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2313 lines
70 KiB
2313 lines
70 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "tf_passtime_logic.h"
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#include "countdown_announcer.h"
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#include "entity_passtime_ball_spawn.h"
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#include "func_passtime_goal.h"
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#include "func_passtime_no_ball_zone.h"
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#include "tf_passtime_ball.h"
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#include "passtime_ballcontroller.h"
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#include "passtime_convars.h"
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#include "passtime_game_events.h"
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#include "func_passtime_goalie_zone.h"
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#include "tf_player.h"
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#include "tf_team.h"
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#include "tf_gamestats.h"
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#include "tf_gamerules.h"
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#include "pathtrack.h"
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#include "tf_fx.h"
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#include "tf_weapon_passtime_gun.h"
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#include "team_objectiveresource.h"
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#include "mapentities.h"
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#include "soundenvelope.h"
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#include "eventqueue.h"
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#include "hl2orange.spa.h" // achievement defines from tf_shareddefs depend on this
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#include "tier0/memdbgon.h"
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CTFPasstimeLogic *g_pPasstimeLogic;
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#ifdef _DEBUG
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#define SECRETROOM_LOG Warning
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#else
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#define SECRETROOM_LOG (void)
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#endif
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//-----------------------------------------------------------------------------
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LINK_ENTITY_TO_CLASS( passtime_logic, CTFPasstimeLogic );
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PRECACHE_REGISTER( passtime_logic );
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IMPLEMENT_SERVERCLASS_ST( CTFPasstimeLogic, DT_TFPasstimeLogic )
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SendPropEHandle( SENDINFO( m_hBall ) ),
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SendPropArray( SendPropVector( SENDINFO_ARRAY( m_trackPoints ), -1, SPROP_COORD_MP_INTEGRAL ), m_trackPoints ),
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SendPropInt( SENDINFO( m_iNumSections ) ),
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SendPropInt( SENDINFO( m_iCurrentSection ) ),
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SendPropFloat( SENDINFO( m_flMaxPassRange ) ),
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SendPropInt( SENDINFO( m_iBallPower ), 8 ),
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SendPropFloat( SENDINFO( m_flPackSpeed ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_bPlayerIsPackMember ), SendPropInt( SENDINFO_ARRAY( m_bPlayerIsPackMember ), 1, SPROP_UNSIGNED ) ),
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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BEGIN_DATADESC( CTFPasstimeLogic )
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DEFINE_KEYFIELD( m_iNumSections, FIELD_INTEGER, "num_sections" ),
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DEFINE_KEYFIELD( m_iBallSpawnCountdownSec, FIELD_INTEGER, "ball_spawn_countdown" ),
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DEFINE_KEYFIELD( m_flMaxPassRange, FIELD_FLOAT, "max_pass_range" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "SpawnBall", InputSpawnBall ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetSection", InputSetSection ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TimeUp", InputTimeUp ),
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DEFINE_INPUTFUNC( FIELD_VOID, "SpeedBoostUsed", InputSpeedBoostUsed ),
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DEFINE_INPUTFUNC( FIELD_VOID, "JumpPadUsed", InputJumpPadUsed ),
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// secret room inputs
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// these strings are obfuscated for fun, not for protection
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DEFINE_INPUTFUNC( FIELD_VOID, "statica", statica ), // SecretRoom_InputStartTouchPlayerSlot NOTE: intentionally not in FGD
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DEFINE_INPUTFUNC( FIELD_VOID, "staticb", staticb ), // SecretRoom_InputEndTouchPlayerSlot NOTE: intentionally not in FGD
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DEFINE_INPUTFUNC( FIELD_VOID, "staticc", staticc ), // SecretRoom_InputPlugDamaged NOTE: intentionally not in FGD
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DEFINE_INPUTFUNC( FIELD_VOID, "RoomTriggerOnTouch", InputRoomTriggerOnTouch ),
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DEFINE_OUTPUT( m_onBallFree, "OnBallFree" ),
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DEFINE_OUTPUT( m_onBallGetBlu, "OnBallGetBlu" ),
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DEFINE_OUTPUT( m_onBallGetRed, "OnBallGetRed" ),
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DEFINE_OUTPUT( m_onBallGetAny, "OnBallGetAny" ),
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DEFINE_OUTPUT( m_onBallRemoved, "OnBallRemoved" ),
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DEFINE_OUTPUT( m_onScoreBlu, "OnScoreBlu" ),
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DEFINE_OUTPUT( m_onScoreRed, "OnScoreRed" ),
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DEFINE_OUTPUT( m_onScoreAny, "OnScoreAny" ),
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DEFINE_OUTPUT( m_onBallPowerUp, "OnBallPowerUp" ),
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DEFINE_OUTPUT( m_onBallPowerDown, "OnBallPowerDown" ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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static const CCountdownAnnouncer::TimeSounds sCountdownSoundsRoundBegin = {
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"Announcer.RoundBegins60seconds",
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"Announcer.RoundBegins30seconds",
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"Announcer.RoundBegins10seconds",
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"Announcer.RoundBegins5seconds",
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"Announcer.RoundBegins4seconds",
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"Announcer.RoundBegins3seconds",
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"Announcer.RoundBegins2seconds",
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"Announcer.RoundBegins1seconds",
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};
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//-----------------------------------------------------------------------------
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static const CCountdownAnnouncer::TimeSounds sCountdownSoundsRoundBeginMerasmus = {
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"Announcer.RoundBegins60seconds",
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"Announcer.RoundBegins30seconds",
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"Announcer.RoundBegins10seconds",
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"Merasmus.RoundBegins5seconds",
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"Merasmus.RoundBegins4seconds",
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"Merasmus.RoundBegins3seconds",
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"Merasmus.RoundBegins2seconds",
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"Merasmus.RoundBegins1seconds",
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};
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//-----------------------------------------------------------------------------
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static bool IsGamestatePlayable()
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{
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gamerules_roundstate_t state = TFGameRules()->State_Get();
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return (state == GR_STATE_RND_RUNNING) || (state == GR_STATE_STALEMATE);
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}
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//-----------------------------------------------------------------------------
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CPasstimeBall *CTFPasstimeLogic::GetBall() const { return m_hBall; }
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//-----------------------------------------------------------------------------
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CTFPasstimeLogic::CTFPasstimeLogic()
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{
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m_SecretRoom_pTv = nullptr;
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m_SecretRoom_pTvSound = nullptr;
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m_SecretRoom_state = SecretRoomState::None;
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memset( m_SecretRoom_slottedPlayers, 0, sizeof( m_SecretRoom_slottedPlayers ) );
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m_flNextCrowdReactionTime = 0.0f;
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m_nPackMemberBits = 0;
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m_nPrevPackMemberBits = 0;
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}
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//-----------------------------------------------------------------------------
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CTFPasstimeLogic::~CTFPasstimeLogic()
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{
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// note:
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// it doesn't seem possible on the server that this destructor would be called
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// after a new CTFPasstimeLogic is spawned, and it's worked fine so far, but
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// this has been a problem in the client code.
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g_pPasstimeLogic = NULL;
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delete m_pRespawnCountdown;
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}
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//-----------------------------------------------------------------------------
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void CTFPasstimeLogic::Spawn()
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{
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g_pPasstimeLogic = this;
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m_iBallSpawnCountdownSec = MAX( 1, m_iBallSpawnCountdownSec );
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if ( m_flMaxPassRange == 0 )
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{
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m_flMaxPassRange = FLT_MAX;
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}
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for ( int i = 0; i < m_bPlayerIsPackMember.Count(); ++i )
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{
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m_bPlayerIsPackMember.Set( i, 0 );
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}
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for ( int i = 0; i < m_trackPoints.Count(); ++i )
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{
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m_trackPoints.GetForModify(i).Zero();
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}
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const auto *pCountdownSounds = TFGameRules() && TFGameRules()->IsHolidayActive( kHoliday_Halloween )
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? &sCountdownSoundsRoundBeginMerasmus
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: &sCountdownSoundsRoundBegin;
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m_pRespawnCountdown = new CCountdownAnnouncer( pCountdownSounds );
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SetContextThink( &CTFPasstimeLogic::PostSpawn, gpGlobals->curtime, "postspawn" );
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SetContextThink( &CTFPasstimeLogic::BallPower_PackHealThink, gpGlobals->curtime + 1, "packheal" );
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ListenForGameEvent( "teamplay_round_stalemate" );
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ListenForGameEvent( "teamplay_setup_finished" );
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}
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//------------------------------------------------------------------------------
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// Purpose: Utility function for hooking up entity connections from code.
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// Would belong in BaseEnity, but this this hacky so I'm just hiding it here.
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//------------------------------------------------------------------------------
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static CBaseEntityOutput *FindOutput( CBaseEntity *pEnt, const char *pOutputName )
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{
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if ( !pEnt || !pOutputName || !pOutputName[0] )
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{
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return nullptr;
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}
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// loop taken from ValidateEntityConnections
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datamap_t *dmap = pEnt->GetDataDescMap();
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while ( dmap )
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{
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int fields = dmap->dataNumFields;
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for ( int i = 0; i < fields; i++ )
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{
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typedescription_t *dataDesc = &dmap->dataDesc[i];
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if ( ( dataDesc->fieldType == FIELD_CUSTOM )
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&& ( dataDesc->flags & FTYPEDESC_OUTPUT )
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&& !strcmp( dataDesc->externalName, pOutputName ) )
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{
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return (CBaseEntityOutput *)((intptr_t)pEnt + (int)dataDesc->fieldOffset[0]);
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}
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}
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dmap = dmap->baseMap;
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}
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return nullptr;
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}
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//------------------------------------------------------------------------------
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// Purpose: Utility function for hooking up entity connections from code.
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// Would belong in BaseEnity, but this this hacky so I'm just hiding it here.
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//------------------------------------------------------------------------------
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static void HookOutput( const char *pSourceName, string_t pTargetName,
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const char *pOutputName, const char *pInputName,
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const char *pParameter = nullptr, int nTimesToFire = EVENT_FIRE_ALWAYS )
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{
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Assert( pSourceName && pSourceName[0] );
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Assert( pTargetName.ToCStr() && pTargetName.ToCStr()[0] );
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CBaseEntity *pEnt = gEntList.FindEntityByName( nullptr, pSourceName );
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if ( !pEnt )
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{
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Warning( "Entity %s missing", pSourceName );
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return;
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}
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CBaseEntityOutput *pOut = FindOutput( pEnt, pOutputName );
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if ( !pOut )
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{
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Warning( "Entity %s missing output %s", pSourceName, pOutputName );
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return;
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}
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CEventAction *pAction = new CEventAction();
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pAction->m_iTarget = pTargetName;
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pAction->m_iTargetInput = AllocPooledString( pInputName );
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pAction->m_nTimesToFire = nTimesToFire;
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pAction->m_iParameter = pParameter
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? AllocPooledString( pParameter )
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: string_t();
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pOut->AddEventAction( pAction );
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}
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//-----------------------------------------------------------------------------
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void CTFPasstimeLogic::PostSpawn()
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{
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// This can't be done in spawn because GetTeamNumber doesn't return the
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// correct value for any entity until after it's been Activate()d, which
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// happens after all the Spawns. And it can't be done in Activate() because
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// the order of Activation seems kinda non-deterministic.
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const auto &goals = CFuncPasstimeGoal::GetAutoList();
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if ( ( m_iNumSections == 0 ) && ( goals.Count() == 2 ) )
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{
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// FIXME support > 2 goals properly
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CFuncPasstimeGoal *pRed = static_cast<CFuncPasstimeGoal *>( goals[0] );
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CFuncPasstimeGoal *pBlu = static_cast<CFuncPasstimeGoal *>( goals[1] );
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if ( pRed->GetTeamNumber() != TF_TEAM_BLUE ) // goal's color is who can score there
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{
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V_swap( pRed, pBlu );
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}
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m_trackPoints.Set( 0, pBlu->GetAbsOrigin() );
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m_trackPoints.Set( 1, pRed->GetAbsOrigin() );
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m_iNumSections = 1;
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}
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//
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// Determine goal type for stats
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//
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int nTotalEndzone = 0;
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int nTotalBasket = 0;
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for ( const auto *pGoalNode : goals )
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{
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const auto *pGoal = (const CFuncPasstimeGoal *)pGoalNode;
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if ( !pGoal->BDisableBallScore() )
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{
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++nTotalBasket;
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}
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if ( pGoal->BEnablePlayerScore() )
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{
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++nTotalEndzone;
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}
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}
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if ( nTotalBasket && !nTotalEndzone )
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{
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CTF_GameStats.m_passtimeStats.summary.nGoalType = 1;
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}
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else if ( !nTotalBasket && nTotalEndzone )
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{
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CTF_GameStats.m_passtimeStats.summary.nGoalType = 2;
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}
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else
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{
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CTF_GameStats.m_passtimeStats.summary.nGoalType = 3;
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}
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CTF_GameStats.m_passtimeStats.summary.nRoundMaxSec = TFGameRules()->GetActiveRoundTimer()->GetTimerInitialLength();
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// These used to happen from teamplay_setup_ended, but that event doesn't happen if there's no setup time
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// These functions should be able to determine whether or not to actually do anything based on game state
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SetContextThink( &CTFPasstimeLogic::BallHistSampleThink, gpGlobals->curtime, "BallHistSampleThink" );
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SetContextThink( &CTFPasstimeLogic::OneSecStatsUpdateThink, gpGlobals->curtime, "OneSecStatsUpdateThink" );
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BallPower_PowerThink();
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BallPower_PackThink();
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// secret room puzzle
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if ( !V_stricmp( gpGlobals->mapname.ToCStr(), "pass_brickyard" ) )
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{
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SecretRoom_Spawn();
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}
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}
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//-----------------------------------------------------------------------------
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bool CTFPasstimeLogic::AddBallPower( int iPower )
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{
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int iThreshold = tf_passtime_powerball_threshold.GetInt();
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bool bWasAboveThreshold = m_iBallPower > iThreshold;
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m_iBallPower = clamp( m_iBallPower + iPower, 0, 100 );
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bool bIsAboveThreshold = m_iBallPower > iThreshold;
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if ( bWasAboveThreshold && !bIsAboveThreshold )
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{
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m_onBallPowerDown.FireOutput( this, this );
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TFGameRules()->BroadcastSound( 255, "Powerup.Reflect.Reflect" );
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return true;
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}
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else if ( !bWasAboveThreshold && bIsAboveThreshold )
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{
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m_onBallPowerUp.FireOutput( this, this );
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TFGameRules()->BroadcastSound( 255, "Powerup.Volume.Use" );
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// reschedule think so that decay stops for a while
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SetContextThink( &CTFPasstimeLogic::BallPower_PowerThink,
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gpGlobals->curtime + tf_passtime_powerball_decay_delay.GetFloat(),
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"BallPower_PowerThink" );
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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void CTFPasstimeLogic::ClearBallPower()
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{
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AddBallPower( -m_iBallPower );
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}
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//-----------------------------------------------------------------------------
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void CTFPasstimeLogic::BallPower_PowerThink()
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{
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CPasstimeBall *pBall = GetBall();
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if ( !IsGamestatePlayable() || !pBall )
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{
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SetContextThink( &CTFPasstimeLogic::BallPower_PowerThink,
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gpGlobals->curtime, "BallPower_PowerThink" );
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return;
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}
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float flTickTime = (pBall->GetTeamNumber() == TEAM_UNASSIGNED)
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? tf_passtime_powerball_decaysec_neutral.GetFloat()
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: tf_passtime_powerball_decaysec.GetFloat();
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SetContextThink( &CTFPasstimeLogic::BallPower_PowerThink,
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gpGlobals->curtime + flTickTime, "BallPower_PowerThink" );
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if ( !pBall->GetHomingTarget() )
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{
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AddBallPower( -tf_passtime_powerball_decayamount.GetInt() );
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}
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}
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//-----------------------------------------------------------------------------
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static uint64 CalcPackMemberBits( CTFPlayer *pBallCarrier )
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{
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if ( !pBallCarrier || !pBallCarrier->IsAlive() )
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{
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return 0;
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}
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float flPackRangeSqr = tf_passtime_pack_range.GetFloat();
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flPackRangeSqr *= flPackRangeSqr;
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int iCarrierTeam = pBallCarrier->GetTeamNumber();
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Vector vecCarrierPos = pBallCarrier->GetAbsOrigin();
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uint64 nNewPackMemberBits = 0;
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||
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uint64 nMask = 1;
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||
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for ( int i = 1; i <= MAX_PLAYERS; ++i, nMask <<= 1 )
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||
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{
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||
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CTFPlayer *pPlayer = (CTFPlayer*) UTIL_PlayerByIndex( i );
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||
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|
||
|
// must be a valid team member within range
|
||
|
if ( !pPlayer
|
||
|
|| !pPlayer->IsAlive()
|
||
|
|| ( pPlayer->GetTeamNumber() != iCarrierTeam )
|
||
|
|| ( pPlayer->GetAbsOrigin().DistToSqr( vecCarrierPos ) > flPackRangeSqr ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// must not be aiming (heavy spin, sniper scope, etc)
|
||
|
if ( pPlayer->m_Shared.InCond( TF_COND_AIMING ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
nNewPackMemberBits |= nMask;
|
||
|
}
|
||
|
return nNewPackMemberBits;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static void SetSpeedOnFlaggedPlayers( uint64 playerBits )
|
||
|
{
|
||
|
if ( playerBits == 0 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
uint64 nMask = 1;
|
||
|
for ( int i = 1; i <= MAX_PLAYERS; ++i, nMask <<= 1 )
|
||
|
{
|
||
|
if ( playerBits & nMask )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = (CTFPlayer*)UTIL_PlayerByIndex( i );
|
||
|
if ( pPlayer && pPlayer->IsAlive() )
|
||
|
{
|
||
|
pPlayer->TeamFortress_SetSpeed();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::ReplicatePackMemberBits()
|
||
|
{
|
||
|
uint64 nMask = 1;
|
||
|
for ( int i = 1; i <= MAX_PLAYERS; ++i, nMask <<= 1 )
|
||
|
{
|
||
|
m_bPlayerIsPackMember.Set( i, ( m_nPackMemberBits & nMask ) ? 1 : 0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// solo carrier is marked for death
|
||
|
// any close teammate (2x cart distance) removes marked for death
|
||
|
// close teammates are sped up to fastest teammate speed
|
||
|
void CTFPasstimeLogic::BallPower_PackThink()
|
||
|
{
|
||
|
SetContextThink( &CTFPasstimeLogic::BallPower_PackThink,
|
||
|
gpGlobals->curtime, "BallPower_PackThink" );
|
||
|
|
||
|
m_flPackSpeed = 0.0f;
|
||
|
m_nPrevPackMemberBits = m_nPackMemberBits;
|
||
|
m_nPackMemberBits = 0;
|
||
|
|
||
|
CTFPlayer *pCarrier = GetBallCarrier();
|
||
|
|
||
|
// Check if pack speed is active
|
||
|
if ( !tf_passtime_pack_speed.GetBool() || !IsGamestatePlayable() || !pCarrier )
|
||
|
{
|
||
|
m_nPackMemberBits = 0; // redundant assignment for clarity
|
||
|
ReplicatePackMemberBits();
|
||
|
SetSpeedOnFlaggedPlayers( m_nPrevPackMemberBits );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Find the pack members
|
||
|
m_nPackMemberBits = CalcPackMemberBits( pCarrier );
|
||
|
ReplicatePackMemberBits();
|
||
|
|
||
|
// Find the maximum MaxSpeed of the pack
|
||
|
bool bHasNearbyTeammate = false;
|
||
|
float flMaxMaxSpeed = -1;
|
||
|
uint64 nMask = 1;
|
||
|
for ( int i = 1; i <= MAX_PLAYERS; ++i, nMask <<= 1 )
|
||
|
{
|
||
|
if ( m_nPackMemberBits & nMask )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = (CTFPlayer*)UTIL_PlayerByIndex( i );
|
||
|
if ( pPlayer && pPlayer->IsAlive() )
|
||
|
{
|
||
|
bHasNearbyTeammate = bHasNearbyTeammate || ( pPlayer != pCarrier );
|
||
|
flMaxMaxSpeed = MAX( flMaxMaxSpeed, pPlayer->TeamFortress_CalculateMaxSpeed() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Apply marked for death if no teammates
|
||
|
if ( !bHasNearbyTeammate )
|
||
|
{
|
||
|
pCarrier->m_Shared.AddCond( TF_COND_PASSTIME_PENALTY_DEBUFF, TICK_INTERVAL * 2 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flPackSpeed = flMaxMaxSpeed;
|
||
|
}
|
||
|
|
||
|
// Now tell all the relevant players to refresh their maxspeed
|
||
|
SetSpeedOnFlaggedPlayers( m_nPackMemberBits | m_nPrevPackMemberBits );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::BallPower_PackHealThink()
|
||
|
{
|
||
|
SetContextThink( &CTFPasstimeLogic::BallPower_PackHealThink, gpGlobals->curtime + 1, "packheal" );
|
||
|
|
||
|
CTFPlayer *pCarrier = GetBallCarrier();
|
||
|
if ( !pCarrier )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
uint64 nMask = 1;
|
||
|
uint64 nPackMemberBits = m_nPackMemberBits;
|
||
|
float flHealAmount = tf_passtime_pack_hp_per_sec.GetFloat();
|
||
|
for ( int i = 1; i <= MAX_PLAYERS; ++i, nMask <<= 1 )
|
||
|
{
|
||
|
if ( ( nPackMemberBits & nMask ) == 0 )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
CTFPlayer *pPlayer = (CTFPlayer*)UTIL_PlayerByIndex( i );
|
||
|
if ( !pPlayer || ( pPlayer == pCarrier ) || !pPlayer->IsAlive() )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
int iActualHealAmount = pPlayer->TakeHealth( flHealAmount, DMG_GENERIC );
|
||
|
if ( iActualHealAmount <= 0 )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// I'm abusing the player_healonhit event because it does the visual fx I want
|
||
|
IGameEvent *pEvent = gameeventmanager->CreateEvent( "player_healonhit" );
|
||
|
if ( pEvent )
|
||
|
{
|
||
|
pEvent->SetInt( "amount", iActualHealAmount );
|
||
|
pEvent->SetInt( "entindex", pPlayer->entindex() );
|
||
|
gameeventmanager->FireEvent( pEvent );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFPasstimeLogic::GetPackSpeed( CTFPlayer *pPlayer ) const
|
||
|
{
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
uint64 nMask = (uint64)1 << ( pPlayer->entindex() - 1 );
|
||
|
if ( m_nPackMemberBits & nMask )
|
||
|
{
|
||
|
return m_flPackSpeed;
|
||
|
}
|
||
|
}
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::FireGameEvent( IGameEvent *pEvent )
|
||
|
{
|
||
|
const char *pEventName = pEvent->GetName();
|
||
|
if ( !V_strcmp( pEventName, "teamplay_round_stalemate" ) )
|
||
|
{
|
||
|
// this only happens when mp_stalemate_enable is on
|
||
|
CTF_GameStats.m_passtimeStats.summary.nRoundMaxSec =
|
||
|
TFGameRules()->GetActiveRoundTimer()->GetTimeRemaining();
|
||
|
RespawnBall();
|
||
|
}
|
||
|
else if ( !V_strcmp( pEventName, "teamplay_setup_finished" ) )
|
||
|
{
|
||
|
// respawn the ball even though it already exists so that it doesn't
|
||
|
// catch any rotation from any spawn box it might be sitting in that
|
||
|
// hasn't opened yet.
|
||
|
SpawnBallAtRandomSpawner();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// FIXME copypasta with tf_hud_passtime.cpp
|
||
|
// For stats
|
||
|
float CTFPasstimeLogic::CalcProgressFrac() const
|
||
|
{
|
||
|
if ( !GetBall() || (m_iNumSections == 0) )
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Which point are we trying to classify?
|
||
|
//
|
||
|
Vector vecOrigin;
|
||
|
{
|
||
|
CPasstimeBall *pBall = GetBall();
|
||
|
CTFPlayer *pCarrier = pBall->GetCarrier();
|
||
|
vecOrigin = pCarrier
|
||
|
? pCarrier->GetAbsOrigin()
|
||
|
: pBall->GetAbsOrigin();
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Find distance along track from first goal to last goal
|
||
|
//
|
||
|
float flBestLen = 0;
|
||
|
float flTotalLen = 1; // don't set 0 so div by zero is impossible
|
||
|
{
|
||
|
float flBestDist = FLT_MAX;
|
||
|
|
||
|
Vector vecThisPoint;
|
||
|
Vector vecPointOnLine;
|
||
|
Vector vecPrevPoint = m_trackPoints[0];
|
||
|
float flThisFrac = 0;
|
||
|
float flThisLen = 0;
|
||
|
float flThisDist = 0;
|
||
|
for ( int i = 1; i < 16; ++i )
|
||
|
{
|
||
|
vecThisPoint = m_trackPoints[i];
|
||
|
if ( vecThisPoint.IsZero() )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
flThisLen = (vecThisPoint - vecPrevPoint).Length();
|
||
|
flTotalLen += flThisLen;
|
||
|
CalcClosestPointOnLineSegment( vecOrigin, vecPrevPoint, vecThisPoint, vecPointOnLine, &flThisFrac );
|
||
|
flThisDist = (vecPointOnLine - vecOrigin).Length();
|
||
|
if ( flThisDist < flBestDist )
|
||
|
{
|
||
|
flBestDist = flThisDist;
|
||
|
flBestLen = flTotalLen - (flThisLen * (1.0f - flThisFrac));
|
||
|
}
|
||
|
vecPrevPoint = vecThisPoint;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return (float)(flBestLen / flTotalLen);
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::BallHistSampleThink()
|
||
|
{
|
||
|
CPasstimeBall *pBall = m_hBall;
|
||
|
if ( IsGamestatePlayable() && pBall && !pBall->BOutOfPlay() )
|
||
|
{
|
||
|
CTF_GameStats.m_passtimeStats.AddBallFracSample( CalcProgressFrac() );
|
||
|
}
|
||
|
|
||
|
SetContextThink( &CTFPasstimeLogic::BallHistSampleThink, gpGlobals->curtime + 0.125f, "BallHistSampleThink" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::OneSecStatsUpdateThink()
|
||
|
{
|
||
|
CTFTeam *pBlue = GetGlobalTFTeam( TF_TEAM_BLUE );
|
||
|
CTFTeam *pRed = GetGlobalTFTeam( TF_TEAM_RED );
|
||
|
|
||
|
// FIXME this is a hack but it'll work for now
|
||
|
CTF_GameStats.m_passtimeStats.summary.nPlayersBlueMax = MAX( CTF_GameStats.m_passtimeStats.summary.nPlayersBlueMax, pBlue->GetNumPlayers() );
|
||
|
CTF_GameStats.m_passtimeStats.summary.nPlayersRedMax = MAX( CTF_GameStats.m_passtimeStats.summary.nPlayersRedMax, pRed->GetNumPlayers() );
|
||
|
|
||
|
SetContextThink( &CTFPasstimeLogic::OneSecStatsUpdateThink, gpGlobals->curtime + 1, "OneSecStatsUpdateThink" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static void MapEventStat( CBaseEntity *pActivator, CPasstimeBall *pBall, int *pTotal, int *pCarrierTotal )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( pActivator );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
++(*pTotal);
|
||
|
if ( pBall && (pBall->GetCarrier() == pPlayer) )
|
||
|
{
|
||
|
++(*pCarrierTotal);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CTFPlayer *CTFPasstimeLogic::GetBallCarrier() const
|
||
|
{
|
||
|
const CPasstimeBall *pBall = m_hBall.Get();
|
||
|
if ( !pBall )
|
||
|
{
|
||
|
return nullptr;
|
||
|
}
|
||
|
return pBall->GetCarrier();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::InputSpeedBoostUsed( inputdata_t &input )
|
||
|
{
|
||
|
MapEventStat( input.pActivator, GetBall(),
|
||
|
&CTF_GameStats.m_passtimeStats.summary.nTotalSpeedBoosts,
|
||
|
&CTF_GameStats.m_passtimeStats.summary.nTotalCarrierSpeedBoosts );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::InputJumpPadUsed( inputdata_t &input )
|
||
|
{
|
||
|
MapEventStat( input.pActivator, GetBall(),
|
||
|
&CTF_GameStats.m_passtimeStats.summary.nTotalJumpPads,
|
||
|
&CTF_GameStats.m_passtimeStats.summary.nTotalCarrierJumpPads );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::Precache()
|
||
|
{
|
||
|
PrecacheScriptSound( "Passtime.BallIntercepted" );
|
||
|
PrecacheScriptSound( "Passtime.BallStolen" );
|
||
|
PrecacheScriptSound( "Passtime.BallDropped" );
|
||
|
PrecacheScriptSound( "Passtime.BallCatch" );
|
||
|
PrecacheScriptSound( "Passtime.BallSpawn" );
|
||
|
|
||
|
PrecacheScriptSound( "Passtime.Crowd.Boo" );
|
||
|
PrecacheScriptSound( "Passtime.Crowd.Cheer" );
|
||
|
PrecacheScriptSound( "Passtime.Crowd.React.Neg" );
|
||
|
PrecacheScriptSound( "Passtime.Crowd.React.Pos" );
|
||
|
|
||
|
PrecacheScriptSound( "Powerup.Reflect.Reflect" ); // for powerball
|
||
|
PrecacheScriptSound( "Powerup.Volume.Use" );
|
||
|
|
||
|
PrecacheScriptSound( "Announcer.RoundBegins60seconds");
|
||
|
PrecacheScriptSound( "Announcer.RoundBegins30seconds");
|
||
|
PrecacheScriptSound( "Announcer.RoundBegins10seconds");
|
||
|
|
||
|
if ( TFGameRules() && TFGameRules()->IsHolidayActive( kHoliday_Halloween ) )
|
||
|
{
|
||
|
PrecacheScriptSound( "Merasmus.RoundBegins5seconds");
|
||
|
PrecacheScriptSound( "Merasmus.RoundBegins4seconds");
|
||
|
PrecacheScriptSound( "Merasmus.RoundBegins3seconds");
|
||
|
PrecacheScriptSound( "Merasmus.RoundBegins2seconds");
|
||
|
PrecacheScriptSound( "Merasmus.RoundBegins1seconds");
|
||
|
|
||
|
PrecacheScriptSound( "sf14.Merasmus.Soccer.GoalRed" );
|
||
|
PrecacheScriptSound( "sf14.Merasmus.Soccer.GoalBlue" );
|
||
|
PrecacheScriptSound( "Passtime.Merasmus.Laugh" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PrecacheScriptSound( "Announcer.RoundBegins5seconds");
|
||
|
PrecacheScriptSound( "Announcer.RoundBegins4seconds");
|
||
|
PrecacheScriptSound( "Announcer.RoundBegins3seconds");
|
||
|
PrecacheScriptSound( "Announcer.RoundBegins2seconds");
|
||
|
PrecacheScriptSound( "Announcer.RoundBegins1seconds");
|
||
|
}
|
||
|
|
||
|
PrecacheScriptSound( "Game.Overtime");
|
||
|
PrecacheScriptSound( "Passtime.AskForBall" );
|
||
|
|
||
|
// secret room stuff
|
||
|
if ( !V_stricmp( gpGlobals->mapname.ToCStr(), "pass_brickyard" ) )
|
||
|
{
|
||
|
PrecacheScriptSound( "Passtime.Tv1" );
|
||
|
PrecacheScriptSound( "Passtime.Tv2" );
|
||
|
PrecacheScriptSound( "Passtime.Tv3" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::OnEnterGoal( CPasstimeBall *pBall, CFuncPasstimeGoal *pGoal )
|
||
|
{
|
||
|
if ( pGoal->BDisableBallScore() || !IsGamestatePlayable() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// -1 iPoints is a special hacked value that means "kill zone"
|
||
|
if ( pGoal->Points() == -1 )
|
||
|
{
|
||
|
m_onBallRemoved.FireOutput( pGoal, pGoal );
|
||
|
SetContextThink( &CTFPasstimeLogic::RespawnBall, gpGlobals->curtime, "spawnball" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( (pBall->GetCollisionCount() > 0) || (pBall->GetTeamNumber() == TEAM_UNASSIGNED) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
CTFPlayer *pOwner = pBall->GetThrower();
|
||
|
if ( pOwner && (pBall->GetTeamNumber() == pGoal->GetTeamNumber()) )
|
||
|
{
|
||
|
Score( pBall, pGoal );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::OnEnterGoal( CTFPlayer *pPlayer, CFuncPasstimeGoal *pGoal )
|
||
|
{
|
||
|
if ( IsGamestatePlayable()
|
||
|
&& pGoal->BEnablePlayerScore()
|
||
|
&& pPlayer->m_Shared.HasPasstimeBall()
|
||
|
&& (pPlayer->GetTeamNumber() == pGoal->GetTeamNumber()) )
|
||
|
{
|
||
|
Score( pPlayer, pGoal );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::OnExitGoal( CPasstimeBall *pBall, CFuncPasstimeGoal *pGoal )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::OnStayInGoal( CTFPlayer *pPlayer, CFuncPasstimeGoal *pGoal )
|
||
|
{
|
||
|
OnEnterGoal( pPlayer, pGoal );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFPasstimeLogic::OnBallCollision( CPasstimeBall *pBall, int index, gamevcollisionevent_t *pEvent )
|
||
|
{
|
||
|
if ( !IsGamestatePlayable() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// FIXME
|
||
|
//if ( pBall && pBall->BAnyControllerApplied() )
|
||
|
//{
|
||
|
// return false;
|
||
|
//}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFPasstimeLogic::BCanPlayerPickUpBall( CTFPlayer *pPlayer, HudNotification_t *pReason ) const
|
||
|
{
|
||
|
if ( pReason ) *pReason = (HudNotification_t) 0;
|
||
|
|
||
|
const auto *pBall = m_hBall.Get();
|
||
|
if ( !pBall )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( !pPlayer || !IsGamestatePlayable() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( pPlayer->m_Shared.InCond( TF_COND_INVULNERABLE )
|
||
|
|| pPlayer->m_Shared.InCond( TF_COND_PHASE )
|
||
|
|| pPlayer->m_Shared.InCond( TF_COND_INVULNERABLE_WEARINGOFF ) )
|
||
|
{
|
||
|
if ( pReason ) *pReason = HUD_NOTIFY_PASSTIME_NO_INVULN;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( pPlayer->m_Shared.IsStealthed() )
|
||
|
{
|
||
|
if ( pReason ) *pReason = HUD_NOTIFY_PASSTIME_NO_CLOAK;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// let disguised spies pick up enemy ball, which amounts to interception and fake passes
|
||
|
auto bEnemyBall = ( pBall->GetTeamNumber() != TEAM_UNASSIGNED )
|
||
|
&& ( pBall->GetTeamNumber() != pPlayer->GetTeamNumber() );
|
||
|
if ( pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) && !bEnemyBall )
|
||
|
{
|
||
|
if ( pReason ) *pReason = HUD_NOTIFY_PASSTIME_NO_DISGUISE;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( pPlayer->m_Shared.IsCarryingObject() )
|
||
|
{
|
||
|
if ( pReason ) *pReason = HUD_NOTIFY_PASSTIME_NO_CARRY;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( pPlayer->m_Shared.InCond( TF_COND_SELECTED_TO_TELEPORT ) )
|
||
|
{
|
||
|
if ( pReason ) *pReason = HUD_NOTIFY_PASSTIME_NO_TELE;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( pPlayer->IsTaunting() )
|
||
|
{
|
||
|
if ( pReason ) *pReason = HUD_NOTIFY_PASSTIME_NO_TAUNT;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( !pPlayer->IsAllowedToPickUpFlag()
|
||
|
|| !pPlayer->IsAlive() // NOTE: it's possible to be !alive and !dead at the same time
|
||
|
|| pPlayer->IsAwayFromKeyboard()
|
||
|
|| pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE )
|
||
|
|| pPlayer->m_Shared.IsControlStunned() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( pPlayer->m_bIsTeleportingUsingEurekaEffect )
|
||
|
{
|
||
|
if ( pReason ) *pReason = HUD_NOTIFY_PASSTIME_NO_TELE;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
CTFWeaponBase *pActiveWeapon = pPlayer->GetActiveTFWeapon();
|
||
|
if ( pActiveWeapon )
|
||
|
{
|
||
|
bool bCanHolster = pActiveWeapon->CanHolster()
|
||
|
&& !( pActiveWeapon->IsReloading() && pActiveWeapon->ReloadsSingly() && pActiveWeapon->CanOverload() ); // semihack to fix beggars bazooka problems
|
||
|
if ( pActiveWeapon && ( pActiveWeapon->GetWeaponID() != TF_WEAPON_PASSTIME_GUN ) && !bCanHolster )
|
||
|
{
|
||
|
if ( pReason ) *pReason = HUD_NOTIFY_PASSTIME_NO_HOLSTER;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( EntityIsInNoBallZone( pPlayer ) )
|
||
|
{
|
||
|
if ( pReason ) *pReason = HUD_NOTIFY_PASSTIME_NO_OOB;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CTFPasstimeLogic::UpdateTransmitState()
|
||
|
{
|
||
|
return SetTransmitState( FL_EDICT_ALWAYS );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::RespawnBall()
|
||
|
{
|
||
|
Assert( m_hBall );
|
||
|
if ( !m_hBall ) // paranoia
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ClearBallPower();
|
||
|
|
||
|
// TFGameRules only checks capture limit once per second, so this code can't rely on game state changing
|
||
|
int iScoreLimit = tf_passtime_scores_per_round.GetInt();
|
||
|
bool bGameOver = ( TFTeamMgr()->GetFlagCaptures( TF_TEAM_RED ) >= iScoreLimit )
|
||
|
|| ( TFTeamMgr()->GetFlagCaptures( TF_TEAM_BLUE ) >= iScoreLimit );
|
||
|
|
||
|
gamerules_roundstate_t state = TFGameRules()->State_Get();
|
||
|
if ( bGameOver || (state == GR_STATE_GAME_OVER) || (state == GR_STATE_TEAM_WIN) || (state == GR_STATE_RESTART) )
|
||
|
{
|
||
|
m_hBall->SetStateOutOfPlay();
|
||
|
MoveBallToSpawner();
|
||
|
}
|
||
|
else if ( (state == GR_STATE_RND_RUNNING) || (state == GR_STATE_STALEMATE) )
|
||
|
{
|
||
|
// TODO just end the game if there's not enough time to respawn the ball
|
||
|
m_hBall->SetStateOutOfPlay();
|
||
|
MoveBallToSpawner();
|
||
|
CTeamRoundTimer *pTimer = TFGameRules()->GetActiveRoundTimer();
|
||
|
if ( !pTimer || ( pTimer->GetTimeRemaining() > m_iBallSpawnCountdownSec ) )
|
||
|
{
|
||
|
m_pRespawnCountdown->Start( m_iBallSpawnCountdownSec );
|
||
|
SpawnBallAtRandomSpawnerThink();
|
||
|
}
|
||
|
}
|
||
|
else // pre-round etc
|
||
|
{
|
||
|
SpawnBallAtRandomSpawner();
|
||
|
}
|
||
|
|
||
|
m_ballLastHeldTimes.RemoveAll();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::SpawnBallAtRandomSpawnerThink()
|
||
|
{
|
||
|
if ( TFGameRules()->State_Get() == GR_STATE_GAME_OVER )
|
||
|
{
|
||
|
m_hBall->SetStateOutOfPlay();
|
||
|
m_pRespawnCountdown->Disable();
|
||
|
}
|
||
|
else if ( m_pRespawnCountdown->Tick( 1 ) )
|
||
|
{
|
||
|
SpawnBallAtRandomSpawner();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetContextThink( &CTFPasstimeLogic::SpawnBallAtRandomSpawnerThink, gpGlobals->curtime + 1, "spawnball" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::SpawnBallAtRandomSpawner()
|
||
|
{
|
||
|
const auto &allSpawns = IPasstimeBallSpawnAutoList::AutoList();
|
||
|
int i = RandomInt( 0, allSpawns.Count() - 1 );
|
||
|
CPasstimeBallSpawn *pSpawner = static_cast< CPasstimeBallSpawn *>( allSpawns[i] );
|
||
|
SpawnBallAtSpawner( pSpawner );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::MoveBallToSpawner()
|
||
|
{
|
||
|
const auto &allSpawns = IPasstimeBallSpawnAutoList::AutoList();
|
||
|
int i = RandomInt( 0, allSpawns.Count() - 1 );
|
||
|
CPasstimeBallSpawn *pSpawner = static_cast< CPasstimeBallSpawn *>( allSpawns[i] );
|
||
|
m_hBall->MoveTo( pSpawner->GetAbsOrigin(), Vector( 0, 0, 0 ) );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::SpawnBallAtSpawner( CPasstimeBallSpawn *pSpawner )
|
||
|
{
|
||
|
if ( !m_hBall )
|
||
|
{
|
||
|
// NOTE: this is the first place where the ball is created - on first spawn
|
||
|
m_hBall = CPasstimeBall::Create( pSpawner->GetAbsOrigin(), QAngle(0,0,0) );
|
||
|
}
|
||
|
|
||
|
StopAskForBallEffects();
|
||
|
m_hBall->SetStateFree();
|
||
|
m_hBall->MoveToSpawner( pSpawner->GetAbsOrigin() );
|
||
|
m_hBall->ChangeTeam( pSpawner->GetTeamNumber() );
|
||
|
m_onBallFree.FireOutput( m_hBall, this );
|
||
|
pSpawner->m_onSpawnBall.FireOutput( pSpawner, pSpawner );
|
||
|
|
||
|
TFGameRules()->BroadcastSound( 255, "Passtime.BallSpawn" );
|
||
|
if ( TFGameRules()->IsHolidayActive( kHoliday_Halloween ) )
|
||
|
{
|
||
|
TFGameRules()->BroadcastSound( 255, "Passtime.Merasmus.Laugh" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::StopAskForBallEffects()
|
||
|
{
|
||
|
for( int i = 1; i <= MAX_PLAYERS; i++ )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
pPlayer->m_Shared.SetAskForBallTime( 0 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::OnBallCarrierMeleeHit( CTFPlayer *pPlayer, CTFPlayer *pAttacker )
|
||
|
{
|
||
|
// TODO refactor OnBallCarrierMeleeHit and OnBallCarrierDamaged for less copypasta
|
||
|
|
||
|
if ( !pPlayer || !pAttacker || (pPlayer == pAttacker) || !TFGameRules() )
|
||
|
{
|
||
|
// shouldn't happen, but who knows
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Assert( pPlayer->m_Shared.HasPasstimeBall() );
|
||
|
if ( !pPlayer->m_Shared.HasPasstimeBall() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !pPlayer->InSameTeam( pAttacker) )
|
||
|
{
|
||
|
// currently handled by OnBallCarrierDamaged
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Assert( m_hBall );
|
||
|
if( !m_hBall )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
bool bTooLong = (m_hBall->GetCarryDuration() > tf_passtime_teammate_steal_time.GetFloat());
|
||
|
if ( pPlayer->m_bPasstimeBallSlippery || bTooLong )
|
||
|
{
|
||
|
// once a player has held the ball too long, mark them as a jerk
|
||
|
// so they can't hoard the ball ever again
|
||
|
StealBall( pPlayer, pAttacker );
|
||
|
pPlayer->m_bPasstimeBallSlippery = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::OnBallCarrierDamaged( CTFPlayer *pPlayer, CTFPlayer *pAttacker,
|
||
|
const CTakeDamageInfo& info )
|
||
|
{
|
||
|
// TODO refactor OnBallCarrierMeleeHit and OnBallCarrierDamaged for less copypasta
|
||
|
|
||
|
// NOTE: it's possible that neither player has the ball if the attacker
|
||
|
// killed the carrier, which would cause EjectBall to happen before
|
||
|
// this call. There's no good way around it.
|
||
|
|
||
|
if ( !pPlayer || !pAttacker || (pPlayer == pAttacker) || !TFGameRules() )
|
||
|
{
|
||
|
// happens from world damage
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Only care about melee damage
|
||
|
//
|
||
|
// DMG_CLUB is demo charge
|
||
|
if ( !tf_passtime_steal_on_melee.GetBool() || !(info.GetDamageType() & (DMG_MELEE | DMG_CLUB)) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Assert( m_hBall );
|
||
|
if ( !m_hBall )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( info.GetDamageCustom() == TF_DMG_CUSTOM_BASEBALL )
|
||
|
{
|
||
|
auto launch = CPasstimeGun::CalcLaunch( pPlayer, false );
|
||
|
LaunchBall(pPlayer, launch.startPos, launch.startVel );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
StealBall( pPlayer, pAttacker );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::CrowdReactionSound( int iTeam )
|
||
|
{
|
||
|
if ( m_flNextCrowdReactionTime <= gpGlobals->curtime )
|
||
|
{
|
||
|
TFGameRules()->BroadcastSound( iTeam, "Passtime.Crowd.React.Pos" );
|
||
|
TFGameRules()->BroadcastSound( GetEnemyTeam( iTeam ), "Passtime.Crowd.React.Neg" );
|
||
|
m_flNextCrowdReactionTime = gpGlobals->curtime + 10.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::StealBall( CTFPlayer *pFrom, CTFPlayer *pTo )
|
||
|
{
|
||
|
if ( pFrom->m_Shared.HasPasstimeBall() )
|
||
|
{
|
||
|
EjectBall( pFrom, pTo );
|
||
|
}
|
||
|
|
||
|
HudNotification_t cantPickUpReason;
|
||
|
if ( BCanPlayerPickUpBall( pTo, &cantPickUpReason ) )
|
||
|
{
|
||
|
if ( !pFrom->m_bPasstimeBallSlippery )
|
||
|
{
|
||
|
CTF_GameStats.Event_PlayerAwardBonusPoints( pTo, pTo, 10 );
|
||
|
}
|
||
|
|
||
|
TFGameRules()->BroadcastSound( 255, "Passtime.BallStolen" );
|
||
|
|
||
|
++CTF_GameStats.m_passtimeStats.summary.nTotalSteals;
|
||
|
|
||
|
m_hBall->SetStateCarried( pTo );
|
||
|
OnBallGet();
|
||
|
pTo->m_Shared.AddCond( TF_COND_PASSTIME_INTERCEPTION, tf_passtime_speedboost_on_get_ball_time.GetFloat() );
|
||
|
|
||
|
int pointsToAward = 5;
|
||
|
if ( CFuncPasstimeGoalieZone::BPlayerInAny( pTo ) )
|
||
|
{
|
||
|
++CTF_GameStats.m_passtimeStats.summary.nTotalStealsNearGoal;
|
||
|
pointsToAward = 10; // Extra points for last second defend.
|
||
|
}
|
||
|
|
||
|
if ( !pFrom->m_bPasstimeBallSlippery )
|
||
|
{
|
||
|
CTF_GameStats.Event_PlayerAwardBonusPoints( pTo, 0, pointsToAward );
|
||
|
}
|
||
|
|
||
|
PasstimeGameEvents::BallStolen( pFrom->entindex(), pTo->entindex() ).Fire();
|
||
|
CrowdReactionSound( pTo->GetTeamNumber() );
|
||
|
}
|
||
|
else if ( cantPickUpReason )
|
||
|
{
|
||
|
CSingleUserReliableRecipientFilter filter( pTo );
|
||
|
TFGameRules()->SendHudNotification( filter, cantPickUpReason );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFPasstimeLogic::GetLastHeldTime( CTFPlayer* pPlayer )
|
||
|
{
|
||
|
float lastHeldTime = 0.0f;
|
||
|
for ( int i = 0; i < m_ballLastHeldTimes.Count(); i++ )
|
||
|
{
|
||
|
if ( m_ballLastHeldTimes[i].first == pPlayer )
|
||
|
{
|
||
|
lastHeldTime = m_ballLastHeldTimes[i].second;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return lastHeldTime;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFPasstimeLogic::GetLastPassTime( CTFPlayer* pPlayer )
|
||
|
{
|
||
|
float lastPassTime = 0.0f;
|
||
|
for ( int i = 0; i < m_ballLastPassTimes.Count(); i++ )
|
||
|
{
|
||
|
if ( m_ballLastPassTimes[i].first == pPlayer )
|
||
|
{
|
||
|
lastPassTime = m_ballLastPassTimes[i].second;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return lastPassTime;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::SetLastPassTime( CTFPlayer* pPlayer )
|
||
|
{
|
||
|
std::pair<CTFPlayer*, float> toAdd( pPlayer, gpGlobals->realtime );
|
||
|
bool skipTheRest = false;
|
||
|
for ( int i = 0; i < m_ballLastPassTimes.Count(); i++ )
|
||
|
{
|
||
|
if ( m_ballLastPassTimes[i].first == pPlayer )
|
||
|
{
|
||
|
m_ballLastPassTimes[i].second = toAdd.second;// replace old time rather than add a new pair to the vector
|
||
|
skipTheRest = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !skipTheRest )
|
||
|
{
|
||
|
m_ballLastPassTimes.AddToTail( toAdd );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::EjectBall( CTFPlayer *pPlayer, CTFPlayer *pAttacker )
|
||
|
{
|
||
|
if ( !m_hBall )
|
||
|
{
|
||
|
// I'm not sure how this is possible, but if I'm recording with hltv in
|
||
|
// a listen server that has bots in it (which requires a hack in the bot
|
||
|
// concommand) and I restart the game while a bot is holding the ball...
|
||
|
// then m_hBall is invalid.
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
// This has to be true to get into this function for the case I just
|
||
|
// described above, and since the ball has been deleted somehow during
|
||
|
// the round restart, it probably isn't necessary to set this to 0
|
||
|
// because the player's going to be reset anyway. But I want to make
|
||
|
// sure it's correct.
|
||
|
pPlayer->m_Shared.SetHasPasstimeBall( 0 );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
m_hBall->SetStateFree();
|
||
|
m_hBall->ChangeTeam( TEAM_UNASSIGNED );
|
||
|
|
||
|
Vector vecEjectVel( 0, 0, 600 );
|
||
|
vecEjectVel += pPlayer->GetAbsVelocity() * 0.1f;
|
||
|
m_hBall->MoveTo( pPlayer->GetAbsOrigin() + Vector( 0, 0, 32 ), vecEjectVel );
|
||
|
if ( pPlayer != pAttacker )
|
||
|
{
|
||
|
pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_LOST_OBJECT );
|
||
|
pAttacker->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_TAUNTS );
|
||
|
}
|
||
|
|
||
|
m_onBallFree.FireOutput( m_hBall, this );
|
||
|
std::pair<CTFPlayer*, float> toAdd( pPlayer, gpGlobals->realtime );
|
||
|
for ( int i = 0; i < m_ballLastHeldTimes.Count(); i++ )
|
||
|
{
|
||
|
if ( m_ballLastHeldTimes[i].first == pPlayer )
|
||
|
{
|
||
|
m_ballLastHeldTimes[i].second = toAdd.second;// replace old time rather than add a new pair to the vector
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_ballLastHeldTimes.AddToTail( toAdd );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::LaunchBall( CTFPlayer *pPlayer, const Vector &vecPos, const Vector &vecVel )
|
||
|
{
|
||
|
StopAskForBallEffects();
|
||
|
m_hBall->SetStateFree();
|
||
|
m_hBall->MoveTo( vecPos, vecVel );
|
||
|
m_onBallFree.FireOutput( m_hBall, this );
|
||
|
std::pair<CTFPlayer*, float> toAdd( pPlayer, gpGlobals->realtime );
|
||
|
for ( int i = 0; i < m_ballLastHeldTimes.Count(); i++ )
|
||
|
{
|
||
|
if ( m_ballLastHeldTimes[i].first == pPlayer )
|
||
|
{
|
||
|
m_ballLastHeldTimes[i].second = toAdd.second;// replace old time rather than add a new pair to the vector
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_ballLastHeldTimes.AddToTail( toAdd );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::Score( CTFPlayer *pPlayer, CFuncPasstimeGoal *pGoal )
|
||
|
{
|
||
|
Assert( pPlayer && pGoal );
|
||
|
pGoal->OnScore( pPlayer->GetTeamNumber() );
|
||
|
Score( pPlayer, pGoal->GetTeamNumber(), pGoal->Points(), pGoal->BWinOnScore() );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::Score( CPasstimeBall *pBall, CFuncPasstimeGoal *pGoal )
|
||
|
{
|
||
|
Assert( pBall && pGoal );
|
||
|
CTFPlayer* pPlayer = pBall->GetThrower();
|
||
|
Assert( pPlayer );
|
||
|
pGoal->OnScore( pPlayer->GetTeamNumber() );
|
||
|
Score( pPlayer, pGoal->GetTeamNumber(), pGoal->Points(), pGoal->BWinOnScore() );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// static
|
||
|
void CTFPasstimeLogic::AddCondToTeam( ETFCond eCond, int iTeam, float flTime )
|
||
|
{
|
||
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
CTFPlayer *pTFPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
|
||
|
if ( pTFPlayer && (pTFPlayer->GetTeamNumber() == iTeam) && pTFPlayer->IsAlive() )
|
||
|
{
|
||
|
pTFPlayer->m_Shared.AddCond( eCond, flTime );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::Score( CTFPlayer *pPlayer, int iTeam, int iPoints, bool bForceWin )
|
||
|
{
|
||
|
StopAskForBallEffects();
|
||
|
m_pRespawnCountdown->Disable();
|
||
|
|
||
|
Assert( pPlayer );
|
||
|
if ( !pPlayer || ( iTeam == TEAM_UNASSIGNED ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( bForceWin )
|
||
|
{
|
||
|
iPoints = MAX( 1, tf_passtime_scores_per_round.GetInt() - TFTeamMgr()->GetFlagCaptures( iTeam ) );
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Update stats
|
||
|
//
|
||
|
++CTF_GameStats.m_passtimeStats.summary.nTotalScores;
|
||
|
++CTF_GameStats.m_passtimeStats.classes[ pPlayer->GetPlayerClass()->GetClassIndex() ].nTotalScores;
|
||
|
CTF_GameStats.Event_PlayerCapturedPoint( pPlayer );
|
||
|
|
||
|
//
|
||
|
// Award player points
|
||
|
//
|
||
|
CTF_GameStats.Event_PlayerAwardBonusPoints( pPlayer, 0, 25 );
|
||
|
|
||
|
//
|
||
|
// Award player assist points
|
||
|
//
|
||
|
{
|
||
|
CTFPlayer *pAssister = nullptr;
|
||
|
float flAssisterTime = FLT_MAX;
|
||
|
for ( unsigned short i = 0; i < m_ballLastHeldTimes.Count(); i++ )
|
||
|
{
|
||
|
auto &tempPair = m_ballLastHeldTimes[i];
|
||
|
auto *pPossibleAssister = tempPair.first;
|
||
|
auto timeLastHeld = tempPair.second;
|
||
|
auto flSecAgo = gpGlobals->realtime - timeLastHeld;
|
||
|
if ( ( pPossibleAssister->GetTeamNumber() == pPlayer->GetTeamNumber() )
|
||
|
&& ( pPossibleAssister != pPlayer )
|
||
|
&& ( flSecAgo < 10.0f )
|
||
|
&& ( flSecAgo < flAssisterTime ) )
|
||
|
{
|
||
|
pAssister = pPossibleAssister;
|
||
|
flAssisterTime = flSecAgo;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( pAssister )
|
||
|
{
|
||
|
CTF_GameStats.Event_PlayerAwardBonusPoints( pAssister, 0, 10 );
|
||
|
PasstimeGameEvents::Score( pPlayer->entindex(), pAssister->entindex(), iPoints ).Fire();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PasstimeGameEvents::Score( pPlayer->entindex(), iPoints ).Fire();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Award team points
|
||
|
//
|
||
|
while ( iPoints-- > 0 )
|
||
|
{
|
||
|
TFTeamMgr()->IncrementFlagCaptures( iTeam );
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Award bonus conditions
|
||
|
//
|
||
|
AddCondToTeam( TF_COND_CRITBOOSTED_CTF_CAPTURE, pPlayer->GetTeamNumber(), tf_passtime_score_crit_sec.GetFloat() );
|
||
|
|
||
|
//
|
||
|
// Feedback
|
||
|
//
|
||
|
pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_FLAGCAPTURED );
|
||
|
TFGameRules()->BroadcastSound( iTeam, "Passtime.Crowd.Cheer" );
|
||
|
TFGameRules()->BroadcastSound( GetEnemyTeam( iTeam ), "Passtime.Crowd.Boo" );
|
||
|
|
||
|
if ( TFGameRules()->IsHolidayActive( kHoliday_Halloween ) )
|
||
|
{
|
||
|
const char* pszSound = ( iTeam == TF_TEAM_RED )
|
||
|
? "sf14.Merasmus.Soccer.GoalRed"
|
||
|
: "sf14.Merasmus.Soccer.GoalBlue";
|
||
|
TFGameRules()->BroadcastSound( 255, pszSound );
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Game state management
|
||
|
//
|
||
|
ClearBallPower();
|
||
|
m_hBall->SetStateOutOfPlay();
|
||
|
MoveBallToSpawner(); // move it now instead of when it spawns to avoid lerping
|
||
|
|
||
|
//
|
||
|
// Finish round or respawn ball
|
||
|
//
|
||
|
CTeamRoundTimer *pRoundTimer = TFGameRules()->GetActiveRoundTimer();
|
||
|
if ( ( TFGameRules()->State_Get() == GR_STATE_STALEMATE ) || ( pRoundTimer && ( pRoundTimer->GetTimeRemaining() <= 0.0f ) ) )
|
||
|
{
|
||
|
EndRoundExpiredTimer();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetContextThink( &CTFPasstimeLogic::RespawnBall, gpGlobals->curtime, "spawnball" );
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Fire outputs
|
||
|
//
|
||
|
m_onScoreAny.FireOutput( pPlayer, this );
|
||
|
if( iTeam == TF_TEAM_RED )
|
||
|
{
|
||
|
m_onScoreRed.FireOutput( pPlayer, this );
|
||
|
}
|
||
|
else if( iTeam == TF_TEAM_BLUE )
|
||
|
{
|
||
|
m_onScoreBlu.FireOutput( pPlayer, this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::OnPlayerTouchBall( CTFPlayer *pCatcher, CPasstimeBall *pBall )
|
||
|
{
|
||
|
if ( pBall != m_hBall )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
const int iCatcherTeam = pCatcher->GetTeamNumber();
|
||
|
float flFeet = pBall->GetAirtimeDistance() / 16.0f;
|
||
|
auto iExperiment = (EPasstimeExperiment_Telepass) tf_passtime_experiment_telepass.GetInt();
|
||
|
|
||
|
//
|
||
|
// Check for pass and interception
|
||
|
//
|
||
|
CTFPlayer *pThrower = pBall->GetThrower();
|
||
|
if ( pThrower // ball must must have been thrown...
|
||
|
&& (pBall->GetCollisionCount() == 0) // and not bounced...
|
||
|
&& (pBall->GetTeamNumber() != TEAM_UNASSIGNED) // and not be neutral...
|
||
|
&& (pCatcher != pBall->GetPrevCarrier())) // and not passed to yourself...
|
||
|
{
|
||
|
PasstimeGameEvents::PassCaught( pThrower->entindex(), pCatcher->entindex(), flFeet, pBall->GetAirtimeSec() ).Fire();
|
||
|
|
||
|
bool bAllowCheerSound = true;
|
||
|
|
||
|
int iDistanceBonus = ( int ) ( pBall->GetAirtimeSec() * tf_passtime_powerball_airtimebonus.GetFloat() );
|
||
|
iDistanceBonus = clamp( iDistanceBonus, 0, tf_passtime_powerball_maxairtimebonus.GetInt() );
|
||
|
int iPassPoints = tf_passtime_powerball_passpoints.GetInt();
|
||
|
AddBallPower( iPassPoints + iDistanceBonus );
|
||
|
bAllowCheerSound = m_iBallPower < tf_passtime_powerball_threshold.GetInt();
|
||
|
|
||
|
CPASFilter pasFilter( pCatcher->GetAbsOrigin() );
|
||
|
pCatcher->EmitSound( pasFilter, pCatcher->entindex(), "Passtime.BallCatch" );
|
||
|
|
||
|
// make sure this happens before BeginCarry/SEtOwner etc
|
||
|
if ( pThrower->GetTeamNumber() == iCatcherTeam )
|
||
|
{
|
||
|
if ( pBall->GetHomingTarget() )
|
||
|
{
|
||
|
// pass was caught by teammate
|
||
|
++CTF_GameStats.m_passtimeStats.summary.nTotalPassesCompleted;
|
||
|
CTF_GameStats.m_passtimeStats.AddPassTravelDistSample( pBall->GetAirtimeDistance() );
|
||
|
|
||
|
// award bonus effects for pass
|
||
|
pCatcher->m_Shared.AddCond( TF_COND_SPEED_BOOST, tf_passtime_speedboost_on_get_ball_time.GetFloat() );
|
||
|
|
||
|
if ( CFuncPasstimeGoalieZone::BPlayerInAny( pCatcher ) )
|
||
|
{
|
||
|
++CTF_GameStats.m_passtimeStats.summary.nTotalPassesCompletedNearGoal;
|
||
|
}
|
||
|
|
||
|
if ( iExperiment != EPasstimeExperiment_Telepass::None )
|
||
|
{
|
||
|
// origins need to be a copy
|
||
|
auto throwerOrigin = pThrower->GetAbsOrigin();
|
||
|
auto catcherOrigin = pCatcher->GetAbsOrigin();
|
||
|
|
||
|
CPVSFilter filterThrower( throwerOrigin );
|
||
|
switch( pThrower->GetTeamNumber() )
|
||
|
{
|
||
|
case TF_TEAM_RED:
|
||
|
TE_TFParticleEffect( filterThrower, 0.0, "teleported_red", throwerOrigin, vec3_angle );
|
||
|
TE_TFParticleEffect( filterThrower, 0.0, "player_sparkles_red", throwerOrigin, vec3_angle, pThrower, PATTACH_ABSORIGIN );
|
||
|
break;
|
||
|
case TF_TEAM_BLUE:
|
||
|
TE_TFParticleEffect( filterThrower, 0.0, "teleported_blue", throwerOrigin, vec3_angle );
|
||
|
TE_TFParticleEffect( filterThrower, 0.0, "player_sparkles_blue", throwerOrigin, vec3_angle, pThrower, PATTACH_ABSORIGIN );
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
pThrower->EmitSound( "Building_Teleporter.Send" );
|
||
|
pCatcher->EmitSound( "Building_Teleporter.Receive" );
|
||
|
|
||
|
// then move the player
|
||
|
pThrower->Teleport( &catcherOrigin, nullptr, nullptr );
|
||
|
if ( iExperiment == EPasstimeExperiment_Telepass::SwapWithCatcher )
|
||
|
{
|
||
|
pCatcher->Teleport( &throwerOrigin, nullptr, nullptr );
|
||
|
|
||
|
CPVSFilter filterCatcher( catcherOrigin );
|
||
|
switch( pCatcher->GetTeamNumber() )
|
||
|
{
|
||
|
case TF_TEAM_RED:
|
||
|
TE_TFParticleEffect( filterCatcher, 0.0, "teleported_red", catcherOrigin, vec3_angle );
|
||
|
TE_TFParticleEffect( filterCatcher, 0.0, "player_sparkles_red", catcherOrigin, vec3_angle, pCatcher, PATTACH_ABSORIGIN );
|
||
|
break;
|
||
|
case TF_TEAM_BLUE:
|
||
|
TE_TFParticleEffect( filterCatcher, 0.0, "teleported_blue", catcherOrigin, vec3_angle );
|
||
|
TE_TFParticleEffect( filterCatcher, 0.0, "player_sparkles_blue", catcherOrigin, vec3_angle, pCatcher, PATTACH_ABSORIGIN );
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// then start the effects
|
||
|
pThrower->TeleportEffect();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// toss was caught by teammate
|
||
|
++CTF_GameStats.m_passtimeStats.summary.nTotalTossesCompleted;
|
||
|
}
|
||
|
|
||
|
float lastPassTime = 0.0f;
|
||
|
for ( int i = 0; i < m_ballLastPassTimes.Count(); i++ )
|
||
|
{
|
||
|
if ( m_ballLastPassTimes[i].first == pThrower)
|
||
|
{
|
||
|
lastPassTime = m_ballLastPassTimes[i].second;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// successful pass
|
||
|
if ( flFeet > 30 )
|
||
|
{
|
||
|
// fanfare and points if the pass was long enough (and we haven't been spamming throw/catch for points)
|
||
|
if ( gpGlobals->realtime - lastPassTime > 6.0f ) // FIXME literal balance value
|
||
|
{
|
||
|
CTF_GameStats.Event_PlayerAwardBonusPoints( pThrower, pThrower, 15 ); // FIXME literal balance value
|
||
|
}
|
||
|
|
||
|
if ( bAllowCheerSound && ( pBall->GetAirtimeSec() > 2.0f ) ) // FIXME literal balance value
|
||
|
{
|
||
|
TFGameRules()->BroadcastSound( 255, "TFPlayer.StunImpactRange" );
|
||
|
}
|
||
|
}
|
||
|
else// flFeet <= 30
|
||
|
{
|
||
|
// (points conditional on we haven't had the ball in the last 6 seconds)
|
||
|
if ( gpGlobals->realtime - lastPassTime > 6.0f ) // FIXME literal balance value
|
||
|
{
|
||
|
CTF_GameStats.Event_PlayerAwardBonusPoints( pThrower, pThrower, 5 ); // FIXME literal balance value
|
||
|
}
|
||
|
}
|
||
|
|
||
|
std::pair<CTFPlayer*, float> toAdd( pThrower, gpGlobals->realtime );
|
||
|
bool skipTheRest = false;
|
||
|
for ( int i = 0; i < m_ballLastPassTimes.Count(); i++ )
|
||
|
{
|
||
|
if ( m_ballLastPassTimes[i].first == pThrower)
|
||
|
{
|
||
|
m_ballLastPassTimes[i].second = toAdd.second;// replace old time rather than add a new pair to the vector
|
||
|
skipTheRest = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !skipTheRest )
|
||
|
{
|
||
|
m_ballLastPassTimes.AddToTail( toAdd );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( pBall->GetHomingTarget() )
|
||
|
{
|
||
|
// pass was intercepted
|
||
|
++CTF_GameStats.m_passtimeStats.summary.nTotalPassesIntercepted;
|
||
|
CTF_GameStats.m_passtimeStats.AddPassTravelDistSample( pBall->GetAirtimeDistance() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// toss was intercepted
|
||
|
++CTF_GameStats.m_passtimeStats.summary.nTotalTossesIntercepted;
|
||
|
}
|
||
|
|
||
|
// interception can happen at any range, extra points if intercepted within the goal area
|
||
|
int bonusPointsToAward = 15; // FIXME literal balance value
|
||
|
if ( CFuncPasstimeGoalieZone::BPlayerInAny( pCatcher ) )
|
||
|
{
|
||
|
bonusPointsToAward = 25; // FIXME literal balance value
|
||
|
if ( pBall->GetHomingTarget() )
|
||
|
{
|
||
|
++CTF_GameStats.m_passtimeStats.summary.nTotalPassesInterceptedNearGoal;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
++CTF_GameStats.m_passtimeStats.summary.nTotalTossesInterceptedNearGoal;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// award bonus effects for interception
|
||
|
pCatcher->m_Shared.AddCond( TF_COND_PASSTIME_INTERCEPTION, tf_passtime_speedboost_on_get_ball_time.GetFloat() );
|
||
|
pCatcher->m_Shared.AddCond( TF_COND_SPEED_BOOST, tf_passtime_speedboost_on_get_ball_time.GetFloat() );
|
||
|
|
||
|
CTF_GameStats.Event_PlayerAwardBonusPoints( pCatcher, pCatcher, bonusPointsToAward );
|
||
|
TFGameRules()->BroadcastSound( 255, "Passtime.BallIntercepted" );
|
||
|
CrowdReactionSound( pCatcher->GetTeamNumber() );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
++CTF_GameStats.m_passtimeStats.summary.nTotalRecoveries;
|
||
|
CTFPlayer *pPrevCarrier = pBall->GetPrevCarrier();
|
||
|
if ( pCatcher != pPrevCarrier )
|
||
|
{
|
||
|
// Gain a point for picking up a neutral ball.
|
||
|
CTF_GameStats.Event_PlayerAwardBonusPoints( pCatcher, pThrower, 5 ); // FIXME literal balance value
|
||
|
}
|
||
|
|
||
|
PasstimeGameEvents::BallGet( pCatcher->entindex() ).Fire();
|
||
|
}
|
||
|
|
||
|
if ( ((iExperiment == EPasstimeExperiment_Telepass::TeleportToCatcherMaintainPossession)
|
||
|
|| (iExperiment == EPasstimeExperiment_Telepass::SwapWithCatcher))
|
||
|
&& BCanPlayerPickUpBall( pThrower, nullptr ) )
|
||
|
{
|
||
|
EjectBall( pCatcher, pThrower );
|
||
|
m_hBall->SetStateCarried( pThrower );
|
||
|
OnBallGet();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pBall->SetStateCarried( pCatcher );
|
||
|
OnBallGet();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::OnBallGet()
|
||
|
{
|
||
|
StopAskForBallEffects();
|
||
|
if ( CTFPlayer *pPlayer = m_hBall->GetCarrier() )
|
||
|
{
|
||
|
m_onBallGetAny.FireOutput( pPlayer, this );
|
||
|
if ( pPlayer->GetTeamNumber() == TF_TEAM_RED )
|
||
|
{
|
||
|
m_onBallGetRed.FireOutput( pPlayer, this );
|
||
|
}
|
||
|
else if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
|
||
|
{
|
||
|
m_onBallGetBlu.FireOutput( pPlayer, this );
|
||
|
}
|
||
|
CPasstimeBallController::BallPickedUp( m_hBall, pPlayer );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::InputSpawnBall( inputdata_t &input )
|
||
|
{
|
||
|
RespawnBall();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::InputTimeUp( inputdata_t &input )
|
||
|
{
|
||
|
int iRedScore = TFTeamMgr()->GetFlagCaptures( TF_TEAM_RED );
|
||
|
int iBlueScore = TFTeamMgr()->GetFlagCaptures( TF_TEAM_BLUE );
|
||
|
int iPointDifference = abs( iRedScore - iBlueScore );
|
||
|
|
||
|
// going through the list of goals to calculate the max possible point gain
|
||
|
// is possible but tricky since goals can be enabled/disabled and there's no
|
||
|
// way to know which goals are actually possible to score in, so this is
|
||
|
// simply hard-coded to work correctly for the official maps where there's
|
||
|
// a 3-point unlockable goal.
|
||
|
int iMaxPossibleScoreGain = 3;
|
||
|
|
||
|
if ( ( iPointDifference <= iMaxPossibleScoreGain ) && !ShouldEndOvertime() )
|
||
|
{
|
||
|
m_pRespawnCountdown->Disable();
|
||
|
TFGameRules()->BroadcastSound( 255, "Game.Overtime" );
|
||
|
ThinkExpiredTimer();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
EndRoundExpiredTimer();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::ThinkExpiredTimer()
|
||
|
{
|
||
|
if ( TFGameRules() && (TFGameRules()->State_Get() != GR_STATE_RND_RUNNING) )
|
||
|
{
|
||
|
if ( m_pRespawnCountdown )
|
||
|
{
|
||
|
// just in case
|
||
|
m_pRespawnCountdown->Disable();
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ShouldEndOvertime() || m_pRespawnCountdown->Tick( gpGlobals->frametime ) )
|
||
|
{
|
||
|
EndRoundExpiredTimer();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Check again every frame until either something else ends the round
|
||
|
// or the conditions are met that allow an expired timer to end the round.
|
||
|
SetContextThink( &CTFPasstimeLogic::ThinkExpiredTimer, gpGlobals->curtime, "ThinkExpiredTimer" );
|
||
|
|
||
|
Assert( m_hBall ); // verified in ShouldEndOvertime
|
||
|
Assert( m_pRespawnCountdown ); // always valid after Spawn
|
||
|
bool bBallUnassigned = m_hBall->GetTeamNumber() == TEAM_UNASSIGNED;
|
||
|
bool bCountdownRunning = !m_pRespawnCountdown->IsDisabled();
|
||
|
if ( bBallUnassigned && !bCountdownRunning )
|
||
|
{
|
||
|
// start the countdown when the ball turns neutral
|
||
|
m_pRespawnCountdown->Start( tf_passtime_overtime_idle_sec.GetFloat() );
|
||
|
}
|
||
|
else if ( !bBallUnassigned && bCountdownRunning )
|
||
|
{
|
||
|
// stop the countdown when the ball is picked up
|
||
|
m_pRespawnCountdown->Disable();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFPasstimeLogic::ShouldEndOvertime() const
|
||
|
{
|
||
|
if ( !m_hBall || !TFGameRules() )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// if nobody has the ball, only the respawn countdown can end overtime
|
||
|
CTFPlayer *pBallCarrier = m_hBall->GetCarrier();
|
||
|
if ( m_hBall->GetTeamNumber() == TEAM_UNASSIGNED || !pBallCarrier )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// if the teams are tied, someone has to score
|
||
|
int iRedScore = TFTeamMgr()->GetFlagCaptures( TF_TEAM_RED );
|
||
|
int iBluScore = TFTeamMgr()->GetFlagCaptures( TF_TEAM_BLUE );
|
||
|
if ( iRedScore == iBluScore )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// if the winning team has posession, they win
|
||
|
int iWinningTeam = ( iRedScore > iBluScore )
|
||
|
? TF_TEAM_RED
|
||
|
: TF_TEAM_BLUE;
|
||
|
return pBallCarrier->GetTeamNumber() == iWinningTeam;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::EndRoundExpiredTimer()
|
||
|
{
|
||
|
StopAskForBallEffects();
|
||
|
m_pRespawnCountdown->Disable();
|
||
|
SetContextThink( &CTFPasstimeLogic::ThinkExpiredTimer, TICK_NEVER_THINK, "ThinkExpiredTimer" );
|
||
|
|
||
|
// copied from TeamplayRoundBasedGameRules::State_Think_RND_RUNNING
|
||
|
int iDrawScoreCheck = -1;
|
||
|
int iWinningTeam = 0;
|
||
|
bool bTeamsAreDrawn = true;
|
||
|
for ( int i = FIRST_GAME_TEAM; (i < GetNumberOfTeams()) && bTeamsAreDrawn; i++ )
|
||
|
{
|
||
|
int iTeamScore = TFTeamMgr()->GetFlagCaptures( i );
|
||
|
|
||
|
if ( iTeamScore > iDrawScoreCheck )
|
||
|
{
|
||
|
iWinningTeam = i;
|
||
|
}
|
||
|
|
||
|
if ( iTeamScore != iDrawScoreCheck )
|
||
|
{
|
||
|
if ( iDrawScoreCheck == -1 )
|
||
|
{
|
||
|
iDrawScoreCheck = iTeamScore;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
bTeamsAreDrawn = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( bTeamsAreDrawn )
|
||
|
{
|
||
|
TFGameRules()->SetStalemate( STALEMATE_SERVER_TIMELIMIT, true );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
TFGameRules()->SetWinningTeam( iWinningTeam, WINREASON_TIMELIMIT, true, false, false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
struct SetSectionParams
|
||
|
{
|
||
|
int num;
|
||
|
CPathTrack *pSectionStart;
|
||
|
CPathTrack *pSectionEnd;
|
||
|
SetSectionParams() : num(-1), pSectionStart(0), pSectionEnd(0) {}
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFPasstimeLogic::ParseSetSection( const char *pStr, SetSectionParams &s ) const
|
||
|
{
|
||
|
char pszStartName[64];
|
||
|
char pszEndName[64];
|
||
|
const int iScanCount = sscanf( pStr, "%i %s %s", &s.num, pszStartName, pszEndName ); // WHAT YEAR IS IT
|
||
|
if ( iScanCount != 3 )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
s.pSectionStart = dynamic_cast<CPathTrack*>( gEntList.FindEntityByName( 0, pszStartName ) );
|
||
|
s.pSectionEnd = dynamic_cast<CPathTrack*>( gEntList.FindEntityByName( 0, pszEndName ) );
|
||
|
|
||
|
if ( s.num < 0 )
|
||
|
Warning( "SetSection number (%i) must be > 0\n", s.num );
|
||
|
if ( s.num >= m_iNumSections )
|
||
|
Warning( "SetSection number (%i) must be < section count (%i)\n", s.num, m_iNumSections.Get() );
|
||
|
if ( !s.pSectionStart )
|
||
|
Warning( "Failed to find section start path_track named %s\n", pszStartName );
|
||
|
if ( !s.pSectionEnd)
|
||
|
Warning( "Failed to find section end path_track named %s\n", pszEndName );
|
||
|
|
||
|
return (s.num >= 0)
|
||
|
&& (s.num < m_iNumSections)
|
||
|
&& s.pSectionStart
|
||
|
&& s.pSectionEnd;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::InputSetSection( inputdata_t &input )
|
||
|
{
|
||
|
SetSectionParams params;
|
||
|
if ( !ParseSetSection( input.value.String(), params ) )
|
||
|
{
|
||
|
Warning( "Error in SetSection input: %s\n", input.value.String() );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
for ( int i = 0; i < m_trackPoints.Count(); ++i )
|
||
|
{
|
||
|
m_trackPoints.GetForModify(i).Zero();
|
||
|
}
|
||
|
|
||
|
int iTrackPoint = 0;
|
||
|
for ( CPathTrack *pTrack = params.pSectionStart; pTrack; pTrack = pTrack->GetNext(), ++iTrackPoint )
|
||
|
{
|
||
|
if ( iTrackPoint == m_trackPoints.Count() )
|
||
|
{
|
||
|
Warning( "Too many track_path in section (%i max, easily changed but must be fixed).", m_trackPoints.Count() );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
m_trackPoints.Set( iTrackPoint, pTrack->GetAbsOrigin() );
|
||
|
if ( pTrack->GetAbsOrigin() == Vector( 0, 0, 0 ) )
|
||
|
{
|
||
|
// Because I'm using 0,0,0 to represent "no point" in a fixed 16-element array
|
||
|
Warning( "Can't have track_path at 0,0,0" );
|
||
|
}
|
||
|
|
||
|
if ( pTrack == params.pSectionEnd )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_iCurrentSection = params.num;
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// Secret Room
|
||
|
//
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::SecretRoom_Spawn()
|
||
|
{
|
||
|
SECRETROOM_LOG( "@@@@ SECRET ROOM: Spawn\n" );
|
||
|
m_SecretRoom_pTv = gEntList.FindEntityByName( nullptr, "tv" );
|
||
|
|
||
|
string_t self = GetEntityName();
|
||
|
|
||
|
// plug_breakable.OnDamaged -> this.InputPlugDamaged
|
||
|
HookOutput( "plug_breakable", self, "OnDamaged", "staticc", nullptr, 1 );
|
||
|
|
||
|
// player triggers
|
||
|
// the names are generated gibberish words
|
||
|
// (Blu) (1)Scout: "comillow"
|
||
|
HookOutput( "comillow", self, "OnStartTouch", "statica" );
|
||
|
HookOutput( "comillow", self, "OnEndTouch", "staticb" );
|
||
|
|
||
|
// (Red) (2)Soldier: "unissubs"
|
||
|
HookOutput( "unissubs", self, "OnStartTouch", "statica" );
|
||
|
HookOutput( "unissubs", self, "OnEndTouch", "staticb" );
|
||
|
|
||
|
// (Red) (3)Pyro: "amment"
|
||
|
HookOutput( "amment", self, "OnStartTouch", "statica" );
|
||
|
HookOutput( "amment", self, "OnEndTouch", "staticb" );
|
||
|
|
||
|
// (Blu) (4)Demo: "memagold"
|
||
|
HookOutput( "memagold", self, "OnStartTouch", "statica" );
|
||
|
HookOutput( "memagold", self, "OnEndTouch", "staticb" );
|
||
|
|
||
|
// (Red) (5)Heavy: "subcla"
|
||
|
HookOutput( "subcla", self, "OnStartTouch", "statica" );
|
||
|
HookOutput( "subcla", self, "OnEndTouch", "staticb" );
|
||
|
|
||
|
// (Blu) (6)Engineer: "enempose"
|
||
|
HookOutput( "enempose", self, "OnStartTouch", "statica" );
|
||
|
HookOutput( "enempose", self, "OnEndTouch", "staticb" );
|
||
|
|
||
|
// (Red) (7)Medic: "irlenous"
|
||
|
HookOutput( "irlenous", self, "OnStartTouch", "statica" );
|
||
|
HookOutput( "irlenous", self, "OnEndTouch", "staticb" );
|
||
|
|
||
|
// (Red) (8)Sniper: "donked"
|
||
|
HookOutput( "donked", self, "OnStartTouch", "statica" );
|
||
|
HookOutput( "donked", self, "OnEndTouch", "staticb" );
|
||
|
|
||
|
// (Blu) (9)Spy: "finear"
|
||
|
HookOutput( "finear", self, "OnStartTouch", "statica" );
|
||
|
HookOutput( "finear", self, "OnEndTouch", "staticb" );
|
||
|
|
||
|
// the room trigger for keeping track of who gets the achievement
|
||
|
HookOutput( "room_trigger", self, "OnStartTouch", "RoomTriggerOnTouch" );
|
||
|
g_EventQueue.AddEvent( "room_trigger", "Enable", variant_t(), 0.0f, this, this );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CTFPasstimeLogic::SecretRoom_CountSlottedPlayers() const
|
||
|
{
|
||
|
int iNumSlotsFilled = 0;
|
||
|
for ( CTFPlayer *pPlayer : m_SecretRoom_slottedPlayers )
|
||
|
{
|
||
|
if ( pPlayer ) ++iNumSlotsFilled;
|
||
|
}
|
||
|
return iNumSlotsFilled;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// this doesn't need a template, but something like this in variant_t.h would
|
||
|
// be nice. Or maybe just some explicit overloaded constructors.
|
||
|
template <typename T> variant_t make_variant( T value );
|
||
|
template <> variant_t make_variant( int value )
|
||
|
{
|
||
|
variant_t v;
|
||
|
v.SetInt( value );
|
||
|
return v;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static void SecretRoom_PlayTvSound( CSoundPatch **ppPatch, int iEntIndex, const char *pSoundName, float flVolume )
|
||
|
{
|
||
|
Assert( ppPatch );
|
||
|
Assert( iEntIndex > 0 );
|
||
|
Assert( pSoundName && *pSoundName );
|
||
|
Assert( flVolume > 0 );
|
||
|
|
||
|
CSoundEnvelopeController &snd = CSoundEnvelopeController::GetController();
|
||
|
if ( *ppPatch )
|
||
|
{
|
||
|
SECRETROOM_LOG( " @@ SECRET ROOM: Destroy sound patch\n" );
|
||
|
snd.SoundDestroy( *ppPatch );
|
||
|
*ppPatch = nullptr;
|
||
|
}
|
||
|
|
||
|
SECRETROOM_LOG( " @@ SECRET ROOM: Create sound patch for %s volume %f\n", pSoundName, flVolume );
|
||
|
CReliableBroadcastRecipientFilter filter;
|
||
|
*ppPatch = snd.SoundCreate( filter, iEntIndex, pSoundName );
|
||
|
snd.Play( *ppPatch, flVolume, PITCH_NORM );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::SecretRoom_UpdateTv( int iNumSlotsFilled )
|
||
|
{
|
||
|
if ( iNumSlotsFilled == 9 )
|
||
|
{
|
||
|
SECRETROOM_LOG( " @@ SECRET ROOM: Update TV all slots filled\n" );
|
||
|
g_EventQueue.AddEvent( "screen", "Skin", make_variant( 3 ), 0.0f, this, this );
|
||
|
SecretRoom_PlayTvSound( &m_SecretRoom_pTvSound,
|
||
|
m_SecretRoom_pTv->entindex(), "Passtime.Tv3", 1.0f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// sound
|
||
|
float volume = (float)( iNumSlotsFilled + 1 ) / 10.0f;
|
||
|
const char *pSoundName = ( iNumSlotsFilled >= 4 )
|
||
|
? "Passtime.Tv2"
|
||
|
: "Passtime.Tv1";
|
||
|
|
||
|
SECRETROOM_LOG( " @@ SECRET ROOM: Update TV %i slots filled\n", iNumSlotsFilled );
|
||
|
|
||
|
SecretRoom_PlayTvSound( &m_SecretRoom_pTvSound,
|
||
|
m_SecretRoom_pTv->entindex(), pSoundName, volume );
|
||
|
|
||
|
// skin
|
||
|
int iSkin = ( iNumSlotsFilled >= 4 ) ? 2 : 1;
|
||
|
g_EventQueue.AddEvent( "screen", "Skin", make_variant( iSkin ), 0.0f, this, this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
struct SecretRoom_TriggerInfo
|
||
|
{
|
||
|
int iIndex;
|
||
|
const char *pTriggerName;
|
||
|
int iClass;
|
||
|
int iTeam;
|
||
|
} static const s_SecretRoom_TriggerInfo[9] =
|
||
|
{
|
||
|
{ 0, "comillow", TF_CLASS_SCOUT, TF_TEAM_BLUE },
|
||
|
{ 1, "unissubs", TF_CLASS_SOLDIER, TF_TEAM_RED },
|
||
|
{ 2, "amment", TF_CLASS_PYRO, TF_TEAM_RED },
|
||
|
{ 3, "memagold", TF_CLASS_DEMOMAN, TF_TEAM_BLUE },
|
||
|
{ 4, "subcla", TF_CLASS_HEAVYWEAPONS, TF_TEAM_RED },
|
||
|
{ 5, "enempose", TF_CLASS_ENGINEER, TF_TEAM_BLUE },
|
||
|
{ 6, "irlenous", TF_CLASS_MEDIC, TF_TEAM_RED },
|
||
|
{ 7, "donked", TF_CLASS_SNIPER, TF_TEAM_RED },
|
||
|
{ 8, "finear", TF_CLASS_SPY, TF_TEAM_BLUE },
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static const SecretRoom_TriggerInfo &SecretRoom_GetSlotInfoForTrigger(
|
||
|
const char *pTriggerName )
|
||
|
{
|
||
|
for ( const auto &info : s_SecretRoom_TriggerInfo )
|
||
|
{
|
||
|
if ( !V_strcmp( info.pTriggerName, pTriggerName ) )
|
||
|
{
|
||
|
return info;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Error( "Invalid trigger" );
|
||
|
|
||
|
// in case some platforms don't have noreturn attribute on Error
|
||
|
static SecretRoom_TriggerInfo unused;
|
||
|
return unused;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// SecretRoom_InputStartTouchPlayerSlot
|
||
|
void CTFPasstimeLogic::statica( inputdata_t &input )
|
||
|
{
|
||
|
SECRETROOM_LOG( "@@@@ SECRET ROOM: Start touch player slot\n" );
|
||
|
|
||
|
if ( m_SecretRoom_state != SecretRoomState::Open )
|
||
|
{
|
||
|
SECRETROOM_LOG( " @ SECRET ROOM: Ignore - state is not open\n" );
|
||
|
|
||
|
// shouldn't happen because triggers should be disabled
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !input.pCaller || !input.pActivator )
|
||
|
{
|
||
|
SECRETROOM_LOG( " @ SECRET ROOM: Ignore - no caller or activator\n" );
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
CTFPlayer *pActivator = ToTFPlayer( input.pActivator );
|
||
|
SECRETROOM_LOG( " @ SECRET ROOM: Toucher is %s\n", pActivator->GetPlayerName() );
|
||
|
|
||
|
if ( !pActivator || pActivator->IsDead() || !pActivator->IsAlive() )
|
||
|
{
|
||
|
SECRETROOM_LOG( " @ SECRET ROOM: Ignore - bad player\n" );
|
||
|
|
||
|
// not a player or not normal
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
const char *pTriggerName = input.pCaller->GetEntityName().ToCStr();
|
||
|
const auto& info = SecretRoom_GetSlotInfoForTrigger( pTriggerName );
|
||
|
|
||
|
SECRETROOM_LOG( " @ SECRET ROOM: Trigger is %s, slot is %i\n", pTriggerName, info.iIndex );
|
||
|
|
||
|
|
||
|
if ( m_SecretRoom_slottedPlayers[info.iIndex] )
|
||
|
{
|
||
|
SECRETROOM_LOG( " @ SECRET ROOM: Ignore - slot already filled by %s\n", m_SecretRoom_slottedPlayers[info.iIndex]->GetPlayerName() );
|
||
|
|
||
|
// already someone filling the slot
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int iActivatorTeam = pActivator->GetTeamNumber();
|
||
|
int iActivatorClass = pActivator->GetPlayerClass()->GetClassIndex();
|
||
|
|
||
|
if ( !pActivator
|
||
|
|| ( info.iTeam != iActivatorTeam )
|
||
|
|| ( info.iClass != iActivatorClass ) )
|
||
|
{
|
||
|
SECRETROOM_LOG( " @ SECRET ROOM: Ignore - wrong class %i (%i) or team %i (%i) \n",
|
||
|
iActivatorTeam, info.iTeam, info.iClass, iActivatorClass );
|
||
|
|
||
|
// doesn't match
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
SECRETROOM_LOG( " @ SECRET ROOM: Set slot %i to %s\n", info.iIndex, pActivator->GetPlayerName() );
|
||
|
|
||
|
// set slot
|
||
|
m_SecretRoom_slottedPlayers[info.iIndex] = pActivator;
|
||
|
|
||
|
// either solve puzzle or update effects
|
||
|
int iNumSlotsFilled = SecretRoom_CountSlottedPlayers();
|
||
|
SECRETROOM_LOG( " @ SECRET ROOM: %i slots filled\n", iNumSlotsFilled );
|
||
|
|
||
|
if ( iNumSlotsFilled == 9 )
|
||
|
{
|
||
|
SecretRoom_Solve();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SecretRoom_UpdateTv( iNumSlotsFilled );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// SecretRoom_InputEndTouchPlayerSlot
|
||
|
void CTFPasstimeLogic::staticb( inputdata_t &input )
|
||
|
{
|
||
|
SECRETROOM_LOG( "@@@@ SECRET ROOM: End touch player slot\n" );
|
||
|
|
||
|
if ( m_SecretRoom_state != SecretRoomState::Open )
|
||
|
{
|
||
|
SECRETROOM_LOG( " @ SECRET ROOM: Ignore - state is not open\n" );
|
||
|
|
||
|
// shouldn't happen because triggers should be disabled
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
const char *pTriggerName = input.pCaller->GetEntityName().ToCStr();
|
||
|
const auto& info = SecretRoom_GetSlotInfoForTrigger( pTriggerName );
|
||
|
|
||
|
SECRETROOM_LOG( " @ SECRET ROOM: Trigger is %s, slot is %i\n", pTriggerName, info.iIndex );
|
||
|
|
||
|
|
||
|
// input.pActivator can be null if a player disconnects while inside
|
||
|
// the trigger. but there's no way to tell if it's the player occupying
|
||
|
// the slot, so clear the slot just in case
|
||
|
if ( input.pActivator )
|
||
|
{
|
||
|
CTFPlayer *pActivator = ToTFPlayer( input.pActivator );
|
||
|
SECRETROOM_LOG( " @ SECRET ROOM: Toucher is %s\n", pActivator->GetPlayerName() );
|
||
|
|
||
|
if ( !pActivator || pActivator->IsDead() || !pActivator->IsAlive() )
|
||
|
{
|
||
|
SECRETROOM_LOG( " @ SECRET ROOM: Ignore - bad player\n" );
|
||
|
|
||
|
// not a player or not normal
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( m_SecretRoom_slottedPlayers[info.iIndex] != input.pActivator )
|
||
|
{
|
||
|
if ( m_SecretRoom_slottedPlayers[info.iIndex] )
|
||
|
SECRETROOM_LOG( " @ SECRET ROOM: Ignore - slot is held by %s\n", m_SecretRoom_slottedPlayers[info.iIndex]->GetPlayerName() );
|
||
|
else
|
||
|
SECRETROOM_LOG( " @ SECRET ROOM: Ignore - slot is empty\n" );
|
||
|
|
||
|
// slot is empty already or some other player exiting the trigger
|
||
|
|
||
|
// if slot is empty: due to this code not using proper filters,
|
||
|
// this can be caused by players suiciding after changing teams
|
||
|
// while standing inside the trigger, because the suicide happens
|
||
|
// after the team change. this case is the entire reason for
|
||
|
// m_SecretRoom_slottedPlayers.
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// clear the slot
|
||
|
// note: in the case where two matching players are in the trigger
|
||
|
// and the one that entered first exits, the remaining player won't count
|
||
|
// and will have to re-enter the trigger
|
||
|
SECRETROOM_LOG( " @ SECRET ROOM: Clear slot %i\n", info.iIndex );
|
||
|
|
||
|
m_SecretRoom_slottedPlayers[info.iIndex] = nullptr;
|
||
|
|
||
|
// update effects
|
||
|
SecretRoom_UpdateTv( SecretRoom_CountSlottedPlayers() );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// SecretRoom_InputPlugDamaged
|
||
|
void CTFPasstimeLogic::staticc( inputdata_t &input )
|
||
|
{
|
||
|
SECRETROOM_LOG( "@@@@ SECRET ROOM: Plug destroyed\n" );
|
||
|
|
||
|
NOTE_UNUSED( input );
|
||
|
m_SecretRoom_state = SecretRoomState::Open;
|
||
|
|
||
|
// set fx for puzzle open
|
||
|
SecretRoom_UpdateTv( 0 );
|
||
|
|
||
|
// enable triggers
|
||
|
for ( const auto& info : s_SecretRoom_TriggerInfo )
|
||
|
{
|
||
|
g_EventQueue.AddEvent( info.pTriggerName, "Enable",
|
||
|
variant_t(), 0.0f, this, this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::SecretRoom_Solve()
|
||
|
{
|
||
|
if ( m_SecretRoom_state != SecretRoomState::Open )
|
||
|
{
|
||
|
// paranoia
|
||
|
Assert( m_SecretRoom_state == SecretRoomState::Open );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
SECRETROOM_LOG( "@@@@ SECRET ROOM: Solved\n" );
|
||
|
|
||
|
m_SecretRoom_state = SecretRoomState::Solved;
|
||
|
|
||
|
// set fx for puzzle solved
|
||
|
g_EventQueue.AddEvent( "light", "TurnOn", variant_t(), 0.0f, this, this );
|
||
|
g_EventQueue.AddEvent( "spotlight", "LightOn", variant_t(), 0.0f, this, this );
|
||
|
g_EventQueue.AddEvent( "tv_particles", "Start", variant_t(), 0.0f, this, this );
|
||
|
g_EventQueue.AddEvent( "screen_image", "Enable", variant_t(), 0.0f, this, this );
|
||
|
SecretRoom_UpdateTv( 9 );
|
||
|
|
||
|
// disable triggers
|
||
|
for ( const auto& info : s_SecretRoom_TriggerInfo )
|
||
|
{
|
||
|
g_EventQueue.AddEvent( info.pTriggerName, "Disable",
|
||
|
variant_t(), 0.0f, this, this );
|
||
|
}
|
||
|
|
||
|
// achieves
|
||
|
for ( auto id : m_SecretRoom_playersThatTouchedRoom )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerBySteamID( id ) );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
pPlayer->AwardAchievement( ACHIEVEMENT_TF_PASS_TIME_HAT );
|
||
|
}
|
||
|
}
|
||
|
m_SecretRoom_playersThatTouchedRoom.RemoveAll(); // paranoia
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPasstimeLogic::InputRoomTriggerOnTouch( inputdata_t &input )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( input.pActivator );
|
||
|
if ( !pPlayer || pPlayer->IsBot() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
CSteamID id;
|
||
|
pPlayer->GetSteamID( &id );
|
||
|
if ( id.IsValid() && ( m_SecretRoom_playersThatTouchedRoom.Find( id ) == -1 ) )
|
||
|
{
|
||
|
SECRETROOM_LOG( "@@@@ SECRET ROOM: Tracking %s for achievement\n", pPlayer->GetPlayerName() );
|
||
|
m_SecretRoom_playersThatTouchedRoom.AddToTail( id );
|
||
|
}
|
||
|
}
|