X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fmutator%2Fgamemode_assault.qc;h=2e23264248039a27e61bcc223e5c9240b508e7f7;hp=7285d7db36607738a58aa7c898a11a6c2cd5af55;hb=4b4a2b4146a1b1fe228613952426e79c83abaf31;hpb=05ee5b1212a6537e5c5acb76dbc1ef9df40f85c6 diff --git a/qcsrc/server/mutators/mutator/gamemode_assault.qc b/qcsrc/server/mutators/mutator/gamemode_assault.qc index 7285d7db36..2e23264248 100644 --- a/qcsrc/server/mutators/mutator/gamemode_assault.qc +++ b/qcsrc/server/mutators/mutator/gamemode_assault.qc @@ -1,72 +1,7 @@ #include "gamemode_assault.qh" -#ifndef GAMEMODE_ASSAULT_H -#define GAMEMODE_ASSAULT_H -void assault_ScoreRules(); -void ActivateTeamplay(); - -REGISTER_MUTATOR(as, false) -{ - ActivateTeamplay(); - have_team_spawns = -1; // request team spawns - - MUTATOR_ONADD - { - if (time > 1) // game loads at time 1 - error("This is a game type and it cannot be added at runtime."); - assault_ScoreRules(); - } - - MUTATOR_ONROLLBACK_OR_REMOVE - { - // we actually cannot roll back assault_Initialize here - // BUT: we don't need to! If this gets called, adding always - // succeeds. - } - - MUTATOR_ONREMOVE - { - LOG_INFO("This is a game type and it cannot be removed at runtime."); - return -1; - } - - return 0; -} - -// sprites -.entity assault_decreaser; -.entity assault_sprite; - -// legacy bot defs -const int HAVOCBOT_AST_ROLE_NONE = 0; -const int HAVOCBOT_AST_ROLE_DEFENSE = 2; -const int HAVOCBOT_AST_ROLE_OFFENSE = 4; - -.int havocbot_role_flags; -.float havocbot_attack_time; - -.void(entity this) havocbot_role; -.void(entity this) havocbot_previous_role; - -void(entity this) havocbot_role_ast_defense; -void(entity this) havocbot_role_ast_offense; -.entity havocbot_ast_target; - -void(entity bot) havocbot_ast_reset_role; - -void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_items; -void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_enemyplayers; - -// scoreboard stuff -const float ST_ASSAULT_OBJECTIVES = 1; -const float SP_ASSAULT_OBJECTIVES = 4; - -// predefined spawnfuncs -void target_objective_decrease_activate(entity this); -#endif - -#ifdef IMPLEMENTATION .entity sprite; +#define AS_ROUND_DELAY 5 // random functions void assault_objective_use(entity this, entity actor, entity trigger) @@ -76,13 +11,10 @@ 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) @@ -140,16 +72,13 @@ 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) @@ -177,7 +106,7 @@ 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"; @@ -216,7 +145,8 @@ 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; @@ -225,7 +155,7 @@ void assault_roundstart_use(entity this, entity actor, entity trigger) // Doubles as teamchange turret_respawn(it); - )); + }); } void assault_roundstart_use_this(entity this) { @@ -250,20 +180,10 @@ 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)); - - FOREACH_ENTITY_FLAGS(vehicle_flags, VHF_ISVEHICLE, LAMBDA( - vehicles_clearreturn(it); - vehicles_spawn(it); - )); - // up round counter this.winning = this.winning + 1; @@ -283,14 +203,27 @@ void assault_new_round(entity this) }); // 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() +{ + gameover = 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; @@ -310,7 +243,7 @@ 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)); @@ -321,7 +254,17 @@ 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; + gameover = 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)); } } } @@ -332,7 +275,7 @@ int WinningCondition_Assault() // spawnfuncs spawnfunc(info_player_attacker) { - if (!g_assault) { remove(this); return; } + if (!g_assault) { delete(this); return; } this.team = NUM_TEAM_1; // red, gets swapped every round spawnfunc_info_player_deathmatch(this); @@ -340,7 +283,7 @@ spawnfunc(info_player_attacker) spawnfunc(info_player_defender) { - if (!g_assault) { remove(this); return; } + if (!g_assault) { delete(this); return; } this.team = NUM_TEAM_2; // blue, gets swapped every round spawnfunc_info_player_deathmatch(this); @@ -348,9 +291,10 @@ spawnfunc(info_player_defender) spawnfunc(target_objective) { - if (!g_assault) { remove(this); return; } + 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); @@ -359,9 +303,10 @@ spawnfunc(target_objective) spawnfunc(target_objective_decrease) { - if (!g_assault) { remove(this); return; } + if (!g_assault) { delete(this); return; } this.classname = "target_objective_decrease"; + IL_PUSH(g_assault_objectivedecreasers, this); if(!this.dmg) this.dmg = 101; @@ -378,10 +323,11 @@ spawnfunc(target_objective_decrease) spawnfunc(func_breakable); spawnfunc(func_assault_destructible) { - if (!g_assault) { remove(this); return; } + if (!g_assault) { delete(this); return; } 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; @@ -393,7 +339,7 @@ spawnfunc(func_assault_destructible) spawnfunc(func_assault_wall) { - if (!g_assault) { remove(this); return; } + if (!g_assault) { delete(this); return; } this.classname = "func_assault_wall"; this.mdl = this.model; @@ -406,7 +352,7 @@ spawnfunc(func_assault_wall) spawnfunc(target_assault_roundend) { - if (!g_assault) { remove(this); return; } + if (!g_assault) { delete(this); return; } this.winning = 0; // round not yet won by attackers this.classname = "target_assault_roundend"; @@ -417,7 +363,7 @@ spawnfunc(target_assault_roundend) spawnfunc(target_assault_roundstart) { - if (!g_assault) { remove(this); return; } + if (!g_assault) { delete(this); return; } assault_attacker_team = NUM_TEAM_1; this.classname = "target_assault_roundstart"; @@ -429,17 +375,15 @@ 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; @@ -609,7 +553,7 @@ MUTATOR_HOOKFUNCTION(as, TurretSpawn) turret.team = 5; // this gets reversed when match starts? } -MUTATOR_HOOKFUNCTION(as, VehicleSpawn) +MUTATOR_HOOKFUNCTION(as, VehicleInit) { entity veh = M_ARGV(0, entity); @@ -631,7 +575,7 @@ 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; @@ -676,5 +620,3 @@ void assault_ScoreRules() ScoreInfo_SetLabel_PlayerScore(SP_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY); ScoreRules_basics_end(); } - -#endif