]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/mutator/gamemode_assault.qc
Move assault winning condition function into the assault file
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator / gamemode_assault.qc
index fdc26626591835ca51246ecaad36d79b897bde75..b822911c8993d81dc70a13fa4aef88a2858075a6 100644 (file)
@@ -94,9 +94,9 @@ vector target_objective_spawn_evalfunc(entity player, entity spot, vector curren
 
 // 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
@@ -130,12 +130,11 @@ void assault_objective_decrease_use()
                        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;
@@ -212,11 +211,11 @@ void target_objective_decrease_findtarget()
        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()
@@ -230,16 +229,16 @@ void assault_roundstart_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()
@@ -267,21 +266,13 @@ void assault_new_round()
        //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);
 
@@ -294,21 +285,56 @@ void assault_new_round()
        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
@@ -330,13 +356,13 @@ spawnfunc(info_player_defender)
 
 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)
@@ -497,7 +523,7 @@ void havocbot_goalrating_ast_targets(float ratingscale)
 
 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);
@@ -531,7 +557,7 @@ void havocbot_role_ast_offense()
 
 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);
@@ -582,7 +608,7 @@ void havocbot_role_ast_setrole(entity bot, float role)
 
 void havocbot_ast_reset_role(entity bot)
 {SELFPARAM();
-       if(self.deadflag != DEAD_NO)
+       if(IS_DEAD(self))
                return;
 
        if(bot.team == assault_attacker_team)