]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/gamemodes/gamemode/invasion/sv_invasion.qc
Fix #2698 "arc is missing a suicide death message"
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / invasion / sv_invasion.qc
1 #include "sv_invasion.qh"
2
3 #include <common/mapobjects/triggers.qh>
4 #include <common/monsters/sv_spawn.qh>
5 #include <common/monsters/sv_spawner.qh>
6 #include <common/monsters/sv_monsters.qh>
7 #include <common/mutators/mutator/status_effects/_mod.qh>
8
9 #include <server/bot/api.qh>
10 #include <server/world.qh>
11 #include <server/teamplay.qh>
12
13 float autocvar_g_invasion_round_timelimit;
14 float autocvar_g_invasion_spawnpoint_spawn_delay;
15 float autocvar_g_invasion_warmup;
16 int autocvar_g_invasion_monster_count;
17 bool autocvar_g_invasion_zombies_only;
18 float autocvar_g_invasion_spawn_delay;
19
20 bool victent_present;
21 .bool inv_endreached;
22
23 bool inv_warning_shown; // spammy
24
25 void target_invasion_roundend_use(entity this, entity actor, entity trigger)
26 {
27         if(!IS_PLAYER(actor)) { return; }
28
29         actor.inv_endreached = true;
30
31         int plnum = 0;
32         int realplnum = 0;
33         // let's not count bots
34         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
35                 ++realplnum;
36                 if(it.inv_endreached)
37                         ++plnum;
38         });
39         if(plnum < ceil(realplnum * min(1, this.count))) // 70% of players
40                 return;
41
42         this.winning = true;
43 }
44
45 spawnfunc(target_invasion_roundend)
46 {
47         if(!g_invasion) { delete(this); return; }
48
49         victent_present = true; // a victory entity is present, we don't need to rely on monster count TODO: merge this with the intrusive list (can check empty)
50
51         if(!this.count) { this.count = 0.7; } // require at least 70% of the players to reach the end before triggering victory
52
53         this.use = target_invasion_roundend_use;
54
55         IL_PUSH(g_invasion_roundends, this);
56 }
57
58 spawnfunc(invasion_wave)
59 {
60         if(!g_invasion) { delete(this); return; }
61
62         IL_PUSH(g_invasion_waves, this);
63 }
64
65 spawnfunc(invasion_spawnpoint)
66 {
67         if(!g_invasion) { delete(this); return; }
68
69         IL_PUSH(g_invasion_spawns, this);
70 }
71
72 void ClearWinners();
73
74 // Invasion stage mode winning condition: If the attackers triggered a round end (by fulfilling all objectives)
75 // they win.
76 int WinningCondition_Invasion()
77 {
78         WinningConditionHelper(NULL); // set worldstatus
79
80         int status = WINNING_NO;
81
82         if(autocvar_g_invasion_type == INV_TYPE_STAGE)
83         {
84                 SetWinners(inv_endreached, true);
85
86                 int found = 0;
87                 IL_EACH(g_invasion_roundends, true,
88                 {
89                         ++found;
90                         if(it.winning)
91                         {
92                                 bprint("Invasion: round completed.\n");
93                                 // winners already set (TODO: teamplay support)
94
95                                 status = WINNING_YES;
96                                 break;
97                         }
98                 });
99
100                 if(!found)
101                         status = WINNING_YES; // just end it? TODO: should warn mapper!
102         }
103         else if(autocvar_g_invasion_type == INV_TYPE_HUNT)
104         {
105                 ClearWinners();
106
107                 int found = 0; // NOTE: this ends the round if no monsters are placed
108                 IL_EACH(g_monsters, !(it.spawnflags & MONSTERFLAG_RESPAWNED),
109                 {
110                         ++found;
111                 });
112
113                 if(found <= 0)
114                 {
115                         FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
116                         {
117                                 it.winning = true;
118                         });
119                         status = WINNING_YES;
120                 }
121         }
122
123         return status;
124 }
125
126 Monster invasion_PickMonster(int supermonster_count)
127 {
128         RandomSelection_Init();
129
130         FOREACH(Monsters, it != MON_Null,
131         {
132                 if((it.spawnflags & MON_FLAG_HIDDEN) || (it.spawnflags & MONSTER_TYPE_PASSIVE) || (it.spawnflags & MONSTER_TYPE_FLY) || (it.spawnflags & MONSTER_TYPE_SWIM) ||
133                         (it.spawnflags & MONSTER_SIZE_QUAKE) || ((it.spawnflags & MON_FLAG_SUPERMONSTER) && supermonster_count >= 1))
134                         continue;
135                 if(autocvar_g_invasion_zombies_only && !(it.spawnflags & MONSTER_TYPE_UNDEAD))
136                         continue;
137         RandomSelection_AddEnt(it, 1, 1);
138         });
139
140         return RandomSelection_chosen_ent;
141 }
142
143 entity invasion_PickSpawn()
144 {
145         RandomSelection_Init();
146
147         IL_EACH(g_invasion_spawns, true,
148         {
149                 RandomSelection_AddEnt(it, 1, ((time < it.spawnshieldtime) ? 0.2 : 1)); // give recently used spawnpoints a very low rating
150                 it.spawnshieldtime = time + autocvar_g_invasion_spawnpoint_spawn_delay;
151         });
152
153         return RandomSelection_chosen_ent;
154 }
155
156 entity invasion_GetWaveEntity(int wavenum)
157 {
158         IL_EACH(g_invasion_waves, it.cnt == wavenum,
159         {
160                 return it; // found one
161         });
162
163         // if no specific one is found, find the last existing wave ent
164         entity best = NULL;
165         IL_EACH(g_invasion_waves, it.cnt <= wavenum,
166         {
167                 if(!best || it.cnt > best.cnt)
168                         best = it;
169         });
170
171         return best;
172 }
173
174 void invasion_SpawnChosenMonster(Monster mon)
175 {
176         entity monster;
177         entity spawn_point = invasion_PickSpawn();
178         entity wave_ent = invasion_GetWaveEntity(inv_roundcnt);
179
180         string tospawn = "";
181         if(wave_ent && wave_ent.spawnmob && wave_ent.spawnmob != "")
182         {
183                 RandomSelection_Init();
184                 FOREACH_WORD(wave_ent.spawnmob, true,
185                 {
186                         RandomSelection_AddString(it, 1, 1);
187                 });
188
189                 tospawn = RandomSelection_chosen_string;
190         }
191
192         if(spawn_point == NULL)
193         {
194                 if(!inv_warning_shown)
195                 {
196                         inv_warning_shown = true;
197                         LOG_TRACE("Warning: couldn't find any invasion_spawnpoint spawnpoints, attempting to spawn monsters in random locations");
198                 }
199                 entity e = spawn();
200                 setsize(e, mon.m_mins, mon.m_maxs);
201
202                 if(MoveToRandomMapLocation(e, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
203                         monster = spawnmonster(e, tospawn, mon, NULL, NULL, e.origin, false, false, 2);
204                 else
205                 {
206                         delete(e);
207                         return;
208                 }
209         }
210         else // if spawnmob field falls through (unset), fallback to mon (relying on spawnmonster for that behaviour)
211                 monster = spawnmonster(spawn(), ((spawn_point.spawnmob && spawn_point.spawnmob != "") ? spawn_point.spawnmob : tospawn), mon, spawn_point, spawn_point, spawn_point.origin, false, false, 2);
212
213         if(!monster)
214                 return;
215
216         StatusEffects_remove(STATUSEFFECT_SpawnShield, monster, STATUSEFFECT_REMOVE_NORMAL);
217
218         if(spawn_point)
219         {
220                 if(spawn_point.target_range)
221                         monster.target_range = spawn_point.target_range;
222                 monster.target2 = spawn_point.target2;
223         }
224
225         if(teamplay)
226         {
227                 if(spawn_point && spawn_point.team && inv_monsters_perteam[spawn_point.team] > 0)
228                         monster.team = spawn_point.team;
229                 else
230                 {
231                         RandomSelection_Init();
232                         if(inv_monsters_perteam[NUM_TEAM_1] > 0) RandomSelection_AddFloat(NUM_TEAM_1, 1, 1);
233                         if(inv_monsters_perteam[NUM_TEAM_2] > 0) RandomSelection_AddFloat(NUM_TEAM_2, 1, 1);
234                         if(invasion_teams >= 3) if(inv_monsters_perteam[NUM_TEAM_3] > 0) { RandomSelection_AddFloat(NUM_TEAM_3, 1, 1); }
235                         if(invasion_teams >= 4) if(inv_monsters_perteam[NUM_TEAM_4] > 0) { RandomSelection_AddFloat(NUM_TEAM_4, 1, 1); }
236
237                         monster.team = RandomSelection_chosen_float;
238                 }
239
240                 monster_setupcolors(monster);
241
242                 if(monster.sprite)
243                 {
244                         WaypointSprite_UpdateTeamRadar(monster.sprite, RADARICON_DANGER, ((monster.team) ? Team_ColorRGB(monster.team) : '1 0 0'));
245
246                         monster.sprite.team = 0;
247                         monster.sprite.SendFlags |= 1;
248                 }
249         }
250
251         if(monster.monster_attack)
252                 IL_REMOVE(g_monster_targets, monster);
253         monster.monster_attack = false; // it's the player's job to kill all the monsters
254
255         if(inv_roundcnt >= inv_maxrounds)
256                 monster.spawnflags |= MONSTERFLAG_MINIBOSS; // last round spawns minibosses
257 }
258
259 void invasion_SpawnMonsters(int supermonster_count)
260 {
261         Monster chosen_monster = invasion_PickMonster(supermonster_count);
262
263         invasion_SpawnChosenMonster(chosen_monster);
264 }
265
266 bool Invasion_CheckWinner()
267 {
268         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
269         {
270                 IL_EACH(g_monsters, true,
271                 {
272                         Monster_Remove(it);
273                 });
274                 IL_CLEAR(g_monsters);
275
276                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
277                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
278                 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
279                 return 1;
280         }
281
282         float total_alive_monsters = 0, supermonster_count = 0, red_alive = 0, blue_alive = 0, yellow_alive = 0, pink_alive = 0;
283
284         IL_EACH(g_monsters, GetResource(it, RES_HEALTH) > 0,
285         {
286                 if(it.monsterdef.spawnflags & MON_FLAG_SUPERMONSTER)
287                         ++supermonster_count;
288                 ++total_alive_monsters;
289
290                 if(teamplay)
291                 switch(it.team)
292                 {
293                         case NUM_TEAM_1: ++red_alive; break;
294                         case NUM_TEAM_2: ++blue_alive; break;
295                         case NUM_TEAM_3: ++yellow_alive; break;
296                         case NUM_TEAM_4: ++pink_alive; break;
297                 }
298         });
299
300         if((total_alive_monsters + inv_numkilled) < inv_maxspawned && inv_maxcurrent < inv_maxspawned)
301         {
302                 if(time >= inv_lastcheck)
303                 {
304                         invasion_SpawnMonsters(supermonster_count);
305                         inv_lastcheck = time + autocvar_g_invasion_spawn_delay;
306                 }
307
308                 return 0;
309         }
310
311         if(inv_numspawned < 1)
312                 return 0; // nothing has spawned yet
313
314         if(teamplay)
315         {
316                 if(((red_alive > 0) + (blue_alive > 0) + (yellow_alive > 0) + (pink_alive > 0)) > 1)
317                         return 0;
318         }
319         else if(inv_numkilled < inv_maxspawned)
320                 return 0;
321
322         entity winner = NULL;
323         float winning_score = 0, winner_team = 0;
324
325
326         if(teamplay)
327         {
328                 if(red_alive > 0) { winner_team = NUM_TEAM_1; }
329                 if(blue_alive > 0)
330                 {
331                         if(winner_team) { winner_team = 0; }
332                         else { winner_team = NUM_TEAM_2; }
333                 }
334                 if(yellow_alive > 0)
335                 {
336                         if(winner_team) { winner_team = 0; }
337                         else { winner_team = NUM_TEAM_3; }
338                 }
339                 if(pink_alive > 0)
340                 {
341                         if(winner_team) { winner_team = 0; }
342                         else { winner_team = NUM_TEAM_4; }
343                 }
344         }
345         else
346         {
347                 FOREACH_CLIENT(IS_PLAYER(it), {
348                         float cs = GameRules_scoring_add(it, KILLS, 0);
349                         if(cs > winning_score)
350                         {
351                                 winning_score = cs;
352                                 winner = it;
353                         }
354                 });
355         }
356
357         IL_EACH(g_monsters, true,
358         {
359                 Monster_Remove(it);
360         });
361         IL_CLEAR(g_monsters);
362
363         if(teamplay)
364         {
365                 if(winner_team)
366                 {
367                         Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
368                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
369                 }
370         }
371         else if(winner)
372         {
373                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname);
374                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname);
375         }
376
377         round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
378
379         return 1;
380 }
381
382 bool Invasion_CheckPlayers()
383 {
384         return true;
385 }
386
387 void Invasion_RoundStart()
388 {
389         int numplayers = 0;
390         FOREACH_CLIENT(IS_PLAYER(it), {
391                 it.player_blocked = false;
392                 ++numplayers;
393         });
394
395         if(inv_roundcnt < inv_maxrounds)
396                 inv_roundcnt += 1; // a limiter to stop crazy counts
397
398         inv_monsterskill = inv_roundcnt + max(1, numplayers * 0.3);
399
400         inv_maxcurrent = 0;
401         inv_numspawned = 0;
402         inv_numkilled = 0;
403
404         inv_maxspawned = rint(max(autocvar_g_invasion_monster_count, autocvar_g_invasion_monster_count * (inv_roundcnt * 0.5)));
405
406         if(teamplay)
407         {
408                 DistributeEvenly_Init(inv_maxspawned, invasion_teams);
409                 inv_monsters_perteam[NUM_TEAM_1] = DistributeEvenly_Get(1);
410                 inv_monsters_perteam[NUM_TEAM_2] = DistributeEvenly_Get(1);
411                 if(invasion_teams >= 3) inv_monsters_perteam[NUM_TEAM_3] = DistributeEvenly_Get(1);
412                 if(invasion_teams >= 4) inv_monsters_perteam[NUM_TEAM_4] = DistributeEvenly_Get(1);
413         }
414 }
415
416 MUTATOR_HOOKFUNCTION(inv, MonsterDies)
417 {
418         entity frag_target = M_ARGV(0, entity);
419         entity frag_attacker = M_ARGV(1, entity);
420
421         if(!(frag_target.spawnflags & MONSTERFLAG_RESPAWNED))
422         {
423                 if(autocvar_g_invasion_type == INV_TYPE_ROUND)
424                 {
425                         inv_numkilled += 1;
426                         inv_maxcurrent -= 1;
427                 }
428                 if(teamplay) { inv_monsters_perteam[frag_target.team] -= 1; }
429
430                 if(IS_PLAYER(frag_attacker))
431                 {
432                         if(SAME_TEAM(frag_attacker, frag_target)) // in non-teamplay modes, same team = same player, so this works
433                                 GameRules_scoring_add(frag_attacker, KILLS, -1);
434                         else
435                         {
436                                 GameRules_scoring_add(frag_attacker, KILLS, +1);
437                                 if(teamplay)
438                                         TeamScore_AddToTeam(frag_attacker.team, ST_INV_KILLS, +1);
439                         }
440                 }
441         }
442 }
443
444 MUTATOR_HOOKFUNCTION(inv, MonsterSpawn)
445 {
446         entity mon = M_ARGV(0, entity);
447         mon.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
448
449         if(autocvar_g_invasion_type == INV_TYPE_HUNT)
450                 return false; // allowed
451
452         if(!(mon.spawnflags & MONSTERFLAG_SPAWNED))
453                 return true;
454
455         if(!(mon.spawnflags & MONSTERFLAG_RESPAWNED))
456         {
457                 inv_numspawned += 1;
458                 inv_maxcurrent += 1;
459         }
460
461         mon.monster_skill = inv_monsterskill;
462
463         if(mon.monsterdef.spawnflags & MON_FLAG_SUPERMONSTER)
464                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_INVASION_SUPERMONSTER, mon.monster_name);
465 }
466
467 MUTATOR_HOOKFUNCTION(inv, SV_StartFrame)
468 {
469         if(autocvar_g_invasion_type != INV_TYPE_ROUND)
470                 return; // uses map spawned monsters
471
472         monsters_total = inv_maxspawned; // TODO: make sure numspawned never exceeds maxspawned
473         monsters_killed = inv_numkilled;
474 }
475
476 MUTATOR_HOOKFUNCTION(inv, PlayerRegen)
477 {
478         // no regeneration in invasion, regardless of the game type
479         return true;
480 }
481
482 MUTATOR_HOOKFUNCTION(inv, PlayerSpawn)
483 {
484         entity player = M_ARGV(0, entity);
485
486         if(player.bot_attack)
487                 IL_REMOVE(g_bot_targets, player);
488         player.bot_attack = false;
489 }
490
491 MUTATOR_HOOKFUNCTION(inv, Damage_Calculate)
492 {
493         entity frag_attacker = M_ARGV(1, entity);
494         entity frag_target = M_ARGV(2, entity);
495         float frag_damage = M_ARGV(4, float);
496         vector frag_force = M_ARGV(6, vector);
497
498         if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target) && frag_attacker != frag_target)
499         {
500                 frag_damage = 0;
501                 frag_force = '0 0 0';
502
503                 M_ARGV(4, float) = frag_damage;
504                 M_ARGV(6, vector) = frag_force;
505         }
506 }
507
508 MUTATOR_HOOKFUNCTION(inv, BotShouldAttack)
509 {
510         entity targ = M_ARGV(1, entity);
511
512         if(!IS_MONSTER(targ))
513                 return true;
514 }
515
516 MUTATOR_HOOKFUNCTION(inv, SetStartItems)
517 {
518         if(autocvar_g_invasion_type == INV_TYPE_ROUND)
519         {
520                 start_health = 200;
521                 start_armorvalue = 200;
522         }
523 }
524
525 MUTATOR_HOOKFUNCTION(inv, AccuracyTargetValid)
526 {
527         entity frag_target = M_ARGV(1, entity);
528
529         if(IS_MONSTER(frag_target))
530                 return MUT_ACCADD_INVALID;
531         return MUT_ACCADD_INDIFFERENT;
532 }
533
534 MUTATOR_HOOKFUNCTION(inv, AllowMobSpawning)
535 {
536         // monster spawning disabled during an invasion
537         M_ARGV(1, string) = "You cannot spawn monsters during an invasion!";
538         return true;
539 }
540
541 MUTATOR_HOOKFUNCTION(inv, CheckRules_World)
542 {
543         if(autocvar_g_invasion_type == INV_TYPE_ROUND)
544                 return false;
545
546         M_ARGV(0, float) = WinningCondition_Invasion();
547         return true;
548 }
549
550 MUTATOR_HOOKFUNCTION(inv, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
551 {
552         M_ARGV(0, float) = invasion_teams;
553         return true;
554 }
555
556 MUTATOR_HOOKFUNCTION(inv, AllowMobButcher)
557 {
558         M_ARGV(0, string) = "This command does not work during an invasion!";
559         return true;
560 }
561
562 void invasion_ScoreRules(int inv_teams)
563 {
564         GameRules_score_enabled(false);
565         GameRules_scoring(inv_teams, 0, 0, {
566             if (inv_teams) {
567             field_team(ST_INV_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
568             }
569             field(SP_KILLS, "frags", ((inv_teams) ? SFL_SORT_PRIO_SECONDARY : SFL_SORT_PRIO_PRIMARY));
570         });
571 }
572
573 void invasion_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
574 {
575         if(autocvar_g_invasion_type == INV_TYPE_HUNT || autocvar_g_invasion_type == INV_TYPE_STAGE)
576                 cvar_set("fraglimit", "0");
577
578         if(autocvar_g_invasion_teams)
579         {
580                 invasion_teams = BITS(bound(2, autocvar_g_invasion_teams, 4));
581         }
582         else
583                 invasion_teams = 0;
584
585         independent_players = 1; // to disable extra useless scores
586
587         invasion_ScoreRules(invasion_teams);
588
589         independent_players = 0;
590
591         if(autocvar_g_invasion_type == INV_TYPE_ROUND)
592         {
593                 round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
594                 round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
595
596                 inv_roundcnt = 0;
597                 inv_maxrounds = 15; // 15?
598         }
599 }
600
601 void invasion_Initialize()
602 {
603         InitializeEntity(NULL, invasion_DelayedInit, INITPRIO_GAMETYPE);
604 }