// =========================================================== // Keepaway game mode coding, written by Samual and Diabolik // Last updated: September, 2012 // =========================================================== float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame { if(e.ballcarried) if(other.classname == "spectator") return FALSE; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup return TRUE; } void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later { if(autocvar_sv_eventlog) GameLogEcho(strcat(":ka:", mode, ((actor != world) ? (strcat(":", ftos(actor.playerid))) : ""))); } void ka_RespawnBall() // runs whenever the ball needs to be relocated { if(gameover) { return; } vector oldballorigin = self.origin; if(MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256)) { makevectors(self.angles); self.movetype = MOVETYPE_BOUNCE; self.velocity = '0 0 200'; self.angles = '0 0 0'; self.effects = autocvar_g_keepawayball_effects; self.think = ka_RespawnBall; self.nextthink = time + autocvar_g_keepawayball_respawntime; pointparticles(particleeffectnum("electro_combo"), oldballorigin, '0 0 0', 1); pointparticles(particleeffectnum("electro_combo"), self.origin, '0 0 0', 1); WaypointSprite_Spawn("ka-ball", 0, 0, self, '0 0 64', world, self.team, self, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1'); WaypointSprite_Ping(self.waypointsprite_attachedforcarrier); sound(self, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere) } else { ka_RespawnBall(); // finding a location failed, retry } } void ka_TimeScoring() { if(self.owner.ballcarried) { // add points for holding the ball after a certain amount of time if(autocvar_g_keepaway_score_timepoints) PlayerScore_Add(self.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints); PlayerScore_Add(self.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds" self.nextthink = time + autocvar_g_keepaway_score_timeinterval; } } void ka_TouchEvent() // runs any time that the ball comes in contact with something { if(gameover) { return; } if(!self) { return; } if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { // The ball fell off the map, respawn it since players can't get to it ka_RespawnBall(); return; } if(other.deadflag != DEAD_NO) { return; } if(other.classname != "player") { // The ball just touched an object, most likely the world pointparticles(particleeffectnum("kaball_sparks"), self.origin, '0 0 0', 1); sound(self, CH_TRIGGER, "keepaway/touch.wav", VOL_BASE, ATTN_NORM); return; } else if(self.wait > time) { return; } // attach the ball to the player self.owner = other; other.ballcarried = self; setattachment(self, other, ""); setorigin(self, '0 0 0'); // make the ball invisible/unable to do anything/set up time scoring self.velocity = '0 0 0'; self.movetype = MOVETYPE_NONE; self.effects |= EF_NODRAW; self.touch = func_null; self.think = ka_TimeScoring; self.nextthink = time + autocvar_g_keepaway_score_timeinterval; self.takedamage = DAMAGE_NO; // apply effects to player other.glow_color = autocvar_g_keepawayball_trail_color; other.glow_trail = TRUE; other.effects |= autocvar_g_keepaway_ballcarrier_effects; // messages and sounds ka_EventLog("pickup", other); Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_PICKUP, other.netname); Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, other.netname); sound(self.owner, CH_TRIGGER, "keepaway/pickedup.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere) // scoring PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1); // waypoints WaypointSprite_AttachCarrier("ka-ballcarrier", other, RADARICON_FLAGCARRIER, '1 0 0'); other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player; WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT); WaypointSprite_Ping(other.waypointsprite_attachedforcarrier); WaypointSprite_Kill(self.waypointsprite_attachedforcarrier); } void ka_DropEvent(entity plyr) // runs any time that a player is supposed to lose the ball { entity ball; ball = plyr.ballcarried; if(!ball) { return; } // reset the ball setattachment(ball, world, ""); ball.movetype = MOVETYPE_BOUNCE; ball.wait = time + 1; ball.touch = ka_TouchEvent; ball.think = ka_RespawnBall; ball.nextthink = time + autocvar_g_keepawayball_respawntime; ball.takedamage = DAMAGE_YES; ball.effects &~= EF_NODRAW; setorigin(ball, plyr.origin + '0 0 10'); ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom(); ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P ball.owner = world; // reset the player effects plyr.glow_trail = FALSE; plyr.effects &~= autocvar_g_keepaway_ballcarrier_effects; // messages and sounds ka_EventLog("dropped", plyr); Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname); Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname); sound(other, CH_TRIGGER, "keepaway/dropped.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere) // scoring // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless. // waypoints WaypointSprite_Spawn("ka-ball", 0, 0, ball, '0 0 64', world, ball.team, ball, waypointsprite_attachedforcarrier, FALSE, RADARICON_FLAGCARRIER, '0 1 1'); WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT); WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier); WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier); } void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal { if((self.owner) && (self.owner.classname == "player")) ka_DropEvent(self.owner); ka_RespawnBall(); } // ================ // Bot player logic // ================ void havocbot_goalrating_ball(float ratingscale, vector org) { float t; entity ball_owner; ball_owner = ka_ball.owner; if (ball_owner == self) return; // If ball is carried by player then hunt them down. if (ball_owner) { t = (self.health + self.armorvalue) / (ball_owner.health + ball_owner.armorvalue); navigation_routerating(ball_owner, t * ratingscale, 2000); } // Ball has been dropped so collect. navigation_routerating(ka_ball, ratingscale, 2000); } void havocbot_role_ka_carrier() { if (self.deadflag != DEAD_NO) return; if (time > self.bot_strategytime) { self.bot_strategytime = time + autocvar_bot_ai_strategyinterval; navigation_goalrating_start(); havocbot_goalrating_items(10000, self.origin, 10000); havocbot_goalrating_enemyplayers(20000, self.origin, 10000); //havocbot_goalrating_waypoints(1, self.origin, 1000); navigation_goalrating_end(); } if (!self.ballcarried) { self.havocbot_role = havocbot_role_ka_collector; self.bot_strategytime = 0; } } void havocbot_role_ka_collector() { if (self.deadflag != DEAD_NO) return; if (time > self.bot_strategytime) { self.bot_strategytime = time + autocvar_bot_ai_strategyinterval; navigation_goalrating_start(); havocbot_goalrating_items(10000, self.origin, 10000); havocbot_goalrating_enemyplayers(1000, self.origin, 10000); havocbot_goalrating_ball(20000, self.origin); navigation_goalrating_end(); } if (self.ballcarried) { self.havocbot_role = havocbot_role_ka_carrier; self.bot_strategytime = 0; } } // ============== // Hook Functions // ============== MUTATOR_HOOKFUNCTION(ka_Scoring) { if((frag_attacker != frag_target) && (frag_attacker.classname == "player")) { if(frag_target.ballcarried) { // add to amount of times killing carrier PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1); if(autocvar_g_keepaway_score_bckill) // add bckills to the score PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill); } else if(!frag_attacker.ballcarried) if(autocvar_g_keepaway_noncarrier_warn) Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN); if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac); } if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has died, drop it return 0; } MUTATOR_HOOKFUNCTION(ka_GiveFragsForKill) { frag_score = 0; // no frags counted in keepaway return 1; // you deceptive little bugger ;3 This needs to be true in order for this function to even count. } MUTATOR_HOOKFUNCTION(ka_PlayerPreThink) { // clear the item used for the ball in keepaway self.items &~= IT_KEY1; // if the player has the ball, make sure they have the item for it (Used for HUD primarily) if(self.ballcarried) self.items |= IT_KEY1; return 0; } MUTATOR_HOOKFUNCTION(ka_PlayerUseKey) { if(MUTATOR_RETURNVALUE == 0) if(self.ballcarried) { ka_DropEvent(self); return 1; } return 0; } MUTATOR_HOOKFUNCTION(ka_PlayerDamage) // for changing damage and force values that are applied to players in g_damage.qc { if(frag_attacker.ballcarried) // if the attacker is a ballcarrier { if(frag_target == frag_attacker) // damage done to yourself { frag_damage *= autocvar_g_keepaway_ballcarrier_selfdamage; frag_force *= autocvar_g_keepaway_ballcarrier_selfforce; } else // damage done to noncarriers { frag_damage *= autocvar_g_keepaway_ballcarrier_damage; frag_force *= autocvar_g_keepaway_ballcarrier_force; } } else if not(frag_target.ballcarried) // if the target is a noncarrier { if(frag_target == frag_attacker) // damage done to yourself { frag_damage *= autocvar_g_keepaway_noncarrier_selfdamage; frag_force *= autocvar_g_keepaway_noncarrier_selfforce; } else // damage done to other noncarriers { frag_damage *= autocvar_g_keepaway_noncarrier_damage; frag_force *= autocvar_g_keepaway_noncarrier_force; } } return 0; } MUTATOR_HOOKFUNCTION(ka_RemovePlayer) { if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it return 0; } MUTATOR_HOOKFUNCTION(ka_PlayerPowerups) { // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player() self.effects &~= autocvar_g_keepaway_ballcarrier_effects; if(self.ballcarried) self.effects |= autocvar_g_keepaway_ballcarrier_effects; return 0; } MUTATOR_HOOKFUNCTION(ka_BotRoles) { if (self.ballcarried) self.havocbot_role = havocbot_role_ka_carrier; else self.havocbot_role = havocbot_role_ka_collector; return TRUE; } // ============== // Initialization // ============== void ka_SpawnBall() // loads various values for the ball, runs only once at start of match { if(!g_keepaway) { return; } entity e; e = spawn(); e.model = "models/orbs/orbblue.md3"; precache_model(e.model); setmodel(e, e.model); setsize(e, '-16 -16 -20', '16 16 20'); // 20 20 20 was too big, player is only 16 16 24... gotta cheat with the Z (20) axis so that the particle isn't cut off e.classname = "keepawayball"; e.damageforcescale = autocvar_g_keepawayball_damageforcescale; e.takedamage = DAMAGE_YES; e.solid = SOLID_TRIGGER; e.movetype = MOVETYPE_BOUNCE; e.glow_color = autocvar_g_keepawayball_trail_color; e.glow_trail = TRUE; e.flags = FL_ITEM; e.reset = ka_Reset; e.touch = ka_TouchEvent; e.owner = world; ka_ball = e; InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So. } void ka_ScoreRules() { ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, TRUE); // SFL_SORT_PRIO_PRIMARY ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS, "pickups", 0); ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0); ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY); ScoreRules_basics_end(); } void ka_Initialize() // run at the start of a match, initiates game mode { if(!g_keepaway) return; precache_sound("keepaway/pickedup.wav"); precache_sound("keepaway/dropped.wav"); precache_sound("keepaway/respawn.wav"); precache_sound("keepaway/touch.wav"); ka_ScoreRules(); ka_SpawnBall(); } MUTATOR_DEFINITION(gamemode_keepaway) { MUTATOR_HOOK(MakePlayerObserver, ka_RemovePlayer, CBC_ORDER_ANY); MUTATOR_HOOK(ClientDisconnect, ka_RemovePlayer, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerDies, ka_Scoring, CBC_ORDER_ANY); MUTATOR_HOOK(GiveFragsForKill, ka_GiveFragsForKill, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerPreThink, ka_PlayerPreThink, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerDamage_Calculate, ka_PlayerDamage, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerPowerups, ka_PlayerPowerups, CBC_ORDER_ANY); MUTATOR_HOOK(PlayerUseKey, ka_PlayerUseKey, CBC_ORDER_ANY); MUTATOR_HOOK(HavocBot_ChooseRule, ka_BotRoles, CBC_ORDER_ANY); MUTATOR_ONADD { if(time > 1) // game loads at time 1 error("This is a game type and it cannot be added at runtime."); ka_Initialize(); } MUTATOR_ONROLLBACK_OR_REMOVE { // we actually cannot roll back ka_Initialize here // BUT: we don't need to! If this gets called, adding always // succeeds. } MUTATOR_ONREMOVE { print("This is a game type and it cannot be removed at runtime."); return -1; } return 0; }