? (time >= self.spawnshieldtime) // timer
125                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
126                 )
127                 {
128                         W_Mine_DoRemoteExplode();
129                 }
130 }
131
132 void W_Mine_ProximityExplode ()
133 {
134         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
135         if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0)
136         {
137                 entity head;
138                 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
139                 while(head)
140                 {
141                         if(head == self.realowner || !IsDifferentTeam(head, self.realowner))
142                                 return;
143                         head = head.chain;
144                 }
145         }
146
147         self.mine_time = 0;
148         W_Mine_Explode();
149 }
150
151 float W_Mine_Count(entity e)
152 {
153         float minecount = 0;
154         entity mine;
155         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
156                 minecount += 1;
157
158         return minecount;
159 }
160
161 void W_Mine_Think (void)
162 {
163         entity head;
164
165         self.nextthink = time;
166
167         if(self.movetype == MOVETYPE_FOLLOW)
168         {
169                 if(LostMovetypeFollow(self))
170                 {
171                         UnsetMovetypeFollow(self);
172                         self.movetype = MOVETYPE_NONE;
173                 }
174         }
175         
176         // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
177         // TODO: replace this mine_trigger.wav sound with a real countdown
178         if ((time > self.cnt) && (!self.mine_time))
179         {
180                 if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
181                         spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
182                 self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
183                 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
184         }
185
186         // a player's mines shall explode if he disconnects or dies
187         // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
188         if(self.realowner.classname != "player" || self.realowner.deadflag != DEAD_NO)
189         {
190                 other = world;
191                 self.projectiledeathtype |= HITTYPE_BOUNCE;
192                 W_Mine_Explode();
193                 return;
194         }
195
196         // set the mine for detonation when a foe gets close enough
197         head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
198         while(head)
199         {
200                 if(head.classname == "player" && head.deadflag == DEAD_NO)
201                 if(head != self.realowner && IsDifferentTeam(head, self.realowner)) // don't trigger for team mates
202                 if(!self.mine_time)
203                 {
204                         spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
205                         self.mine_time = time + autocvar_g_balance_minelayer_time;
206                 }
207                 head = head.chain;
208         }
209
210         // explode if it's time to
211         if(self.mine_time && time >= self.mine_time)
212         {
213                 W_Mine_ProximityExplode();
214                 return;
215         }
216
217         // remote detonation
218         if (self.realowner.weapon == WEP_MINE_LAYER)
219         if (self.realowner.deadflag == DEAD_NO)
220         if (self.minelayer_detonate)
221                 W_Mine_RemoteExplode();
222 }
223
224 void W_Mine_Touch (void)
225 {
226         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
227                 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
228
229         PROJECTILE_TOUCH;
230
231         if(other && other.classname == "player" && other.deadflag == DEAD_NO)
232         {
233                 // hit a player
234                 // don't stick
235         }
236         else
237         {
238                 W_Mine_Stick(other);
239         }
240 }
241
242 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
243 {
244         if (self.health <= 0)
245                 return;
246                 
247         float is_from_enemy = (inflictor.realowner != self.realowner);
248                 
249         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
250                 return; // g_projectiles_damage says to halt
251                 
252         self.health = self.health - damage;
253         self.angles = vectoangles(self.velocity);
254         
255         if (self.health <= 0)
256                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
257 }
258
259 void W_Mine_Attack (void)
260 {
261         entity mine;
262         entity flash;
263
264         // scan how many mines we placed, and return if we reached our limit
265         if(autocvar_g_balance_minelayer_limit)
266         {
267                 if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
268                 {
269                         // the refire delay keeps this message from being spammed
270                         sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
271                         play2(self, "weapons/unavailable.wav");
272                         return;
273                 }
274         }
275
276         W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
277
278         W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, autocvar_g_balance_minelayer_damage);
279         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
280
281         mine = WarpZone_RefSys_SpawnSameRefSys(self);
282         mine.owner = mine.realowner = self;
283         if(autocvar_g_balance_minelayer_detonatedelay >= 0)
284                 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
285         else
286                 mine.spawnshieldtime = -1;
287         mine.classname = "mine";
288         mine.bot_dodge = TRUE;
289         mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
290
291         mine.takedamage = DAMAGE_YES;
292         mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
293         mine.health = autocvar_g_balance_minelayer_health;
294         mine.event_damage = W_Mine_Damage;
295         mine.damagedbycontents = TRUE;
296
297         mine.movetype = MOVETYPE_TOSS;
298         PROJECTILE_MAKETRIGGER(mine);
299         mine.projectiledeathtype = WEP_MINE_LAYER;
300         setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
301
302         setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
303         W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
304         mine.angles = vectoangles (mine.velocity);
305
306         mine.touch = W_Mine_Touch;
307         mine.think = W_Mine_Think;
308         mine.nextthink = time;
309         mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
310         mine.flags = FL_PROJECTILE;
311         mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
312
313         CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
314
315         // muzzle flash for 1st person view
316         flash = spawn ();
317         setmodel (flash, "models/flash.md3"); // precision set below
318         SUB_SetFade (flash, time, 0.1);
319         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
320         W_AttachToShotorg(flash, '5 0 0');
321
322         // common properties
323
324         other = mine; MUTATOR_CALLHOOK(EditProjectile);
325         
326         self.minelayer_mines = W_Mine_Count(self);
327 }
328
329 float W_PlacedMines(float detonate)
330 {
331         entity mine;
332         float minfound = 0;
333
334         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
335         {
336                 if(detonate)
337                 {
338                         if(!mine.minelayer_detonate)
339                         {
340                                 mine.minelayer_detonate = TRUE;
341                                 minfound = 1;
342                         }
343                 }
344                 else
345                         minfound = 1;
346         }
347         return minfound;
348 }
349
350 float w_minelayer(float req)
351 {
352         entity mine;
353         float ammo_amount;
354
355         if (req == WR_AIM)
356         {
357                 // aim and decide to fire if appropriate
358                 if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
359                         self.BUTTON_ATCK = FALSE;
360                 else
361                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
362                 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
363                 {
364                         // decide whether to detonate mines
365                         entity targetlist, targ;
366                         float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
367                         float selfdamage, teamdamage, enemydamage;
368                         edgedamage = autocvar_g_balance_minelayer_edgedamage;
369                         coredamage = autocvar_g_balance_minelayer_damage;
370                         edgeradius = autocvar_g_balance_minelayer_radius;
371                         recipricoledgeradius = 1 / edgeradius;
372                         selfdamage = 0;
373                         teamdamage = 0;
374                         enemydamage = 0;
375                         targetlist = findchainfloat(bot_attack, TRUE);
376                         mine = find(world, classname, "mine");
377                         while (mine)
378                         {
379                                 if (mine.realowner != self)
380                                 {
381                                         mine = find(mine, classname, "mine");
382                                         continue;
383                                 }
384                                 targ = targetlist;
385                                 while (targ)
386                                 {
387                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
388                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
389                                         // count potential damage according to type of target
390                                         if (targ == self)
391                                                 selfdamage = selfdamage + d;
392                                         else if (targ.team == self.team && teamplay)
393                                                 teamdamage = teamdamage + d;
394                                         else if (bot_shouldattack(targ))
395                                                 enemydamage = enemydamage + d;
396                                         targ = targ.chain;
397                                 }
398                                 mine = find(mine, classname, "mine");
399                         }
400                         float desirabledamage;
401                         desirabledamage = enemydamage;
402                         if (time > self.invincible_finished && time > self.spawnshieldtime)
403                                 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
404                         if (teamplay && self.team)
405                                 desirabledamage = desirabledamage - teamdamage;
406
407                         mine = find(world, classname, "mine");
408                         while (mine)
409                         {
410                                 if (mine.realowner != self)
411                                 {
412                                         mine = find(mine, classname, "mine");
413                                         continue;
414                                 }
415                                 makevectors(mine.v_angle);
416                                 targ = targetlist;
417                                 if (skill > 9) // normal players only do this for the target they are tracking
418                                 {
419                                         targ = targetlist;
420                                         while (targ)
421                                         {
422                                                 if (
423                                                         (v_forward * normalize(mine.origin - targ.origin)< 0.1)
424                                                         && desirabledamage > 0.1*coredamage
425                                                 )self.BUTTON_ATCK2 = TRUE;
426                                                 targ = targ.chain;
427                                         }
428                                 }else{
429                                         float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
430                                         //As the distance gets larger, a correct detonation gets near imposible
431                                         //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
432                                         if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
433                                                 if(self.enemy.classname == "player")
434                                                         if(desirabledamage >= 0.1*coredamage)
435                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
436                                                                         self.BUTTON_ATCK2 = TRUE;
437                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
438                                 }
439
440                                 mine = find(mine, classname, "mine");
441                         }
442                         // if we would be doing at X percent of the core damage, detonate it
443                         // but don't fire a new shot at the same time!
444                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
445                                 self.BUTTON_ATCK2 = TRUE;
446                         if ((skill > 6.5) && (selfdamage > self.health))
447                                 self.BUTTON_ATCK2 = FALSE;
448                         //if(self.BUTTON_ATCK2 == TRUE)
449                         //      dprint(ftos(desirabledamage),"\n");
450                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
451                 }
452         }
453         else if (req == WR_THINK)
454         {
455                 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
456                 {
457                         // not if we're holding the minelayer without enough ammo, but can detonate existing mines
458                         if not (W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
459                                 weapon_action(self.weapon, WR_RELOAD);
460                 }
461                 else if (self.BUTTON_ATCK)
462                 {
463                         if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
464                         {
465                                 W_Mine_Attack();
466                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
467                         }
468                 }
469
470                 if (self.BUTTON_ATCK2)
471                 {
472                         if(W_PlacedMines(TRUE))
473                                 sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
474                 }
475         }
476         else if (req == WR_PRECACHE)
477         {
478                 precache_model ("models/flash.md3");
479                 precache_model ("models/mine.md3");
480                 precache_model ("models/weapons/g_minelayer.md3");
481                 precache_model ("models/weapons/v_minelayer.md3");
482                 precache_model ("models/weapons/h_minelayer.iqm");
483                 precache_sound ("weapons/mine_det.wav");
484                 precache_sound ("weapons/mine_fire.wav");
485                 precache_sound ("weapons/mine_stick.wav");
486                 precache_sound ("weapons/mine_trigger.wav");
487                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
488         }
489         else if (req == WR_SETUP)
490         {
491                 weapon_setup(WEP_MINE_LAYER);
492                 self.current_ammo = ammo_rockets;
493         }
494         else if (req == WR_CHECKAMMO1)
495         {
496                 // don't switch while placing a mine
497                 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
498                 {
499                         ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo;
500                         ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= autocvar_g_balance_minelayer_ammo;
501                         return ammo_amount;
502                 }
503         }
504         else if (req == WR_CHECKAMMO2)
505         {
506                 if (W_PlacedMines(FALSE))
507                         return TRUE;
508                 else
509                         return FALSE;
510         }
511         else if (req == WR_RELOAD)
512         {
513                 W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
514         }
515         return TRUE;
516 }
517 #endif
518 #ifdef CSQC
519 float w_minelayer(float req)
520 {
521         if(req == WR_IMPACTEFFECT)
522         {
523                 vector org2;
524                 org2 = w_org + w_backoff * 12;
525                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
526                 if(!w_issilent)
527                         sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
528         }
529         else if(req == WR_PRECACHE)
530         {
531                 precache_sound("weapons/mine_exp.wav");
532         }
533         else if (req == WR_SUICIDEMESSAGE)
534                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
535                         w_deathtypestring = _("%s blew themself up with their minelayer");
536                 else
537                         w_deathtypestring = _("%s forgot about their mine");
538         else if (req == WR_KILLMESSAGE)
539         {
540                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
541                         w_deathtypestring = _("%s got too close to %s's mine");
542                 else if(w_deathtype & HITTYPE_SPLASH)
543                         w_deathtypestring = _("%s almost dodged %s's mine");
544                 else
545                         w_deathtypestring = _("%s stepped on %s's mine");
546         }
547         return TRUE;
548 }
549 #endif
550 #endif