#include "assault.qh"
-
-// TODO: split into sv_assault
-#ifdef SVQC
-.entity sprite;
-#define AS_ROUND_DELAY 5
-
-IntrusiveList g_assault_destructibles;
-IntrusiveList g_assault_objectivedecreasers;
-IntrusiveList g_assault_objectives;
-STATIC_INIT(g_assault)
-{
- g_assault_destructibles = IL_NEW();
- g_assault_objectivedecreasers = IL_NEW();
- g_assault_objectives = IL_NEW();
-}
-
-// random functions
-void assault_objective_use(entity this, entity actor, entity trigger)
-{
- // activate objective
- this.health = 100;
- //print("^2Activated objective ", this.targetname, "=", etos(this), "\n");
- //print("Activator is ", actor.classname, "\n");
-
- IL_EACH(g_assault_objectivedecreasers, it.target == this.targetname,
- {
- target_objective_decrease_activate(it);
- });
-}
-
-vector target_objective_spawn_evalfunc(entity this, entity player, entity spot, vector current)
-{
- if(this.health < 0 || this.health >= ASSAULT_VALUE_INACTIVE)
- return '-1 0 0';
- return current;
-}
-
-// reset this objective. Used when spawning an objective
-// and when a new round starts
-void assault_objective_reset(entity this)
-{
- this.health = ASSAULT_VALUE_INACTIVE;
-}
-
-// decrease the health of targeted objectives
-void assault_objective_decrease_use(entity this, entity actor, entity trigger)
-{
- if(actor.team != assault_attacker_team)
- {
- // wrong team triggered decrease
- return;
- }
-
- if(trigger.assault_sprite)
- {
- WaypointSprite_Disown(trigger.assault_sprite, waypointsprite_deadlifetime);
- if(trigger.classname == "func_assault_destructible")
- trigger.sprite = NULL; // TODO: just unsetting it?!
- }
- else
- return; // already activated! cannot activate again!
-
- if(this.enemy.health < ASSAULT_VALUE_INACTIVE)
- {
- if(this.enemy.health - this.dmg > 0.5)
- {
- GameRules_scoring_add_team(actor, SCORE, this.dmg);
- this.enemy.health = this.enemy.health - this.dmg;
- }
- else
- {
- GameRules_scoring_add_team(actor, SCORE, this.enemy.health);
- GameRules_scoring_add_team(actor, ASSAULT_OBJECTIVES, 1);
- this.enemy.health = -1;
-
- if(this.enemy.message)
- FOREACH_CLIENT(IS_PLAYER(it), { centerprint(it, this.enemy.message); });
-
- SUB_UseTargets(this.enemy, this, trigger);
- }
- }
-}
-
-void assault_setenemytoobjective(entity this)
-{
- IL_EACH(g_assault_objectives, it.targetname == this.target,
- {
- if(this.enemy == NULL)
- this.enemy = it;
- else
- objerror(this, "more than one objective as target - fix the map!");
- break;
- });
-
- if(this.enemy == NULL)
- objerror(this, "no objective as target - fix the map!");
-}
-
-bool assault_decreaser_sprite_visible(entity this, entity player, entity view)
-{
- if(this.assault_decreaser.enemy.health >= ASSAULT_VALUE_INACTIVE)
- return false;
-
- return true;
-}
-
-void target_objective_decrease_activate(entity this)
-{
- entity spr;
- this.owner = NULL;
- FOREACH_ENTITY_STRING(target, this.targetname,
- {
- if(it.assault_sprite != NULL)
- {
- WaypointSprite_Disown(it.assault_sprite, waypointsprite_deadlifetime);
- if(it.classname == "func_assault_destructible")
- it.sprite = NULL; // TODO: just unsetting it?!
- }
-
- spr = WaypointSprite_SpawnFixed(WP_AssaultDefend, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE);
- spr.assault_decreaser = this;
- spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
- spr.classname = "sprite_waypoint";
- WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
- if(it.classname == "func_assault_destructible")
- {
- WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy);
- WaypointSprite_UpdateMaxHealth(spr, it.max_health);
- WaypointSprite_UpdateHealth(spr, it.health);
- it.sprite = spr;
- }
- else
- WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush);
- });
-}
-
-void target_objective_decrease_findtarget(entity this)
-{
- assault_setenemytoobjective(this);
-}
-
-void target_assault_roundend_reset(entity this)
-{
- //print("round end reset\n");
- ++this.cnt; // up round counter
- this.winning = false; // up round
-}
-
-void target_assault_roundend_use(entity this, entity actor, entity trigger)
-{
- this.winning = 1; // round has been won by attackers
-}
-
-void assault_roundstart_use(entity this, entity actor, entity trigger)
-{
- SUB_UseTargets(this, this, trigger);
-
- //(Re)spawn all turrets
- IL_EACH(g_turrets, true,
- {
- // Swap turret teams
- if(it.team == NUM_TEAM_1)
- it.team = NUM_TEAM_2;
- else
- it.team = NUM_TEAM_1;
-
- // Doubles as teamchange
- turret_respawn(it);
- });
-}
-void assault_roundstart_use_this(entity this)
-{
- assault_roundstart_use(this, NULL, NULL);
-}
-
-void assault_wall_think(entity this)
-{
- if(this.enemy.health < 0)
- {
- this.model = "";
- this.solid = SOLID_NOT;
- }
- else
- {
- this.model = this.mdl;
- this.solid = SOLID_BSP;
- }
-
- this.nextthink = time + 0.2;
-}
-
-// trigger new round
-// reset objectives, toggle spawnpoints, reset triggers, ...
-void assault_new_round(entity this)
-{
- //bprint("ASSAULT: new round\n");
-
- // up round counter
- this.winning = this.winning + 1;
-
- // swap attacker/defender roles
- if(assault_attacker_team == NUM_TEAM_1)
- assault_attacker_team = NUM_TEAM_2;
- else
- assault_attacker_team = NUM_TEAM_1;
-
- IL_EACH(g_saved_team, !IS_CLIENT(it),
- {
- if(it.team_saved == NUM_TEAM_1)
- it.team_saved = NUM_TEAM_2;
- else if(it.team_saved == NUM_TEAM_2)
- it.team_saved = NUM_TEAM_1;
- });
-
- // reset the level with a countdown
- cvar_set("timelimit", ftos(ceil(time - AS_ROUND_DELAY - game_starttime) / 60));
- ReadyRestart_force(); // sets game_starttime
-}
-
-entity as_round;
-.entity ent_winning;
-void as_round_think()
-{
- game_stopped = false;
- assault_new_round(as_round.ent_winning);
- delete(as_round);
- as_round = NULL;
-}
-
-// Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
-// they win. Otherwise the defending team wins once the timelimit passes.
-int WinningCondition_Assault()
-{
- if(as_round)
- return WINNING_NO;
-
- WinningConditionHelper(NULL); // set worldstatus
-
- int status = WINNING_NO;
- // as the timelimit has not yet passed just assume the defending team will win
- if(assault_attacker_team == NUM_TEAM_1)
- {
- SetWinners(team, NUM_TEAM_2);
- }
- else
- {
- SetWinners(team, NUM_TEAM_1);
- }
-
- entity ent;
- ent = find(NULL, classname, "target_assault_roundend");
- if(ent)
- {
- if(ent.winning) // round end has been triggered by attacking team
- {
- bprint("Assault: round completed.\n");
- SetWinners(team, assault_attacker_team);
-
- TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
-
- if(ent.cnt == 1 || autocvar_g_campaign) // this was the second round
- {
- status = WINNING_YES;
- }
- else
- {
- Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ASSAULT_OBJ_DESTROYED, ceil(time - game_starttime));
- as_round = new(as_round);
- as_round.think = as_round_think;
- as_round.ent_winning = ent;
- as_round.nextthink = time + AS_ROUND_DELAY;
- game_stopped = true;
-
- // make sure timelimit isn't hit while the game is blocked
- if(autocvar_timelimit > 0)
- if(time + AS_ROUND_DELAY >= game_starttime + autocvar_timelimit * 60)
- cvar_set("timelimit", ftos(autocvar_timelimit + AS_ROUND_DELAY / 60));
- }
- }
- }
-
- return status;
-}
-
-// spawnfuncs
-spawnfunc(info_player_attacker)
-{
- if (!g_assault) { delete(this); return; }
-
- this.team = NUM_TEAM_1; // red, gets swapped every round
- spawnfunc_info_player_deathmatch(this);
-}
-
-spawnfunc(info_player_defender)
-{
- if (!g_assault) { delete(this); return; }
-
- this.team = NUM_TEAM_2; // blue, gets swapped every round
- spawnfunc_info_player_deathmatch(this);
-}
-
-spawnfunc(target_objective)
-{
- if (!g_assault) { delete(this); return; }
-
- this.classname = "target_objective";
- IL_PUSH(g_assault_objectives, this);
- this.use = assault_objective_use;
- this.reset = assault_objective_reset;
- this.reset(this);
- this.spawn_evalfunc = target_objective_spawn_evalfunc;
-}
-
-spawnfunc(target_objective_decrease)
-{
- if (!g_assault) { delete(this); return; }
-
- this.classname = "target_objective_decrease";
- IL_PUSH(g_assault_objectivedecreasers, this);
-
- if(!this.dmg)
- this.dmg = 101;
-
- this.use = assault_objective_decrease_use;
- this.health = ASSAULT_VALUE_INACTIVE;
- this.max_health = ASSAULT_VALUE_INACTIVE;
- this.enemy = NULL;
-
- InitializeEntity(this, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
-}
-
-// destructible walls that can be used to trigger target_objective_decrease
-spawnfunc(func_breakable);
-spawnfunc(func_assault_destructible)
-{
- if (!g_assault) { delete(this); return; }
-
- this.spawnflags = 3;
- this.classname = "func_assault_destructible";
- IL_PUSH(g_assault_destructibles, this);
-
- if(assault_attacker_team == NUM_TEAM_1)
- this.team = NUM_TEAM_2;
- else
- this.team = NUM_TEAM_1;
-
- spawnfunc_func_breakable(this);
-}
-
-spawnfunc(func_assault_wall)
-{
- if (!g_assault) { delete(this); return; }
-
- this.classname = "func_assault_wall";
- this.mdl = this.model;
- _setmodel(this, this.mdl);
- this.solid = SOLID_BSP;
- setthink(this, assault_wall_think);
- this.nextthink = time;
- InitializeEntity(this, assault_setenemytoobjective, INITPRIO_FINDTARGET);
-}
-
-spawnfunc(target_assault_roundend)
-{
- if (!g_assault) { delete(this); return; }
-
- this.winning = 0; // round not yet won by attackers
- this.classname = "target_assault_roundend";
- this.use = target_assault_roundend_use;
- this.cnt = 0; // first round
- this.reset = target_assault_roundend_reset;
-}
-
-spawnfunc(target_assault_roundstart)
-{
- if (!g_assault) { delete(this); return; }
-
- assault_attacker_team = NUM_TEAM_1;
- this.classname = "target_assault_roundstart";
- this.use = assault_roundstart_use;
- this.reset2 = assault_roundstart_use_this;
- InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET);
-}
-
-// legacy bot code
-void havocbot_goalrating_ast_targets(entity this, float ratingscale)
-{
- IL_EACH(g_assault_destructibles, it.bot_attack,
- {
- if (it.target == "")
- continue;
-
- bool found = false;
- entity destr = it;
- IL_EACH(g_assault_objectivedecreasers, it.targetname == destr.target,
- {
- if(it.enemy.health > 0 && it.enemy.health < ASSAULT_VALUE_INACTIVE)
- {
- found = true;
- break;
- }
- });
-
- if(!found)
- continue;
-
- vector p = 0.5 * (it.absmin + it.absmax);
-
- // Find and rate waypoints around it
- found = false;
- entity best = NULL;
- float bestvalue = 99999999999;
- entity des = it;
- for(float radius = 0; radius < 1500 && !found; radius += 500)
- {
- FOREACH_ENTITY_RADIUS(p, radius, it.classname == "waypoint" && !(it.wpflags & WAYPOINTFLAG_GENERATED),
- {
- if(checkpvs(it.origin, des))
- {
- found = true;
- if(it.cnt < bestvalue)
- {
- best = it;
- bestvalue = it.cnt;
- }
- }
- });
- }
-
- if(best)
- {
- /// dprint("waypoints around target were found\n");
- // te_lightning2(NULL, '0 0 0', best.origin);
- // te_knightspike(best.origin);
-
- navigation_routerating(this, best, ratingscale, 4000);
- best.cnt += 1;
-
- this.havocbot_attack_time = 0;
-
- if(checkpvs(this.origin + this.view_ofs, it))
- if(checkpvs(this.origin + this.view_ofs, best))
- {
- // dprint("increasing attack time for this target\n");
- this.havocbot_attack_time = time + 2;
- }
- }
- });
-}
-
-void havocbot_role_ast_offense(entity this)
-{
- if(IS_DEAD(this))
- {
- this.havocbot_attack_time = 0;
- havocbot_ast_reset_role(this);
- return;
- }
-
- // Set the role timeout if necessary
- if (!this.havocbot_role_timeout)
- this.havocbot_role_timeout = time + 120;
-
- if (time > this.havocbot_role_timeout)
- {
- havocbot_ast_reset_role(this);
- return;
- }
-
- if(this.havocbot_attack_time>time)
- return;
-
- if (navigation_goalrating_timeout(this))
- {
- navigation_goalrating_start(this);
- havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
- havocbot_goalrating_ast_targets(this, 20000);
- havocbot_goalrating_items(this, 15000, this.origin, 10000);
- navigation_goalrating_end(this);
-
- navigation_goalrating_timeout_set(this);
- }
-}
-
-void havocbot_role_ast_defense(entity this)
-{
- if(IS_DEAD(this))
- {
- this.havocbot_attack_time = 0;
- havocbot_ast_reset_role(this);
- return;
- }
-
- // Set the role timeout if necessary
- if (!this.havocbot_role_timeout)
- this.havocbot_role_timeout = time + 120;
-
- if (time > this.havocbot_role_timeout)
- {
- havocbot_ast_reset_role(this);
- return;
- }
-
- if(this.havocbot_attack_time>time)
- return;
-
- if (navigation_goalrating_timeout(this))
- {
- navigation_goalrating_start(this);
- havocbot_goalrating_enemyplayers(this, 20000, this.origin, 3000);
- havocbot_goalrating_ast_targets(this, 20000);
- havocbot_goalrating_items(this, 15000, this.origin, 10000);
- navigation_goalrating_end(this);
-
- navigation_goalrating_timeout_set(this);
- }
-}
-
-void havocbot_role_ast_setrole(entity this, float role)
-{
- switch(role)
- {
- case HAVOCBOT_AST_ROLE_DEFENSE:
- this.havocbot_role = havocbot_role_ast_defense;
- this.havocbot_role_flags = HAVOCBOT_AST_ROLE_DEFENSE;
- this.havocbot_role_timeout = 0;
- break;
- case HAVOCBOT_AST_ROLE_OFFENSE:
- this.havocbot_role = havocbot_role_ast_offense;
- this.havocbot_role_flags = HAVOCBOT_AST_ROLE_OFFENSE;
- this.havocbot_role_timeout = 0;
- break;
- }
-}
-
-void havocbot_ast_reset_role(entity this)
-{
- if(IS_DEAD(this))
- return;
-
- if(this.team == assault_attacker_team)
- havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_OFFENSE);
- else
- havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_DEFENSE);
-}
-
-// mutator hooks
-MUTATOR_HOOKFUNCTION(as, PlayerSpawn)
-{
- entity player = M_ARGV(0, entity);
-
- if(player.team == assault_attacker_team)
- Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
- else
- Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
-}
-
-MUTATOR_HOOKFUNCTION(as, TurretSpawn)
-{
- entity turret = M_ARGV(0, entity);
-
- if(!turret.team || turret.team == FLOAT_MAX)
- turret.team = 5; // this gets reversed when match starts?
-}
-
-MUTATOR_HOOKFUNCTION(as, VehicleInit)
-{
- entity veh = M_ARGV(0, entity);
-
- veh.nextthink = time + 0.5;
-}
-
-MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole)
-{
- entity bot = M_ARGV(0, entity);
-
- havocbot_ast_reset_role(bot);
- return true;
-}
-
-MUTATOR_HOOKFUNCTION(as, PlayHitsound)
-{
- entity frag_victim = M_ARGV(0, entity);
-
- return (frag_victim.classname == "func_assault_destructible");
-}
-
-MUTATOR_HOOKFUNCTION(as, CheckAllowedTeams)
-{
- // assault always has 2 teams
- c1 = c2 = 0;
- return true;
-}
-
-MUTATOR_HOOKFUNCTION(as, CheckRules_World)
-{
- M_ARGV(0, float) = WinningCondition_Assault();
- return true;
-}
-
-MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
-{
- // incompatible
- warmup_stage = 0;
- sv_ready_restart_after_countdown = 0;
-}
-
-MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
-{
- entity ent = M_ARGV(0, entity);
-
- switch(ent.classname)
- {
- case "info_player_team1":
- case "info_player_team2":
- case "info_player_team3":
- case "info_player_team4":
- return true;
- }
-}
-
-MUTATOR_HOOKFUNCTION(as, ReadyRestart_Deny)
-{
- // readyrestart not supported (yet)
- return true;
-}
-#endif