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1 #include "sv_assault.qh"
2
3 #include <server/command/vote.qh>
4 #include <common/mapobjects/func/breakable.qh>
5 #include <common/mapobjects/triggers.qh>
6 #include <common/turrets/sv_turrets.qh>
7 #include <server/damage.qh>
8 #include <server/world.qh>
9 #include <server/spawnpoints.qh>
10
11 .entity sprite;
12 #define AS_ROUND_DELAY 5
13
14 // random functions
15 void assault_objective_use(entity this, entity actor, entity trigger)
16 {
17         // activate objective
18         SetResourceExplicit(this, RES_HEALTH, 100);
19         //print("^2Activated objective ", this.targetname, "=", etos(this), "\n");
20         //print("Activator is ", actor.classname, "\n");
21
22         IL_EACH(g_assault_objectivedecreasers, it.target == this.targetname,
23         {
24                 target_objective_decrease_activate(it);
25         });
26 }
27
28 vector target_objective_spawn_evalfunc(entity this, entity player, entity spot, vector current)
29 {
30         float hlth = GetResource(this, RES_HEALTH);
31         if (hlth < 0 || hlth >= ASSAULT_VALUE_INACTIVE)
32                 return '-1 0 0';
33         return current;
34 }
35
36 // reset this objective. Used when spawning an objective
37 // and when a new round starts
38 void assault_objective_reset(entity this)
39 {
40         SetResourceExplicit(this, RES_HEALTH, ASSAULT_VALUE_INACTIVE);
41 }
42
43 // decrease the health of targeted objectives
44 void assault_objective_decrease_use(entity this, entity actor, entity trigger)
45 {
46         if(actor.team != assault_attacker_team)
47         {
48                 // wrong team triggered decrease
49                 return;
50         }
51
52         if(trigger.assault_sprite)
53         {
54                 WaypointSprite_Disown(trigger.assault_sprite, waypointsprite_deadlifetime);
55                 if(trigger.classname == "func_assault_destructible")
56                         trigger.sprite = NULL; // TODO: just unsetting it?!
57         }
58         else
59                 return; // already activated! cannot activate again!
60
61         float hlth = GetResource(this.enemy, RES_HEALTH);
62         if (hlth < ASSAULT_VALUE_INACTIVE)
63         {
64                 if (hlth - this.dmg > 0.5)
65                 {
66                         GameRules_scoring_add_team(actor, SCORE, this.dmg);
67                         TakeResource(this.enemy, RES_HEALTH, this.dmg);
68                 }
69                 else
70                 {
71                         GameRules_scoring_add_team(actor, SCORE, hlth);
72                         GameRules_scoring_add_team(actor, ASSAULT_OBJECTIVES, 1);
73                         SetResourceExplicit(this.enemy, RES_HEALTH, -1);
74
75                         if(this.enemy.message)
76                                 FOREACH_CLIENT(IS_PLAYER(it), { centerprint(it, this.enemy.message); });
77
78                         SUB_UseTargets(this.enemy, this, trigger);
79                 }
80         }
81 }
82
83 void assault_setenemytoobjective(entity this)
84 {
85         IL_EACH(g_assault_objectives, it.targetname == this.target,
86         {
87                 if(this.enemy == NULL)
88                         this.enemy = it;
89                 else
90                         objerror(this, "more than one objective as target - fix the map!");
91                 break;
92         });
93
94         if(this.enemy == NULL)
95                 objerror(this, "no objective as target - fix the map!");
96 }
97
98 bool assault_decreaser_sprite_visible(entity this, entity player, entity view)
99 {
100         if(GetResource(this.assault_decreaser.enemy, RES_HEALTH) >= ASSAULT_VALUE_INACTIVE)
101                 return false;
102
103         return true;
104 }
105
106 void target_objective_decrease_activate(entity this)
107 {
108         entity spr;
109         this.owner = NULL;
110         FOREACH_ENTITY_STRING(target, this.targetname,
111         {
112                 if(it.assault_sprite != NULL)
113                 {
114                         WaypointSprite_Disown(it.assault_sprite, waypointsprite_deadlifetime);
115                         if(it.classname == "func_assault_destructible")
116                                 it.sprite = NULL; // TODO: just unsetting it?!
117                 }
118
119                 spr = WaypointSprite_SpawnFixed(WP_AssaultDefend, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE);
120                 spr.assault_decreaser = this;
121                 spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
122                 WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
123                 if(it.classname == "func_assault_destructible")
124                 {
125                         WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy);
126                         WaypointSprite_UpdateMaxHealth(spr, it.max_health);
127                         WaypointSprite_UpdateHealth(spr, GetResource(it, RES_HEALTH));
128                         it.sprite = spr;
129                 }
130                 else
131                         WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush);
132         });
133 }
134
135 void target_objective_decrease_findtarget(entity this)
136 {
137         assault_setenemytoobjective(this);
138 }
139
140 void target_assault_roundend_reset(entity this)
141 {
142         //print("round end reset\n");
143         ++this.cnt; // up round counter
144         this.winning = false; // up round
145 }
146
147 void target_assault_roundend_use(entity this, entity actor, entity trigger)
148 {
149         this.winning = 1; // round has been won by attackers
150 }
151
152 void assault_roundstart_use(entity this, entity actor, entity trigger)
153 {
154         SUB_UseTargets(this, this, trigger);
155
156         //(Re)spawn all turrets
157         IL_EACH(g_turrets, true,
158         {
159                 // Swap turret teams
160                 if(it.team == NUM_TEAM_1)
161                         it.team = NUM_TEAM_2;
162                 else
163                         it.team = NUM_TEAM_1;
164
165                 // Doubles as teamchange
166                 turret_respawn(it);
167         });
168 }
169 void assault_roundstart_use_this(entity this)
170 {
171         assault_roundstart_use(this, NULL, NULL);
172 }
173
174 void assault_wall_think(entity this)
175 {
176         if(GetResource(this.enemy, RES_HEALTH) < 0)
177         {
178                 this.model = "";
179                 this.solid = SOLID_NOT;
180         }
181         else
182         {
183                 this.model = this.mdl;
184                 this.solid = SOLID_BSP;
185         }
186
187         this.nextthink = time + 0.2;
188 }
189
190 // trigger new round
191 // reset objectives, toggle spawnpoints, reset triggers, ...
192 void assault_new_round(entity this)
193 {
194         // up round counter
195         this.winning = this.winning + 1;
196
197         // swap attacker/defender roles
198         if(assault_attacker_team == NUM_TEAM_1)
199                 assault_attacker_team = NUM_TEAM_2;
200         else
201                 assault_attacker_team = NUM_TEAM_1;
202
203         IL_EACH(g_saved_team, !IS_CLIENT(it),
204         {
205                 if(it.team_saved == NUM_TEAM_1)
206                         it.team_saved = NUM_TEAM_2;
207                 else if(it.team_saved == NUM_TEAM_2)
208                         it.team_saved = NUM_TEAM_1;
209         });
210
211         // reset the level with a countdown
212         cvar_set("timelimit", ftos(ceil(time - AS_ROUND_DELAY - game_starttime) / 60));
213         bprint("Starting second round...\n");
214         ReadyRestart_force(true); // sets game_starttime
215 }
216
217 entity as_round;
218 .entity ent_winning;
219 void as_round_think()
220 {
221         game_stopped = false;
222         assault_new_round(as_round.ent_winning);
223         delete(as_round);
224         as_round = NULL;
225 }
226
227 // Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
228 // they win. Otherwise the defending team wins once the timelimit passes.
229 int WinningCondition_Assault()
230 {
231         if(as_round)
232                 return WINNING_NO;
233
234         WinningConditionHelper(NULL); // set worldstatus
235
236         int status = WINNING_NO;
237         // as the timelimit has not yet passed just assume the defending team will win
238         if(assault_attacker_team == NUM_TEAM_1)
239         {
240                 SetWinners(team, NUM_TEAM_2);
241         }
242         else
243         {
244                 SetWinners(team, NUM_TEAM_1);
245         }
246
247         entity ent;
248         ent = find(NULL, classname, "target_assault_roundend");
249         if(ent)
250         {
251                 if(ent.winning) // round end has been triggered by attacking team
252                 {
253                         bprint(Team_ColoredFullName(assault_attacker_team), " destroyed the objective in ", process_time(2, ceil(time - game_starttime)), "\n");
254                         SetWinners(team, assault_attacker_team);
255
256                         TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
257
258                         if(ent.cnt == 1 || autocvar_g_campaign) // this was the second round
259                         {
260                                 status = WINNING_YES;
261                         }
262                         else
263                         {
264                                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ASSAULT_OBJ_DESTROYED, ceil(time - game_starttime));
265                                 as_round = new(as_round);
266                                 as_round.think = as_round_think;
267                                 as_round.ent_winning = ent;
268                                 as_round.nextthink = time + AS_ROUND_DELAY;
269                                 game_stopped = true;
270
271                                 // make sure timelimit isn't hit while the game is blocked
272                                 if(autocvar_timelimit > 0)
273                                 if(time + AS_ROUND_DELAY >= game_starttime + autocvar_timelimit * 60)
274                                         cvar_set("timelimit", ftos(autocvar_timelimit + AS_ROUND_DELAY / 60));
275                         }
276                 }
277         }
278
279         return status;
280 }
281
282 // spawnfuncs
283 spawnfunc(info_player_attacker)
284 {
285         if (!g_assault) { delete(this); return; }
286
287         this.team = NUM_TEAM_1; // red, gets swapped every round
288         spawnfunc_info_player_deathmatch(this);
289 }
290
291 spawnfunc(info_player_defender)
292 {
293         if (!g_assault) { delete(this); return; }
294
295         this.team = NUM_TEAM_2; // blue, gets swapped every round
296         spawnfunc_info_player_deathmatch(this);
297 }
298
299 spawnfunc(target_objective)
300 {
301         if (!g_assault) { delete(this); return; }
302
303         IL_PUSH(g_assault_objectives, this);
304         this.use = assault_objective_use;
305         this.reset = assault_objective_reset;
306         this.reset(this);
307         this.spawn_evalfunc = target_objective_spawn_evalfunc;
308 }
309
310 spawnfunc(target_objective_decrease)
311 {
312         if (!g_assault) { delete(this); return; }
313
314         IL_PUSH(g_assault_objectivedecreasers, this);
315
316         if(!this.dmg)
317                 this.dmg = 101;
318
319         this.use = assault_objective_decrease_use;
320         SetResourceExplicit(this, RES_HEALTH, ASSAULT_VALUE_INACTIVE);
321         this.max_health = ASSAULT_VALUE_INACTIVE;
322         this.enemy = NULL;
323
324         InitializeEntity(this, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
325 }
326
327 // destructible walls that can be used to trigger target_objective_decrease
328 bool destructible_heal(entity targ, entity inflictor, float amount, float limit)
329 {
330         float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
331         float hlth = GetResource(targ, RES_HEALTH);
332         if (hlth <= 0 || hlth >= true_limit)
333                 return false;
334
335         GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
336         if(targ.sprite)
337         {
338                 WaypointSprite_UpdateHealth(targ.sprite, GetResource(targ, RES_HEALTH));
339         }
340         func_breakable_colormod(targ);
341         return true;
342 }
343
344 spawnfunc(func_assault_destructible)
345 {
346         if (!g_assault) { delete(this); return; }
347
348         this.spawnflags = 3;
349         this.event_heal = destructible_heal;
350         IL_PUSH(g_assault_destructibles, this);
351
352         if(assault_attacker_team == NUM_TEAM_1)
353                 this.team = NUM_TEAM_2;
354         else
355                 this.team = NUM_TEAM_1;
356
357         func_breakable_setup(this);
358 }
359
360 spawnfunc(func_assault_wall)
361 {
362         if (!g_assault) { delete(this); return; }
363
364         this.mdl = this.model;
365         _setmodel(this, this.mdl);
366         this.solid = SOLID_BSP;
367         setthink(this, assault_wall_think);
368         this.nextthink = time;
369         InitializeEntity(this, assault_setenemytoobjective, INITPRIO_FINDTARGET);
370 }
371
372 spawnfunc(target_assault_roundend)
373 {
374         if (!g_assault) { delete(this); return; }
375
376         this.winning = 0; // round not yet won by attackers
377         this.use = target_assault_roundend_use;
378         this.cnt = 0; // first round
379         this.reset = target_assault_roundend_reset;
380 }
381
382 spawnfunc(target_assault_roundstart)
383 {
384         if (!g_assault) { delete(this); return; }
385
386         assault_attacker_team = NUM_TEAM_1;
387         this.use = assault_roundstart_use;
388         this.reset2 = assault_roundstart_use_this;
389         InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET);
390 }
391
392 // legacy bot code
393 void havocbot_goalrating_ast_targets(entity this, float ratingscale)
394 {
395         IL_EACH(g_assault_destructibles, it.bot_attack,
396         {
397                 if (it.target == "")
398                         continue;
399
400                 bool found = false;
401                 entity destr = it;
402                 IL_EACH(g_assault_objectivedecreasers, it.targetname == destr.target,
403                 {
404                         float hlth = GetResource(it.enemy, RES_HEALTH);
405                         if (hlth > 0 && hlth < ASSAULT_VALUE_INACTIVE)
406                         {
407                                 found = true;
408                                 break;
409                         }
410                 });
411
412                 if(!found)
413                         continue;
414
415                 vector p = 0.5 * (it.absmin + it.absmax);
416
417                 // Find and rate waypoints around it
418                 found = false;
419                 entity best = NULL;
420                 float bestvalue = FLOAT_MAX;
421                 entity des = it;
422                 for (float radius = 500; radius <= 1500 && !found; radius += 500)
423                 {
424                         FOREACH_ENTITY_RADIUS(p, radius, it.classname == "waypoint" && !(it.wpflags & WAYPOINTFLAG_GENERATED),
425                         {
426                                 if(checkpvs(it.origin, des))
427                                 {
428                                         found = true;
429                                         if(it.cnt < bestvalue)
430                                         {
431                                                 best = it;
432                                                 bestvalue = it.cnt;
433                                         }
434                                 }
435                         });
436                 }
437
438                 if(best)
439                 {
440                 ///     dprint("waypoints around target were found\n");
441                 //      te_lightning2(NULL, '0 0 0', best.origin);
442                 //      te_knightspike(best.origin);
443
444                         navigation_routerating(this, best, ratingscale, 4000);
445                         best.cnt += 1;
446
447                         this.havocbot_attack_time = 0;
448
449                         if(checkpvs(this.origin + this.view_ofs, it))
450                         if(checkpvs(this.origin + this.view_ofs, best))
451                         {
452                         //      dprint("increasing attack time for this target\n");
453                                 this.havocbot_attack_time = time + 2;
454                         }
455                 }
456         });
457 }
458
459 void havocbot_role_ast_offense(entity this)
460 {
461         if(IS_DEAD(this))
462         {
463                 this.havocbot_attack_time = 0;
464                 havocbot_ast_reset_role(this);
465                 return;
466         }
467
468         // Set the role timeout if necessary
469         if (!this.havocbot_role_timeout)
470                 this.havocbot_role_timeout = time + 120;
471
472         if (time > this.havocbot_role_timeout)
473         {
474                 havocbot_ast_reset_role(this);
475                 return;
476         }
477
478         if(this.havocbot_attack_time>time)
479                 return;
480
481         if (navigation_goalrating_timeout(this))
482         {
483                 // role: offense
484                 navigation_goalrating_start(this);
485                 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 650);
486                 havocbot_goalrating_ast_targets(this, 20000);
487                 havocbot_goalrating_items(this, 30000, this.origin, 10000);
488                 navigation_goalrating_end(this);
489
490                 navigation_goalrating_timeout_set(this);
491         }
492 }
493
494 void havocbot_role_ast_defense(entity this)
495 {
496         if(IS_DEAD(this))
497         {
498                 this.havocbot_attack_time = 0;
499                 havocbot_ast_reset_role(this);
500                 return;
501         }
502
503         // Set the role timeout if necessary
504         if (!this.havocbot_role_timeout)
505                 this.havocbot_role_timeout = time + 120;
506
507         if (time > this.havocbot_role_timeout)
508         {
509                 havocbot_ast_reset_role(this);
510                 return;
511         }
512
513         if(this.havocbot_attack_time>time)
514                 return;
515
516         if (navigation_goalrating_timeout(this))
517         {
518                 // role: defense
519                 navigation_goalrating_start(this);
520                 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 3000);
521                 havocbot_goalrating_ast_targets(this, 20000);
522                 havocbot_goalrating_items(this, 30000, this.origin, 10000);
523                 navigation_goalrating_end(this);
524
525                 navigation_goalrating_timeout_set(this);
526         }
527 }
528
529 void havocbot_role_ast_setrole(entity this, float role)
530 {
531         switch(role)
532         {
533                 case HAVOCBOT_AST_ROLE_DEFENSE:
534                         this.havocbot_role = havocbot_role_ast_defense;
535                         this.havocbot_role_timeout = 0;
536                         break;
537                 case HAVOCBOT_AST_ROLE_OFFENSE:
538                         this.havocbot_role = havocbot_role_ast_offense;
539                         this.havocbot_role_timeout = 0;
540                         break;
541         }
542 }
543
544 void havocbot_ast_reset_role(entity this)
545 {
546         if(IS_DEAD(this))
547                 return;
548
549         if(this.team == assault_attacker_team)
550                 havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_OFFENSE);
551         else
552                 havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_DEFENSE);
553 }
554
555 // mutator hooks
556 MUTATOR_HOOKFUNCTION(as, PlayerSpawn)
557 {
558         entity player = M_ARGV(0, entity);
559
560         if(player.team == assault_attacker_team)
561                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
562         else
563                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
564 }
565
566 MUTATOR_HOOKFUNCTION(as, TurretSpawn)
567 {
568         entity turret = M_ARGV(0, entity);
569
570         if(!turret.team || turret.team == FLOAT_MAX)
571                 turret.team = assault_attacker_team; // this gets reversed when match starts (assault_roundstart_use)
572 }
573
574 MUTATOR_HOOKFUNCTION(as, VehicleInit)
575 {
576         entity veh = M_ARGV(0, entity);
577
578         veh.nextthink = time + 0.5;
579 }
580
581 MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole)
582 {
583         entity bot = M_ARGV(0, entity);
584
585         havocbot_ast_reset_role(bot);
586         return true;
587 }
588
589 MUTATOR_HOOKFUNCTION(as, PlayHitsound)
590 {
591         entity frag_victim = M_ARGV(0, entity);
592
593         return (frag_victim.classname == "func_assault_destructible");
594 }
595
596 MUTATOR_HOOKFUNCTION(as, TeamBalance_CheckAllowedTeams)
597 {
598         // assault always has 2 teams
599         M_ARGV(0, float) = BIT(0) | BIT(1);
600         return true;
601 }
602
603 MUTATOR_HOOKFUNCTION(as, CheckRules_World)
604 {
605         M_ARGV(0, float) = WinningCondition_Assault();
606         return true;
607 }
608
609 MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
610 {
611         // incompatible
612         warmup_stage = 0;
613         sv_ready_restart_after_countdown = 0;
614 }
615
616 MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
617 {
618         entity ent = M_ARGV(0, entity);
619
620         switch(ent.classname)
621         {
622                 case "info_player_team1":
623                 case "info_player_team2":
624                 case "info_player_team3":
625                 case "info_player_team4":
626                         return true;
627         }
628 }
629
630 MUTATOR_HOOKFUNCTION(as, ReadyRestart_Deny)
631 {
632         // readyrestart not supported (yet)
633         return true;
634 }