]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/t_items.qc
Update item's timer if its re-spawn time is quicker than 10 seconds
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
index 3e3f32a9d35013d9709fd9940785a17d0575d78a..19e404a1a4ece51beca94a7ed33ba073145f887a 100644 (file)
@@ -509,7 +509,7 @@ void Item_Respawn (entity this)
        sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
        setorigin(this, this.origin);
 
-    if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS)
+    if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
        {
                float t = Item_ItemsTime_UpdateTime(this, 0);
                Item_ItemsTime_SetTime(this, t);
@@ -594,7 +594,7 @@ void Item_RespawnThink(entity this)
 void Item_ScheduleRespawnIn(entity e, float t)
 {
        // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
-       if ((Item_ItemsTime_Allow(e.itemdef) || e.weapons & WEPSET_SUPERWEAPONS) && (t - ITEM_RESPAWN_TICKS) > 0)
+       if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS)) && (t - ITEM_RESPAWN_TICKS) > 0)
        {
                setthink(e, Item_RespawnCountdown);
                e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
@@ -610,6 +610,13 @@ void Item_ScheduleRespawnIn(entity e, float t)
                e.nextthink = time;
                e.scheduledrespawntime = time + t;
                e.wait = time + t;
+
+               if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
+               {
+                       t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
+                       Item_ItemsTime_SetTime(e, t);
+                       Item_ItemsTime_SetTimesForAllPlayers();
+               }
        }
 }
 
@@ -627,7 +634,7 @@ void Item_ScheduleRespawn(entity e)
 void Item_ScheduleInitialRespawn(entity e)
 {
        Item_Show(e, 0);
-       Item_ScheduleRespawnIn(e, game_starttime - time + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
+       Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
 }
 
 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
@@ -873,7 +880,7 @@ LABEL(pickup)
                                }
                        });
                        e = RandomSelection_chosen_ent;
-
+                       Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
                }
                else
                        e = this;
@@ -959,7 +966,16 @@ float weapon_pickupevalfunc(entity player, entity item)
                        return 0;
                return ammo_pickupevalfunc(player, item);
        }
-       return item.bot_pickupbasevalue;
+
+       // reduce weapon value if bot already got a good arsenal
+       float c = 1;
+       int weapons_value = 0;
+       FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
+               weapons_value += it.bot_pickupbasevalue;
+       });
+       c -= bound(0, weapons_value / 20000, 1) * 0.5;
+
+       return item.bot_pickupbasevalue * c;
 }
 
 float ammo_pickupevalfunc(entity player, entity item)
@@ -1008,48 +1024,56 @@ float ammo_pickupevalfunc(entity player, entity item)
        if (need_shells)
        if (item.ammo_shells)
        if (player.ammo_shells < g_pickup_shells_max)
-               c = (player.ammo_shells + item.ammo_shells) / player.ammo_shells;
+               c = item.ammo_shells / player.ammo_shells;
        if (need_nails)
        if (item.ammo_nails)
        if (player.ammo_nails < g_pickup_nails_max)
-               c = (player.ammo_nails + item.ammo_nails) / player.ammo_nails;
+               c = item.ammo_nails / player.ammo_nails;
        if (need_rockets)
        if (item.ammo_rockets)
        if (player.ammo_rockets < g_pickup_rockets_max)
-               c = (player.ammo_rockets + item.ammo_rockets) / player.ammo_rockets;
+               c = item.ammo_rockets / player.ammo_rockets;
        if (need_cells)
        if (item.ammo_cells)
        if (player.ammo_cells < g_pickup_cells_max)
-               c = (player.ammo_cells + item.ammo_cells) / player.ammo_cells;
+               c = item.ammo_cells / player.ammo_cells;
        if (need_plasma)
        if (item.ammo_plasma)
        if (player.ammo_plasma < g_pickup_plasma_max)
-               c = (player.ammo_plasma + item.ammo_plasma) / player.ammo_plasma;
+               c = item.ammo_plasma / player.ammo_plasma;
        if (need_fuel)
        if (item.ammo_fuel)
        if (player.ammo_fuel < g_pickup_fuel_max)
-               c = (player.ammo_fuel + item.ammo_fuel) / player.ammo_fuel;
+               c = item.ammo_fuel / player.ammo_fuel;
 
-       rating *= min(3, c);
+       rating *= min(2, c);
        if(wpn)
-               // Skilled bots will grab more
-               rating += wpn.bot_pickupbasevalue * (0.1 + 0.1 * bound(0, skill / 10, 1));
+               rating += wpn.bot_pickupbasevalue * 0.1;
        return rating;
 }
 
+.int item_group;
+.int item_group_count;
 float healtharmor_pickupevalfunc(entity player, entity item)
 {
        float c = 0;
        float rating = item.bot_pickupbasevalue;
 
-       if (item.armorvalue)
+       float itemarmor = item.armorvalue;
+       float itemhealth = item.health;
+       if(item.item_group)
+       {
+               itemarmor *= min(4, item.item_group_count);
+               itemhealth *= min(4, item.item_group_count);
+       }
+       if (itemarmor)
        if (player.armorvalue < item.max_armorvalue)
-               c = (player.armorvalue + player.health + item.armorvalue) / (max(1, player.armorvalue + player.health));
-       if (item.health)
+               c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
+       if (itemhealth)
        if (player.health < item.max_health)
-               c = (player.health + item.health) / (max(1, player.health));
+               c = itemhealth / max(1, player.health);
 
-       rating *= min(3, c);
+       rating *= min(2, c);
        return rating;
 }
 
@@ -1274,6 +1298,8 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
                delete(this);
                return;
        }
+
+       setItemGroup(this);
 }
 
 void StartItem(entity this, GameItem def)
@@ -1286,6 +1312,54 @@ void StartItem(entity this, GameItem def)
        );
 }
 
+#define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
+int group_count = 1;
+
+void setItemGroup(entity this)
+{
+       if(!IS_SMALL(this.itemdef))
+               return;
+
+       FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
+       {
+               if(!this.item_group)
+               {
+                       if(!it.item_group)
+                       {
+                               it.item_group = group_count;
+                               group_count++;
+                       }
+                       this.item_group = it.item_group;
+               }
+               else // spawning item is already part of a item_group X
+               {
+                       if(!it.item_group)
+                               it.item_group = this.item_group;
+                       else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
+                       {
+                               int grY = it.item_group;
+                               // move all items of item_group Y to item_group X
+                               IL_EACH(g_items, IS_SMALL(it.itemdef),
+                               {
+                                       if(it.item_group == grY)
+                                               it.item_group = this.item_group;
+                               });
+                       }
+               }
+       });
+}
+
+void setItemGroupCount()
+{
+       for (int k = 1; k <= group_count; k++)
+       {
+               int count = 0;
+               IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
+               if (count)
+                       IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
+       }
+}
+
 spawnfunc(item_rockets)
 {
     StartItem(this, ITEM_Rockets);
@@ -1849,7 +1923,11 @@ float GiveItems(entity e, float beginarg, float endarg)
                {
                        .entity weaponentity = weaponentities[slot];
                        if(_switchweapon & BIT(slot))
-                               W_SwitchWeapon_Force(e, w_getbestweapon(e, weaponentity), weaponentity);
+                       {
+                               Weapon wep = w_getbestweapon(e, weaponentity);
+                               if(wep != e.(weaponentity).m_switchweapon)
+                                       W_SwitchWeapon_Force(e, wep, weaponentity);
+                       }
                }
        }