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Move bot roles into the mutator files
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / gamemode_cts.qc
1 // legacy bot roles
2 .float race_checkpoint;
3 void havocbot_role_cts()
4 {
5         if(self.deadflag != DEAD_NO)
6                 return;
7
8         entity e;
9         if (self.bot_strategytime < time)
10         {
11                 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
12                 navigation_goalrating_start();
13
14                 for(e = world; (e = find(e, classname, "trigger_race_checkpoint")) != world; )
15                 {
16                         if(e.cnt == self.race_checkpoint)
17                         {
18                                 navigation_routerating(e, 1000000, 5000);
19                         }
20                         else if(self.race_checkpoint == -1)
21                         {
22                                 navigation_routerating(e, 1000000, 5000);
23                         }
24                 }
25
26                 navigation_goalrating_end();
27         }
28 }
29
30 void cts_ScoreRules()
31 {
32         ScoreRules_basics(0, 0, 0, FALSE);
33         if(g_race_qualifying)
34         {
35                 ScoreInfo_SetLabel_PlayerScore(SP_CTS_FASTEST, "fastest",   SFL_SORT_PRIO_PRIMARY | SFL_LOWER_IS_BETTER | SFL_TIME);
36         }
37         else
38         {
39                 ScoreInfo_SetLabel_PlayerScore(SP_CTS_LAPS,    "laps",      SFL_SORT_PRIO_PRIMARY);
40                 ScoreInfo_SetLabel_PlayerScore(SP_CTS_TIME,    "time",      SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER | SFL_TIME);
41                 ScoreInfo_SetLabel_PlayerScore(SP_CTS_FASTEST, "fastest",   SFL_LOWER_IS_BETTER | SFL_TIME);
42         }
43         ScoreRules_basics_end();
44 }
45
46 MUTATOR_HOOKFUNCTION(cts_PlayerPhysics)
47 {
48         // force kbd movement for fairness
49         float wishspeed;
50         vector wishvel;
51
52         // if record times matter
53         // ensure nothing EVIL is being done (i.e. div0_evade)
54         // this hinders joystick users though
55         // but it still gives SOME analog control
56         wishvel_x = fabs(self.movement_x);
57         wishvel_y = fabs(self.movement_y);
58         if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
59         {
60                 wishvel_z = 0;
61                 wishspeed = vlen(wishvel);
62                 if(wishvel_x >= 2 * wishvel_y)
63                 {
64                         // pure X motion
65                         if(self.movement_x > 0)
66                                 self.movement_x = wishspeed;
67                         else
68                                 self.movement_x = -wishspeed;
69                         self.movement_y = 0;
70                 }
71                 else if(wishvel_y >= 2 * wishvel_x)
72                 {
73                         // pure Y motion
74                         self.movement_x = 0;
75                         if(self.movement_y > 0)
76                                 self.movement_y = wishspeed;
77                         else
78                                 self.movement_y = -wishspeed;
79                 }
80                 else
81                 {
82                         // diagonal
83                         if(self.movement_x > 0)
84                                 self.movement_x = M_SQRT1_2 * wishspeed;
85                         else
86                                 self.movement_x = -M_SQRT1_2 * wishspeed;
87                         if(self.movement_y > 0)
88                                 self.movement_y = M_SQRT1_2 * wishspeed;
89                         else
90                                 self.movement_y = -M_SQRT1_2 * wishspeed;
91                 }
92         }
93         
94         return FALSE;
95 }
96
97 MUTATOR_HOOKFUNCTION(cts_ResetMap)
98 {
99         float s;
100
101         Score_NicePrint(world);
102
103         race_ClearRecords();
104         PlayerScore_Sort(race_place, 0, 1, 0);
105
106         entity e;
107         FOR_EACH_CLIENT(e)
108         {
109                 if(e.race_place)
110                 {
111                         s = PlayerScore_Add(e, SP_RACE_FASTEST, 0);
112                         if(!s)
113                                 e.race_place = 0;
114                 }
115                 print(e.netname, " = ", ftos(e.race_place), "\n");
116         }
117
118         if(g_race_qualifying == 2)
119         {
120                 g_race_qualifying = 0;
121                 independent_players = 0;
122                 cvar_set("fraglimit", ftos(race_fraglimit));
123                 cvar_set("leadlimit", ftos(race_leadlimit));
124                 cvar_set("timelimit", ftos(race_timelimit));
125                 cts_ScoreRules();
126         }
127         
128         return FALSE;
129 }
130
131 MUTATOR_HOOKFUNCTION(cts_PlayerPreThink)
132 {
133         if(IS_SPEC(self) || IS_OBSERVER(self))
134         if(g_race_qualifying)
135         if(msg_entity.enemy.race_laptime)
136                 race_SendNextCheckpoint(msg_entity.enemy, 1);
137
138         return FALSE;
139 }
140
141 MUTATOR_HOOKFUNCTION(cts_ClientConnect)
142 {
143         race_PreparePlayer();
144         self.race_checkpoint = -1;
145         
146         string rr = CTS_RECORD;
147
148         msg_entity = self;
149         race_send_recordtime(MSG_ONE);
150         race_send_speedaward(MSG_ONE);
151
152         speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
153         speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
154         race_send_speedaward_alltimebest(MSG_ONE);
155
156         float i;
157         for (i = 1; i <= RANKINGS_CNT; ++i)
158         {
159                 race_SendRankings(i, 0, 0, MSG_ONE);
160         }
161
162         return FALSE;
163 }
164
165 MUTATOR_HOOKFUNCTION(cts_MakePlayerObserver)
166 {
167         if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
168                 self.frags = FRAGS_LMS_LOSER;
169         else
170                 self.frags = FRAGS_SPECTATOR;
171
172         race_PreparePlayer();
173         self.race_checkpoint = -1;
174
175         return FALSE;
176 }
177
178 MUTATOR_HOOKFUNCTION(cts_PlayerSpawn)
179 {
180         if(spawn_spot.target == "")
181                 // Emergency: this wasn't a real spawnpoint. Can this ever happen?
182                 race_PreparePlayer();
183
184         // if we need to respawn, do it right
185         self.race_respawn_checkpoint = self.race_checkpoint;
186         self.race_respawn_spotref = spawn_spot;
187
188         self.race_place = 0;
189         
190         return FALSE;
191 }
192
193 MUTATOR_HOOKFUNCTION(cts_PutClientInServer)
194 {
195         if(IS_PLAYER(self))
196         if(!gameover)
197         {
198                 if(self.killcount == -666 /* initial spawn */ || g_race_qualifying) // spawn
199                         race_PreparePlayer();
200                 else // respawn
201                         race_RetractPlayer();
202
203                 race_AbandonRaceCheck(self);
204         }
205         return FALSE;
206 }
207
208 MUTATOR_HOOKFUNCTION(cts_PlayerDies)
209 {
210         self.respawn_flags |= RESPAWN_FORCE;
211         race_AbandonRaceCheck(self);
212         return FALSE;
213 }
214
215 MUTATOR_HOOKFUNCTION(cts_BotRoles)
216 {
217         self.havocbot_role = havocbot_role_cts;
218         return TRUE;
219 }
220
221 MUTATOR_HOOKFUNCTION(cts_PlayerPostThink)
222 {
223         if(self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
224         {
225                 if (!self.stored_netname)
226                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
227                 if(self.stored_netname != self.netname)
228                 {
229                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
230                         strunzone(self.stored_netname);
231                         self.stored_netname = strzone(self.netname);
232                 }
233         }
234
235         return FALSE;
236 }
237
238 MUTATOR_HOOKFUNCTION(cts_ForbidThrowing)
239 {
240         // no weapon dropping in CTS
241         return TRUE;
242 }
243
244 MUTATOR_HOOKFUNCTION(cts_FilterItem)
245 {
246         if(self.classname == "droppedweapon")
247                 return TRUE;
248
249         return FALSE;
250 }
251
252 MUTATOR_HOOKFUNCTION(cts_PlayerDamage)
253 {
254         if(frag_target == frag_attacker || frag_deathtype == DEATH_FALL)
255         if(!autocvar_g_cts_selfdamage)
256                 frag_damage = 0;
257
258         return FALSE;
259 }
260
261 MUTATOR_HOOKFUNCTION(cts_ForbidClearPlayerScore)
262 {
263         return TRUE; // in CTS, you don't lose score by observing
264 }
265
266 void cts_Initialize()
267 {
268         g_cloaked = 1; // always enable cloak in CTS
269
270         cts_ScoreRules();
271 }
272
273 MUTATOR_DEFINITION(gamemode_cts)
274 {
275         MUTATOR_HOOK(PlayerPhysics, cts_PlayerPhysics, CBC_ORDER_ANY);
276         MUTATOR_HOOK(reset_map_global, cts_ResetMap, CBC_ORDER_ANY);
277         MUTATOR_HOOK(PlayerPreThink, cts_PlayerPreThink, CBC_ORDER_ANY);
278         MUTATOR_HOOK(ClientConnect, cts_ClientConnect, CBC_ORDER_ANY);
279         MUTATOR_HOOK(MakePlayerObserver, cts_MakePlayerObserver, CBC_ORDER_ANY);
280         MUTATOR_HOOK(PlayerSpawn, cts_PlayerSpawn, CBC_ORDER_ANY);
281         MUTATOR_HOOK(PutClientInServer, cts_PutClientInServer, CBC_ORDER_ANY);
282         MUTATOR_HOOK(PlayerDies, cts_PlayerDies, CBC_ORDER_ANY);
283         MUTATOR_HOOK(HavocBot_ChooseRule, cts_BotRoles, CBC_ORDER_ANY);
284         MUTATOR_HOOK(GetPressedKeys, cts_PlayerPostThink, CBC_ORDER_ANY);
285         MUTATOR_HOOK(ForbidThrowCurrentWeapon, cts_ForbidThrowing, CBC_ORDER_ANY);
286         MUTATOR_HOOK(FilterItem, cts_FilterItem, CBC_ORDER_ANY);
287         MUTATOR_HOOK(PlayerDamage_Calculate, cts_PlayerDamage, CBC_ORDER_ANY);
288         MUTATOR_HOOK(ForbidPlayerScore_Clear, cts_ForbidClearPlayerScore, CBC_ORDER_ANY);
289
290         MUTATOR_ONADD
291         {
292                 if(time > 1) // game loads at time 1
293                         error("This is a game type and it cannot be added at runtime.");
294                 cts_Initialize();
295         }
296
297         MUTATOR_ONROLLBACK_OR_REMOVE
298         {
299                 // we actually cannot roll back cts_Initialize here
300                 // BUT: we don't need to! If this gets called, adding always
301                 // succeeds.
302         }
303
304         MUTATOR_ONREMOVE
305         {
306                 print("This is a game type and it cannot be removed at runtime.");
307                 return -1;
308         }
309
310         return 0;
311 }