1 #ifndef GAMEMODE_ASSAULT_H
2 #define GAMEMODE_ASSAULT_H
4 void assault_ScoreRules();
6 REGISTER_MUTATOR(as, false)
9 have_team_spawns = -1; // request team spawns
13 if (time > 1) // game loads at time 1
14 error("This is a game type and it cannot be added at runtime.");
18 MUTATOR_ONROLLBACK_OR_REMOVE
20 // we actually cannot roll back assault_Initialize here
21 // BUT: we don't need to! If this gets called, adding always
27 LOG_INFO("This is a game type and it cannot be removed at runtime.");
35 .entity assault_decreaser;
36 .entity assault_sprite;
39 const int HAVOCBOT_AST_ROLE_NONE = 0;
40 const int HAVOCBOT_AST_ROLE_DEFENSE = 2;
41 const int HAVOCBOT_AST_ROLE_OFFENSE = 4;
43 .int havocbot_role_flags;
44 .float havocbot_attack_time;
46 .void() havocbot_role;
47 .void() havocbot_previous_role;
49 void() havocbot_role_ast_defense;
50 void() havocbot_role_ast_offense;
51 .entity havocbot_ast_target;
53 void(entity bot) havocbot_ast_reset_role;
55 void(float ratingscale, vector org, float sradius) havocbot_goalrating_items;
56 void(float ratingscale, vector org, float sradius) havocbot_goalrating_enemyplayers;
59 const float ST_ASSAULT_OBJECTIVES = 1;
60 const float SP_ASSAULT_OBJECTIVES = 4;
62 // predefined spawnfuncs
63 void target_objective_decrease_activate();
70 void assault_objective_use()
74 //print("^2Activated objective ", self.targetname, "=", etos(self), "\n");
75 //print("Activator is ", activator.classname, "\n");
77 for (entity e = world; (e = find(e, target, this.targetname)); )
79 if (e.classname == "target_objective_decrease")
81 WITH(entity, self, e, target_objective_decrease_activate());
88 vector target_objective_spawn_evalfunc(entity player, entity spot, vector current)
90 if(self.health < 0 || self.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()
105 if(activator.team != assault_attacker_team)
107 // wrong team triggered decrease
111 if(other.assault_sprite)
113 WaypointSprite_Disown(other.assault_sprite, waypointsprite_deadlifetime);
114 if(other.classname == "func_assault_destructible")
115 other.sprite = world;
118 return; // already activated! cannot activate again!
120 if(self.enemy.health < ASSAULT_VALUE_INACTIVE)
122 if(self.enemy.health - self.dmg > 0.5)
124 PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.dmg);
125 self.enemy.health = self.enemy.health - self.dmg;
129 PlayerTeamScore_Add(activator, SP_SCORE, ST_SCORE, self.enemy.health);
130 PlayerTeamScore_Add(activator, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
131 self.enemy.health = -1;
133 entity oldactivator, head;
137 FOR_EACH_PLAYER(head)
138 centerprint(head, self.message);
140 oldactivator = activator;
143 activator = oldactivator;
149 void assault_setenemytoobjective()
152 for(objective = world; (objective = find(objective, targetname, self.target)); )
154 if(objective.classname == "target_objective")
156 if(self.enemy == world)
157 self.enemy = objective;
159 objerror("more than one objective as target - fix the map!");
164 if(self.enemy == world)
165 objerror("no objective as target - fix the map!");
168 float assault_decreaser_sprite_visible(entity e)
172 decreaser = self.assault_decreaser;
174 if(decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE)
180 void target_objective_decrease_activate()
184 for(ent = world; (ent = find(ent, target, self.targetname)); )
186 if(ent.assault_sprite != world)
188 WaypointSprite_Disown(ent.assault_sprite, waypointsprite_deadlifetime);
189 if(ent.classname == "func_assault_destructible")
193 spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite, RADARICON_OBJECTIVE);
194 spr.assault_decreaser = self;
195 spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
196 spr.classname = "sprite_waypoint";
197 WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
198 if(ent.classname == "func_assault_destructible")
200 WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy);
201 WaypointSprite_UpdateMaxHealth(spr, ent.max_health);
202 WaypointSprite_UpdateHealth(spr, ent.health);
206 WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush);
210 void target_objective_decrease_findtarget()
212 assault_setenemytoobjective();
215 void target_assault_roundend_reset(entity this)
217 //print("round end reset\n");
218 ++this.cnt; // up round counter
219 this.winning = false; // up round
222 void target_assault_roundend_use()
224 self.winning = 1; // round has been won by attackers
227 void assault_roundstart_use()
232 //(Re)spawn all turrets
233 for(entity ent = NULL; (ent = find(ent, classname, "turret_main")); ) {
235 if(ent.team == NUM_TEAM_1)
236 ent.team = NUM_TEAM_2;
238 ent.team = NUM_TEAM_1;
240 // Dubbles as teamchange
241 WITH(entity, self, ent, turret_respawn());
245 void assault_wall_think()
247 if(self.enemy.health < 0)
250 self.solid = SOLID_NOT;
254 self.model = self.mdl;
255 self.solid = SOLID_BSP;
258 self.nextthink = time + 0.2;
262 // reset objectives, toggle spawnpoints, reset triggers, ...
263 void vehicles_clearreturn(entity veh);
264 void vehicles_spawn();
265 void assault_new_round()
267 //bprint("ASSAULT: new round\n");
269 // Eject players from vehicles
275 WITH(entity, self, e, vehicles_exit(VHEF_RELEASE));
279 for (entity e_ = findchainflags(vehicle_flags, VHF_ISVEHICLE); e_; e_ = e_.chain)
282 vehicles_clearreturn(self);
289 self.winning = self.winning + 1;
291 // swap attacker/defender roles
292 if(assault_attacker_team == NUM_TEAM_1)
293 assault_attacker_team = NUM_TEAM_2;
295 assault_attacker_team = NUM_TEAM_1;
298 for(ent = world; (ent = nextent(ent)); )
300 if(clienttype(ent) == CLIENTTYPE_NOTACLIENT)
302 if(ent.team_saved == NUM_TEAM_1)
303 ent.team_saved = NUM_TEAM_2;
304 else if(ent.team_saved == NUM_TEAM_2)
305 ent.team_saved = NUM_TEAM_1;
309 // reset the level with a countdown
310 cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
311 ReadyRestart_force(); // sets game_starttime
315 spawnfunc(info_player_attacker)
317 if (!g_assault) { remove(self); return; }
319 self.team = NUM_TEAM_1; // red, gets swapped every round
320 spawnfunc_info_player_deathmatch(this);
323 spawnfunc(info_player_defender)
325 if (!g_assault) { remove(self); return; }
327 self.team = NUM_TEAM_2; // blue, gets swapped every round
328 spawnfunc_info_player_deathmatch(this);
331 spawnfunc(target_objective)
333 if (!g_assault) { remove(this); return; }
335 this.classname = "target_objective";
336 this.use = assault_objective_use;
337 this.reset = assault_objective_reset;
339 this.spawn_evalfunc = target_objective_spawn_evalfunc;
342 spawnfunc(target_objective_decrease)
344 if (!g_assault) { remove(self); return; }
346 self.classname = "target_objective_decrease";
351 self.use = assault_objective_decrease_use;
352 self.health = ASSAULT_VALUE_INACTIVE;
353 self.max_health = ASSAULT_VALUE_INACTIVE;
356 InitializeEntity(self, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
359 // destructible walls that can be used to trigger target_objective_decrease
360 spawnfunc(func_breakable);
361 spawnfunc(func_assault_destructible)
363 if (!g_assault) { remove(self); return; }
366 self.classname = "func_assault_destructible";
368 if(assault_attacker_team == NUM_TEAM_1)
369 self.team = NUM_TEAM_2;
371 self.team = NUM_TEAM_1;
373 spawnfunc_func_breakable(this);
376 spawnfunc(func_assault_wall)
378 if (!g_assault) { remove(self); return; }
380 self.classname = "func_assault_wall";
381 self.mdl = self.model;
382 _setmodel(self, self.mdl);
383 self.solid = SOLID_BSP;
384 self.think = assault_wall_think;
385 self.nextthink = time;
386 InitializeEntity(self, assault_setenemytoobjective, INITPRIO_FINDTARGET);
389 spawnfunc(target_assault_roundend)
391 if (!g_assault) { remove(self); return; }
393 self.winning = 0; // round not yet won by attackers
394 self.classname = "target_assault_roundend";
395 self.use = target_assault_roundend_use;
396 self.cnt = 0; // first round
397 self.reset = target_assault_roundend_reset;
400 spawnfunc(target_assault_roundstart)
402 if (!g_assault) { remove(self); return; }
404 assault_attacker_team = NUM_TEAM_1;
405 self.classname = "target_assault_roundstart";
406 self.use = assault_roundstart_use;
407 self.reset2 = assault_roundstart_use;
408 InitializeEntity(self, assault_roundstart_use, INITPRIO_FINDTARGET);
412 void havocbot_goalrating_ast_targets(float ratingscale)
414 entity ad, best, wp, tod;
415 float radius, found, bestvalue;
418 ad = findchain(classname, "func_assault_destructible");
420 for (; ad; ad = ad.chain)
429 for(tod = world; (tod = find(tod, targetname, ad.target)); )
431 if(tod.classname == "target_objective_decrease")
433 if(tod.enemy.health > 0 && tod.enemy.health < ASSAULT_VALUE_INACTIVE)
435 // dprint(etos(ad),"\n");
444 /// dprint("target not found\n");
447 /// dprint("target #", etos(ad), " found\n");
450 p = 0.5 * (ad.absmin + ad.absmax);
451 // dprint(vtos(ad.origin), " ", vtos(ad.absmin), " ", vtos(ad.absmax),"\n");
452 // te_knightspike(p);
453 // te_lightning2(world, '0 0 0', p);
455 // Find and rate waypoints around it
458 bestvalue = 99999999999;
459 for(radius=0; radius<1500 && !found; radius+=500)
461 for(wp=findradius(p, radius); wp; wp=wp.chain)
463 if(!(wp.wpflags & WAYPOINTFLAG_GENERATED))
464 if(wp.classname=="waypoint")
465 if(checkpvs(wp.origin, ad))
479 /// dprint("waypoints around target were found\n");
480 // te_lightning2(world, '0 0 0', best.origin);
481 // te_knightspike(best.origin);
483 navigation_routerating(best, ratingscale, 4000);
486 self.havocbot_attack_time = 0;
488 if(checkpvs(self.view_ofs,ad))
489 if(checkpvs(self.view_ofs,best))
491 // dprint("increasing attack time for this target\n");
492 self.havocbot_attack_time = time + 2;
498 void havocbot_role_ast_offense()
500 if(self.deadflag != DEAD_NO)
502 self.havocbot_attack_time = 0;
503 havocbot_ast_reset_role(self);
507 // Set the role timeout if necessary
508 if (!self.havocbot_role_timeout)
509 self.havocbot_role_timeout = time + 120;
511 if (time > self.havocbot_role_timeout)
513 havocbot_ast_reset_role(self);
517 if(self.havocbot_attack_time>time)
520 if (self.bot_strategytime < time)
522 navigation_goalrating_start();
523 havocbot_goalrating_enemyplayers(20000, self.origin, 650);
524 havocbot_goalrating_ast_targets(20000);
525 havocbot_goalrating_items(15000, self.origin, 10000);
526 navigation_goalrating_end();
528 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
532 void havocbot_role_ast_defense()
534 if(self.deadflag != DEAD_NO)
536 self.havocbot_attack_time = 0;
537 havocbot_ast_reset_role(self);
541 // Set the role timeout if necessary
542 if (!self.havocbot_role_timeout)
543 self.havocbot_role_timeout = time + 120;
545 if (time > self.havocbot_role_timeout)
547 havocbot_ast_reset_role(self);
551 if(self.havocbot_attack_time>time)
554 if (self.bot_strategytime < time)
556 navigation_goalrating_start();
557 havocbot_goalrating_enemyplayers(20000, self.origin, 3000);
558 havocbot_goalrating_ast_targets(20000);
559 havocbot_goalrating_items(15000, self.origin, 10000);
560 navigation_goalrating_end();
562 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
566 void havocbot_role_ast_setrole(entity bot, float role)
570 case HAVOCBOT_AST_ROLE_DEFENSE:
571 bot.havocbot_role = havocbot_role_ast_defense;
572 bot.havocbot_role_flags = HAVOCBOT_AST_ROLE_DEFENSE;
573 bot.havocbot_role_timeout = 0;
575 case HAVOCBOT_AST_ROLE_OFFENSE:
576 bot.havocbot_role = havocbot_role_ast_offense;
577 bot.havocbot_role_flags = HAVOCBOT_AST_ROLE_OFFENSE;
578 bot.havocbot_role_timeout = 0;
583 void havocbot_ast_reset_role(entity bot)
585 if(self.deadflag != DEAD_NO)
588 if(bot.team == assault_attacker_team)
589 havocbot_role_ast_setrole(bot, HAVOCBOT_AST_ROLE_OFFENSE);
591 havocbot_role_ast_setrole(bot, HAVOCBOT_AST_ROLE_DEFENSE);
595 MUTATOR_HOOKFUNCTION(as, PlayerSpawn)
597 if(self.team == assault_attacker_team)
598 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
600 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
605 MUTATOR_HOOKFUNCTION(as, TurretSpawn)
607 if(!self.team || self.team == MAX_SHOT_DISTANCE)
608 self.team = 5; // this gets reversed when match starts?
613 MUTATOR_HOOKFUNCTION(as, VehicleSpawn)
615 self.nextthink = time + 0.5;
620 MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole)
622 havocbot_ast_reset_role(self);
626 MUTATOR_HOOKFUNCTION(as, PlayHitsound)
628 return (frag_victim.classname == "func_assault_destructible");
631 MUTATOR_HOOKFUNCTION(as, GetTeamCount)
633 // assault always has 2 teams
638 MUTATOR_HOOKFUNCTION(as, CheckRules_World)
640 ret_float = WinningCondition_Assault();
644 MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
646 // no assault warmups
651 MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
653 switch(self.classname)
655 case "info_player_team1":
656 case "info_player_team2":
657 case "info_player_team3":
658 case "info_player_team4":
666 void assault_ScoreRules()
668 ScoreRules_basics(2, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, true);
669 ScoreInfo_SetLabel_TeamScore( ST_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
670 ScoreInfo_SetLabel_PlayerScore(SP_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
671 ScoreRules_basics_end();