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 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(entity this, entity actor, entity trigger)
105 if(actor.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(actor, SP_SCORE, ST_SCORE, self.dmg);
125 self.enemy.health = self.enemy.health - self.dmg;
129 PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, self.enemy.health);
130 PlayerTeamScore_Add(actor, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
131 self.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()
144 for(objective = world; (objective = find(objective, targetname, self.target)); )
146 if(objective.classname == "target_objective")
148 if(self.enemy == world)
149 self.enemy = objective;
151 objerror("more than one objective as target - fix the map!");
156 if(self.enemy == world)
157 objerror("no objective as target - fix the map!");
160 float assault_decreaser_sprite_visible(entity e)
164 decreaser = self.assault_decreaser;
166 if(decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE)
172 void target_objective_decrease_activate(entity this)
176 for(ent = world; (ent = find(ent, target, this.targetname)); )
178 if(ent.assault_sprite != world)
180 WaypointSprite_Disown(ent.assault_sprite, waypointsprite_deadlifetime);
181 if(ent.classname == "func_assault_destructible")
185 spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite, RADARICON_OBJECTIVE);
186 spr.assault_decreaser = this;
187 spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
188 spr.classname = "sprite_waypoint";
189 WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
190 if(ent.classname == "func_assault_destructible")
192 WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy);
193 WaypointSprite_UpdateMaxHealth(spr, ent.max_health);
194 WaypointSprite_UpdateHealth(spr, ent.health);
198 WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush);
202 void target_objective_decrease_findtarget()
204 assault_setenemytoobjective();
207 void target_assault_roundend_reset(entity this)
209 //print("round end reset\n");
210 ++this.cnt; // up round counter
211 this.winning = false; // up round
214 void target_assault_roundend_use(entity this, entity actor, entity trigger)
216 this.winning = 1; // round has been won by attackers
219 void assault_roundstart_use(entity this, entity actor, entity trigger)
221 SUB_UseTargets(this, this, trigger);
223 //(Re)spawn all turrets
224 FOREACH_ENTITY_CLASS("turret_main", true, LAMBDA(
226 if(it.team == NUM_TEAM_1)
227 it.team = NUM_TEAM_2;
229 it.team = NUM_TEAM_1;
231 // Dubbles as teamchange
232 WITHSELF(it, turret_respawn());
236 void assault_wall_think()
238 if(self.enemy.health < 0)
241 self.solid = SOLID_NOT;
245 self.model = self.mdl;
246 self.solid = SOLID_BSP;
249 self.nextthink = time + 0.2;
253 // reset objectives, toggle spawnpoints, reset triggers, ...
254 void vehicles_clearreturn(entity veh);
255 void vehicles_spawn();
256 void assault_new_round()
258 //bprint("ASSAULT: new round\n");
260 // Eject players from vehicles
261 FOREACH_CLIENT(IS_PLAYER(it) && it.vehicle, WITHSELF(it, vehicles_exit(VHEF_RELEASE)));
263 FOREACH_ENTITY_FLAGS(vehicle_flags, VHF_ISVEHICLE, LAMBDA(
265 vehicles_clearreturn(self);
272 self.winning = self.winning + 1;
274 // swap attacker/defender roles
275 if(assault_attacker_team == NUM_TEAM_1)
276 assault_attacker_team = NUM_TEAM_2;
278 assault_attacker_team = NUM_TEAM_1;
280 FOREACH_ENTITY(IS_NOT_A_CLIENT(it), LAMBDA(
281 if (it.team_saved == NUM_TEAM_1) it.team_saved = NUM_TEAM_2;
282 else if (it.team_saved == NUM_TEAM_2) it.team_saved = NUM_TEAM_1;
285 // reset the level with a countdown
286 cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
287 ReadyRestart_force(); // sets game_starttime
290 // Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
291 // they win. Otherwise the defending team wins once the timelimit passes.
292 int WinningCondition_Assault()
295 WinningConditionHelper(); // set worldstatus
297 int status = WINNING_NO;
298 // as the timelimit has not yet passed just assume the defending team will win
299 if(assault_attacker_team == NUM_TEAM_1)
301 SetWinners(team, NUM_TEAM_2);
305 SetWinners(team, NUM_TEAM_1);
309 ent = find(world, classname, "target_assault_roundend");
312 if(ent.winning) // round end has been triggered by attacking team
314 bprint("ASSAULT: round completed...\n");
315 SetWinners(team, assault_attacker_team);
317 TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
319 if(ent.cnt == 1 || autocvar_g_campaign) // this was the second round
321 status = WINNING_YES;
325 WITHSELF(ent, assault_new_round());
334 spawnfunc(info_player_attacker)
336 if (!g_assault) { remove(self); return; }
338 self.team = NUM_TEAM_1; // red, gets swapped every round
339 spawnfunc_info_player_deathmatch(this);
342 spawnfunc(info_player_defender)
344 if (!g_assault) { remove(self); return; }
346 self.team = NUM_TEAM_2; // blue, gets swapped every round
347 spawnfunc_info_player_deathmatch(this);
350 spawnfunc(target_objective)
352 if (!g_assault) { remove(this); return; }
354 this.classname = "target_objective";
355 this.use1 = assault_objective_use;
356 this.reset = assault_objective_reset;
358 this.spawn_evalfunc = target_objective_spawn_evalfunc;
361 spawnfunc(target_objective_decrease)
363 if (!g_assault) { remove(self); return; }
365 self.classname = "target_objective_decrease";
370 self.use1 = assault_objective_decrease_use;
371 self.health = ASSAULT_VALUE_INACTIVE;
372 self.max_health = ASSAULT_VALUE_INACTIVE;
375 InitializeEntity(self, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
378 // destructible walls that can be used to trigger target_objective_decrease
379 spawnfunc(func_breakable);
380 spawnfunc(func_assault_destructible)
382 if (!g_assault) { remove(self); return; }
385 self.classname = "func_assault_destructible";
387 if(assault_attacker_team == NUM_TEAM_1)
388 self.team = NUM_TEAM_2;
390 self.team = NUM_TEAM_1;
392 spawnfunc_func_breakable(this);
395 spawnfunc(func_assault_wall)
397 if (!g_assault) { remove(self); return; }
399 self.classname = "func_assault_wall";
400 self.mdl = self.model;
401 _setmodel(self, self.mdl);
402 self.solid = SOLID_BSP;
403 self.think = assault_wall_think;
404 self.nextthink = time;
405 InitializeEntity(self, assault_setenemytoobjective, INITPRIO_FINDTARGET);
408 spawnfunc(target_assault_roundend)
410 if (!g_assault) { remove(self); return; }
412 self.winning = 0; // round not yet won by attackers
413 self.classname = "target_assault_roundend";
414 self.use1 = target_assault_roundend_use;
415 self.cnt = 0; // first round
416 self.reset = target_assault_roundend_reset;
419 spawnfunc(target_assault_roundstart)
421 if (!g_assault) { remove(self); return; }
423 assault_attacker_team = NUM_TEAM_1;
424 self.classname = "target_assault_roundstart";
425 self.use1 = assault_roundstart_use;
426 self.reset2 = adaptor_think2use;
427 InitializeEntity(self, adaptor_think2use, INITPRIO_FINDTARGET);
431 void havocbot_goalrating_ast_targets(entity this, float ratingscale)
433 entity ad, best, wp, tod;
434 float radius, found, bestvalue;
437 ad = findchain(classname, "func_assault_destructible");
439 for (; ad; ad = ad.chain)
448 for(tod = world; (tod = find(tod, targetname, ad.target)); )
450 if(tod.classname == "target_objective_decrease")
452 if(tod.enemy.health > 0 && tod.enemy.health < ASSAULT_VALUE_INACTIVE)
454 // dprint(etos(ad),"\n");
463 /// dprint("target not found\n");
466 /// dprint("target #", etos(ad), " found\n");
469 p = 0.5 * (ad.absmin + ad.absmax);
470 // dprint(vtos(ad.origin), " ", vtos(ad.absmin), " ", vtos(ad.absmax),"\n");
471 // te_knightspike(p);
472 // te_lightning2(world, '0 0 0', p);
474 // Find and rate waypoints around it
477 bestvalue = 99999999999;
478 for(radius=0; radius<1500 && !found; radius+=500)
480 for(wp=findradius(p, radius); wp; wp=wp.chain)
482 if(!(wp.wpflags & WAYPOINTFLAG_GENERATED))
483 if(wp.classname=="waypoint")
484 if(checkpvs(wp.origin, ad))
498 /// dprint("waypoints around target were found\n");
499 // te_lightning2(world, '0 0 0', best.origin);
500 // te_knightspike(best.origin);
502 navigation_routerating(this, best, ratingscale, 4000);
505 this.havocbot_attack_time = 0;
507 if(checkpvs(this.view_ofs,ad))
508 if(checkpvs(this.view_ofs,best))
510 // dprint("increasing attack time for this target\n");
511 this.havocbot_attack_time = time + 2;
517 void havocbot_role_ast_offense(entity this)
521 this.havocbot_attack_time = 0;
522 havocbot_ast_reset_role(this);
526 // Set the role timeout if necessary
527 if (!this.havocbot_role_timeout)
528 this.havocbot_role_timeout = time + 120;
530 if (time > this.havocbot_role_timeout)
532 havocbot_ast_reset_role(this);
536 if(this.havocbot_attack_time>time)
539 if (this.bot_strategytime < time)
541 navigation_goalrating_start(this);
542 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
543 havocbot_goalrating_ast_targets(this, 20000);
544 havocbot_goalrating_items(this, 15000, this.origin, 10000);
545 navigation_goalrating_end(this);
547 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
551 void havocbot_role_ast_defense(entity this)
555 this.havocbot_attack_time = 0;
556 havocbot_ast_reset_role(this);
560 // Set the role timeout if necessary
561 if (!this.havocbot_role_timeout)
562 this.havocbot_role_timeout = time + 120;
564 if (time > this.havocbot_role_timeout)
566 havocbot_ast_reset_role(this);
570 if(this.havocbot_attack_time>time)
573 if (this.bot_strategytime < time)
575 navigation_goalrating_start(this);
576 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 3000);
577 havocbot_goalrating_ast_targets(this, 20000);
578 havocbot_goalrating_items(this, 15000, this.origin, 10000);
579 navigation_goalrating_end(this);
581 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
585 void havocbot_role_ast_setrole(entity this, float role)
589 case HAVOCBOT_AST_ROLE_DEFENSE:
590 this.havocbot_role = havocbot_role_ast_defense;
591 this.havocbot_role_flags = HAVOCBOT_AST_ROLE_DEFENSE;
592 this.havocbot_role_timeout = 0;
594 case HAVOCBOT_AST_ROLE_OFFENSE:
595 this.havocbot_role = havocbot_role_ast_offense;
596 this.havocbot_role_flags = HAVOCBOT_AST_ROLE_OFFENSE;
597 this.havocbot_role_timeout = 0;
602 void havocbot_ast_reset_role(entity this)
607 if(this.team == assault_attacker_team)
608 havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_OFFENSE);
610 havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_DEFENSE);
614 MUTATOR_HOOKFUNCTION(as, PlayerSpawn)
616 if(self.team == assault_attacker_team)
617 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
619 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
624 MUTATOR_HOOKFUNCTION(as, TurretSpawn)
626 if(!self.team || self.team == MAX_SHOT_DISTANCE)
627 self.team = 5; // this gets reversed when match starts?
632 MUTATOR_HOOKFUNCTION(as, VehicleSpawn)
634 self.nextthink = time + 0.5;
639 MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole)
641 havocbot_ast_reset_role(self);
645 MUTATOR_HOOKFUNCTION(as, PlayHitsound)
647 return (frag_victim.classname == "func_assault_destructible");
650 MUTATOR_HOOKFUNCTION(as, GetTeamCount)
652 // assault always has 2 teams
657 MUTATOR_HOOKFUNCTION(as, CheckRules_World)
659 ret_float = WinningCondition_Assault();
663 MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
665 // no assault warmups
670 MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
673 switch(self.classname)
675 case "info_player_team1":
676 case "info_player_team2":
677 case "info_player_team3":
678 case "info_player_team4":
686 void assault_ScoreRules()
688 ScoreRules_basics(2, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, true);
689 ScoreInfo_SetLabel_TeamScore( ST_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
690 ScoreInfo_SetLabel_PlayerScore(SP_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
691 ScoreRules_basics_end();