]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/mutator/gamemode_assault.qc
Merge branch 'terencehill/bot_ai' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator / gamemode_assault.qc
index 5814e7cb744e2c56ea3a6b257fa2adc76410c117..50861c32f7d005bf40435df9449128e62eb1d05e 100644 (file)
@@ -1,6 +1,9 @@
 #include "gamemode_assault.qh"
 
+#include <lib/float.qh>
+
 .entity sprite;
+#define AS_ROUND_DELAY 5
 
 // random functions
 void assault_objective_use(entity this, entity actor, entity trigger)
@@ -10,13 +13,10 @@ void assault_objective_use(entity this, entity actor, entity trigger)
        //print("^2Activated objective ", this.targetname, "=", etos(this), "\n");
        //print("Activator is ", actor.classname, "\n");
 
-       for (entity e = NULL; (e = find(e, target, this.targetname)); )
+       IL_EACH(g_assault_objectivedecreasers, it.target == this.targetname,
        {
-               if (e.classname == "target_objective_decrease")
-               {
-                       target_objective_decrease_activate(e);
-               }
-       }
+               target_objective_decrease_activate(it);
+       });
 }
 
 vector target_objective_spawn_evalfunc(entity this, entity player, entity spot, vector current)
@@ -55,17 +55,17 @@ void assault_objective_decrease_use(entity this, entity actor, entity trigger)
        {
                if(this.enemy.health - this.dmg > 0.5)
                {
-                       PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.dmg);
+                       GameRules_scoring_add_team(actor, SCORE, this.dmg);
                        this.enemy.health = this.enemy.health - this.dmg;
                }
                else
                {
-                       PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.enemy.health);
-                       PlayerTeamScore_Add(actor, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
+                       GameRules_scoring_add_team(actor, SCORE, this.enemy.health);
+                       GameRules_scoring_add_team(actor, ASSAULT_OBJECTIVES, 1);
                        this.enemy.health = -1;
 
                        if(this.enemy.message)
-                               FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, this.enemy.message)));
+                               FOREACH_CLIENT(IS_PLAYER(it), { centerprint(it, this.enemy.message); });
 
                        SUB_UseTargets(this.enemy, this, trigger);
                }
@@ -74,16 +74,13 @@ void assault_objective_decrease_use(entity this, entity actor, entity trigger)
 
 void assault_setenemytoobjective(entity this)
 {
-       FOREACH_ENTITY_STRING(targetname, this.target,
+       IL_EACH(g_assault_objectives, it.targetname == this.target,
        {
-               if(it.classname == "target_objective")
-               {
-                       if(this.enemy == NULL)
-                               this.enemy = it;
-                       else
-                               objerror(this, "more than one objective as target - fix the map!");
-                       break;
-               }
+               if(this.enemy == NULL)
+                       this.enemy = it;
+               else
+                       objerror(this, "more than one objective as target - fix the map!");
+               break;
        });
 
        if(this.enemy == NULL)
@@ -111,7 +108,7 @@ void target_objective_decrease_activate(entity this)
                                it.sprite = NULL; // TODO: just unsetting it?!
                }
 
-               spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE);
+               spr = WaypointSprite_SpawnFixed(WP_AssaultDefend, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE);
                spr.assault_decreaser = this;
                spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
                spr.classname = "sprite_waypoint";
@@ -150,7 +147,8 @@ void assault_roundstart_use(entity this, entity actor, entity trigger)
        SUB_UseTargets(this, this, trigger);
 
        //(Re)spawn all turrets
-       FOREACH_ENTITY_CLASS("turret_main", true, LAMBDA(
+       IL_EACH(g_turrets, true,
+       {
                // Swap turret teams
                if(it.team == NUM_TEAM_1)
                        it.team = NUM_TEAM_2;
@@ -159,7 +157,7 @@ void assault_roundstart_use(entity this, entity actor, entity trigger)
 
                // Doubles as teamchange
                turret_respawn(it);
-       ));
+       });
 }
 void assault_roundstart_use_this(entity this)
 {
@@ -184,21 +182,10 @@ void assault_wall_think(entity this)
 
 // trigger new round
 // reset objectives, toggle spawnpoints, reset triggers, ...
-void vehicles_clearreturn(entity veh);
-void vehicles_spawn(entity this);
 void assault_new_round(entity this)
 {
        //bprint("ASSAULT: new round\n");
 
-       // Eject players from vehicles
-    FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, vehicles_exit(it.vehicle, VHEF_RELEASE));
-
-    IL_EACH(g_vehicles, true,
-    {
-        vehicles_clearreturn(it);
-        vehicles_spawn(it);
-    });
-
        // up round counter
        this.winning = this.winning + 1;
 
@@ -208,24 +195,36 @@ void assault_new_round(entity this)
        else
                assault_attacker_team = NUM_TEAM_1;
 
-       FOREACH_ENTITY_FLOAT(pure_data, false,
+       IL_EACH(g_saved_team, !IS_CLIENT(it),
        {
-               if(IS_CLIENT(it))
-                       continue;
-
-               if (it.team_saved == NUM_TEAM_1) it.team_saved = NUM_TEAM_2;
-               else if (it.team_saved == NUM_TEAM_2) it.team_saved = NUM_TEAM_1;
+               if(it.team_saved == NUM_TEAM_1)
+                       it.team_saved = NUM_TEAM_2;
+               else if(it.team_saved == NUM_TEAM_2)
+                       it.team_saved = NUM_TEAM_1;
        });
 
        // reset the level with a countdown
-       cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
+       cvar_set("timelimit", ftos(ceil(time - AS_ROUND_DELAY - game_starttime) / 60));
        ReadyRestart_force(); // sets game_starttime
 }
 
+entity as_round;
+.entity ent_winning;
+void as_round_think()
+{
+       game_stopped = false;
+       assault_new_round(as_round.ent_winning);
+       delete(as_round);
+       as_round = NULL;
+}
+
 // Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
 // they win. Otherwise the defending team wins once the timelimit passes.
 int WinningCondition_Assault()
 {
+       if(as_round)
+               return WINNING_NO;
+
        WinningConditionHelper(NULL); // set worldstatus
 
        int status = WINNING_NO;
@@ -245,7 +244,7 @@ int WinningCondition_Assault()
        {
                if(ent.winning) // round end has been triggered by attacking team
                {
-                       bprint("ASSAULT: round completed...\n");
+                       bprint("Assault: round completed.\n");
                        SetWinners(team, assault_attacker_team);
 
                        TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
@@ -256,7 +255,17 @@ int WinningCondition_Assault()
                        }
                        else
                        {
-                               assault_new_round(ent);
+                               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ASSAULT_OBJ_DESTROYED, ceil(time - game_starttime));
+                               as_round = new(as_round);
+                               as_round.think = as_round_think;
+                               as_round.ent_winning = ent;
+                               as_round.nextthink = time + AS_ROUND_DELAY;
+                               game_stopped = true;
+
+                               // make sure timelimit isn't hit while the game is blocked
+                               if(autocvar_timelimit > 0)
+                               if(time + AS_ROUND_DELAY >= game_starttime + autocvar_timelimit * 60)
+                                       cvar_set("timelimit", ftos(autocvar_timelimit + AS_ROUND_DELAY / 60));
                        }
                }
        }
@@ -286,6 +295,7 @@ spawnfunc(target_objective)
        if (!g_assault) { delete(this); return; }
 
        this.classname = "target_objective";
+       IL_PUSH(g_assault_objectives, this);
        this.use = assault_objective_use;
        this.reset = assault_objective_reset;
        this.reset(this);
@@ -297,6 +307,7 @@ spawnfunc(target_objective_decrease)
        if (!g_assault) { delete(this); return; }
 
        this.classname = "target_objective_decrease";
+       IL_PUSH(g_assault_objectivedecreasers, this);
 
        if(!this.dmg)
                this.dmg = 101;
@@ -317,6 +328,7 @@ spawnfunc(func_assault_destructible)
 
        this.spawnflags = 3;
        this.classname = "func_assault_destructible";
+       IL_PUSH(g_assault_destructibles, this);
 
        if(assault_attacker_team == NUM_TEAM_1)
                this.team = NUM_TEAM_2;
@@ -364,17 +376,15 @@ spawnfunc(target_assault_roundstart)
 // legacy bot code
 void havocbot_goalrating_ast_targets(entity this, float ratingscale)
 {
-       FOREACH_ENTITY_CLASS("func_assault_destructible", it.bot_attack,
+       IL_EACH(g_assault_destructibles, it.bot_attack,
        {
                if (it.target == "")
                        continue;
 
                bool found = false;
-               FOREACH_ENTITY_STRING(targetname, it.target,
+               entity destr = it;
+               IL_EACH(g_assault_objectivedecreasers, it.targetname == destr.target,
                {
-                       if(it.classname != "target_objective_decrease")
-                               continue;
-
                        if(it.enemy.health > 0 && it.enemy.health < ASSAULT_VALUE_INACTIVE)
                        {
                                found = true;
@@ -419,8 +429,8 @@ void havocbot_goalrating_ast_targets(entity this, float ratingscale)
 
                        this.havocbot_attack_time = 0;
 
-                       if(checkpvs(this.view_ofs,it))
-                       if(checkpvs(this.view_ofs,best))
+                       if(checkpvs(this.origin + this.view_ofs, it))
+                       if(checkpvs(this.origin + this.view_ofs, best))
                        {
                        //      dprint("increasing attack time for this target\n");
                                this.havocbot_attack_time = time + 2;
@@ -451,7 +461,7 @@ void havocbot_role_ast_offense(entity this)
        if(this.havocbot_attack_time>time)
                return;
 
-       if (this.bot_strategytime < time)
+       if (navigation_goalrating_timeout(this))
        {
                navigation_goalrating_start(this);
                havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
@@ -459,7 +469,7 @@ void havocbot_role_ast_offense(entity this)
                havocbot_goalrating_items(this, 15000, this.origin, 10000);
                navigation_goalrating_end(this);
 
-               this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
+               navigation_goalrating_timeout_set(this);
        }
 }
 
@@ -485,7 +495,7 @@ void havocbot_role_ast_defense(entity this)
        if(this.havocbot_attack_time>time)
                return;
 
-       if (this.bot_strategytime < time)
+       if (navigation_goalrating_timeout(this))
        {
                navigation_goalrating_start(this);
                havocbot_goalrating_enemyplayers(this, 20000, this.origin, 3000);
@@ -493,7 +503,7 @@ void havocbot_role_ast_defense(entity this)
                havocbot_goalrating_items(this, 15000, this.origin, 10000);
                navigation_goalrating_end(this);
 
-               this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
+               navigation_goalrating_timeout_set(this);
        }
 }
 
@@ -540,11 +550,11 @@ MUTATOR_HOOKFUNCTION(as, TurretSpawn)
 {
        entity turret = M_ARGV(0, entity);
 
-       if(!turret.team || turret.team == MAX_SHOT_DISTANCE)
+       if(!turret.team || turret.team == FLOAT_MAX)
                turret.team = 5; // this gets reversed when match starts?
 }
 
-MUTATOR_HOOKFUNCTION(as, VehicleSpawn)
+MUTATOR_HOOKFUNCTION(as, VehicleInit)
 {
        entity veh = M_ARGV(0, entity);
 
@@ -566,7 +576,7 @@ MUTATOR_HOOKFUNCTION(as, PlayHitsound)
        return (frag_victim.classname == "func_assault_destructible");
 }
 
-MUTATOR_HOOKFUNCTION(as, GetTeamCount)
+MUTATOR_HOOKFUNCTION(as, CheckAllowedTeams)
 {
        // assault always has 2 teams
        c1 = c2 = 0;
@@ -599,15 +609,8 @@ MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
        }
 }
 
-// scoreboard setup
-void assault_ScoreRules()
+MUTATOR_HOOKFUNCTION(as, ReadyRestart_Deny)
 {
-       int teams = 0;
-       teams |= BIT(0);
-       teams |= BIT(1); // always red vs blue
-
-       ScoreRules_basics(teams, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, true);
-       ScoreInfo_SetLabel_TeamScore(  ST_ASSAULT_OBJECTIVES,    "objectives",      SFL_SORT_PRIO_PRIMARY);
-       ScoreInfo_SetLabel_PlayerScore(SP_ASSAULT_OBJECTIVES,    "objectives",      SFL_SORT_PRIO_PRIMARY);
-       ScoreRules_basics_end();
+       // readyrestart not supported (yet)
+       return true;
 }