1 #include "gamemode_assault.qh"
2 #ifndef GAMEMODE_ASSAULT_H
3 #define GAMEMODE_ASSAULT_H
5 void assault_ScoreRules();
6 void ActivateTeamplay();
8 REGISTER_MUTATOR(as, false)
11 have_team_spawns = -1; // request team spawns
15 if (time > 1) // game loads at time 1
16 error("This is a game type and it cannot be added at runtime.");
20 MUTATOR_ONROLLBACK_OR_REMOVE
22 // we actually cannot roll back assault_Initialize here
23 // BUT: we don't need to! If this gets called, adding always
29 LOG_INFO("This is a game type and it cannot be removed at runtime.");
37 .entity assault_decreaser;
38 .entity assault_sprite;
41 const int HAVOCBOT_AST_ROLE_NONE = 0;
42 const int HAVOCBOT_AST_ROLE_DEFENSE = 2;
43 const int HAVOCBOT_AST_ROLE_OFFENSE = 4;
45 .int havocbot_role_flags;
46 .float havocbot_attack_time;
48 .void(entity this) havocbot_role;
49 .void(entity this) havocbot_previous_role;
51 void(entity this) havocbot_role_ast_defense;
52 void(entity this) havocbot_role_ast_offense;
53 .entity havocbot_ast_target;
55 void(entity bot) havocbot_ast_reset_role;
57 void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_items;
58 void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_enemyplayers;
61 const float ST_ASSAULT_OBJECTIVES = 1;
62 const float SP_ASSAULT_OBJECTIVES = 4;
64 // predefined spawnfuncs
65 void target_objective_decrease_activate(entity this);
72 void assault_objective_use(entity this, entity actor, entity trigger)
76 //print("^2Activated objective ", this.targetname, "=", etos(this), "\n");
77 //print("Activator is ", actor.classname, "\n");
79 for (entity e = world; (e = find(e, target, this.targetname)); )
81 if (e.classname == "target_objective_decrease")
83 target_objective_decrease_activate(e);
88 vector target_objective_spawn_evalfunc(entity this, entity player, entity spot, vector current)
90 if(this.health < 0 || this.health >= ASSAULT_VALUE_INACTIVE)
95 // reset this objective. Used when spawning an objective
96 // and when a new round starts
97 void assault_objective_reset(entity this)
99 this.health = ASSAULT_VALUE_INACTIVE;
102 // decrease the health of targeted objectives
103 void assault_objective_decrease_use(entity this, entity actor, entity trigger)
105 if(actor.team != assault_attacker_team)
107 // wrong team triggered decrease
111 if(trigger.assault_sprite)
113 WaypointSprite_Disown(trigger.assault_sprite, waypointsprite_deadlifetime);
114 if(trigger.classname == "func_assault_destructible")
115 trigger.sprite = world; // TODO: just unsetting it?!
118 return; // already activated! cannot activate again!
120 if(this.enemy.health < ASSAULT_VALUE_INACTIVE)
122 if(this.enemy.health - this.dmg > 0.5)
124 PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.dmg);
125 this.enemy.health = this.enemy.health - this.dmg;
129 PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.enemy.health);
130 PlayerTeamScore_Add(actor, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
131 this.enemy.health = -1;
133 if(this.enemy.message)
134 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, this.enemy.message)));
136 SUB_UseTargets(this.enemy, this, trigger);
141 void assault_setenemytoobjective(entity this)
144 for(objective = world; (objective = find(objective, targetname, this.target)); )
146 if(objective.classname == "target_objective")
148 if(this.enemy == world)
149 this.enemy = objective;
151 objerror("more than one objective as target - fix the map!");
156 if(this.enemy == world)
157 objerror("no objective as target - fix the map!");
160 bool assault_decreaser_sprite_visible(entity this, entity player, entity view)
162 if(this.assault_decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE)
168 void target_objective_decrease_activate(entity this)
172 for(ent = world; (ent = find(ent, target, this.targetname)); )
174 if(ent.assault_sprite != world)
176 WaypointSprite_Disown(ent.assault_sprite, waypointsprite_deadlifetime);
177 if(ent.classname == "func_assault_destructible")
178 ent.sprite = world; // TODO: just unsetting it?!
181 spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite, RADARICON_OBJECTIVE);
182 spr.assault_decreaser = this;
183 spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
184 spr.classname = "sprite_waypoint";
185 WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
186 if(ent.classname == "func_assault_destructible")
188 WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy);
189 WaypointSprite_UpdateMaxHealth(spr, ent.max_health);
190 WaypointSprite_UpdateHealth(spr, ent.health);
194 WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush);
198 void target_objective_decrease_findtarget(entity this)
200 assault_setenemytoobjective(this);
203 void target_assault_roundend_reset(entity this)
205 //print("round end reset\n");
206 ++this.cnt; // up round counter
207 this.winning = false; // up round
210 void target_assault_roundend_use(entity this, entity actor, entity trigger)
212 this.winning = 1; // round has been won by attackers
215 void assault_roundstart_use(entity this, entity actor, entity trigger)
217 SUB_UseTargets(this, this, trigger);
219 //(Re)spawn all turrets
220 FOREACH_ENTITY_CLASS("turret_main", true, LAMBDA(
222 if(it.team == NUM_TEAM_1)
223 it.team = NUM_TEAM_2;
225 it.team = NUM_TEAM_1;
227 // Dubbles as teamchange
228 WITHSELF(it, turret_respawn(it));
231 void assault_roundstart_use_this(entity this)
233 assault_roundstart_use(this, NULL, NULL);
235 void assault_roundstart_use_self()
238 assault_roundstart_use(this, NULL, NULL);
241 void assault_wall_think(entity this)
243 if(self.enemy.health < 0)
246 self.solid = SOLID_NOT;
250 self.model = self.mdl;
251 self.solid = SOLID_BSP;
254 self.nextthink = time + 0.2;
258 // reset objectives, toggle spawnpoints, reset triggers, ...
259 void vehicles_clearreturn(entity veh);
260 void vehicles_spawn(entity this);
261 void assault_new_round()
263 //bprint("ASSAULT: new round\n");
265 // Eject players from vehicles
266 FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, WITHSELF(it, vehicles_exit(VHEF_RELEASE)));
268 FOREACH_ENTITY_FLAGS(vehicle_flags, VHF_ISVEHICLE, LAMBDA(
269 vehicles_clearreturn(it);
270 WITHSELF(it, vehicles_spawn(it));
274 self.winning = self.winning + 1;
276 // swap attacker/defender roles
277 if(assault_attacker_team == NUM_TEAM_1)
278 assault_attacker_team = NUM_TEAM_2;
280 assault_attacker_team = NUM_TEAM_1;
282 FOREACH_ENTITY(IS_NOT_A_CLIENT(it), LAMBDA(
283 if (it.team_saved == NUM_TEAM_1) it.team_saved = NUM_TEAM_2;
284 else if (it.team_saved == NUM_TEAM_2) it.team_saved = NUM_TEAM_1;
287 // reset the level with a countdown
288 cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
289 ReadyRestart_force(); // sets game_starttime
292 // Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
293 // they win. Otherwise the defending team wins once the timelimit passes.
294 int WinningCondition_Assault()
296 WinningConditionHelper(); // set worldstatus
298 int status = WINNING_NO;
299 // as the timelimit has not yet passed just assume the defending team will win
300 if(assault_attacker_team == NUM_TEAM_1)
302 SetWinners(team, NUM_TEAM_2);
306 SetWinners(team, NUM_TEAM_1);
310 ent = find(world, classname, "target_assault_roundend");
313 if(ent.winning) // round end has been triggered by attacking team
315 bprint("ASSAULT: round completed...\n");
316 SetWinners(team, assault_attacker_team);
318 TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
320 if(ent.cnt == 1 || autocvar_g_campaign) // this was the second round
322 status = WINNING_YES;
326 WITHSELF(ent, assault_new_round());
335 spawnfunc(info_player_attacker)
337 if (!g_assault) { remove(this); return; }
339 this.team = NUM_TEAM_1; // red, gets swapped every round
340 spawnfunc_info_player_deathmatch(this);
343 spawnfunc(info_player_defender)
345 if (!g_assault) { remove(this); return; }
347 this.team = NUM_TEAM_2; // blue, gets swapped every round
348 spawnfunc_info_player_deathmatch(this);
351 spawnfunc(target_objective)
353 if (!g_assault) { remove(this); return; }
355 this.classname = "target_objective";
356 this.use = assault_objective_use;
357 this.reset = assault_objective_reset;
359 this.spawn_evalfunc = target_objective_spawn_evalfunc;
362 spawnfunc(target_objective_decrease)
364 if (!g_assault) { remove(this); return; }
366 this.classname = "target_objective_decrease";
371 this.use = assault_objective_decrease_use;
372 this.health = ASSAULT_VALUE_INACTIVE;
373 this.max_health = ASSAULT_VALUE_INACTIVE;
376 InitializeEntity(this, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
379 // destructible walls that can be used to trigger target_objective_decrease
380 spawnfunc(func_breakable);
381 spawnfunc(func_assault_destructible)
383 if (!g_assault) { remove(this); return; }
386 this.classname = "func_assault_destructible";
388 if(assault_attacker_team == NUM_TEAM_1)
389 this.team = NUM_TEAM_2;
391 this.team = NUM_TEAM_1;
393 spawnfunc_func_breakable(this);
396 spawnfunc(func_assault_wall)
398 if (!g_assault) { remove(this); return; }
400 this.classname = "func_assault_wall";
401 this.mdl = this.model;
402 _setmodel(this, this.mdl);
403 this.solid = SOLID_BSP;
404 setthink(this, assault_wall_think);
405 this.nextthink = time;
406 InitializeEntity(this, assault_setenemytoobjective, INITPRIO_FINDTARGET);
409 spawnfunc(target_assault_roundend)
411 if (!g_assault) { remove(this); return; }
413 this.winning = 0; // round not yet won by attackers
414 this.classname = "target_assault_roundend";
415 this.use = target_assault_roundend_use;
416 this.cnt = 0; // first round
417 this.reset = target_assault_roundend_reset;
420 spawnfunc(target_assault_roundstart)
422 if (!g_assault) { remove(this); return; }
424 assault_attacker_team = NUM_TEAM_1;
425 this.classname = "target_assault_roundstart";
426 this.use = assault_roundstart_use;
427 this.reset2 = assault_roundstart_use_self;
428 InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET);
432 void havocbot_goalrating_ast_targets(entity this, float ratingscale)
434 entity ad, best, wp, tod;
435 float radius, found, bestvalue;
438 ad = findchain(classname, "func_assault_destructible");
440 for (; ad; ad = ad.chain)
449 for(tod = world; (tod = find(tod, targetname, ad.target)); )
451 if(tod.classname == "target_objective_decrease")
453 if(tod.enemy.health > 0 && tod.enemy.health < ASSAULT_VALUE_INACTIVE)
455 // dprint(etos(ad),"\n");
464 /// dprint("target not found\n");
467 /// dprint("target #", etos(ad), " found\n");
470 p = 0.5 * (ad.absmin + ad.absmax);
471 // dprint(vtos(ad.origin), " ", vtos(ad.absmin), " ", vtos(ad.absmax),"\n");
472 // te_knightspike(p);
473 // te_lightning2(world, '0 0 0', p);
475 // Find and rate waypoints around it
478 bestvalue = 99999999999;
479 for(radius=0; radius<1500 && !found; radius+=500)
481 for(wp=findradius(p, radius); wp; wp=wp.chain)
483 if(!(wp.wpflags & WAYPOINTFLAG_GENERATED))
484 if(wp.classname=="waypoint")
485 if(checkpvs(wp.origin, ad))
499 /// dprint("waypoints around target were found\n");
500 // te_lightning2(world, '0 0 0', best.origin);
501 // te_knightspike(best.origin);
503 navigation_routerating(this, best, ratingscale, 4000);
506 this.havocbot_attack_time = 0;
508 if(checkpvs(this.view_ofs,ad))
509 if(checkpvs(this.view_ofs,best))
511 // dprint("increasing attack time for this target\n");
512 this.havocbot_attack_time = time + 2;
518 void havocbot_role_ast_offense(entity this)
522 this.havocbot_attack_time = 0;
523 havocbot_ast_reset_role(this);
527 // Set the role timeout if necessary
528 if (!this.havocbot_role_timeout)
529 this.havocbot_role_timeout = time + 120;
531 if (time > this.havocbot_role_timeout)
533 havocbot_ast_reset_role(this);
537 if(this.havocbot_attack_time>time)
540 if (this.bot_strategytime < time)
542 navigation_goalrating_start(this);
543 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
544 havocbot_goalrating_ast_targets(this, 20000);
545 havocbot_goalrating_items(this, 15000, this.origin, 10000);
546 navigation_goalrating_end(this);
548 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
552 void havocbot_role_ast_defense(entity this)
556 this.havocbot_attack_time = 0;
557 havocbot_ast_reset_role(this);
561 // Set the role timeout if necessary
562 if (!this.havocbot_role_timeout)
563 this.havocbot_role_timeout = time + 120;
565 if (time > this.havocbot_role_timeout)
567 havocbot_ast_reset_role(this);
571 if(this.havocbot_attack_time>time)
574 if (this.bot_strategytime < time)
576 navigation_goalrating_start(this);
577 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 3000);
578 havocbot_goalrating_ast_targets(this, 20000);
579 havocbot_goalrating_items(this, 15000, this.origin, 10000);
580 navigation_goalrating_end(this);
582 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
586 void havocbot_role_ast_setrole(entity this, float role)
590 case HAVOCBOT_AST_ROLE_DEFENSE:
591 this.havocbot_role = havocbot_role_ast_defense;
592 this.havocbot_role_flags = HAVOCBOT_AST_ROLE_DEFENSE;
593 this.havocbot_role_timeout = 0;
595 case HAVOCBOT_AST_ROLE_OFFENSE:
596 this.havocbot_role = havocbot_role_ast_offense;
597 this.havocbot_role_flags = HAVOCBOT_AST_ROLE_OFFENSE;
598 this.havocbot_role_timeout = 0;
603 void havocbot_ast_reset_role(entity this)
608 if(this.team == assault_attacker_team)
609 havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_OFFENSE);
611 havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_DEFENSE);
615 MUTATOR_HOOKFUNCTION(as, PlayerSpawn)
617 if(self.team == assault_attacker_team)
618 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
620 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
625 MUTATOR_HOOKFUNCTION(as, TurretSpawn)
627 if(!self.team || self.team == MAX_SHOT_DISTANCE)
628 self.team = 5; // this gets reversed when match starts?
633 MUTATOR_HOOKFUNCTION(as, VehicleSpawn)
635 self.nextthink = time + 0.5;
640 MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole)
642 havocbot_ast_reset_role(self);
646 MUTATOR_HOOKFUNCTION(as, PlayHitsound)
648 return (frag_victim.classname == "func_assault_destructible");
651 MUTATOR_HOOKFUNCTION(as, GetTeamCount)
653 // assault always has 2 teams
658 MUTATOR_HOOKFUNCTION(as, CheckRules_World)
660 ret_float = WinningCondition_Assault();
664 MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
666 // no assault warmups
671 MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
674 switch(self.classname)
676 case "info_player_team1":
677 case "info_player_team2":
678 case "info_player_team3":
679 case "info_player_team4":
687 void assault_ScoreRules()
689 ScoreRules_basics(2, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, true);
690 ScoreInfo_SetLabel_TeamScore( ST_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
691 ScoreInfo_SetLabel_PlayerScore(SP_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
692 ScoreRules_basics_end();