]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/mutators/mutator/gamemode_cts.qc
Bot AI: workaround for untouchable race checkpoints that cause bot to get stuck ...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator / gamemode_cts.qc
1 #include "gamemode_cts.qh"
2
3 #include <server/race.qh>
4 #include <server/items.qh>
5
6 float autocvar_g_cts_finish_kill_delay;
7 bool autocvar_g_cts_selfdamage;
8
9 // legacy bot roles
10 .float race_checkpoint;
11 void havocbot_role_cts(entity this)
12 {
13         if(IS_DEAD(this))
14                 return;
15
16         if (this.bot_strategytime < time)
17         {
18                 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
19                 navigation_goalrating_start(this);
20
21                 bool raw_touch_check = true;
22                 int cp = this.race_checkpoint;
23
24                 LABEL(search_racecheckpoints)
25                 IL_EACH(g_racecheckpoints, true,
26                 {
27                         if(it.cnt == cp || cp == -1)
28                         {
29                                 // redirect bot to next goal if it touched the waypoint of an untouchable checkpoint
30                                 // e.g. checkpoint in front of Stormkeep's warpzone
31                                 // the same workaround is applied in Race game mode
32                                 if (raw_touch_check && vdist(this.origin - it.nearestwaypoint.origin, <, 30))
33                                 {
34                                         cp = race_NextCheckpoint(cp);
35                                         raw_touch_check = false;
36                                         goto search_racecheckpoints;
37                                 }
38                                 navigation_routerating(this, it, 1000000, 5000);
39                         }
40                 });
41
42                 navigation_goalrating_end(this);
43         }
44 }
45
46 void cts_ScoreRules()
47 {
48     GameRules_score_enabled(false);
49     GameRules_scoring(0, 0, 0, {
50         if (g_race_qualifying) {
51             field(SP_RACE_FASTEST, "fastest", SFL_SORT_PRIO_PRIMARY | SFL_LOWER_IS_BETTER | SFL_TIME);
52         } else {
53             field(SP_RACE_LAPS, "laps", SFL_SORT_PRIO_PRIMARY);
54             field(SP_RACE_TIME, "time", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER | SFL_TIME);
55             field(SP_RACE_FASTEST, "fastest", SFL_LOWER_IS_BETTER | SFL_TIME);
56         }
57     });
58 }
59
60 void cts_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
61 {
62         if(autocvar_sv_eventlog)
63                 GameLogEcho(strcat(":cts:", mode, ":", ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
64 }
65
66 void KillIndicator_Think(entity this);
67 void CTS_ClientKill(entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
68 {
69     e.killindicator = spawn();
70     e.killindicator.owner = e;
71     setthink(e.killindicator, KillIndicator_Think);
72     e.killindicator.nextthink = time + (e.lip) * 0.05;
73     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
74     e.killindicator.health = 1; // this is used to indicate that it should be silent
75     e.lip = 0;
76 }
77
78 MUTATOR_HOOKFUNCTION(cts, PlayerPhysics)
79 {
80         entity player = M_ARGV(0, entity);
81         float dt = M_ARGV(1, float);
82
83         player.race_movetime_frac += dt;
84         float f = floor(player.race_movetime_frac);
85         player.race_movetime_frac -= f;
86         player.race_movetime_count += f;
87         player.race_movetime = player.race_movetime_frac + player.race_movetime_count;
88
89 #ifdef SVQC
90         if(IS_PLAYER(player))
91         {
92                 if (player.race_penalty)
93                         if (time > player.race_penalty)
94                                 player.race_penalty = 0;
95                 if(player.race_penalty)
96                 {
97                         player.velocity = '0 0 0';
98                         set_movetype(player, MOVETYPE_NONE);
99                         player.disableclientprediction = 2;
100                 }
101         }
102 #endif
103
104         // force kbd movement for fairness
105         float wishspeed;
106         vector wishvel;
107
108         // if record times matter
109         // ensure nothing EVIL is being done (i.e. div0_evade)
110         // this hinders joystick users though
111         // but it still gives SOME analog control
112         wishvel.x = fabs(CS(player).movement.x);
113         wishvel.y = fabs(CS(player).movement.y);
114         if(wishvel.x != 0 && wishvel.y != 0 && wishvel.x != wishvel.y)
115         {
116                 wishvel.z = 0;
117                 wishspeed = vlen(wishvel);
118                 if(wishvel.x >= 2 * wishvel.y)
119                 {
120                         // pure X motion
121                         if(CS(player).movement.x > 0)
122                                 CS(player).movement_x = wishspeed;
123                         else
124                                 CS(player).movement_x = -wishspeed;
125                         CS(player).movement_y = 0;
126                 }
127                 else if(wishvel.y >= 2 * wishvel.x)
128                 {
129                         // pure Y motion
130                         CS(player).movement_x = 0;
131                         if(CS(player).movement.y > 0)
132                                 CS(player).movement_y = wishspeed;
133                         else
134                                 CS(player).movement_y = -wishspeed;
135                 }
136                 else
137                 {
138                         // diagonal
139                         if(CS(player).movement.x > 0)
140                                 CS(player).movement_x = M_SQRT1_2 * wishspeed;
141                         else
142                                 CS(player).movement_x = -M_SQRT1_2 * wishspeed;
143                         if(CS(player).movement.y > 0)
144                                 CS(player).movement_y = M_SQRT1_2 * wishspeed;
145                         else
146                                 CS(player).movement_y = -M_SQRT1_2 * wishspeed;
147                 }
148         }
149 }
150
151 MUTATOR_HOOKFUNCTION(cts, reset_map_global)
152 {
153         float s;
154
155         Score_NicePrint(NULL);
156
157         race_ClearRecords();
158         PlayerScore_Sort(race_place, 0, 1, 0);
159
160         FOREACH_CLIENT(true, {
161                 if(it.race_place)
162                 {
163                         s = GameRules_scoring_add(it, RACE_FASTEST, 0);
164                         if(!s)
165                                 it.race_place = 0;
166                 }
167                 cts_EventLog(ftos(it.race_place), it);
168         });
169
170         if(g_race_qualifying == 2)
171         {
172                 g_race_qualifying = 0;
173                 independent_players = 0;
174                 cvar_set("fraglimit", ftos(race_fraglimit));
175                 cvar_set("leadlimit", ftos(race_leadlimit));
176                 cvar_set("timelimit", ftos(race_timelimit));
177                 cts_ScoreRules();
178         }
179 }
180
181 MUTATOR_HOOKFUNCTION(cts, ClientConnect)
182 {
183         entity player = M_ARGV(0, entity);
184
185         race_PreparePlayer(player);
186         player.race_checkpoint = -1;
187
188         if(IS_REAL_CLIENT(player))
189         {
190                 string rr = CTS_RECORD;
191
192                 msg_entity = player;
193                 race_send_recordtime(MSG_ONE);
194                 race_send_speedaward(MSG_ONE);
195
196                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
197                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
198                 race_send_speedaward_alltimebest(MSG_ONE);
199
200                 float i;
201                 for (i = 1; i <= RANKINGS_CNT; ++i)
202                 {
203                         race_SendRankings(i, 0, 0, MSG_ONE);
204                 }
205         }
206 }
207
208 MUTATOR_HOOKFUNCTION(cts, AbortSpeedrun)
209 {
210         entity player = M_ARGV(0, entity);
211
212         if(autocvar_g_allow_checkpoints)
213                 race_PreparePlayer(player); // nice try
214 }
215
216 MUTATOR_HOOKFUNCTION(cts, MakePlayerObserver)
217 {
218         entity player = M_ARGV(0, entity);
219
220         if(GameRules_scoring_add(player, RACE_FASTEST, 0))
221                 player.frags = FRAGS_LMS_LOSER;
222         else
223                 player.frags = FRAGS_SPECTATOR;
224
225         race_PreparePlayer(player);
226         player.race_checkpoint = -1;
227 }
228
229 MUTATOR_HOOKFUNCTION(cts, PlayerSpawn)
230 {
231         entity player = M_ARGV(0, entity);
232         entity spawn_spot = M_ARGV(1, entity);
233
234         if(spawn_spot.target == "")
235                 // Emergency: this wasn't a real spawnpoint. Can this ever happen?
236                 race_PreparePlayer(player);
237
238         // if we need to respawn, do it right
239         player.race_respawn_checkpoint = player.race_checkpoint;
240         player.race_respawn_spotref = spawn_spot;
241
242         player.race_place = 0;
243 }
244
245 MUTATOR_HOOKFUNCTION(cts, PutClientInServer)
246 {
247         entity player = M_ARGV(0, entity);
248
249         if(IS_PLAYER(player))
250         if(!game_stopped)
251         {
252                 if(CS(player).killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
253                         race_PreparePlayer(player);
254                 else // respawn
255                         race_RetractPlayer(player);
256
257                 race_AbandonRaceCheck(player);
258         }
259 }
260
261 MUTATOR_HOOKFUNCTION(cts, PlayerDies)
262 {
263         entity frag_target = M_ARGV(2, entity);
264
265         frag_target.respawn_flags |= RESPAWN_FORCE;
266         race_AbandonRaceCheck(frag_target);
267 }
268
269 MUTATOR_HOOKFUNCTION(cts, HavocBot_ChooseRole)
270 {
271         entity bot = M_ARGV(0, entity);
272
273         bot.havocbot_role = havocbot_role_cts;
274         return true;
275 }
276
277 MUTATOR_HOOKFUNCTION(cts, GetPressedKeys)
278 {
279         entity player = M_ARGV(0, entity);
280
281         if(CS(player).cvar_cl_allow_uidtracking == 1 && CS(player).cvar_cl_allow_uid2name == 1)
282         {
283                 if (!player.stored_netname)
284                         player.stored_netname = strzone(uid2name(player.crypto_idfp));
285                 if(player.stored_netname != player.netname)
286                 {
287                         db_put(ServerProgsDB, strcat("/uid2name/", player.crypto_idfp), player.netname);
288                         strunzone(player.stored_netname);
289                         player.stored_netname = strzone(player.netname);
290                 }
291         }
292
293         if (!IS_OBSERVER(player))
294         {
295                 if(vdist(player.velocity - player.velocity_z * '0 0 1', >, speedaward_speed))
296                 {
297                         speedaward_speed = vlen(player.velocity - player.velocity_z * '0 0 1');
298                         speedaward_holder = player.netname;
299                         speedaward_uid = player.crypto_idfp;
300                         speedaward_lastupdate = time;
301                 }
302                 if (speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
303                 {
304                         string rr = CTS_RECORD;
305                         race_send_speedaward(MSG_ALL);
306                         speedaward_lastsent = speedaward_speed;
307                         if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
308                         {
309                                 speedaward_alltimebest = speedaward_speed;
310                                 speedaward_alltimebest_holder = speedaward_holder;
311                                 speedaward_alltimebest_uid = speedaward_uid;
312                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
313                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
314                                 race_send_speedaward_alltimebest(MSG_ALL);
315                         }
316                 }
317         }
318 }
319
320 MUTATOR_HOOKFUNCTION(cts, ForbidThrowCurrentWeapon)
321 {
322         // no weapon dropping in CTS
323         return true;
324 }
325
326 MUTATOR_HOOKFUNCTION(cts, FilterItem)
327 {
328         entity item = M_ARGV(0, entity);
329
330         if (Item_IsLoot(item))
331         {
332                 return true;
333         }
334 }
335
336 MUTATOR_HOOKFUNCTION(cts, Damage_Calculate)
337 {
338         entity frag_attacker = M_ARGV(1, entity);
339         entity frag_target = M_ARGV(2, entity);
340         float frag_deathtype = M_ARGV(3, float);
341         float frag_damage = M_ARGV(4, float);
342
343         if(frag_target == frag_attacker || frag_deathtype == DEATH_FALL.m_id)
344         if(!autocvar_g_cts_selfdamage)
345         {
346                 frag_damage = 0;
347                 M_ARGV(4, float) = frag_damage;
348         }
349 }
350
351 MUTATOR_HOOKFUNCTION(cts, ForbidPlayerScore_Clear)
352 {
353         return true; // in CTS, you don't lose score by observing
354 }
355
356 MUTATOR_HOOKFUNCTION(cts, GetRecords)
357 {
358         int record_page = M_ARGV(0, int);
359         string ret_string = M_ARGV(1, string);
360
361         for(int i = record_page * 200; i < MapInfo_count && i < record_page * 200 + 200; ++i)
362         {
363                 if(MapInfo_Get_ByID(i))
364                 {
365                         float r = race_readTime(MapInfo_Map_bspname, 1);
366
367                         if(!r)
368                                 continue;
369
370                         string h = race_readName(MapInfo_Map_bspname, 1);
371                         ret_string = strcat(ret_string, strpad(32, MapInfo_Map_bspname), " ", strpad(-8, TIME_ENCODED_TOSTRING(r)), " ", h, "\n");
372                 }
373         }
374
375         M_ARGV(1, string) = ret_string;
376 }
377
378 void ClientKill_Now(entity this);
379 MUTATOR_HOOKFUNCTION(cts, ClientKill)
380 {
381     entity player = M_ARGV(0, entity);
382
383         M_ARGV(1, float) = 0; // kill delay
384
385         if(player.killindicator && player.killindicator.health == 1) // player.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
386         {
387                 delete(player.killindicator);
388                 player.killindicator = NULL;
389
390                 ClientKill_Now(player); // allow instant kill in this case
391                 return;
392         }
393 }
394
395 MUTATOR_HOOKFUNCTION(cts, Race_FinalCheckpoint)
396 {
397         entity player = M_ARGV(0, entity);
398
399         if(autocvar_g_cts_finish_kill_delay)
400                 CTS_ClientKill(player);
401 }
402
403 MUTATOR_HOOKFUNCTION(cts, HideTeamNagger)
404 {
405         return true; // doesn't work so well (but isn't cts a teamless mode?)
406 }
407
408 MUTATOR_HOOKFUNCTION(cts, FixClientCvars)
409 {
410         entity player = M_ARGV(0, entity);
411
412         stuffcmd(player, "cl_cmd settemp cl_movecliptokeyboard 2\n");
413 }
414
415 MUTATOR_HOOKFUNCTION(cts, WantWeapon)
416 {
417         M_ARGV(1, float) = (M_ARGV(0, entity) == WEP_SHOTGUN); // want weapon = weapon info
418         M_ARGV(3, bool) = true; // want mutator blocked
419         return true;
420 }
421
422 MUTATOR_HOOKFUNCTION(cts, ForbidDropCurrentWeapon)
423 {
424         return true;
425 }
426
427 void cts_Initialize()
428 {
429         cts_ScoreRules();
430 }