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Merge branch 'master' into Lyberta/TeamplayOverhaul
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator / gamemode_domination.qc
1 #include "gamemode_domination.qh"
2
3 #include <server/teamplay.qh>
4
5 bool g_domination;
6
7 int autocvar_g_domination_default_teams;
8 bool autocvar_g_domination_disable_frags;
9 int autocvar_g_domination_point_amt;
10 bool autocvar_g_domination_point_fullbright;
11 float autocvar_g_domination_round_timelimit;
12 float autocvar_g_domination_warmup;
13 float autocvar_g_domination_point_rate;
14 int autocvar_g_domination_teams_override;
15
16 void dom_EventLog(string mode, float team_before, entity actor) // use an alias for easy changing and quick editing later
17 {
18         if(autocvar_sv_eventlog)
19                 GameLogEcho(strcat(":dom:", mode, ":", ftos(team_before), ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
20 }
21
22 void set_dom_state(entity e)
23 {
24         STAT(DOM_TOTAL_PPS, e) = total_pps;
25         STAT(DOM_PPS_RED, e) = pps_red;
26         STAT(DOM_PPS_BLUE, e) = pps_blue;
27         if(domination_teams >= 3)
28                 STAT(DOM_PPS_YELLOW, e) = pps_yellow;
29         if(domination_teams >= 4)
30                 STAT(DOM_PPS_PINK, e) = pps_pink;
31 }
32
33 void dompoint_captured(entity this)
34 {
35         float old_delay, old_team, real_team;
36
37         // now that the delay has expired, switch to the latest team to lay claim to this point
38         entity head = this.owner;
39
40         real_team = this.cnt;
41         this.cnt = -1;
42
43         dom_EventLog("taken", this.team, this.dmg_inflictor);
44         this.dmg_inflictor = NULL;
45
46         this.goalentity = head;
47         this.model = head.mdl;
48         this.modelindex = head.dmg;
49         this.skin = head.skin;
50
51         float points, wait_time;
52         if (autocvar_g_domination_point_amt)
53                 points = autocvar_g_domination_point_amt;
54         else
55                 points = this.frags;
56         if (autocvar_g_domination_point_rate)
57                 wait_time = autocvar_g_domination_point_rate;
58         else
59                 wait_time = this.wait;
60
61         if(domination_roundbased)
62                 bprint(sprintf("^3%s^3%s\n", head.netname, this.message));
63         else
64                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_DOMINATION_CAPTURE_TIME, head.netname, this.message, points, wait_time);
65
66         if(this.enemy.playerid == this.enemy_playerid)
67                 GameRules_scoring_add(this.enemy, DOM_TAKES, 1);
68         else
69                 this.enemy = NULL;
70
71         if (head.noise != "")
72                 if(this.enemy)
73                         _sound(this.enemy, CH_TRIGGER, head.noise, VOL_BASE, ATTEN_NORM);
74                 else
75                         _sound(this, CH_TRIGGER, head.noise, VOL_BASE, ATTEN_NORM);
76         if (head.noise1 != "")
77                 play2all(head.noise1);
78
79         this.delay = time + wait_time;
80
81         // do trigger work
82         old_delay = this.delay;
83         old_team = this.team;
84         this.team = real_team;
85         this.delay = 0;
86         SUB_UseTargets (this, this, NULL);
87         this.delay = old_delay;
88         this.team = old_team;
89
90         entity msg = WP_DomNeut;
91         switch(real_team)
92         {
93                 case NUM_TEAM_1: msg = WP_DomRed; break;
94                 case NUM_TEAM_2: msg = WP_DomBlue; break;
95                 case NUM_TEAM_3: msg = WP_DomYellow; break;
96                 case NUM_TEAM_4: msg = WP_DomPink; break;
97         }
98
99         WaypointSprite_UpdateSprites(this.sprite, msg, WP_Null, WP_Null);
100
101         total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
102         IL_EACH(g_dompoints, true,
103         {
104                 if (autocvar_g_domination_point_amt)
105                         points = autocvar_g_domination_point_amt;
106                 else
107                         points = it.frags;
108                 if (autocvar_g_domination_point_rate)
109                         wait_time = autocvar_g_domination_point_rate;
110                 else
111                         wait_time = it.wait;
112                 switch(it.goalentity.team)
113                 {
114                         case NUM_TEAM_1: pps_red += points/wait_time; break;
115                         case NUM_TEAM_2: pps_blue += points/wait_time; break;
116                         case NUM_TEAM_3: pps_yellow += points/wait_time; break;
117                         case NUM_TEAM_4: pps_pink += points/wait_time; break;
118                 }
119                 total_pps += points/wait_time;
120         });
121
122         WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DOMPOINT, colormapPaletteColor(this.goalentity.team - 1, 0));
123         WaypointSprite_Ping(this.sprite);
124
125         this.captime = time;
126
127         FOREACH_CLIENT(IS_REAL_CLIENT(it), { set_dom_state(it); });
128 }
129
130 void AnimateDomPoint(entity this)
131 {
132         if(this.pain_finished > time)
133                 return;
134         this.pain_finished = time + this.t_width;
135         if(this.nextthink > this.pain_finished)
136                 this.nextthink = this.pain_finished;
137
138         this.frame = this.frame + 1;
139         if(this.frame > this.t_length)
140                 this.frame = 0;
141 }
142
143 void dompointthink(entity this)
144 {
145         float fragamt;
146
147         this.nextthink = time + 0.1;
148
149         //this.frame = this.frame + 1;
150         //if(this.frame > 119)
151         //      this.frame = 0;
152         AnimateDomPoint(this);
153
154         // give points
155
156         if (game_stopped || this.delay > time || time < game_starttime) // game has ended, don't keep giving points
157                 return;
158
159         if(autocvar_g_domination_point_rate)
160                 this.delay = time + autocvar_g_domination_point_rate;
161         else
162                 this.delay = time + this.wait;
163
164         // give credit to the team
165         // NOTE: this defaults to 0
166         if (!domination_roundbased)
167         if (this.goalentity.netname != "")
168         {
169                 if(autocvar_g_domination_point_amt)
170                         fragamt = autocvar_g_domination_point_amt;
171                 else
172                         fragamt = this.frags;
173                 TeamScore_AddToTeam(this.goalentity.team, ST_SCORE, fragamt);
174                 TeamScore_AddToTeam(this.goalentity.team, ST_DOM_TICKS, fragamt);
175
176                 // give credit to the individual player, if he is still there
177                 if (this.enemy.playerid == this.enemy_playerid)
178                 {
179                         GameRules_scoring_add(this.enemy, SCORE, fragamt);
180                         GameRules_scoring_add(this.enemy, DOM_TICKS, fragamt);
181                 }
182                 else
183                         this.enemy = NULL;
184         }
185 }
186
187 void dompointtouch(entity this, entity toucher)
188 {
189         if (!IS_PLAYER(toucher))
190                 return;
191         if (toucher.health < 1)
192                 return;
193
194         if(round_handler_IsActive() && !round_handler_IsRoundStarted())
195                 return;
196
197         if(time < this.captime + 0.3)
198                 return;
199
200         // only valid teams can claim it
201         entity head = find(NULL, classname, "dom_team");
202         while (head && head.team != toucher.team)
203                 head = find(head, classname, "dom_team");
204         if (!head || head.netname == "" || head == this.goalentity)
205                 return;
206
207         // delay capture
208
209         this.team = this.goalentity.team; // this stores the PREVIOUS team!
210
211         this.cnt = toucher.team;
212         this.owner = head; // team to switch to after the delay
213         this.dmg_inflictor = toucher;
214
215         // this.state = 1;
216         // this.delay = time + cvar("g_domination_point_capturetime");
217         //this.nextthink = time + cvar("g_domination_point_capturetime");
218         //this.think = dompoint_captured;
219
220         // go to neutral team in the mean time
221         head = find(NULL, classname, "dom_team");
222         while (head && head.netname != "")
223                 head = find(head, classname, "dom_team");
224         if(head == NULL)
225                 return;
226
227         WaypointSprite_UpdateSprites(this.sprite, WP_DomNeut, WP_Null, WP_Null);
228         WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DOMPOINT, '0 1 1');
229         WaypointSprite_Ping(this.sprite);
230
231         this.goalentity = head;
232         this.model = head.mdl;
233         this.modelindex = head.dmg;
234         this.skin = head.skin;
235
236         this.enemy = toucher; // individual player scoring
237         this.enemy_playerid = toucher.playerid;
238         dompoint_captured(this);
239 }
240
241 void dom_controlpoint_setup(entity this)
242 {
243         entity head;
244         // find the spawnfunc_dom_team representing unclaimed points
245         head = find(NULL, classname, "dom_team");
246         while(head && head.netname != "")
247                 head = find(head, classname, "dom_team");
248         if (!head)
249                 objerror(this, "no spawnfunc_dom_team with netname \"\" found\n");
250
251         // copy important properties from spawnfunc_dom_team entity
252         this.goalentity = head;
253         _setmodel(this, head.mdl); // precision already set
254         this.skin = head.skin;
255
256         this.cnt = -1;
257
258         if(this.message == "")
259                 this.message = " has captured a control point";
260
261         if(this.frags <= 0)
262                 this.frags = 1;
263         if(this.wait <= 0)
264                 this.wait = 5;
265
266         float points, waittime;
267         if (autocvar_g_domination_point_amt)
268                 points = autocvar_g_domination_point_amt;
269         else
270                 points = this.frags;
271         if (autocvar_g_domination_point_rate)
272                 waittime = autocvar_g_domination_point_rate;
273         else
274                 waittime = this.wait;
275
276         total_pps += points/waittime;
277
278         if(!this.t_width)
279                 this.t_width = 0.02; // frame animation rate
280         if(!this.t_length)
281                 this.t_length = 239; // maximum frame
282
283         setthink(this, dompointthink);
284         this.nextthink = time;
285         settouch(this, dompointtouch);
286         this.solid = SOLID_TRIGGER;
287         if(!this.flags & FL_ITEM)
288                 IL_PUSH(g_items, this);
289         this.flags = FL_ITEM;
290         setsize(this, '-32 -32 -32', '32 32 32');
291         setorigin(this, this.origin + '0 0 20');
292         droptofloor(this);
293
294         waypoint_spawnforitem(this);
295         WaypointSprite_SpawnFixed(WP_DomNeut, this.origin + '0 0 32', this, sprite, RADARICON_DOMPOINT);
296 }
297
298 int total_control_points;
299 void Domination_count_controlpoints()
300 {
301         total_control_points = 0;
302         for (int i = 1; i <= NUM_TEAMS; ++i)
303         {
304                 Team_SetNumberOfControlPoints(Team_GetTeamFromIndex(i), 0);
305         }
306         IL_EACH(g_dompoints, true,
307         {
308                 ++total_control_points;
309                 entity team_ = Entity_GetTeam(it.goalentity);
310                 int num_control_points = Team_GetNumberOfControlPoints(team_);
311                 ++num_control_points;
312                 Team_SetNumberOfControlPoints(team_, num_control_points);
313         });
314 }
315
316 int Domination_GetWinnerTeam()
317 {
318         int winner_team = 0;
319         if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(1)) ==
320                 total_control_points)
321         {
322                 winner_team = NUM_TEAM_1;
323         }
324         for (int i = 2; i <= NUM_TEAMS; ++i)
325         {
326                 if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(i)) ==
327                         total_control_points)
328                 {
329                         if (winner_team != 0)
330                         {
331                                 return 0;
332                         }
333                         winner_team = Team_IndexToTeam(i);
334                 }
335         }
336         if (winner_team)
337         {
338                 return winner_team;
339         }
340         return -1; // no control points left?
341 }
342
343 float Domination_CheckWinner()
344 {
345         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
346         {
347                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
348                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
349
350                 game_stopped = true;
351                 round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
352                 return 1;
353         }
354
355         Domination_count_controlpoints();
356
357         float winner_team = Domination_GetWinnerTeam();
358
359         if(winner_team == -1)
360                 return 0;
361
362         if(winner_team > 0)
363         {
364                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
365                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
366                 TeamScore_AddToTeam(winner_team, ST_DOM_CAPS, +1);
367         }
368         else if(winner_team == -1)
369         {
370                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
371                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
372         }
373
374         game_stopped = true;
375         round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
376
377         return 1;
378 }
379
380 float Domination_CheckPlayers()
381 {
382         return 1;
383 }
384
385 void Domination_RoundStart()
386 {
387         FOREACH_CLIENT(IS_PLAYER(it), { it.player_blocked = false; });
388 }
389
390 //go to best items, or control points you don't own
391 void havocbot_goalrating_controlpoints(entity this, float ratingscale, vector org, float sradius)
392 {
393         IL_EACH(g_dompoints, vdist((((it.absmin + it.absmax) * 0.5) - org), <, sradius),
394         {
395                 if(it.cnt > -1) // this is just being fought
396                         navigation_routerating(this, it, ratingscale, 5000);
397                 else if(it.goalentity.cnt == 0) // unclaimed
398                         navigation_routerating(this, it, ratingscale * 0.5, 5000);
399                 else if(it.goalentity.team != this.team) // other team's point
400                         navigation_routerating(this, it, ratingscale * 0.2, 5000);
401         });
402 }
403
404 void havocbot_role_dom(entity this)
405 {
406         if(IS_DEAD(this))
407                 return;
408
409         if (navigation_goalrating_timeout(this))
410         {
411                 navigation_goalrating_start(this);
412                 havocbot_goalrating_controlpoints(this, 10000, this.origin, 15000);
413                 havocbot_goalrating_items(this, 8000, this.origin, 8000);
414                 //havocbot_goalrating_enemyplayers(this, 3000, this.origin, 2000);
415                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
416                 navigation_goalrating_end(this);
417
418                 navigation_goalrating_timeout_set(this);
419         }
420 }
421
422 MUTATOR_HOOKFUNCTION(dom, TeamBalance_CheckAllowedTeams)
423 {
424         // fallback?
425         M_ARGV(0, float) = domination_teams;
426         string ret_string = "dom_team";
427
428         entity head = find(NULL, classname, ret_string);
429         while(head)
430         {
431                 if(head.netname != "")
432                 {
433                         if (Team_IsValidTeam(head.team))
434                         {
435                                 M_ARGV(0, float) |= Team_TeamToBit(head.team);
436                         }
437                 }
438
439                 head = find(head, classname, ret_string);
440         }
441
442         M_ARGV(1, string) = string_null;
443
444         return true;
445 }
446
447 MUTATOR_HOOKFUNCTION(dom, reset_map_players)
448 {
449         total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
450         FOREACH_CLIENT(IS_PLAYER(it), {
451                 PutClientInServer(it);
452                 if(domination_roundbased)
453                         it.player_blocked = 1;
454                 if(IS_REAL_CLIENT(it))
455                         set_dom_state(it);
456         });
457         return true;
458 }
459
460 MUTATOR_HOOKFUNCTION(dom, PlayerSpawn)
461 {
462         entity player = M_ARGV(0, entity);
463
464         if(domination_roundbased)
465         if(!round_handler_IsRoundStarted())
466                 player.player_blocked = 1;
467         else
468                 player.player_blocked = 0;
469 }
470
471 MUTATOR_HOOKFUNCTION(dom, ClientConnect)
472 {
473         entity player = M_ARGV(0, entity);
474
475         set_dom_state(player);
476 }
477
478 MUTATOR_HOOKFUNCTION(dom, HavocBot_ChooseRole)
479 {
480         entity bot = M_ARGV(0, entity);
481
482         bot.havocbot_role = havocbot_role_dom;
483         return true;
484 }
485
486 /*QUAKED spawnfunc_dom_controlpoint (0 .5 .8) (-16 -16 -24) (16 16 32)
487 Control point for Domination gameplay.
488 */
489 spawnfunc(dom_controlpoint)
490 {
491         if(!g_domination)
492         {
493                 delete(this);
494                 return;
495         }
496         setthink(this, dom_controlpoint_setup);
497         this.nextthink = time + 0.1;
498         this.reset = dom_controlpoint_setup;
499
500         if(!this.scale)
501                 this.scale = 0.6;
502
503         this.effects = this.effects | EF_LOWPRECISION;
504         if (autocvar_g_domination_point_fullbright)
505                 this.effects |= EF_FULLBRIGHT;
506
507         IL_PUSH(g_dompoints, this);
508 }
509
510 /*QUAKED spawnfunc_dom_team (0 .5 .8) (-32 -32 -24) (32 32 32)
511 Team declaration for Domination gameplay, this allows you to decide what team
512 names and control point models are used in your map.
513
514 Note: If you use spawnfunc_dom_team entities you must define at least 3 and only two
515 can have netname set!  The nameless team owns all control points at start.
516
517 Keys:
518 "netname"
519  Name of the team (for example Red Team, Blue Team, Green Team, Yellow Team, Life, Death, etc)
520 "cnt"
521  Scoreboard color of the team (for example 4 is red and 13 is blue)
522 "model"
523  Model to use for control points owned by this team (for example
524  "progs/b_g_key.mdl" is a gold keycard, and "progs/b_s_key.mdl" is a silver
525  keycard)
526 "skin"
527  Skin of the model to use (for team skins on a single model)
528 "noise"
529  Sound to play when this team captures a point.
530  (this is a localized sound, like a small alarm or other effect)
531 "noise1"
532  Narrator speech to play when this team captures a point.
533  (this is a global sound, like "Red team has captured a control point")
534 */
535
536 spawnfunc(dom_team)
537 {
538         if(!g_domination || autocvar_g_domination_teams_override >= 2)
539         {
540                 delete(this);
541                 return;
542         }
543         precache_model(this.model);
544         if (this.noise != "")
545                 precache_sound(this.noise);
546         if (this.noise1 != "")
547                 precache_sound(this.noise1);
548         this.classname = "dom_team";
549         _setmodel(this, this.model); // precision not needed
550         this.mdl = this.model;
551         this.dmg = this.modelindex;
552         this.model = "";
553         this.modelindex = 0;
554         // this would have to be changed if used in quakeworld
555         if(this.cnt)
556                 this.team = this.cnt + 1; // WHY are these different anyway?
557 }
558
559 // scoreboard setup
560 void ScoreRules_dom(int teams)
561 {
562         if(domination_roundbased)
563         {
564             GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
565             field_team(ST_DOM_CAPS, "caps", SFL_SORT_PRIO_PRIMARY);
566             field(SP_DOM_TAKES, "takes", 0);
567             });
568         }
569         else
570         {
571                 float sp_domticks, sp_score;
572                 sp_score = sp_domticks = 0;
573                 if(autocvar_g_domination_disable_frags)
574                         sp_domticks = SFL_SORT_PRIO_PRIMARY;
575                 else
576                         sp_score = SFL_SORT_PRIO_PRIMARY;
577                 GameRules_scoring(teams, sp_score, sp_score, {
578             field_team(ST_DOM_TICKS, "ticks", sp_domticks);
579             field(SP_DOM_TICKS, "ticks", sp_domticks);
580             field(SP_DOM_TAKES, "takes", 0);
581                 });
582         }
583 }
584
585 // code from here on is just to support maps that don't have control point and team entities
586 void dom_spawnteam (string teamname, float teamcolor, string pointmodel, float pointskin, Sound capsound, string capnarration, string capmessage)
587 {
588     TC(Sound, capsound);
589     entity e = new_pure(dom_team);
590         e.netname = strzone(teamname);
591         e.cnt = teamcolor;
592         e.model = pointmodel;
593         e.skin = pointskin;
594         e.noise = strzone(Sound_fixpath(capsound));
595         e.noise1 = strzone(capnarration);
596         e.message = strzone(capmessage);
597
598         // this code is identical to spawnfunc_dom_team
599         _setmodel(e, e.model); // precision not needed
600         e.mdl = e.model;
601         e.dmg = e.modelindex;
602         e.model = "";
603         e.modelindex = 0;
604         // this would have to be changed if used in quakeworld
605         e.team = e.cnt + 1;
606
607         //eprint(e);
608 }
609
610 void dom_spawnpoint(vector org)
611 {
612         entity e = spawn();
613         e.classname = "dom_controlpoint";
614         setthink(e, spawnfunc_dom_controlpoint);
615         e.nextthink = time;
616         setorigin(e, org);
617         spawnfunc_dom_controlpoint(e);
618 }
619
620 // spawn some default teams if the map is not set up for domination
621 void dom_spawnteams(int teams)
622 {
623     TC(int, teams);
624         dom_spawnteam(Team_ColoredFullName(NUM_TEAM_1), NUM_TEAM_1-1, "models/domination/dom_red.md3", 0, SND_DOM_CLAIM, "", "Red team has captured a control point");
625         dom_spawnteam(Team_ColoredFullName(NUM_TEAM_2), NUM_TEAM_2-1, "models/domination/dom_blue.md3", 0, SND_DOM_CLAIM, "", "Blue team has captured a control point");
626         if(teams >= 3)
627                 dom_spawnteam(Team_ColoredFullName(NUM_TEAM_3), NUM_TEAM_3-1, "models/domination/dom_yellow.md3", 0, SND_DOM_CLAIM, "", "Yellow team has captured a control point");
628         if(teams >= 4)
629                 dom_spawnteam(Team_ColoredFullName(NUM_TEAM_4), NUM_TEAM_4-1, "models/domination/dom_pink.md3", 0, SND_DOM_CLAIM, "", "Pink team has captured a control point");
630         dom_spawnteam("", 0, "models/domination/dom_unclaimed.md3", 0, SND_Null, "", "");
631 }
632
633 void dom_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
634 {
635         // if no teams are found, spawn defaults
636         if(find(NULL, classname, "dom_team") == NULL || autocvar_g_domination_teams_override >= 2)
637         {
638                 LOG_TRACE("No \"dom_team\" entities found on this map, creating them anyway.");
639                 domination_teams = autocvar_g_domination_teams_override;
640                 if (domination_teams < 2)
641                         domination_teams = autocvar_g_domination_default_teams;
642                 domination_teams = bound(2, domination_teams, 4);
643                 dom_spawnteams(domination_teams);
644         }
645
646         entity balance = TeamBalance_CheckAllowedTeams(NULL);
647         int teams = TeamBalance_GetAllowedTeams(balance);
648         TeamBalance_Destroy(balance);
649         domination_teams = teams;
650
651         domination_roundbased = autocvar_g_domination_roundbased;
652
653         ScoreRules_dom(domination_teams);
654
655         if(domination_roundbased)
656         {
657                 round_handler_Spawn(Domination_CheckPlayers, Domination_CheckWinner, Domination_RoundStart);
658                 round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
659         }
660 }
661
662 void dom_Initialize()
663 {
664         g_domination = true;
665         InitializeEntity(NULL, dom_DelayedInit, INITPRIO_GAMETYPE);
666 }