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Don't spawn by default some useless entities of game modes and mutators
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / assault / sv_assault.qc
1 #include "sv_assault.qh"
2
3 .entity sprite;
4 #define AS_ROUND_DELAY 5
5
6 // random functions
7 void assault_objective_use(entity this, entity actor, entity trigger)
8 {
9         // activate objective
10         SetResourceExplicit(this, RES_HEALTH, 100);
11         //print("^2Activated objective ", this.targetname, "=", etos(this), "\n");
12         //print("Activator is ", actor.classname, "\n");
13
14         IL_EACH(g_assault_objectivedecreasers, it.target == this.targetname,
15         {
16                 target_objective_decrease_activate(it);
17         });
18 }
19
20 vector target_objective_spawn_evalfunc(entity this, entity player, entity spot, vector current)
21 {
22         float hlth = GetResource(this, RES_HEALTH);
23         if (hlth < 0 || hlth >= ASSAULT_VALUE_INACTIVE)
24                 return '-1 0 0';
25         return current;
26 }
27
28 // reset this objective. Used when spawning an objective
29 // and when a new round starts
30 void assault_objective_reset(entity this)
31 {
32         SetResourceExplicit(this, RES_HEALTH, ASSAULT_VALUE_INACTIVE);
33 }
34
35 // decrease the health of targeted objectives
36 void assault_objective_decrease_use(entity this, entity actor, entity trigger)
37 {
38         if(actor.team != assault_attacker_team)
39         {
40                 // wrong team triggered decrease
41                 return;
42         }
43
44         if(trigger.assault_sprite)
45         {
46                 WaypointSprite_Disown(trigger.assault_sprite, waypointsprite_deadlifetime);
47                 if(trigger.classname == "func_assault_destructible")
48                         trigger.sprite = NULL; // TODO: just unsetting it?!
49         }
50         else
51                 return; // already activated! cannot activate again!
52
53         float hlth = GetResource(this.enemy, RES_HEALTH);
54         if (hlth < ASSAULT_VALUE_INACTIVE)
55         {
56                 if (hlth - this.dmg > 0.5)
57                 {
58                         GameRules_scoring_add_team(actor, SCORE, this.dmg);
59                         TakeResource(this.enemy, RES_HEALTH, this.dmg);
60                 }
61                 else
62                 {
63                         GameRules_scoring_add_team(actor, SCORE, hlth);
64                         GameRules_scoring_add_team(actor, ASSAULT_OBJECTIVES, 1);
65                         SetResourceExplicit(this.enemy, RES_HEALTH, -1);
66
67                         if(this.enemy.message)
68                                 FOREACH_CLIENT(IS_PLAYER(it), { centerprint(it, this.enemy.message); });
69
70                         SUB_UseTargets(this.enemy, this, trigger);
71                 }
72         }
73 }
74
75 void assault_setenemytoobjective(entity this)
76 {
77         IL_EACH(g_assault_objectives, it.targetname == this.target,
78         {
79                 if(this.enemy == NULL)
80                         this.enemy = it;
81                 else
82                         objerror(this, "more than one objective as target - fix the map!");
83                 break;
84         });
85
86         if(this.enemy == NULL)
87                 objerror(this, "no objective as target - fix the map!");
88 }
89
90 bool assault_decreaser_sprite_visible(entity this, entity player, entity view)
91 {
92         if(GetResource(this.assault_decreaser.enemy, RES_HEALTH) >= ASSAULT_VALUE_INACTIVE)
93                 return false;
94
95         return true;
96 }
97
98 void target_objective_decrease_activate(entity this)
99 {
100         entity spr;
101         this.owner = NULL;
102         FOREACH_ENTITY_STRING(target, this.targetname,
103         {
104                 if(it.assault_sprite != NULL)
105                 {
106                         WaypointSprite_Disown(it.assault_sprite, waypointsprite_deadlifetime);
107                         if(it.classname == "func_assault_destructible")
108                                 it.sprite = NULL; // TODO: just unsetting it?!
109                 }
110
111                 spr = WaypointSprite_SpawnFixed(WP_AssaultDefend, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE);
112                 spr.assault_decreaser = this;
113                 spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
114                 spr.classname = "sprite_waypoint";
115                 WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
116                 if(it.classname == "func_assault_destructible")
117                 {
118                         WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy);
119                         WaypointSprite_UpdateMaxHealth(spr, it.max_health);
120                         WaypointSprite_UpdateHealth(spr, GetResource(it, RES_HEALTH));
121                         it.sprite = spr;
122                 }
123                 else
124                         WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush);
125         });
126 }
127
128 void target_objective_decrease_findtarget(entity this)
129 {
130         assault_setenemytoobjective(this);
131 }
132
133 void target_assault_roundend_reset(entity this)
134 {
135         //print("round end reset\n");
136         ++this.cnt; // up round counter
137         this.winning = false; // up round
138 }
139
140 void target_assault_roundend_use(entity this, entity actor, entity trigger)
141 {
142         this.winning = 1; // round has been won by attackers
143 }
144
145 void assault_roundstart_use(entity this, entity actor, entity trigger)
146 {
147         SUB_UseTargets(this, this, trigger);
148
149         //(Re)spawn all turrets
150         IL_EACH(g_turrets, true,
151         {
152                 // Swap turret teams
153                 if(it.team == NUM_TEAM_1)
154                         it.team = NUM_TEAM_2;
155                 else
156                         it.team = NUM_TEAM_1;
157
158                 // Doubles as teamchange
159                 turret_respawn(it);
160         });
161 }
162 void assault_roundstart_use_this(entity this)
163 {
164         assault_roundstart_use(this, NULL, NULL);
165 }
166
167 void assault_wall_think(entity this)
168 {
169         if(GetResource(this.enemy, RES_HEALTH) < 0)
170         {
171                 this.model = "";
172                 this.solid = SOLID_NOT;
173         }
174         else
175         {
176                 this.model = this.mdl;
177                 this.solid = SOLID_BSP;
178         }
179
180         this.nextthink = time + 0.2;
181 }
182
183 // trigger new round
184 // reset objectives, toggle spawnpoints, reset triggers, ...
185 void assault_new_round(entity this)
186 {
187         //bprint("ASSAULT: new round\n");
188
189         // up round counter
190         this.winning = this.winning + 1;
191
192         // swap attacker/defender roles
193         if(assault_attacker_team == NUM_TEAM_1)
194                 assault_attacker_team = NUM_TEAM_2;
195         else
196                 assault_attacker_team = NUM_TEAM_1;
197
198         IL_EACH(g_saved_team, !IS_CLIENT(it),
199         {
200                 if(it.team_saved == NUM_TEAM_1)
201                         it.team_saved = NUM_TEAM_2;
202                 else if(it.team_saved == NUM_TEAM_2)
203                         it.team_saved = NUM_TEAM_1;
204         });
205
206         // reset the level with a countdown
207         cvar_set("timelimit", ftos(ceil(time - AS_ROUND_DELAY - game_starttime) / 60));
208         ReadyRestart_force(); // sets game_starttime
209 }
210
211 entity as_round;
212 .entity ent_winning;
213 void as_round_think()
214 {
215         game_stopped = false;
216         assault_new_round(as_round.ent_winning);
217         delete(as_round);
218         as_round = NULL;
219 }
220
221 // Assault winning condition: If the attackers triggered a round end (by fulfilling all objectives)
222 // they win. Otherwise the defending team wins once the timelimit passes.
223 int WinningCondition_Assault()
224 {
225         if(as_round)
226                 return WINNING_NO;
227
228         WinningConditionHelper(NULL); // set worldstatus
229
230         int status = WINNING_NO;
231         // as the timelimit has not yet passed just assume the defending team will win
232         if(assault_attacker_team == NUM_TEAM_1)
233         {
234                 SetWinners(team, NUM_TEAM_2);
235         }
236         else
237         {
238                 SetWinners(team, NUM_TEAM_1);
239         }
240
241         entity ent;
242         ent = find(NULL, classname, "target_assault_roundend");
243         if(ent)
244         {
245                 if(ent.winning) // round end has been triggered by attacking team
246                 {
247                         bprint("Assault: round completed.\n");
248                         SetWinners(team, assault_attacker_team);
249
250                         TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 666 - TeamScore_AddToTeam(assault_attacker_team, ST_ASSAULT_OBJECTIVES, 0));
251
252                         if(ent.cnt == 1 || autocvar_g_campaign) // this was the second round
253                         {
254                                 status = WINNING_YES;
255                         }
256                         else
257                         {
258                                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ASSAULT_OBJ_DESTROYED, ceil(time - game_starttime));
259                                 as_round = new(as_round);
260                                 as_round.think = as_round_think;
261                                 as_round.ent_winning = ent;
262                                 as_round.nextthink = time + AS_ROUND_DELAY;
263                                 game_stopped = true;
264
265                                 // make sure timelimit isn't hit while the game is blocked
266                                 if(autocvar_timelimit > 0)
267                                 if(time + AS_ROUND_DELAY >= game_starttime + autocvar_timelimit * 60)
268                                         cvar_set("timelimit", ftos(autocvar_timelimit + AS_ROUND_DELAY / 60));
269                         }
270                 }
271         }
272
273         return status;
274 }
275
276 // spawnfuncs
277 spawnfunc(info_player_attacker)
278 {
279         if (!g_assault) { delete(this); return; }
280
281         this.team = NUM_TEAM_1; // red, gets swapped every round
282         spawnfunc_info_player_deathmatch(this);
283 }
284
285 spawnfunc(info_player_defender)
286 {
287         if (!g_assault) { delete(this); return; }
288
289         this.team = NUM_TEAM_2; // blue, gets swapped every round
290         spawnfunc_info_player_deathmatch(this);
291 }
292
293 spawnfunc(target_objective)
294 {
295         if (!g_assault) { delete(this); return; }
296
297         this.classname = "target_objective";
298         IL_PUSH(g_assault_objectives, this);
299         this.use = assault_objective_use;
300         this.reset = assault_objective_reset;
301         this.reset(this);
302         this.spawn_evalfunc = target_objective_spawn_evalfunc;
303 }
304
305 spawnfunc(target_objective_decrease)
306 {
307         if (!g_assault) { delete(this); return; }
308
309         this.classname = "target_objective_decrease";
310         IL_PUSH(g_assault_objectivedecreasers, this);
311
312         if(!this.dmg)
313                 this.dmg = 101;
314
315         this.use = assault_objective_decrease_use;
316         SetResourceExplicit(this, RES_HEALTH, ASSAULT_VALUE_INACTIVE);
317         this.max_health = ASSAULT_VALUE_INACTIVE;
318         this.enemy = NULL;
319
320         InitializeEntity(this, target_objective_decrease_findtarget, INITPRIO_FINDTARGET);
321 }
322
323 // destructible walls that can be used to trigger target_objective_decrease
324 bool destructible_heal(entity targ, entity inflictor, float amount, float limit)
325 {
326         float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
327         float hlth = GetResource(targ, RES_HEALTH);
328         if (hlth <= 0 || hlth >= true_limit)
329                 return false;
330
331         GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
332         if(targ.sprite)
333         {
334                 WaypointSprite_UpdateHealth(targ.sprite, GetResource(targ, RES_HEALTH));
335         }
336         func_breakable_colormod(targ);
337         return true;
338 }
339
340 spawnfunc(func_breakable);
341 spawnfunc(func_assault_destructible)
342 {
343         if (!g_assault) { delete(this); return; }
344
345         this.spawnflags = 3;
346         this.classname = "func_assault_destructible";
347         this.event_heal = destructible_heal;
348         IL_PUSH(g_assault_destructibles, this);
349
350         if(assault_attacker_team == NUM_TEAM_1)
351                 this.team = NUM_TEAM_2;
352         else
353                 this.team = NUM_TEAM_1;
354
355         spawnfunc_func_breakable(this);
356 }
357
358 spawnfunc(func_assault_wall)
359 {
360         if (!g_assault) { delete(this); return; }
361
362         this.classname = "func_assault_wall";
363         this.mdl = this.model;
364         _setmodel(this, this.mdl);
365         this.solid = SOLID_BSP;
366         setthink(this, assault_wall_think);
367         this.nextthink = time;
368         InitializeEntity(this, assault_setenemytoobjective, INITPRIO_FINDTARGET);
369 }
370
371 spawnfunc(target_assault_roundend)
372 {
373         if (!g_assault) { delete(this); return; }
374
375         this.winning = 0; // round not yet won by attackers
376         this.classname = "target_assault_roundend";
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.classname = "target_assault_roundstart";
388         this.use = assault_roundstart_use;
389         this.reset2 = assault_roundstart_use_this;
390         InitializeEntity(this, assault_roundstart_use_this, INITPRIO_FINDTARGET);
391 }
392
393 // legacy bot code
394 void havocbot_goalrating_ast_targets(entity this, float ratingscale)
395 {
396         IL_EACH(g_assault_destructibles, it.bot_attack,
397         {
398                 if (it.target == "")
399                         continue;
400
401                 bool found = false;
402                 entity destr = it;
403                 IL_EACH(g_assault_objectivedecreasers, it.targetname == destr.target,
404                 {
405                         float hlth = GetResource(it.enemy, RES_HEALTH);
406                         if (hlth > 0 && hlth < ASSAULT_VALUE_INACTIVE)
407                         {
408                                 found = true;
409                                 break;
410                         }
411                 });
412
413                 if(!found)
414                         continue;
415
416                 vector p = 0.5 * (it.absmin + it.absmax);
417
418                 // Find and rate waypoints around it
419                 found = false;
420                 entity best = NULL;
421                 float bestvalue = FLOAT_MAX;
422                 entity des = it;
423                 for (float radius = 500; radius <= 1500 && !found; radius += 500)
424                 {
425                         FOREACH_ENTITY_RADIUS(p, radius, it.classname == "waypoint" && !(it.wpflags & WAYPOINTFLAG_GENERATED),
426                         {
427                                 if(checkpvs(it.origin, des))
428                                 {
429                                         found = true;
430                                         if(it.cnt < bestvalue)
431                                         {
432                                                 best = it;
433                                                 bestvalue = it.cnt;
434                                         }
435                                 }
436                         });
437                 }
438
439                 if(best)
440                 {
441                 ///     dprint("waypoints around target were found\n");
442                 //      te_lightning2(NULL, '0 0 0', best.origin);
443                 //      te_knightspike(best.origin);
444
445                         navigation_routerating(this, best, ratingscale, 4000);
446                         best.cnt += 1;
447
448                         this.havocbot_attack_time = 0;
449
450                         if(checkpvs(this.origin + this.view_ofs, it))
451                         if(checkpvs(this.origin + this.view_ofs, best))
452                         {
453                         //      dprint("increasing attack time for this target\n");
454                                 this.havocbot_attack_time = time + 2;
455                         }
456                 }
457         });
458 }
459
460 void havocbot_role_ast_offense(entity this)
461 {
462         if(IS_DEAD(this))
463         {
464                 this.havocbot_attack_time = 0;
465                 havocbot_ast_reset_role(this);
466                 return;
467         }
468
469         // Set the role timeout if necessary
470         if (!this.havocbot_role_timeout)
471                 this.havocbot_role_timeout = time + 120;
472
473         if (time > this.havocbot_role_timeout)
474         {
475                 havocbot_ast_reset_role(this);
476                 return;
477         }
478
479         if(this.havocbot_attack_time>time)
480                 return;
481
482         if (navigation_goalrating_timeout(this))
483         {
484                 // role: offense
485                 navigation_goalrating_start(this);
486                 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 650);
487                 havocbot_goalrating_ast_targets(this, 20000);
488                 havocbot_goalrating_items(this, 30000, this.origin, 10000);
489                 navigation_goalrating_end(this);
490
491                 navigation_goalrating_timeout_set(this);
492         }
493 }
494
495 void havocbot_role_ast_defense(entity this)
496 {
497         if(IS_DEAD(this))
498         {
499                 this.havocbot_attack_time = 0;
500                 havocbot_ast_reset_role(this);
501                 return;
502         }
503
504         // Set the role timeout if necessary
505         if (!this.havocbot_role_timeout)
506                 this.havocbot_role_timeout = time + 120;
507
508         if (time > this.havocbot_role_timeout)
509         {
510                 havocbot_ast_reset_role(this);
511                 return;
512         }
513
514         if(this.havocbot_attack_time>time)
515                 return;
516
517         if (navigation_goalrating_timeout(this))
518         {
519                 // role: defense
520                 navigation_goalrating_start(this);
521                 havocbot_goalrating_enemyplayers(this, 10000, this.origin, 3000);
522                 havocbot_goalrating_ast_targets(this, 20000);
523                 havocbot_goalrating_items(this, 30000, this.origin, 10000);
524                 navigation_goalrating_end(this);
525
526                 navigation_goalrating_timeout_set(this);
527         }
528 }
529
530 void havocbot_role_ast_setrole(entity this, float role)
531 {
532         switch(role)
533         {
534                 case HAVOCBOT_AST_ROLE_DEFENSE:
535                         this.havocbot_role = havocbot_role_ast_defense;
536                         this.havocbot_role_timeout = 0;
537                         break;
538                 case HAVOCBOT_AST_ROLE_OFFENSE:
539                         this.havocbot_role = havocbot_role_ast_offense;
540                         this.havocbot_role_timeout = 0;
541                         break;
542         }
543 }
544
545 void havocbot_ast_reset_role(entity this)
546 {
547         if(IS_DEAD(this))
548                 return;
549
550         if(this.team == assault_attacker_team)
551                 havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_OFFENSE);
552         else
553                 havocbot_role_ast_setrole(this, HAVOCBOT_AST_ROLE_DEFENSE);
554 }
555
556 // mutator hooks
557 MUTATOR_HOOKFUNCTION(as, PlayerSpawn)
558 {
559         entity player = M_ARGV(0, entity);
560
561         if(player.team == assault_attacker_team)
562                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_ATTACKING);
563         else
564                 Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ASSAULT_DEFENDING);
565 }
566
567 MUTATOR_HOOKFUNCTION(as, TurretSpawn)
568 {
569         entity turret = M_ARGV(0, entity);
570
571         if(!turret.team || turret.team == FLOAT_MAX)
572                 turret.team = assault_attacker_team; // this gets reversed when match starts (assault_roundstart_use)
573 }
574
575 MUTATOR_HOOKFUNCTION(as, VehicleInit)
576 {
577         entity veh = M_ARGV(0, entity);
578
579         veh.nextthink = time + 0.5;
580 }
581
582 MUTATOR_HOOKFUNCTION(as, HavocBot_ChooseRole)
583 {
584         entity bot = M_ARGV(0, entity);
585
586         havocbot_ast_reset_role(bot);
587         return true;
588 }
589
590 MUTATOR_HOOKFUNCTION(as, PlayHitsound)
591 {
592         entity frag_victim = M_ARGV(0, entity);
593
594         return (frag_victim.classname == "func_assault_destructible");
595 }
596
597 MUTATOR_HOOKFUNCTION(as, TeamBalance_CheckAllowedTeams)
598 {
599         // assault always has 2 teams
600         M_ARGV(0, float) = BIT(0) | BIT(1);
601         return true;
602 }
603
604 MUTATOR_HOOKFUNCTION(as, CheckRules_World)
605 {
606         M_ARGV(0, float) = WinningCondition_Assault();
607         return true;
608 }
609
610 MUTATOR_HOOKFUNCTION(as, ReadLevelCvars)
611 {
612         // incompatible
613         warmup_stage = 0;
614         sv_ready_restart_after_countdown = 0;
615 }
616
617 MUTATOR_HOOKFUNCTION(as, OnEntityPreSpawn)
618 {
619         entity ent = M_ARGV(0, entity);
620
621         switch(ent.classname)
622         {
623                 case "info_player_team1":
624                 case "info_player_team2":
625                 case "info_player_team3":
626                 case "info_player_team4":
627                         return true;
628         }
629 }
630
631 MUTATOR_HOOKFUNCTION(as, ReadyRestart_Deny)
632 {
633         // readyrestart not supported (yet)
634         return true;
635 }