// reset this objective. Used when spawning an objective
// and when a new round starts
-void assault_objective_reset()
-{SELFPARAM();
- self.health = ASSAULT_VALUE_INACTIVE;
+void assault_objective_reset(entity this)
+{
+ this.health = ASSAULT_VALUE_INACTIVE;
}
// decrease the health of targeted objectives
PlayerTeamScore_Add(activator, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
self.enemy.health = -1;
- entity oldactivator, head;
+ entity oldactivator;
setself(this.enemy);
if(self.message)
- FOR_EACH_PLAYER(head)
- centerprint(head, self.message);
+ FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, self.message)));
oldactivator = activator;
activator = this;
assault_setenemytoobjective();
}
-void target_assault_roundend_reset()
-{SELFPARAM();
+void target_assault_roundend_reset(entity this)
+{
//print("round end reset\n");
- self.cnt = self.cnt + 1; // up round counter
- self.winning = 0; // up round
+ ++this.cnt; // up round counter
+ this.winning = false; // up round
}
void target_assault_roundend_use()
SUB_UseTargets();
//(Re)spawn all turrets
- for(entity ent = NULL; (ent = find(ent, classname, "turret_main")); ) {
+ FOREACH_ENTITY_CLASS("turret_main", true, LAMBDA(
// Swap turret teams
- if(ent.team == NUM_TEAM_1)
- ent.team = NUM_TEAM_2;
+ if(it.team == NUM_TEAM_1)
+ it.team = NUM_TEAM_2;
else
- ent.team = NUM_TEAM_1;
+ it.team = NUM_TEAM_1;
// Dubbles as teamchange
- WITH(entity, self, ent, turret_respawn());
- }
+ WITH(entity, self, it, turret_respawn());
+ ));
}
void assault_wall_think()
//bprint("ASSAULT: new round\n");
// Eject players from vehicles
- entity e;
- FOR_EACH_PLAYER(e)
- {
- if(e.vehicle)
- {
- WITH(entity, self, e, vehicles_exit(VHEF_RELEASE));
- }
- }
-
- for (entity e_ = findchainflags(vehicle_flags, VHF_ISVEHICLE); e_; e_ = e_.chain)
- {
- setself(e_);
+ FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, LAMBDA(WITH(entity, self, it, vehicles_exit(VHEF_RELEASE))));
+
+ FOREACH_ENTITY_FLAGS(vehicle_flags, VHF_ISVEHICLE, LAMBDA(
+ setself(it);
vehicles_clearreturn(self);
vehicles_spawn();
- }
+ ));
setself(this);
else
assault_attacker_team = NUM_TEAM_1;
+ FOREACH_ENTITY(IS_NOT_A_CLIENT(it), LAMBDA(
+ 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));
+ ReadyRestart_force(); // sets game_starttime
+}
+
+// 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()
+{
+ WinningConditionHelper(); // set worldstatus
+
+ int status = WINNING_NO;
+ // as the timelimit has not yet passed just assume the defending team will win
+ if(assault_attacker_team == NUM_TEAM_1)
+ {
+ SetWinners(team, NUM_TEAM_2);
+ }
+ else
+ {
+ SetWinners(team, NUM_TEAM_1);
+ }
+
entity ent;
- for(ent = world; (ent = nextent(ent)); )
+ ent = find(world, classname, "target_assault_roundend");
+ if(ent)
{
- if(clienttype(ent) == CLIENTTYPE_NOTACLIENT)
+ if(ent.winning) // round end has been triggered by attacking team
{
- if(ent.team_saved == NUM_TEAM_1)
- ent.team_saved = NUM_TEAM_2;
- else if(ent.team_saved == NUM_TEAM_2)
- ent.team_saved = NUM_TEAM_1;
+ 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));
+
+ if(ent.cnt == 1 || autocvar_g_campaign) // this was the second round
+ {
+ status = WINNING_YES;
+ }
+ else
+ {
+ WITH(entity, self, ent, assault_new_round());
+ }
}
}
- // reset the level with a countdown
- cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
- ReadyRestart_force(); // sets game_starttime
+ return status;
}
// spawnfuncs
spawnfunc(target_objective)
{
- if (!g_assault) { remove(self); return; }
+ if (!g_assault) { remove(this); return; }
- self.classname = "target_objective";
- self.use = assault_objective_use;
- assault_objective_reset();
- self.reset = assault_objective_reset;
- self.spawn_evalfunc = target_objective_spawn_evalfunc;
+ this.classname = "target_objective";
+ this.use = assault_objective_use;
+ this.reset = assault_objective_reset;
+ this.reset(this);
+ this.spawn_evalfunc = target_objective_spawn_evalfunc;
}
spawnfunc(target_objective_decrease)
void havocbot_role_ast_offense()
{SELFPARAM();
- if(self.deadflag != DEAD_NO)
+ if(IS_DEAD(self))
{
self.havocbot_attack_time = 0;
havocbot_ast_reset_role(self);
void havocbot_role_ast_defense()
{SELFPARAM();
- if(self.deadflag != DEAD_NO)
+ if(IS_DEAD(self))
{
self.havocbot_attack_time = 0;
havocbot_ast_reset_role(self);
void havocbot_ast_reset_role(entity bot)
{SELFPARAM();
- if(self.deadflag != DEAD_NO)
+ if(IS_DEAD(self))
return;
if(bot.team == assault_attacker_team)