1 #include "gamemode_invasion.qh"
3 #include <common/monsters/sv_spawn.qh>
4 #include <common/monsters/sv_monsters.qh>
6 #include <server/teamplay.qh>
8 IntrusiveList g_invasion_roundends;
9 IntrusiveList g_invasion_waves;
10 IntrusiveList g_invasion_spawns;
11 STATIC_INIT(g_invasion)
13 g_invasion_roundends = IL_NEW();
14 g_invasion_waves = IL_NEW();
15 g_invasion_spawns = IL_NEW();
18 float autocvar_g_invasion_round_timelimit;
19 float autocvar_g_invasion_spawnpoint_spawn_delay;
20 float autocvar_g_invasion_warmup;
21 int autocvar_g_invasion_monster_count;
22 bool autocvar_g_invasion_zombies_only;
23 float autocvar_g_invasion_spawn_delay;
28 bool inv_warning_shown; // spammy
32 void target_invasion_roundend_use(entity this, entity actor, entity trigger)
34 if(!IS_PLAYER(actor)) { return; }
36 actor.inv_endreached = true;
40 // let's not count bots
41 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
46 if(plnum < ceil(realplnum * min(1, this.count))) // 70% of players
52 spawnfunc(target_invasion_roundend)
54 if(!g_invasion) { delete(this); return; }
56 victent_present = true; // a victory entity is present, we don't need to rely on monster count TODO: merge this with the intrusive list (can check empty)
58 if(!this.count) { this.count = 0.7; } // require at least 70% of the players to reach the end before triggering victory
60 this.use = target_invasion_roundend_use;
62 IL_PUSH(g_invasion_roundends, this);
65 spawnfunc(invasion_wave)
67 if(!g_invasion) { delete(this); return; }
69 IL_PUSH(g_invasion_waves, this);
72 spawnfunc(invasion_spawnpoint)
74 if(!g_invasion) { delete(this); return; }
76 this.classname = "invasion_spawnpoint";
77 IL_PUSH(g_invasion_spawns, this);
82 // Invasion stage mode winning condition: If the attackers triggered a round end (by fulfilling all objectives)
84 int WinningCondition_Invasion()
86 WinningConditionHelper(NULL); // set worldstatus
88 int status = WINNING_NO;
90 if(autocvar_g_invasion_type == INV_TYPE_STAGE)
92 SetWinners(inv_endreached, true);
95 IL_EACH(g_invasion_roundends, true,
100 bprint("Invasion: round completed.\n");
101 // winners already set (TODO: teamplay support)
103 status = WINNING_YES;
109 status = WINNING_YES; // just end it? TODO: should warn mapper!
111 else if(autocvar_g_invasion_type == INV_TYPE_HUNT)
115 int found = 0; // NOTE: this ends the round if no monsters are placed
116 IL_EACH(g_monsters, !(it.spawnflags & MONSTERFLAG_RESPAWNED),
123 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
127 status = WINNING_YES;
134 Monster invasion_PickMonster(int supermonster_count)
136 RandomSelection_Init();
138 FOREACH(Monsters, it != MON_Null,
140 if((it.spawnflags & MON_FLAG_HIDDEN) || (it.spawnflags & MONSTER_TYPE_PASSIVE) || (it.spawnflags & MONSTER_TYPE_FLY) || (it.spawnflags & MONSTER_TYPE_SWIM) ||
141 (it.spawnflags & MONSTER_SIZE_QUAKE) || ((it.spawnflags & MON_FLAG_SUPERMONSTER) && supermonster_count >= 1))
143 if(autocvar_g_invasion_zombies_only && !(it.spawnflags & MONSTER_TYPE_UNDEAD))
145 RandomSelection_AddEnt(it, 1, 1);
148 return RandomSelection_chosen_ent;
151 entity invasion_PickSpawn()
153 RandomSelection_Init();
155 IL_EACH(g_invasion_spawns, true,
157 RandomSelection_AddEnt(it, 1, ((time < it.spawnshieldtime) ? 0.2 : 1)); // give recently used spawnpoints a very low rating
158 it.spawnshieldtime = time + autocvar_g_invasion_spawnpoint_spawn_delay;
161 return RandomSelection_chosen_ent;
164 entity invasion_GetWaveEntity(int wavenum)
166 IL_EACH(g_invasion_waves, it.cnt == wavenum,
168 return it; // found one
171 // if no specific one is found, find the last existing wave ent
173 IL_EACH(g_invasion_waves, it.cnt <= wavenum,
175 if(!best || it.cnt > best.cnt)
182 void invasion_SpawnChosenMonster(Monster mon)
185 entity spawn_point = invasion_PickSpawn();
186 entity wave_ent = invasion_GetWaveEntity(inv_roundcnt);
189 if(wave_ent && wave_ent.spawnmob && wave_ent.spawnmob != "")
191 RandomSelection_Init();
192 FOREACH_WORD(wave_ent.spawnmob, true,
194 RandomSelection_AddString(it, 1, 1);
197 tospawn = RandomSelection_chosen_string;
200 if(spawn_point == NULL)
202 if(!inv_warning_shown)
204 inv_warning_shown = true;
205 LOG_TRACE("Warning: couldn't find any invasion_spawnpoint spawnpoints, attempting to spawn monsters in random locations");
208 setsize(e, mon.m_mins, mon.m_maxs);
210 if(MoveToRandomMapLocation(e, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
211 monster = spawnmonster(e, tospawn, mon.monsterid, NULL, NULL, e.origin, false, false, 2);
218 else // if spawnmob field falls through (unset), fallback to mon (relying on spawnmonster for that behaviour)
219 monster = spawnmonster(spawn(), ((spawn_point.spawnmob && spawn_point.spawnmob != "") ? spawn_point.spawnmob : tospawn), mon.monsterid, spawn_point, spawn_point, spawn_point.origin, false, false, 2);
224 monster.spawnshieldtime = time;
228 if(spawn_point.target_range)
229 monster.target_range = spawn_point.target_range;
230 monster.target2 = spawn_point.target2;
235 if(spawn_point && spawn_point.team && inv_monsters_perteam[spawn_point.team] > 0)
236 monster.team = spawn_point.team;
239 RandomSelection_Init();
240 if(inv_monsters_perteam[NUM_TEAM_1] > 0) RandomSelection_AddFloat(NUM_TEAM_1, 1, 1);
241 if(inv_monsters_perteam[NUM_TEAM_2] > 0) RandomSelection_AddFloat(NUM_TEAM_2, 1, 1);
242 if(invasion_teams >= 3) if(inv_monsters_perteam[NUM_TEAM_3] > 0) { RandomSelection_AddFloat(NUM_TEAM_3, 1, 1); }
243 if(invasion_teams >= 4) if(inv_monsters_perteam[NUM_TEAM_4] > 0) { RandomSelection_AddFloat(NUM_TEAM_4, 1, 1); }
245 monster.team = RandomSelection_chosen_float;
248 monster_setupcolors(monster);
252 WaypointSprite_UpdateTeamRadar(monster.sprite, RADARICON_DANGER, ((monster.team) ? Team_ColorRGB(monster.team) : '1 0 0'));
254 monster.sprite.team = 0;
255 monster.sprite.SendFlags |= 1;
259 if(monster.monster_attack)
260 IL_REMOVE(g_monster_targets, monster);
261 monster.monster_attack = false; // it's the player's job to kill all the monsters
263 if(inv_roundcnt >= inv_maxrounds)
264 monster.spawnflags |= MONSTERFLAG_MINIBOSS; // last round spawns minibosses
267 void invasion_SpawnMonsters(int supermonster_count)
269 Monster chosen_monster = invasion_PickMonster(supermonster_count);
271 invasion_SpawnChosenMonster(chosen_monster);
274 bool Invasion_CheckWinner()
276 if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
278 IL_EACH(g_monsters, true,
282 IL_CLEAR(g_monsters);
284 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
285 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
286 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
290 float total_alive_monsters = 0, supermonster_count = 0, red_alive = 0, blue_alive = 0, yellow_alive = 0, pink_alive = 0;
292 IL_EACH(g_monsters, it.health > 0,
294 if((get_monsterinfo(it.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
295 ++supermonster_count;
296 ++total_alive_monsters;
301 case NUM_TEAM_1: ++red_alive; break;
302 case NUM_TEAM_2: ++blue_alive; break;
303 case NUM_TEAM_3: ++yellow_alive; break;
304 case NUM_TEAM_4: ++pink_alive; break;
308 if((total_alive_monsters + inv_numkilled) < inv_maxspawned && inv_maxcurrent < inv_maxspawned)
310 if(time >= inv_lastcheck)
312 invasion_SpawnMonsters(supermonster_count);
313 inv_lastcheck = time + autocvar_g_invasion_spawn_delay;
319 if(inv_numspawned < 1)
320 return 0; // nothing has spawned yet
324 if(((red_alive > 0) + (blue_alive > 0) + (yellow_alive > 0) + (pink_alive > 0)) > 1)
327 else if(inv_numkilled < inv_maxspawned)
330 entity winner = NULL;
331 float winning_score = 0, winner_team = 0;
336 if(red_alive > 0) { winner_team = NUM_TEAM_1; }
338 if(winner_team) { winner_team = 0; }
339 else { winner_team = NUM_TEAM_2; }
341 if(winner_team) { winner_team = 0; }
342 else { winner_team = NUM_TEAM_3; }
344 if(winner_team) { winner_team = 0; }
345 else { winner_team = NUM_TEAM_4; }
349 FOREACH_CLIENT(IS_PLAYER(it), {
350 float cs = GameRules_scoring_add(it, KILLS, 0);
351 if(cs > winning_score)
359 IL_EACH(g_monsters, true,
363 IL_CLEAR(g_monsters);
369 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
370 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
375 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname);
376 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname);
379 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
384 bool Invasion_CheckPlayers()
389 void Invasion_RoundStart()
392 FOREACH_CLIENT(IS_PLAYER(it), {
393 it.player_blocked = false;
397 if(inv_roundcnt < inv_maxrounds)
398 inv_roundcnt += 1; // a limiter to stop crazy counts
400 inv_monsterskill = inv_roundcnt + max(1, numplayers * 0.3);
406 inv_maxspawned = rint(max(autocvar_g_invasion_monster_count, autocvar_g_invasion_monster_count * (inv_roundcnt * 0.5)));
410 DistributeEvenly_Init(inv_maxspawned, invasion_teams);
411 inv_monsters_perteam[NUM_TEAM_1] = DistributeEvenly_Get(1);
412 inv_monsters_perteam[NUM_TEAM_2] = DistributeEvenly_Get(1);
413 if(invasion_teams >= 3) inv_monsters_perteam[NUM_TEAM_3] = DistributeEvenly_Get(1);
414 if(invasion_teams >= 4) inv_monsters_perteam[NUM_TEAM_4] = DistributeEvenly_Get(1);
418 MUTATOR_HOOKFUNCTION(inv, MonsterDies)
420 entity frag_target = M_ARGV(0, entity);
421 entity frag_attacker = M_ARGV(1, entity);
423 if(!(frag_target.spawnflags & MONSTERFLAG_RESPAWNED))
425 if(autocvar_g_invasion_type == INV_TYPE_ROUND)
430 if(teamplay) { inv_monsters_perteam[frag_target.team] -= 1; }
432 if(IS_PLAYER(frag_attacker))
433 if(SAME_TEAM(frag_attacker, frag_target)) // in non-teamplay modes, same team = same player, so this works
434 GameRules_scoring_add(frag_attacker, KILLS, -1);
437 GameRules_scoring_add(frag_attacker, KILLS, +1);
439 TeamScore_AddToTeam(frag_attacker.team, ST_INV_KILLS, +1);
444 MUTATOR_HOOKFUNCTION(inv, MonsterSpawn)
446 entity mon = M_ARGV(0, entity);
447 mon.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
449 if(autocvar_g_invasion_type == INV_TYPE_HUNT)
450 return false; // allowed
452 if(!(mon.spawnflags & MONSTERFLAG_SPAWNED))
455 if(!(mon.spawnflags & MONSTERFLAG_RESPAWNED))
461 mon.monster_skill = inv_monsterskill;
463 if((get_monsterinfo(mon.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
464 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_INVASION_SUPERMONSTER, mon.monster_name);
467 MUTATOR_HOOKFUNCTION(inv, SV_StartFrame)
469 if(autocvar_g_invasion_type != INV_TYPE_ROUND)
470 return; // uses map spawned monsters
472 monsters_total = inv_maxspawned; // TODO: make sure numspawned never exceeds maxspawned
473 monsters_killed = inv_numkilled;
476 MUTATOR_HOOKFUNCTION(inv, PlayerRegen)
478 // no regeneration in invasion, regardless of the game type
482 MUTATOR_HOOKFUNCTION(inv, PlayerSpawn)
484 entity player = M_ARGV(0, entity);
486 if(player.bot_attack)
487 IL_REMOVE(g_bot_targets, player);
488 player.bot_attack = false;
491 MUTATOR_HOOKFUNCTION(inv, Damage_Calculate)
493 entity frag_attacker = M_ARGV(1, entity);
494 entity frag_target = M_ARGV(2, entity);
495 float frag_damage = M_ARGV(4, float);
496 vector frag_force = M_ARGV(6, vector);
498 if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker != frag_target)
501 frag_force = '0 0 0';
503 M_ARGV(4, float) = frag_damage;
504 M_ARGV(6, vector) = frag_force;
508 MUTATOR_HOOKFUNCTION(inv, BotShouldAttack)
510 entity targ = M_ARGV(1, entity);
512 if(!IS_MONSTER(targ))
516 MUTATOR_HOOKFUNCTION(inv, SetStartItems)
518 if(autocvar_g_invasion_type == INV_TYPE_ROUND)
521 start_armorvalue = 200;
525 MUTATOR_HOOKFUNCTION(inv, AccuracyTargetValid)
527 entity frag_target = M_ARGV(1, entity);
529 if(IS_MONSTER(frag_target))
530 return MUT_ACCADD_INVALID;
531 return MUT_ACCADD_INDIFFERENT;
534 MUTATOR_HOOKFUNCTION(inv, AllowMobSpawning)
536 // monster spawning disabled during an invasion
537 M_ARGV(1, string) = "You cannot spawn monsters during an invasion!";
541 MUTATOR_HOOKFUNCTION(inv, CheckRules_World)
543 if(autocvar_g_invasion_type == INV_TYPE_ROUND)
546 M_ARGV(0, float) = WinningCondition_Invasion();
550 MUTATOR_HOOKFUNCTION(inv, CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
552 M_ARGV(0, float) = invasion_teams;
555 MUTATOR_HOOKFUNCTION(inv, AllowMobButcher)
557 M_ARGV(0, string) = "This command does not work during an invasion!";
561 void invasion_ScoreRules(int inv_teams)
563 if(inv_teams) { CheckAllowedTeams(NULL); }
564 GameRules_score_enabled(false);
565 GameRules_scoring(inv_teams, 0, 0, {
567 field_team(ST_INV_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
569 field(SP_KILLS, "frags", ((inv_teams) ? SFL_SORT_PRIO_SECONDARY : SFL_SORT_PRIO_PRIMARY));
573 void invasion_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
575 if(autocvar_g_invasion_type == INV_TYPE_HUNT || autocvar_g_invasion_type == INV_TYPE_STAGE)
576 cvar_set("fraglimit", "0");
578 if(autocvar_g_invasion_teams)
580 invasion_teams = BITS(bound(2, autocvar_g_invasion_teams, 4));
585 independent_players = 1; // to disable extra useless scores
587 invasion_ScoreRules(invasion_teams);
589 independent_players = 0;
591 if(autocvar_g_invasion_type == INV_TYPE_ROUND)
593 round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
594 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
597 inv_maxrounds = 15; // 15?
601 void invasion_Initialize()
603 InitializeEntity(NULL, invasion_DelayedInit, INITPRIO_GAMETYPE);