#ifdef REGISTER_WEAPON 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")) #else #ifdef SVQC void W_Mine_Think (void); .float minelayer_detonate, mine_explodeanyway; .float mine_time; .vector mine_orientation; void spawnfunc_weapon_minelayer (void) { weapon_defaultspawnfunc(WEP_MINE_LAYER); } void W_Mine_Stick (entity to) { spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM); // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile entity newmine; newmine = spawn(); newmine.classname = self.classname; newmine.bot_dodge = self.bot_dodge; newmine.bot_dodgerating = self.bot_dodgerating; newmine.owner = self.owner; newmine.realowner = self.realowner; setsize(newmine, '-4 -4 -4', '4 4 4'); setorigin(newmine, self.origin); setmodel(newmine, "models/mine.md3"); newmine.angles = vectoangles(-trace_plane_normal); // face against the surface newmine.mine_orientation = -trace_plane_normal; newmine.takedamage = self.takedamage; newmine.damageforcescale = self.damageforcescale; newmine.health = self.health; newmine.event_damage = self.event_damage; newmine.spawnshieldtime = self.spawnshieldtime; newmine.damagedbycontents = TRUE; newmine.movetype = MOVETYPE_NONE; // lock the mine in place newmine.projectiledeathtype = self.projectiledeathtype; newmine.mine_time = self.mine_time; newmine.touch = func_null; newmine.think = W_Mine_Think; newmine.nextthink = time; newmine.cnt = self.cnt; newmine.flags = self.flags; remove(self); self = newmine; if(to) SetMovetypeFollow(self, to); } void W_Mine_Explode () { if(other.takedamage == DAMAGE_AIM) if(other.classname == "player") if(IsDifferentTeam(self.realowner, other)) if(other.deadflag == DEAD_NO) if(IsFlying(other)) Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT); self.event_damage = func_null; self.takedamage = DAMAGE_NO; 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); if (self.realowner.weapon == WEP_MINE_LAYER) { entity oldself; oldself = self; self = self.realowner; if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1)) { self.cnt = WEP_MINE_LAYER; ATTACK_FINISHED(self) = time; self.switchweapon = w_getbestweapon(self); } self = oldself; } self.realowner.minelayer_mines -= 1; remove (self); } void W_Mine_DoRemoteExplode () { self.event_damage = func_null; self.takedamage = DAMAGE_NO; if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW) self.velocity = self.mine_orientation; // particle fx and decals need .velocity 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); if (self.realowner.weapon == WEP_MINE_LAYER) { entity oldself; oldself = self; self = self.realowner; if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1)) { self.cnt = WEP_MINE_LAYER; ATTACK_FINISHED(self) = time; self.switchweapon = w_getbestweapon(self); } self = oldself; } self.realowner.minelayer_mines -= 1; remove (self); } void W_Mine_RemoteExplode () { if(self.realowner.deadflag == DEAD_NO) if((self.spawnshieldtime >= 0) ? (time >= self.spawnshieldtime) // timer : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device ) { W_Mine_DoRemoteExplode(); } } void W_Mine_ProximityExplode () { // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0) { entity head; head = findradius(self.origin, autocvar_g_balance_minelayer_radius); while(head) { if(head == self.realowner || !IsDifferentTeam(head, self.realowner)) return; head = head.chain; } } self.mine_time = 0; W_Mine_Explode(); } float W_Mine_Count(entity e) { float minecount = 0; entity mine; for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e) minecount += 1; return minecount; } void W_Mine_Think (void) { entity head; self.nextthink = time; if(self.movetype == MOVETYPE_FOLLOW) { if(LostMovetypeFollow(self)) { UnsetMovetypeFollow(self); self.movetype = MOVETYPE_NONE; } } // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this // TODO: replace this mine_trigger.wav sound with a real countdown if ((time > self.cnt) && (!self.mine_time)) { if(autocvar_g_balance_minelayer_lifetime_countdown > 0) spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown; self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near. } // a player's mines shall explode if he disconnects or dies // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams? if(self.realowner.classname != "player" || self.realowner.deadflag != DEAD_NO) { other = world; self.projectiledeathtype |= HITTYPE_BOUNCE; W_Mine_Explode(); return; } // set the mine for detonation when a foe gets close enough head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius); while(head) { if(head.classname == "player" && head.deadflag == DEAD_NO) if(head != self.realowner && IsDifferentTeam(head, self.realowner)) // don't trigger for team mates if(!self.mine_time) { spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM); self.mine_time = time + autocvar_g_balance_minelayer_time; } head = head.chain; } // explode if it's time to if(self.mine_time && time >= self.mine_time) { W_Mine_ProximityExplode(); return; } // remote detonation if (self.realowner.weapon == WEP_MINE_LAYER) if (self.realowner.deadflag == DEAD_NO) if (self.minelayer_detonate) W_Mine_RemoteExplode(); } void W_Mine_Touch (void) { if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW) return; // we're already a stuck mine, why do we get called? TODO does this even happen? if(WarpZone_Projectile_Touch()) { if(wasfreed(self)) self.realowner.minelayer_mines -= 1; return; } if(other && other.classname == "player" && other.deadflag == DEAD_NO) { // hit a player // don't stick } else { W_Mine_Stick(other); } } void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if (self.health <= 0) return; float is_from_enemy = (inflictor.realowner != self.realowner); if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1))) return; // g_projectiles_damage says to halt self.health = self.health - damage; self.angles = vectoangles(self.velocity); if (self.health <= 0) W_PrepareExplosionByDamage(attacker, W_Mine_Explode); } void W_Mine_Attack (void) { entity mine; entity flash; // scan how many mines we placed, and return if we reached our limit if(autocvar_g_balance_minelayer_limit) { if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit) { // the refire delay keeps this message from being spammed sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") ); play2(self, "weapons/unavailable.wav"); return; } } W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo); W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, autocvar_g_balance_minelayer_damage); pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); mine = WarpZone_RefSys_SpawnSameRefSys(self); mine.owner = mine.realowner = self; if(autocvar_g_balance_minelayer_detonatedelay >= 0) mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay; else mine.spawnshieldtime = -1; mine.classname = "mine"; mine.bot_dodge = TRUE; mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous mine.takedamage = DAMAGE_YES; mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale; mine.health = autocvar_g_balance_minelayer_health; mine.event_damage = W_Mine_Damage; mine.damagedbycontents = TRUE; mine.movetype = MOVETYPE_TOSS; PROJECTILE_MAKETRIGGER(mine); mine.projectiledeathtype = WEP_MINE_LAYER; setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0); mine.angles = vectoangles (mine.velocity); mine.touch = W_Mine_Touch; mine.think = W_Mine_Think; mine.nextthink = time; mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown); mine.flags = FL_PROJECTILE; mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY; CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE); // muzzle flash for 1st person view flash = spawn (); setmodel (flash, "models/flash.md3"); // precision set below SUB_SetFade (flash, time, 0.1); flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(flash, '5 0 0'); // common properties other = mine; MUTATOR_CALLHOOK(EditProjectile); self.minelayer_mines = W_Mine_Count(self); } float W_PlacedMines(float detonate) { entity mine; float minfound = 0; for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self) { if(detonate) { if(!mine.minelayer_detonate) { mine.minelayer_detonate = TRUE; minfound = 1; } } else minfound = 1; } return minfound; } float w_minelayer(float req) { entity mine; float ammo_amount; if (req == WR_AIM) { // aim and decide to fire if appropriate if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit) self.BUTTON_ATCK = FALSE; else self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE); if(skill >= 2) // skill 0 and 1 bots won't detonate mines! { // decide whether to detonate mines entity targetlist, targ; float edgedamage, coredamage, edgeradius, recipricoledgeradius, d; float selfdamage, teamdamage, enemydamage; edgedamage = autocvar_g_balance_minelayer_edgedamage; coredamage = autocvar_g_balance_minelayer_damage; edgeradius = autocvar_g_balance_minelayer_radius; recipricoledgeradius = 1 / edgeradius; selfdamage = 0; teamdamage = 0; enemydamage = 0; targetlist = findchainfloat(bot_attack, TRUE); mine = find(world, classname, "mine"); while (mine) { if (mine.realowner != self) { mine = find(mine, classname, "mine"); continue; } targ = targetlist; while (targ) { d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin); d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000); // count potential damage according to type of target if (targ == self) selfdamage = selfdamage + d; else if (targ.team == self.team && teamplay) teamdamage = teamdamage + d; else if (bot_shouldattack(targ)) enemydamage = enemydamage + d; targ = targ.chain; } mine = find(mine, classname, "mine"); } float desirabledamage; desirabledamage = enemydamage; if (time > self.invincible_finished && time > self.spawnshieldtime) desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent; if (teamplay && self.team) desirabledamage = desirabledamage - teamdamage; mine = find(world, classname, "mine"); while (mine) { if (mine.realowner != self) { mine = find(mine, classname, "mine"); continue; } makevectors(mine.v_angle); targ = targetlist; if (skill > 9) // normal players only do this for the target they are tracking { targ = targetlist; while (targ) { if ( (v_forward * normalize(mine.origin - targ.origin)< 0.1) && desirabledamage > 0.1*coredamage )self.BUTTON_ATCK2 = TRUE; targ = targ.chain; } }else{ float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000); //As the distance gets larger, a correct detonation gets near imposible //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1) if(self.enemy.classname == "player") if(desirabledamage >= 0.1*coredamage) if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1)) self.BUTTON_ATCK2 = TRUE; // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n"); } mine = find(mine, classname, "mine"); } // if we would be doing at X percent of the core damage, detonate it // but don't fire a new shot at the same time! if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events self.BUTTON_ATCK2 = TRUE; if ((skill > 6.5) && (selfdamage > self.health)) self.BUTTON_ATCK2 = FALSE; //if(self.BUTTON_ATCK2 == TRUE) // dprint(ftos(desirabledamage),"\n"); if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE; } } else if (req == WR_THINK) { if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload { // not if we're holding the minelayer without enough ammo, but can detonate existing mines if not (W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo) weapon_action(self.weapon, WR_RELOAD); } else if (self.BUTTON_ATCK) { if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire)) { W_Mine_Attack(); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready); } } if (self.BUTTON_ATCK2) { if(W_PlacedMines(TRUE)) sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM); } } else if (req == WR_PRECACHE) { precache_model ("models/flash.md3"); precache_model ("models/mine.md3"); precache_model ("models/weapons/g_minelayer.md3"); precache_model ("models/weapons/v_minelayer.md3"); precache_model ("models/weapons/h_minelayer.iqm"); precache_sound ("weapons/mine_det.wav"); precache_sound ("weapons/mine_fire.wav"); precache_sound ("weapons/mine_stick.wav"); precache_sound ("weapons/mine_trigger.wav"); //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else } else if (req == WR_SETUP) { weapon_setup(WEP_MINE_LAYER); self.current_ammo = ammo_rockets; } else if (req == WR_CHECKAMMO1) { // don't switch while placing a mine if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER) { ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo; ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= autocvar_g_balance_minelayer_ammo; return ammo_amount; } } else if (req == WR_CHECKAMMO2) { if (W_PlacedMines(FALSE)) return TRUE; else return FALSE; } else if (req == WR_RESETPLAYER) { self.minelayer_mines = 0; } else if (req == WR_RELOAD) { W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav"); } else if (req == WR_SUICIDEMESSAGE) { return WEAPON_MINELAYER_SUICIDE; } else if (req == WR_KILLMESSAGE) { return WEAPON_MINELAYER_MURDER; } return TRUE; } #endif #ifdef CSQC float w_minelayer(float req) { if(req == WR_IMPACTEFFECT) { vector org2; org2 = w_org + w_backoff * 12; pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM); } else if(req == WR_PRECACHE) { precache_sound("weapons/mine_exp.wav"); } return TRUE; } #endif #endif