#include <server/teamplay.qh>
+IntrusiveList g_invasion_roundends;
+STATIC_INIT(g_invasion_roundends) { g_invasion_roundends = IL_NEW(); }
+
IntrusiveList g_invasion_waves;
STATIC_INIT(g_invasion_waves) { g_invasion_waves = IL_NEW(); }
bool autocvar_g_invasion_zombies_only;
float autocvar_g_invasion_spawn_delay;
+bool victent_present;
+.bool inv_endreached;
+
.string spawnmob;
+void target_invasion_roundend_use(entity this, entity actor, entity trigger)
+{
+ if(!IS_PLAYER(actor)) { return; }
+
+ actor.inv_endreached = true;
+
+ int plnum = 0;
+ int realplnum = 0;
+ // let's not count bots
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
+ ++realplnum;
+ if(it.inv_endreached)
+ ++plnum;
+ });
+ if(plnum < ceil(realplnum * min(1, this.count))) // 70% of players
+ return;
+
+ this.winning = true;
+}
+
+spawnfunc(target_invasion_roundend)
+{
+ if(!g_invasion) { delete(this); return; }
+
+ 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)
+
+ if(!this.count) { this.count = 0.7; } // require at least 70% of the players to reach the end before triggering victory
+
+ this.use = target_invasion_roundend_use;
+
+ IL_PUSH(g_invasion_roundends, this);
+}
+
spawnfunc(invasion_wave)
{
if(!g_invasion) { delete(this); return; }
IL_PUSH(g_invasion_spawns, this);
}
+// Invasion stage mode winning condition: If the attackers triggered a round end (by fulfilling all objectives)
+// they win.
+int WinningCondition_Invasion()
+{
+ WinningConditionHelper(NULL); // set worldstatus
+
+ int status = WINNING_NO;
+
+ if(autocvar_g_invasion_type == INV_TYPE_STAGE)
+ {
+ SetWinners(inv_endreached, true);
+
+ int found = 0;
+ IL_EACH(g_invasion_roundends, true,
+ {
+ ++found;
+ if(it.winning)
+ {
+ bprint("Invasion: round completed.\n");
+ // winners already set (TODO: teamplay support)
+
+ status = WINNING_YES;
+ break;
+ }
+ });
+
+ if(!found)
+ status = WINNING_YES; // just end it? TODO: should warn mapper!
+ }
+ else if(autocvar_g_invasion_type == INV_TYPE_HUNT)
+ {
+ ClearWinners();
+
+ int found = 0; // NOTE: this ends the round if no monsters are placed
+ IL_EACH(g_monsters, !(it.spawnflags & MONSTERFLAG_RESPAWNED),
+ {
+ ++found;
+ });
+
+ if(found <= 0)
+ {
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+ {
+ it.winning = true;
+ });
+ status = WINNING_YES;
+ }
+ }
+
+ return status;
+}
+
Monster invasion_PickMonster(int supermonster_count)
{
RandomSelection_Init();
if(!(frag_target.spawnflags & MONSTERFLAG_RESPAWNED))
{
- inv_numkilled += 1;
- inv_maxcurrent -= 1;
+ if(autocvar_g_invasion_type == INV_TYPE_ROUND)
+ {
+ inv_numkilled += 1;
+ inv_maxcurrent -= 1;
+ }
if(teamplay) { inv_monsters_perteam[frag_target.team] -= 1; }
if(IS_PLAYER(frag_attacker))
MUTATOR_HOOKFUNCTION(inv, MonsterSpawn)
{
entity mon = M_ARGV(0, entity);
+ mon.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
+
+ if(autocvar_g_invasion_type == INV_TYPE_HUNT)
+ return false; // allowed
if(!(mon.spawnflags & MONSTERFLAG_SPAWNED))
return true;
if((get_monsterinfo(mon.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_INVASION_SUPERMONSTER, mon.monster_name);
-
- mon.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
-}
-
-MUTATOR_HOOKFUNCTION(inv, OnEntityPreSpawn)
-{
- entity ent = M_ARGV(0, entity);
-
- // TODO: allow these as "rogues" or something
- if(startsWith(ent.classname, "monster_"))
- if(!(ent.spawnflags & MONSTERFLAG_SPAWNED))
- return true;
}
MUTATOR_HOOKFUNCTION(inv, SV_StartFrame)
{
+ if(autocvar_g_invasion_type != INV_TYPE_ROUND)
+ return; // uses map spawned monsters
+
monsters_total = inv_maxspawned; // TODO: make sure numspawned never exceeds maxspawned
monsters_killed = inv_numkilled;
}
MUTATOR_HOOKFUNCTION(inv, PlayerRegen)
{
- // no regeneration in invasion
+ // no regeneration in invasion, regardless of the game type
return true;
}
}
}
-MUTATOR_HOOKFUNCTION(inv, SV_ParseClientCommand)
-{
- if(MUTATOR_RETURNVALUE) // command was already handled?
- return;
-
- entity player = M_ARGV(0, entity);
- string cmd_name = M_ARGV(1, string);
-
- if(cmd_name == "debuginvasion")
- {
- sprint(player, strcat("inv_maxspawned = ", ftos(inv_maxspawned), "\n"));
- sprint(player, strcat("inv_numspawned = ", ftos(inv_numspawned), "\n"));
- sprint(player, strcat("inv_numkilled = ", ftos(inv_numkilled), "\n"));
- sprint(player, strcat("inv_roundcnt = ", ftos(inv_roundcnt), "\n"));
- sprint(player, strcat("monsters_total = ", ftos(monsters_total), "\n"));
- sprint(player, strcat("monsters_killed = ", ftos(monsters_killed), "\n"));
- sprint(player, strcat("inv_monsterskill = ", ftos(inv_monsterskill), "\n"));
-
- return true;
- }
-}
-
MUTATOR_HOOKFUNCTION(inv, BotShouldAttack)
{
entity targ = M_ARGV(1, entity);
MUTATOR_HOOKFUNCTION(inv, SetStartItems)
{
- start_health = 200;
- start_armorvalue = 200;
+ if(autocvar_g_invasion_type == INV_TYPE_ROUND)
+ {
+ start_health = 200;
+ start_armorvalue = 200;
+ }
}
MUTATOR_HOOKFUNCTION(inv, AccuracyTargetValid)
return true;
}
+MUTATOR_HOOKFUNCTION(inv, CheckRules_World)
+{
+ if(autocvar_g_invasion_type == INV_TYPE_ROUND)
+ return false;
+
+ M_ARGV(0, float) = WinningCondition_Invasion();
+ return true;
+}
+
MUTATOR_HOOKFUNCTION(inv, CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
{
M_ARGV(0, float) = invasion_teams;
void invasion_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
{
+ if(autocvar_g_invasion_type == INV_TYPE_HUNT || autocvar_g_invasion_type == INV_TYPE_STAGE)
+ cvar_set("fraglimit", "0");
+
if(autocvar_g_invasion_teams)
{
invasion_teams = bound(2, autocvar_g_invasion_teams, 4);
independent_players = 0;
- round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
- round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
+ if(autocvar_g_invasion_type == INV_TYPE_ROUND)
+ {
+ round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
+ round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
- inv_roundcnt = 0;
- inv_maxrounds = 15; // 15?
+ inv_roundcnt = 0;
+ inv_maxrounds = 15; // 15?
+ }
}
void invasion_Initialize()