#include "sv_clanarena.qh" float autocvar_g_ca_damage2score = 100; int autocvar_g_ca_prevent_stalemate; float autocvar_g_ca_start_health = 200; float autocvar_g_ca_start_armor = 200; float autocvar_g_ca_start_ammo_shells = 60; float autocvar_g_ca_start_ammo_nails = 320; float autocvar_g_ca_start_ammo_rockets = 160; float autocvar_g_ca_start_ammo_cells = 180; float autocvar_g_ca_start_ammo_plasma = 180; float autocvar_g_ca_start_ammo_fuel = 0; .float ca_damage_counter; void CA_count_alive_players() { total_players = 0; for (int i = 1; i <= NUM_TEAMS; ++i) { Team_SetNumberOfAlivePlayers(Team_GetTeamFromIndex(i), 0); } FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it), { ++total_players; if (IS_DEAD(it)) { continue; } entity team_ = Entity_GetTeam(it); int num_alive = Team_GetNumberOfAlivePlayers(team_); ++num_alive; Team_SetNumberOfAlivePlayers(team_, num_alive); }); FOREACH_CLIENT(IS_REAL_CLIENT(it), { STAT(REDALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(1)); STAT(BLUEALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(2)); STAT(YELLOWALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(3)); STAT(PINKALIVE, it) = Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(4)); }); } void nades_Clear(entity player); int CA_PreventStalemate() { //bprint("PreventStalemate running\n"); // g_ca_prevent_stalemate: // Run survivor count check with 1 aka bit 0b0001 // Run total health check with 2 aka bit 0b0010 // With a value like 3 which has both bits both are ran bool prevent_stalemate_by_survivors = (autocvar_g_ca_prevent_stalemate & BIT(0)); bool prevent_stalemate_by_health = (autocvar_g_ca_prevent_stalemate & BIT(1)); // Check which team has more alive players if (prevent_stalemate_by_survivors) { int winnerTeam = 0; int secondTeam = 0; for(int i = 1; i <= AVAILABLE_TEAMS; ++i) { if(!winnerTeam || Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) > Team_GetNumberOfAlivePlayers(Team_GetTeam(winnerTeam))) { secondTeam = winnerTeam; winnerTeam = Team_IndexToTeam(i); } else { if(!secondTeam || Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) > Team_GetNumberOfAlivePlayers(Team_GetTeam(secondTeam))) secondTeam = Team_IndexToTeam(i); } } if(Team_GetNumberOfAlivePlayers(Team_GetTeam(winnerTeam)) != Team_GetNumberOfAlivePlayers(Team_GetTeam(secondTeam))) { bprint(sprintf("Stalemate broken by alive players. Best team: %s%s (%d)^7 - Trailing team: %s%s (%d)\n", Team_ColorCode(winnerTeam), Team_ColorName(winnerTeam), Team_GetNumberOfAlivePlayers(Team_GetTeam(winnerTeam)), Team_ColorCode(secondTeam), Team_ColorName(secondTeam), Team_GetNumberOfAlivePlayers(Team_GetTeam(secondTeam)))); return winnerTeam; } } // Check which team has more health if (prevent_stalemate_by_health) { int winnerTeam = 0; int secondTeam = 0; int winnerTeamHealth = 0; int secondTeamHealth = 0; int teamIndex, teamHealth; for(int i = 1; i <= AVAILABLE_TEAMS; ++i) { teamIndex = i; teamHealth = 0; // Add up health for the players in this team FOREACH_CLIENT(IS_PLAYER(it) && Entity_HasValidTeam(it) && it.team == Team_IndexToTeam(teamIndex), { if (IS_DEAD(it)) continue; teamHealth += GetResource(it, RES_HEALTH) + GetResource(it, RES_ARMOR); }); // Set the winner teams if(!winnerTeam || teamHealth > winnerTeamHealth) { secondTeam = winnerTeam; secondTeamHealth = winnerTeamHealth; winnerTeam = Team_IndexToTeam(i); winnerTeamHealth = teamHealth; } else { if(!secondTeam || teamHealth > secondTeamHealth) { secondTeam = Team_IndexToTeam(i); secondTeamHealth = teamHealth; } } } if(winnerTeamHealth != secondTeamHealth) { bprint(sprintf("Stalemate broken by team health. Best team: %s%s (%d)^7 - Trailing team: %s%s (%d)\n", Team_ColorCode(winnerTeam), Team_ColorName(winnerTeam), winnerTeamHealth, Team_ColorCode(secondTeam), Team_ColorName(secondTeam), secondTeamHealth)); return winnerTeam; } } return -2; // Equality. Can't avoid the stalemate. } float CA_CheckWinner() { int winner_team = 0; if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0) { // attempt to prevent stalemate by survivor count AND/OR total team health? bool prevent_stalemate_by_survivors = (autocvar_g_ca_prevent_stalemate & BIT(0)); bool prevent_stalemate_by_health = (autocvar_g_ca_prevent_stalemate & BIT(1)); if(prevent_stalemate_by_survivors || prevent_stalemate_by_health) winner_team = CA_PreventStalemate(); else winner_team = -2; } CA_count_alive_players(); if (!winner_team) winner_team = Team_GetWinnerAliveTeam(); if (!winner_team) return 0; if(winner_team > 0) { Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN)); Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN)); TeamScore_AddToTeam(winner_team, ST_CA_ROUNDS, +1); } else if(winner_team == -1) { Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED); Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED); } else if(winner_team == -2) { Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER); Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER); } allowed_to_spawn = false; game_stopped = true; round_handler_Init(5, autocvar_g_ca_warmup, autocvar_g_ca_round_timelimit); FOREACH_CLIENT(IS_PLAYER(it), { nades_Clear(it); }); return 1; } void CA_RoundStart() { allowed_to_spawn = boolean(warmup_stage); } bool CA_CheckTeams() { static int prev_missing_teams_mask; allowed_to_spawn = true; CA_count_alive_players(); if (Team_GetNumberOfAliveTeams() == NumTeams(ca_teams)) { if(prev_missing_teams_mask > 0) Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS); prev_missing_teams_mask = -1; return true; } if(total_players == 0) { if(prev_missing_teams_mask > 0) Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_MISSING_TEAMS); prev_missing_teams_mask = -1; return false; } int missing_teams_mask = 0; for (int i = 1; i <= NUM_TEAMS; ++i) { if ((ca_teams & Team_IndexToBit(i)) && (Team_GetNumberOfAlivePlayers(Team_GetTeamFromIndex(i)) == 0)) { missing_teams_mask |= Team_IndexToBit(i); } } if(prev_missing_teams_mask != missing_teams_mask) { Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_MISSING_TEAMS, missing_teams_mask); prev_missing_teams_mask = missing_teams_mask; } return false; } bool ca_isEliminated(entity e) { if(INGAME_JOINED(e) && (IS_DEAD(e) || e.frags == FRAGS_PLAYER_OUT_OF_GAME)) return true; if(INGAME_JOINING(e)) return true; return false; } /** Returns next available player to spectate if g_ca_spectate_enemies == 0 */ entity CA_SpectateNext(entity player, entity start) { if (SAME_TEAM(start, player)) return start; // continue from current player for (entity e = start; (e = find(e, classname, STR_PLAYER)); ) { if (SAME_TEAM(player, e)) return e; } // restart from the beginning for (entity e = NULL; (e = find(e, classname, STR_PLAYER)); ) { if (SAME_TEAM(player, e)) return e; } return start; } MUTATOR_HOOKFUNCTION(ca, PlayerSpawn) { entity player = M_ARGV(0, entity); INGAME_STATUS_SET(player, INGAME_STATUS_JOINED); if (time <= game_starttime) // reset on game restart, not on round start player.ca_damage_counter = 0; if (!warmup_stage) eliminatedPlayers.SendFlags |= 1; } MUTATOR_HOOKFUNCTION(ca, ForbidSpawn) { entity player = M_ARGV(0, entity); // spectators / observers that weren't playing can join; they are // immediately forced to observe in the PutClientInServer hook // this way they are put in a team and can play in the next round if (!allowed_to_spawn && INGAME(player)) return true; return false; } MUTATOR_HOOKFUNCTION(ca, PutClientInServer) { entity player = M_ARGV(0, entity); if (!allowed_to_spawn && IS_PLAYER(player)) // this is true even when player is trying to join { TRANSMUTE(Observer, player); if (CS(player).jointime != time && !INGAME(player)) // not when connecting { INGAME_STATUS_SET(player, INGAME_STATUS_JOINING); Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_JOIN_LATE); } } if (!warmup_stage) eliminatedPlayers.SendFlags |= 1; } MUTATOR_HOOKFUNCTION(ca, reset_map_players) { g_ca_spectate_enemies = autocvar_g_ca_spectate_enemies; observe_blocked_if_eliminated = (g_ca_spectate_enemies == -1); // we can avoid sending observe_blocked_if_eliminated to all clients here (with ClientData_Touch) // since it will get sent whenever the client spectates someone anyway FOREACH_CLIENT(true, { CS(it).killcount = 0; if (INGAME(it) || IS_BOT_CLIENT(it)) { TRANSMUTE(Player, it); INGAME_STATUS_SET(it, INGAME_STATUS_JOINED); PutClientInServer(it); } }); return true; } MUTATOR_HOOKFUNCTION(ca, reset_map_global) { allowed_to_spawn = true; return true; } MUTATOR_HOOKFUNCTION(ca, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE) { M_ARGV(0, float) = ca_teams; return true; } entity ca_LastPlayerForTeam(entity this) { entity last_pl = NULL; FOREACH_CLIENT(IS_PLAYER(it) && it != this, { if (!IS_DEAD(it) && SAME_TEAM(this, it)) { if (!last_pl) last_pl = it; else return NULL; } }); return last_pl; } void ca_LastPlayerForTeam_Notify(entity this) { if (!warmup_stage && round_handler_IsActive() && round_handler_IsRoundStarted()) { entity pl = ca_LastPlayerForTeam(this); if (pl) Send_Notification(NOTIF_ONE, pl, MSG_CENTER, CENTER_ALONE); } } MUTATOR_HOOKFUNCTION(ca, PlayerDies) { entity frag_target = M_ARGV(2, entity); ca_LastPlayerForTeam_Notify(frag_target); if (!allowed_to_spawn) { frag_target.respawn_flags = RESPAWN_SILENT; // prevent unwanted sudden rejoin as spectator and movement of spectator camera frag_target.respawn_time = time + 2; } frag_target.respawn_flags |= RESPAWN_FORCE; if (!warmup_stage) eliminatedPlayers.SendFlags |= 1; return true; } MUTATOR_HOOKFUNCTION(ca, ClientDisconnect) { entity player = M_ARGV(0, entity); if (IS_PLAYER(player) && !IS_DEAD(player)) ca_LastPlayerForTeam_Notify(player); return true; } MUTATOR_HOOKFUNCTION(ca, MakePlayerObserver) { entity player = M_ARGV(0, entity); bool is_forced = M_ARGV(1, bool); if (is_forced && INGAME(player)) INGAME_STATUS_CLEAR(player); if (IS_PLAYER(player) && !IS_DEAD(player)) ca_LastPlayerForTeam_Notify(player); if (player.killindicator_teamchange == -2) // player wants to spectate { entcs_update_players(player); INGAME_STATUS_CLEAR(player); } if (INGAME(player)) { player.frags = FRAGS_PLAYER_OUT_OF_GAME; player.would_spectate = observe_blocked_if_eliminated; // if blocked from observing force to spectate now } if (!warmup_stage) eliminatedPlayers.SendFlags |= 1; if (!INGAME(player)) return false; // allow team reset return true; // prevent team reset } MUTATOR_HOOKFUNCTION(ca, ForbidThrowCurrentWeapon) { return true; } MUTATOR_HOOKFUNCTION(ca, GiveFragsForKill, CBC_ORDER_FIRST) { M_ARGV(2, float) = 0; // score will be given to the winner team when the round ends return true; } MUTATOR_HOOKFUNCTION(ca, SetStartItems) { start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS); if(!cvar("g_use_ammunition")) start_items |= IT_UNLIMITED_AMMO; start_health = warmup_start_health = autocvar_g_ca_start_health; start_armorvalue = warmup_start_armorvalue = autocvar_g_ca_start_armor; start_ammo_shells = warmup_start_ammo_shells = autocvar_g_ca_start_ammo_shells; start_ammo_nails = warmup_start_ammo_nails = autocvar_g_ca_start_ammo_nails; start_ammo_rockets = warmup_start_ammo_rockets = autocvar_g_ca_start_ammo_rockets; start_ammo_cells = warmup_start_ammo_cells = autocvar_g_ca_start_ammo_cells; start_ammo_plasma = warmup_start_ammo_plasma = autocvar_g_ca_start_ammo_plasma; start_ammo_fuel = warmup_start_ammo_fuel = autocvar_g_ca_start_ammo_fuel; } MUTATOR_HOOKFUNCTION(ca, Damage_Calculate) { entity frag_attacker = M_ARGV(1, entity); entity frag_target = M_ARGV(2, entity); float frag_deathtype = M_ARGV(3, float); float frag_damage = M_ARGV(4, float); float frag_mirrordamage = M_ARGV(5, float); if (IS_PLAYER(frag_target)) if (!IS_DEAD(frag_target)) if (frag_target == frag_attacker || SAME_TEAM(frag_target, frag_attacker) || frag_deathtype == DEATH_FALL.m_id) frag_damage = 0; frag_mirrordamage = 0; M_ARGV(4, float) = frag_damage; M_ARGV(5, float) = frag_mirrordamage; } MUTATOR_HOOKFUNCTION(ca, FilterItem) { entity item = M_ARGV(0, entity); if (autocvar_g_powerups <= 0) if (item.itemdef.instanceOfPowerup) return true; if (autocvar_g_pickup_items <= 0) return true; } MUTATOR_HOOKFUNCTION(ca, PlayerDamage_SplitHealthArmor) { if (time < game_starttime || (round_handler_IsActive() && !round_handler_IsRoundStarted())) return; entity frag_attacker = M_ARGV(1, entity); entity frag_target = M_ARGV(2, entity); float frag_deathtype = M_ARGV(6, float); float frag_damage = M_ARGV(7, float); float damage_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH)); float damage_save = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR)); float excess = max(0, frag_damage - damage_take - damage_save); if (autocvar_g_ca_damage2score <= 0 || frag_damage - excess == 0) return; entity scorer = NULL; float scorer_damage = 0; if (IS_PLAYER(frag_attacker)) { if (DIFF_TEAM(frag_target, frag_attacker)) scorer_damage = frag_damage - excess; else // friendly fire scorer_damage = -(frag_damage - excess); scorer = frag_attacker; } else { //handle (environmental hazard) suiciding, check first if player has a registered attacker who most likely pushed them there to avoid punishing pushed players as pushers are already rewarded //deathtypes: //kill = suicide, drown = drown in water/liquid, hurttrigger = out of the map void or hurt triggers inside maps like electric sparks //camp = campcheck, lava = lava, slime = slime //team change / rebalance suicides are currently not included if (frag_deathtype == DEATH_KILL.m_id || frag_deathtype == DEATH_DROWN.m_id || frag_deathtype == DEATH_HURTTRIGGER.m_id || frag_deathtype == DEATH_CAMP.m_id || frag_deathtype == DEATH_LAVA.m_id || frag_deathtype == DEATH_SLIME.m_id || frag_deathtype == DEATH_SWAMP.m_id) { scorer_damage = -(frag_damage - excess); scorer = frag_target; } } if (scorer) GameRules_scoring_add_float2int(scorer, SCORE, scorer_damage, ca_damage_counter, autocvar_g_ca_damage2score); } MUTATOR_HOOKFUNCTION(ca, CalculateRespawnTime) { // no respawn calculations needed, player is forced to spectate anyway return true; } MUTATOR_HOOKFUNCTION(ca, PlayerRegen) { // no regeneration in CA return true; } MUTATOR_HOOKFUNCTION(ca, Scores_CountFragsRemaining) { // announce remaining frags return true; } MUTATOR_HOOKFUNCTION(ca, SpectateSet) { entity client = M_ARGV(0, entity); entity targ = M_ARGV(1, entity); if (g_ca_spectate_enemies != 1 && INGAME(client)) if (DIFF_TEAM(targ, client)) return true; } MUTATOR_HOOKFUNCTION(ca, SpectateNext) { entity client = M_ARGV(0, entity); if (g_ca_spectate_enemies != 1 && INGAME(client) && Team_GetNumberOfAlivePlayers(Entity_GetTeam(client))) { entity targ = M_ARGV(1, entity); M_ARGV(1, entity) = CA_SpectateNext(client, targ); return true; } } MUTATOR_HOOKFUNCTION(ca, SpectatePrev) { entity client = M_ARGV(0, entity); entity targ = M_ARGV(1, entity); entity first = M_ARGV(2, entity); if (g_ca_spectate_enemies != 1 && INGAME(client) && Team_GetNumberOfAlivePlayers(Entity_GetTeam(client))) { do { targ = targ.chain; } while(targ && DIFF_TEAM(targ, client)); if (!targ) { for (targ = first; targ && DIFF_TEAM(targ, client); targ = targ.chain); if (targ == client.enemy) return MUT_SPECPREV_RETURN; } } else return MUT_SPECPREV_CONTINUE; M_ARGV(1, entity) = targ; return MUT_SPECPREV_FOUND; } MUTATOR_HOOKFUNCTION(ca, Bot_FixCount, CBC_ORDER_EXCLUSIVE) { FOREACH_CLIENT(IS_REAL_CLIENT(it), { if (IS_PLAYER(it) || INGAME_JOINED(it)) ++M_ARGV(0, int); ++M_ARGV(1, int); }); return true; } MUTATOR_HOOKFUNCTION(ca, ClientCommand_Spectate) { entity player = M_ARGV(0, entity); if (INGAME(player)) { // they're going to spec, we can do other checks if (autocvar_sv_spectate && (IS_SPEC(player) || IS_OBSERVER(player))) Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_LEAVE); return MUT_SPECCMD_FORCE; } return MUT_SPECCMD_CONTINUE; } MUTATOR_HOOKFUNCTION(ca, HideTeamNagger) { return true; // doesn't work well with the whole spectator as player thing } MUTATOR_HOOKFUNCTION(ca, SetWeaponArena) { if (M_ARGV(0, string) == "0" || M_ARGV(0, string) == "") M_ARGV(0, string) = autocvar_g_ca_weaponarena; } MUTATOR_HOOKFUNCTION(ca, SV_ParseServerCommand) { string cmd_name = M_ARGV(0, string); if (cmd_name == "shuffleteams") shuffleteams_on_reset_map = !allowed_to_spawn; return false; }