.int pong_score; // (minigame_player) number of goals
.int pong_keys; // (client) pressed keys
.entity pong_paddles[PONG_MAX_PLAYERS];// (minigame) paddles
-.float pong_length; // (pong_paddle) size (0,1)
+.float pong_length; // (pong_paddle/pong_ball) size (0,1)
+.entity pong_ai_paddle; // (pong_ai) controlled paddle entity
#ifdef SVQC
-float autocvar_sv_minigames_pong_paddlesize = 0.3;
-float autocvar_sv_minigames_pong_paddlespeed= 0.75;
-float autocvar_sv_minigames_pong_ballwait = 1;
-float autocvar_sv_minigames_pong_ballspeed = 1;
+float autocvar_sv_minigames_pong_paddle_size;
+float autocvar_sv_minigames_pong_paddle_speed;
+
+float autocvar_sv_minigames_pong_ball_wait;
+float autocvar_sv_minigames_pong_ball_speed;
+float autocvar_sv_minigames_pong_ball_radius;
+
+float autocvar_sv_minigames_pong_ai_thinkspeed;
+float autocvar_sv_minigames_pong_ai_tolerance;
void pong_ball_think();
do
angle = random()*M_PI*2;
while ( fabs(sin(angle)) < 0.17 || fabs(cos(angle)) < 0.17 );
- ball.velocity_x = cos(angle)*autocvar_sv_minigames_pong_ballspeed;
- ball.velocity_y = sin(angle)*autocvar_sv_minigames_pong_ballspeed;
+ ball.velocity_x = cos(angle)*autocvar_sv_minigames_pong_ball_speed;
+ ball.velocity_y = sin(angle)*autocvar_sv_minigames_pong_ball_speed;
ball.think = pong_ball_think;
ball.nextthink = time;
ball.team = 0;
ball.team = 0;
ball.SendFlags |= MINIG_SF_UPDATE|PONG_SF_BALLTEAM;
ball.think = pong_ball_throwthink;
- ball.nextthink = time + autocvar_sv_minigames_pong_ballwait;
+ ball.nextthink = time + autocvar_sv_minigames_pong_ball_wait;
}
// Add the score to the given team in the minigame
delta *= -1;
entity paddle_thrower = minigame.pong_paddles[team_thrower-1];
- if ( paddle_thrower.realowner )
+ if ( paddle_thrower.realowner.minigame_players )
{
paddle_thrower.realowner.minigame_players.pong_score += delta;
paddle_thrower.realowner.minigame_players.SendFlags |= PONG_SF_PLAYERSCORE;
}
}
-bool pong_paddlemiss(float ball_coord, float pad_coord, float pad_len)
+// get point in the box nearest to the given one (2D)
+vector box_nearest(vector box_min, vector box_max, vector p)
+{
+ return eX * ( p_x > box_max_x ? box_max_x : ( p_x < box_min_x ? box_min_x : p_x ) )
+ + eY * ( p_y > box_max_y ? box_max_y : ( p_y < box_min_y ? box_min_y : p_y ) );
+}
+
+void pong_paddle_bounce(entity ball, int pteam)
+{
+ switch(pteam)
+ {
+ case 1: ball.velocity_x = -fabs(ball.velocity_x); break;
+ case 2: ball.velocity_x = fabs(ball.velocity_x); break;
+ case 3: ball.velocity_y = fabs(ball.velocity_y); break;
+ case 4: ball.velocity_y = -fabs(ball.velocity_y); break;
+ }
+
+ float angle = atan2(ball.velocity_y, ball.velocity_x);
+ angle += ( random() - 0.5 ) * 2 * M_PI/6;
+ float speed = vlen(ball.velocity);
+
+ ball.velocity_y = speed * sin(angle);
+ ball.velocity_x = speed * cos(angle);
+}
+
+// checks if the ball hit the paddle for the given team
+bool pong_paddle_hit(entity ball, int pteam)
{
- return ball_coord < pad_coord - pad_len/2 || ball_coord > pad_coord + pad_len/2;
+ entity paddle = ball.owner.pong_paddles[pteam-1];
+ if (!paddle)
+ return false;
+ vector near_point = box_nearest(paddle.mins+paddle.origin,
+ paddle.maxs+paddle.origin, ball.origin);
+ return vlen(near_point-ball.origin) <= ball.pong_length ;
}
// Checks for a goal, when that happes adds scores and resets the ball
if (!paddle)
return false;
- if ( (pteam > 2 && pong_paddlemiss(ball.origin_x,paddle.origin_x,paddle.pong_length)) ||
- pong_paddlemiss(ball.origin_y,paddle.origin_y,paddle.pong_length) )
+ if ( !pong_paddle_hit(ball, pteam) )
{
pong_add_score(ball.owner ,ball.team, pteam, 1);
pong_ball_reset(ball);
return true;
}
- else
- {
- ball.team = pteam;
- ball.SendFlags |= PONG_SF_BALLTEAM;
- }
return false;
}
self.origin_x += self.velocity_x * think_speed;
self.origin_y += self.velocity_y * think_speed;
+ self.SendFlags |= MINIG_SF_UPDATE;
+
+ int i;
+ for ( i = 1; i <= PONG_MAX_PLAYERS; i++ )
+ if ( pong_paddle_hit(self, i) )
+ {
+ pong_paddle_bounce(self,i);
+ self.team = i;
+ self.SendFlags |= PONG_SF_BALLTEAM;
+ return;
+ }
- // TODO consider the ball's radius (and add cvar for that)
- if ( self.origin_y <= 0 )
+ if ( self.origin_y <= self.pong_length )
{
if ( !pong_goal(self,3) )
{
- self.origin_y = 0;
+ self.origin_y = self.pong_length;
self.velocity_y *= -1;
}
}
- else if ( self.origin_y >= 1 )
+ else if ( self.origin_y >= 1-self.pong_length )
{
if ( !pong_goal(self,4) )
{
- self.origin_y = 1;
+ self.origin_y = 1-self.pong_length;
self.velocity_y *= -1;
}
}
- if ( self.origin_x <= 0 )
+ if ( self.origin_x <= self.pong_length )
{
if ( !pong_goal(self,2) )
{
- self.origin_x = 0;
+ self.origin_x = self.pong_length;
self.velocity_x *= -1;
}
}
- else if ( self.origin_x >= 1 )
+ else if ( self.origin_x >= 1-self.pong_length )
{
if ( !pong_goal(self,1) )
{
- self.origin_x = 1;
+ self.origin_x = 1-self.pong_length;
self.velocity_x *= -1;
}
}
- self.SendFlags |= MINIG_SF_UPDATE;
}
-// Moves the paddle
-void pong_paddle_think()
+// AI action
+void pong_ai_think()
{
- float think_speed = autocvar_sys_ticrate;
+ float think_speed = autocvar_sv_minigames_pong_ai_thinkspeed;
self.nextthink = time + think_speed;
- float movement = 0;
- float movement_speed = autocvar_sv_minigames_pong_paddlespeed * think_speed;
- float halflen = self.pong_length/2;
+ float distance = self.pong_length/2 * autocvar_sv_minigames_pong_ai_tolerance;
+ distance += autocvar_sv_minigames_pong_paddle_speed * think_speed;
+ float target;
+ float self_pos;
- if ( !self.realowner )
- {
- entity ball = world;
- while ( ( ball = findentity(ball,owner,self.owner) ) )
- if ( ball.classname == "pong_ball" )
+ entity ball = world;
+ self.pong_keys = 0;
+ while ( ( ball = findentity(ball,owner,self.owner) ) )
+ if ( ball.classname == "pong_ball" )
+ {
+ if ( self.team <= 2 )
{
- if ( self.team <= 2 )
- {
- if (ball.origin_y < self.origin_y-halflen/3)
- movement = -movement_speed;
- else if (ball.origin_y > self.origin_y+halflen/3)
- movement = movement_speed;
- }
- else
- {
- if (ball.origin_x < self.origin_x-halflen/3)
- movement = -movement_speed;
- else if (ball.origin_x > self.origin_x+halflen/3)
- movement = movement_speed;
- }
- break; // TODO support multiple balls?
+ target = ball.origin_y + ball.velocity_y*think_speed;
+ if ( ( self.team == 1 && ball.origin_x < 0.5 && ball.velocity_x < 0 ) ||
+ ( self.team == 2 && ball.origin_x > 0.5 && ball.velocity_x > 0 ) )
+ target = 0.5;
+ self_pos = self.pong_ai_paddle.origin_y;
}
- }
- else if ( self.realowner.minigame_players.pong_keys )
- {
- if ( self.realowner.minigame_players.pong_keys == PONG_KEY_INCREASE )
- movement = movement_speed;
- else if ( self.realowner.minigame_players.pong_keys == PONG_KEY_DECREASE )
- movement = -movement_speed;
- }
+ else
+ {
+ target = ball.origin_x + ball.velocity_x*think_speed;
+ if ( ( self.team == 4 && ball.origin_y < 0.5 && ball.velocity_y < 0 ) ||
+ ( self.team == 3 && ball.origin_y > 0.5 && ball.velocity_y > 0 ) )
+ target = 0.5;
+ self_pos = self.pong_ai_paddle.origin_x;
+ }
+
+ if (target < self_pos - distance)
+ self.pong_keys = PONG_KEY_DECREASE;
+ else if (target > self_pos + distance)
+ self.pong_keys = PONG_KEY_INCREASE;
+
+ break; // TODO support multiple balls?
+ }
+}
+
+entity pong_ai_spawn(entity paddle)
+{
+ entity ai = msle_spawn(paddle.owner,"pong_ai");
+ ai.minigame_players = ai;
+ ai.team = paddle.team;
+ ai.think = pong_ai_think;
+ ai.nextthink = time;
+ ai.pong_ai_paddle = paddle;
+ paddle.realowner = ai;
- if ( movement )
+ return ai;
+}
+
+// Moves the paddle
+void pong_paddle_think()
+{
+ float think_speed = autocvar_sys_ticrate;
+ self.nextthink = time + think_speed;
+
+ if ( self.realowner.minigame_players.pong_keys == PONG_KEY_INCREASE ||
+ self.realowner.minigame_players.pong_keys == PONG_KEY_DECREASE )
{
+ float movement = autocvar_sv_minigames_pong_paddle_speed * think_speed;
+ float halflen = self.pong_length/2;
+
+ if ( self.realowner.minigame_players.pong_keys == PONG_KEY_DECREASE )
+ movement *= -1;
+
if ( self.team > 2 )
self.origin_x = bound(halflen, self.origin_x+movement, 1-halflen);
else
}
}
+vector pong_team_to_box_halfsize(int nteam, float length, float width)
+{
+ if ( nteam > 2 )
+ return eY*width/2 + eX*length/2;
+ return eX*width/2 + eY*length/2;
+}
+
vector pong_team_to_paddlepos(int nteam)
{
switch(nteam)
entity pong_paddle_spawn(entity minigame, int pl_team, entity real_player)
{
entity paddle = msle_spawn(minigame,"pong_paddle");
- paddle.pong_length = autocvar_sv_minigames_pong_paddlesize;
+ paddle.pong_length = autocvar_sv_minigames_pong_paddle_size;
paddle.origin = pong_team_to_paddlepos(pl_team);
paddle.think = pong_paddle_think;
paddle.nextthink = time;
paddle.team = pl_team;
- paddle.realowner = real_player;
+ paddle.mins = pong_team_to_box_halfsize(pl_team,-paddle.pong_length,-1/16);
+ paddle.maxs = pong_team_to_box_halfsize(pl_team,paddle.pong_length,1/16);
+
+ if ( real_player == world )
+ pong_ai_spawn(paddle);
+ else
+ paddle.realowner = real_player;
+
minigame.pong_paddles[pl_team-1] = paddle;
+
return paddle;
}
paddle = minigame.pong_paddles[i];
if ( paddle != world && paddle.realowner == player )
{
- paddle.realowner = world;
+ pong_ai_spawn(paddle);
+ break;
}
}
minigame.SendFlags |= MINIG_SF_UPDATE;
entity ball = msle_spawn(minigame,"pong_ball");
+ ball.pong_length = autocvar_sv_minigames_pong_ball_radius;
pong_ball_reset(ball);
}
return true;
for ( i = PONG_MAX_PLAYERS-1; i >= 0; i-- )
{
paddle = minigame.pong_paddles[i];
- if ( paddle != world && paddle.realowner == world )
+ if ( paddle != world &&
+ paddle.realowner.classname == "pong_ai" )
{
minigame.pong_paddles[i] = world;
+ remove(paddle.realowner);
remove(paddle);
return true;
}
entity e;
vector obj_pos;
- vector ball_size = minigame_hud_denormalize_size('1 1 0' / 16,pos,mySize);
+ vector ball_size;
vector paddle_size;
FOREACH_MINIGAME_ENTITY(e)
{
if ( e.classname == "pong_ball" )
{
+ ball_size = minigame_hud_denormalize_size('2 2 0'*e.pong_length,pos,mySize);
obj_pos = minigame_hud_denormalize(e.origin,pos,mySize);
minigame_drawpic_centered( obj_pos, minigame_texture("pong/ball"),
ball_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL );
}
}
-
// Required function, draw the game status panel
void pong_hud_status(vector pos, vector mySize)
{
ts_y = ( mySize_y - PONG_MAX_PLAYERS*player_fontsize_y ) / PONG_MAX_PLAYERS;
ts_x = mySize_x;
vector mypos;
- vector tile_size = '48 48 0';
entity e;
FOREACH_MINIGAME_ENTITY(e)
{
- if ( e.classname == "minigame_player" )
+ if ( e.classname == "minigame_player" || e.classname == "pong_ai" )
{
mypos = pos;
mypos_y += (e.team-1) * (player_fontsize_y + ts_y);
- drawfill(mypos, eX*mySize_x+eY*ts_y, pong_team_to_color(e.team),
- 0.25, DRAWFLAG_ADDITIVE);
+ drawfill(mypos, ts, pong_team_to_color(e.team), 0.25, DRAWFLAG_ADDITIVE);
minigame_drawcolorcodedstring_trunc(mySize_x,mypos,
(e.minigame_playerslot ? GetPlayerName(e.minigame_playerslot-1) : _("AI")),
player_fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
- drawstring(mypos+eY*player_fontsize_y,ftos(e.pong_score),tile_size,
+ drawstring(mypos+eY*player_fontsize_y,ftos(e.pong_score),'48 48 0',
'0.7 0.84 1', panel_fg_alpha, DRAWFLAG_NORMAL);
if ( e == minigame_self )
- {
- drawborderlines(1, mypos, eX*mySize_x+eY*ts_y,
- pong_team_to_color(e.team), 1, DRAWFLAG_NORMAL);
- }
- // TODO show AI
+ drawborderlines(1, mypos, ts, pong_team_to_color(e.team), 1, DRAWFLAG_NORMAL);
}
}
}