-void ka_SpawnBall(void);
-void ka_TouchEvent(void);
-void ka_RespawnBall(void);
-void ka_DropEvent(entity);
-void ka_TimeScoring(void);
-void ka_EventLog(string, entity);
+// ===========================================================
+// Keepaway game mode coding, written by Samual and Diabolik
+// Last updated: September, 2012
+// ===========================================================
-entity ka_ball;
-
-float ka_ballcarrier_waypointsprite_visible_for_player(entity);
-
-void ka_Initialize() // run at the start of a match, initiates game mode
+float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame
{
- if(!g_keepaway)
- return;
+ if(e.ballcarried)
+ if(other.classname == "spectator")
+ return FALSE; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
- precache_sound("keepaway/pickedup.wav");
- precache_sound("keepaway/dropped.wav");
- precache_sound("keepaway/respawn.wav");
- precache_sound("keepaway/touch.wav");
-
- ScoreRules_keepaway();
- ka_SpawnBall();
-}
-
-void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal
-{
- if(self.owner)
- if(self.owner.classname == "player")
- ka_DropEvent(self.owner);
+ // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
- ka_RespawnBall();
+ return TRUE;
}
-void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
+void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
{
- if(!g_keepaway) { return; }
-
- entity e;
- e = spawn();
- e.model = "models/orbs/orbblue.md3";
- precache_model(e.model);
- setmodel(e, e.model);
- setsize(e, '-16 -16 -20', '16 16 20'); // 20 20 20 was too big, player is only 16 16 24... gotta cheat with the Z (20) axis so that the particle isn't cut off
- e.classname = "keepawayball";
- e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
- e.takedamage = DAMAGE_YES;
- e.solid = SOLID_TRIGGER;
- e.movetype = MOVETYPE_BOUNCE;
- e.glow_color = autocvar_g_keepawayball_trail_color;
- e.glow_trail = TRUE;
- e.flags = FL_ITEM;
- e.reset = ka_Reset;
- e.touch = ka_TouchEvent;
- e.owner = world;
- ka_ball = e;
-
- InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
+ if(autocvar_sv_eventlog)
+ GameLogEcho(strcat(":ka:", mode, ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
}
void ka_RespawnBall() // runs whenever the ball needs to be relocated
}
}
+void ka_TimeScoring()
+{
+ if(self.owner.ballcarried)
+ { // add points for holding the ball after a certain amount of time
+ if(autocvar_g_keepaway_score_timepoints)
+ PlayerScore_Add(self.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
+
+ PlayerScore_Add(self.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
+ self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
+ }
+}
+
void ka_TouchEvent() // runs any time that the ball comes in contact with something
{
if(gameover) { return; }
self.velocity = '0 0 0';
self.movetype = MOVETYPE_NONE;
self.effects |= EF_NODRAW;
- self.touch = SUB_Null;
+ self.touch = func_null;
self.think = ka_TimeScoring;
self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
self.takedamage = DAMAGE_NO;
// messages and sounds
ka_EventLog("pickup", other);
- Send_KillNotification(other.netname, "", "", KA_PICKUPBALL, MSG_KA);
- WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
- WriteString(MSG_BROADCAST, strcat(other.netname, "^7 has picked up the ball!"));
+ Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_PICKUP, other.netname);
+ Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, other.netname);
sound(self.owner, CH_TRIGGER, "keepaway/pickedup.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
// scoring
// messages and sounds
ka_EventLog("dropped", plyr);
- Send_KillNotification(plyr.netname, "", "", KA_DROPBALL, MSG_KA);
- WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
- WriteString(MSG_BROADCAST, strcat(plyr.netname, "^7 has dropped the ball!"));
+ Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
+ Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
sound(other, CH_TRIGGER, "keepaway/dropped.wav", VOL_BASE, ATTN_NONE); // ATTN_NONE (it's a sound intended to be heard anywhere)
// scoring
WaypointSprite_Kill(plyr.waypointsprite_attachedforcarrier);
}
-float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame
+void ka_Reset() // used to clear the ballcarrier whenever the match switches from warmup to normal
{
- if(e.ballcarried)
- if(other.classname == "spectator")
- return FALSE; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
-
- // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
+ if((self.owner) && (self.owner.classname == "player"))
+ ka_DropEvent(self.owner);
- return TRUE;
+ ka_RespawnBall();
}
-void ka_TimeScoring()
+
+// ================
+// Bot player logic
+// ================
+
+void havocbot_goalrating_ball(float ratingscale, vector org)
{
- if(self.owner.ballcarried)
- { // add points for holding the ball after a certain amount of time
- if(autocvar_g_keepaway_score_timepoints)
- PlayerScore_Add(self.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
-
- PlayerScore_Add(self.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
- self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
+ float t;
+ entity ball_owner;
+ ball_owner = ka_ball.owner;
+
+ if (ball_owner == self)
+ return;
+
+ // If ball is carried by player then hunt them down.
+ if (ball_owner)
+ {
+ t = (self.health + self.armorvalue) / (ball_owner.health + ball_owner.armorvalue);
+ navigation_routerating(ball_owner, t * ratingscale, 2000);
}
+
+ // Ball has been dropped so collect.
+ navigation_routerating(ka_ball, ratingscale, 2000);
}
-void ka_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
+void havocbot_role_ka_carrier()
{
- if(autocvar_sv_eventlog)
- GameLogEcho(strcat(":ka:", mode, ((actor != world) ? (strcat(":", ftos(actor.playerid))) : "")));
+ if (self.deadflag != DEAD_NO)
+ return;
+
+ if (time > self.bot_strategytime)
+ {
+ self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
+
+ navigation_goalrating_start();
+ havocbot_goalrating_items(10000, self.origin, 10000);
+ havocbot_goalrating_enemyplayers(20000, self.origin, 10000);
+ //havocbot_goalrating_waypoints(1, self.origin, 1000);
+ navigation_goalrating_end();
+ }
+
+ if (!self.ballcarried)
+ {
+ self.havocbot_role = havocbot_role_ka_collector;
+ self.bot_strategytime = 0;
+ }
+}
+
+void havocbot_role_ka_collector()
+{
+ if (self.deadflag != DEAD_NO)
+ return;
+
+ if (time > self.bot_strategytime)
+ {
+ self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
+
+ navigation_goalrating_start();
+ havocbot_goalrating_items(10000, self.origin, 10000);
+ havocbot_goalrating_enemyplayers(1000, self.origin, 10000);
+ havocbot_goalrating_ball(20000, self.origin);
+ navigation_goalrating_end();
+ }
+
+ if (self.ballcarried)
+ {
+ self.havocbot_role = havocbot_role_ka_carrier;
+ self.bot_strategytime = 0;
+ }
}
+
+// ==============
+// Hook Functions
+// ==============
+
MUTATOR_HOOKFUNCTION(ka_Scoring)
{
if((frag_attacker != frag_target) && (frag_attacker.classname == "player"))
}
else if(!frag_attacker.ballcarried)
if(autocvar_g_keepaway_noncarrier_warn)
- centerprint(frag_attacker, "Killing people while you don't have the ball gives no points!");
+ Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
return 0;
}
+MUTATOR_HOOKFUNCTION(ka_BotRoles)
+{
+ if (self.ballcarried)
+ self.havocbot_role = havocbot_role_ka_carrier;
+ else
+ self.havocbot_role = havocbot_role_ka_collector;
+ return TRUE;
+}
+
+
+// ==============
+// Initialization
+// ==============
+
+void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
+{
+ if(!g_keepaway) { return; }
+
+ entity e;
+ e = spawn();
+ e.model = "models/orbs/orbblue.md3";
+ precache_model(e.model);
+ setmodel(e, e.model);
+ setsize(e, '-16 -16 -20', '16 16 20'); // 20 20 20 was too big, player is only 16 16 24... gotta cheat with the Z (20) axis so that the particle isn't cut off
+ e.classname = "keepawayball";
+ e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
+ e.takedamage = DAMAGE_YES;
+ e.solid = SOLID_TRIGGER;
+ e.movetype = MOVETYPE_BOUNCE;
+ e.glow_color = autocvar_g_keepawayball_trail_color;
+ e.glow_trail = TRUE;
+ e.flags = FL_ITEM;
+ e.reset = ka_Reset;
+ e.touch = ka_TouchEvent;
+ e.owner = world;
+ ka_ball = e;
+
+ InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
+}
+
+void ka_ScoreRules()
+{
+ ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, TRUE); // SFL_SORT_PRIO_PRIMARY
+ ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS, "pickups", 0);
+ ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0);
+ ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY);
+ ScoreRules_basics_end();
+}
+
+void ka_Initialize() // run at the start of a match, initiates game mode
+{
+ if(!g_keepaway)
+ return;
+
+ precache_sound("keepaway/pickedup.wav");
+ precache_sound("keepaway/dropped.wav");
+ precache_sound("keepaway/respawn.wav");
+ precache_sound("keepaway/touch.wav");
+
+ ka_ScoreRules();
+ ka_SpawnBall();
+}
+
+
MUTATOR_DEFINITION(gamemode_keepaway)
{
MUTATOR_HOOK(MakePlayerObserver, ka_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerDamage_Calculate, ka_PlayerDamage, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerPowerups, ka_PlayerPowerups, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerUseKey, ka_PlayerUseKey, CBC_ORDER_ANY);
+ MUTATOR_HOOK(HavocBot_ChooseRule, ka_BotRoles, CBC_ORDER_ANY);
MUTATOR_ONADD
{
ka_Initialize();
}
+ MUTATOR_ONROLLBACK_OR_REMOVE
+ {
+ // we actually cannot roll back ka_Initialize here
+ // BUT: we don't need to! If this gets called, adding always
+ // succeeds.
+ }
+
MUTATOR_ONREMOVE
{
- error("This is a game type and it cannot be removed at runtime.");
+ print("This is a game type and it cannot be removed at runtime.");
+ return -1;
}
return 0;