#include <common/monsters/sv_spawner.qh>
#include <common/monsters/sv_monsters.qh>
-#include <server/teamplay.qh>
-
IntrusiveList g_invasion_roundends;
IntrusiveList g_invasion_waves;
IntrusiveList g_invasion_spawns;
if(it.winning)
{
bprint("Invasion: round completed.\n");
- // winners already set (TODO: teamplay support)
+ // winners already set
status = WINNING_YES;
break;
monster.target2 = spawn_point.target2;
}
- if(teamplay)
- {
- if(spawn_point && spawn_point.team && inv_monsters_perteam[spawn_point.team] > 0)
- monster.team = spawn_point.team;
- else
- {
- RandomSelection_Init();
- if(inv_monsters_perteam[NUM_TEAM_1] > 0) RandomSelection_AddFloat(NUM_TEAM_1, 1, 1);
- if(inv_monsters_perteam[NUM_TEAM_2] > 0) RandomSelection_AddFloat(NUM_TEAM_2, 1, 1);
- if(invasion_teams >= 3) if(inv_monsters_perteam[NUM_TEAM_3] > 0) { RandomSelection_AddFloat(NUM_TEAM_3, 1, 1); }
- if(invasion_teams >= 4) if(inv_monsters_perteam[NUM_TEAM_4] > 0) { RandomSelection_AddFloat(NUM_TEAM_4, 1, 1); }
-
- monster.team = RandomSelection_chosen_float;
- }
-
- monster_setupcolors(monster);
-
- if(monster.sprite)
- {
- WaypointSprite_UpdateTeamRadar(monster.sprite, RADARICON_DANGER, ((monster.team) ? Team_ColorRGB(monster.team) : '1 0 0'));
-
- monster.sprite.team = 0;
- monster.sprite.SendFlags |= 1;
- }
- }
-
if(monster.monster_attack)
IL_REMOVE(g_monster_targets, monster);
monster.monster_attack = false; // it's the player's job to kill all the monsters
return 1;
}
- float total_alive_monsters = 0, supermonster_count = 0, red_alive = 0, blue_alive = 0, yellow_alive = 0, pink_alive = 0;
+ float total_alive_monsters = 0, supermonster_count = 0;
IL_EACH(g_monsters, GetResourceAmount(it, RESOURCE_HEALTH) > 0,
{
if((get_monsterinfo(it.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
++supermonster_count;
++total_alive_monsters;
-
- if(teamplay)
- switch(it.team)
- {
- case NUM_TEAM_1: ++red_alive; break;
- case NUM_TEAM_2: ++blue_alive; break;
- case NUM_TEAM_3: ++yellow_alive; break;
- case NUM_TEAM_4: ++pink_alive; break;
- }
});
if((total_alive_monsters + inv_numkilled) < inv_maxspawned && inv_maxcurrent < inv_maxspawned)
if(inv_numspawned < 1)
return 0; // nothing has spawned yet
- if(teamplay)
- {
- if(((red_alive > 0) + (blue_alive > 0) + (yellow_alive > 0) + (pink_alive > 0)) > 1)
- return 0;
- }
- else if(inv_numkilled < inv_maxspawned)
+ if(inv_numkilled < inv_maxspawned)
return 0;
entity winner = NULL;
- float winning_score = 0, winner_team = 0;
+ float winning_score = 0;
-
- if(teamplay)
- {
- if(red_alive > 0) { winner_team = NUM_TEAM_1; }
- if(blue_alive > 0)
- if(winner_team) { winner_team = 0; }
- else { winner_team = NUM_TEAM_2; }
- if(yellow_alive > 0)
- if(winner_team) { winner_team = 0; }
- else { winner_team = NUM_TEAM_3; }
- if(pink_alive > 0)
- if(winner_team) { winner_team = 0; }
- else { winner_team = NUM_TEAM_4; }
- }
- else
- {
- FOREACH_CLIENT(IS_PLAYER(it), {
- float cs = GameRules_scoring_add(it, KILLS, 0);
- if(cs > winning_score)
- {
- winning_score = cs;
- winner = it;
- }
- });
- }
+ FOREACH_CLIENT(IS_PLAYER(it), {
+ float cs = GameRules_scoring_add(it, KILLS, 0);
+ if(cs > winning_score)
+ {
+ winning_score = cs;
+ winner = it;
+ }
+ });
IL_EACH(g_monsters, true,
{
});
IL_CLEAR(g_monsters);
- if(teamplay)
- {
- if(winner_team)
- {
- Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
- }
- }
- else if(winner)
+ if(winner)
{
Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname);
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname);
inv_numkilled = 0;
inv_maxspawned = rint(max(autocvar_g_invasion_monster_count, autocvar_g_invasion_monster_count * (inv_roundcnt * 0.5)));
-
- if(teamplay)
- {
- DistributeEvenly_Init(inv_maxspawned, invasion_teams);
- inv_monsters_perteam[NUM_TEAM_1] = DistributeEvenly_Get(1);
- inv_monsters_perteam[NUM_TEAM_2] = DistributeEvenly_Get(1);
- if(invasion_teams >= 3) inv_monsters_perteam[NUM_TEAM_3] = DistributeEvenly_Get(1);
- if(invasion_teams >= 4) inv_monsters_perteam[NUM_TEAM_4] = DistributeEvenly_Get(1);
- }
}
MUTATOR_HOOKFUNCTION(inv, MonsterDies)
inv_numkilled += 1;
inv_maxcurrent -= 1;
}
- if(teamplay) { inv_monsters_perteam[frag_target.team] -= 1; }
if(IS_PLAYER(frag_attacker))
- if(SAME_TEAM(frag_attacker, frag_target)) // in non-teamplay modes, same team = same player, so this works
- GameRules_scoring_add(frag_attacker, KILLS, -1);
- else
{
- GameRules_scoring_add(frag_attacker, KILLS, +1);
- if(teamplay)
- TeamScore_AddToTeam(frag_attacker.team, ST_INV_KILLS, +1);
+ if(SAME_TEAM(frag_attacker, frag_target))
+ GameRules_scoring_add(frag_attacker, KILLS, -1);
+ else
+ GameRules_scoring_add(frag_attacker, KILLS, +1);
}
}
}
return true;
}
-MUTATOR_HOOKFUNCTION(inv, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
-{
- M_ARGV(0, float) = invasion_teams;
- return true;
-}
-
MUTATOR_HOOKFUNCTION(inv, AllowMobButcher)
{
M_ARGV(0, string) = "This command does not work during an invasion!";
return true;
}
-void invasion_ScoreRules(int inv_teams)
+void invasion_ScoreRules()
{
GameRules_score_enabled(false);
- GameRules_scoring(inv_teams, 0, 0, {
- if (inv_teams) {
- field_team(ST_INV_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
- }
- field(SP_KILLS, "frags", ((inv_teams) ? SFL_SORT_PRIO_SECONDARY : SFL_SORT_PRIO_PRIMARY));
+ GameRules_scoring(0, 0, 0, {
+ field(SP_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
});
}
-void invasion_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
+void invasion_DelayedInit(entity this)
{
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 = BITS(bound(2, autocvar_g_invasion_teams, 4));
- }
- else
- invasion_teams = 0;
-
independent_players = 1; // to disable extra useless scores
- invasion_ScoreRules(invasion_teams);
+ invasion_ScoreRules();
independent_players = 0;