Implemented infect immunity mode. Debug messages are still enabled, and some parts aren't updated yet (compiler warnings).

This commit is contained in:
Richard Helgeby 2013-01-05 02:44:46 +01:00
parent cd604c2f95
commit 31c727f0a5
6 changed files with 428 additions and 54 deletions

View File

@ -32,14 +32,15 @@
// fov number Field of view value. 90 is default.
// has_napalm yes/no Allows player to throw napalm grenades. Humans only.
// napalm_time decimal Napalm burn duration. Zombies only.
// immunity_mode test How the human is infected (humans only):
// immunity_mode test Special immunity modes. Some modes only works on humans or zombies:
// "none" - Instant infection.
// "full" - Immune to infection. Careful with this, it might not be that fun.
// "damage" - Allow zombies to stab humans to death, or below a HP threshold.
// "full" - Completely immune. Humans can't be infected, zombies don't receive damage or knock back. Careful with this, it might not be that fun.
// "infect" - Humans are immune to infections until HP go below a threshold. Threshold at zero enable stabbing to death.
// "damage" - Zombies are immune to damage from humans/grenades, but still vulnerable to knock back.
// "delay" - Delay infection for a certain number of seconds.
// "shield" - Allow human to deploy a shield that will give a temporary full immunity against infections.
// "shield" - Shield against infections (humans) or knock back (zombies) for a certain amount of seconds (similar to TF2's übercharge).
// immunity_amount number Immunity data value (humans only). Depends on the immunity mode above:
// "damage" - HP threshold. Infection will be allowed when HP go below this value. Zero will enable stabbing to death.
// "infect" - HP threshold. Infection will be allowed when HP go below this value. Zero will enable stabbing to death.
// "delay" - Number of seconds the infection is delayed since first hit by a zombie.
// "shield" - Number of seconds the shield is active.
// immunity_cooldown number Number of seconds of cooldown for temporary immunity effects (currently just shield mode).
@ -90,7 +91,8 @@
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"immunity_amount" "1"
"immunity_cooldown" "60"
"no_fall_damage" "yes"
"health" "2500"
@ -134,7 +136,8 @@
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"immunity_amount" "1"
"immunity_cooldown" "60"
"no_fall_damage" "yes"
"health" "2000"
@ -178,7 +181,8 @@
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"immunity_amount" "1"
"immunity_cooldown" "60"
"no_fall_damage" "yes"
"health" "3500"
@ -222,7 +226,8 @@
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"immunity_amount" "1"
"immunity_cooldown" "60"
"no_fall_damage" "yes"
"health" "4000"
@ -266,7 +271,8 @@
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"immunity_amount" "1"
"immunity_cooldown" "60"
"no_fall_damage" "yes"
"health" "2500"
@ -310,7 +316,8 @@
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"immunity_amount" "1"
"immunity_cooldown" "60"
"no_fall_damage" "yes"
"health" "3500"
@ -360,7 +367,8 @@
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"immunity_amount" "1"
"immunity_cooldown" "60"
"no_fall_damage" "no"
"health" "100"
@ -404,7 +412,8 @@
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"immunity_amount" "1"
"immunity_cooldown" "60"
"no_fall_damage" "yes"
"health" "200"
@ -448,7 +457,8 @@
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"immunity_amount" "1"
"immunity_cooldown" "60"
"no_fall_damage" "yes"
"health" "200"
@ -492,7 +502,8 @@
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"immunity_amount" "1"
"immunity_cooldown" "60"
"no_fall_damage" "0"
"health" "100"
@ -535,8 +546,9 @@
"napalm_time" "0.0"
// Player behavior
"immunity_mode" "none"
"immunity_amount" "0"
"immunity_mode" "infect" // Immune against infection,
"immunity_amount" "10" // when HP is above 10.
"immunity_cooldown" "60"
"no_fall_damage" "yes"
"health" "100"

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@ -38,11 +38,13 @@
#include <sdkhooks>
#define ACTION_CONTINUE Plugin_Continue
#define ACTION_CHANGED Plugin_Changed
#define ACTION_HANDLED Plugin_Handled
#else
#include <zrtools>
#define ACTION_CONTINUE ZRTools_Continue
#define ACTION_CHANGED ZRTools_Changed
#define ACTION_HANDLED ZRTools_Handled
#endif
@ -198,6 +200,7 @@ public OnMapEnd()
VolOnMapEnd();
VEffectsOnMapEnd();
ZombieSoundsOnMapEnd();
ImmunityOnMapEnd();
}
/**
@ -260,6 +263,7 @@ public OnClientPutInServer(client)
RespawnClientInit(client);
ZTeleClientInit(client);
ZHPClientInit(client);
ImmunityClientInit(client);
}
/**
@ -312,6 +316,7 @@ public OnClientDisconnect(client)
AntiStickOnClientDisconnect(client);
ZSpawnOnClientDisconnect(client);
VolOnPlayerDisconnect(client);
ImmunityOnClientDisconnect(client);
}
/**

View File

@ -216,6 +216,14 @@ public ZRTools_Action:DamageTraceAttack(client, inflictor, attacker, Float:damag
// Here we know that attacker and client are different teams.
// Check if immunity module requires damage to be blocked.
if (ImmunityOnClientTraceAttack(client, attacker, damage, hitgroup, damagetype))
{
// Block damage.
PrintToChatAll("DamageTraceAttack - Blocking damage.");
return ACTION_HANDLED;
}
// If client is a human, then allow damage.
if (InfectIsClientHuman(client))
{
@ -271,6 +279,8 @@ public Action:DamageOnTakeDamage(client, &attacker, &inflictor, &Float:damage, &
public ZRTools_Action:DamageOnTakeDamage(client, inflictor, attacker, Float:damage, damagetype, ammotype)
#endif
{
PrintToChatAll("DamageOnTakeDamage - damage:%f", damage);
// Get classname of the inflictor.
decl String:classname[64];
GetEdictClassname(inflictor, classname, sizeof(classname));
@ -323,12 +333,22 @@ public ZRTools_Action:DamageOnTakeDamage(client, inflictor, attacker, Float:dama
return ACTION_CONTINUE;
}
// Client is about to be infected, re-add HP so they aren't killed by knife.
new health = GetClientHealth(client);
SetEntityHealth(client, health + RoundToNearest(damage));
// Check if immunity module blocked the damage.
if (ImmunityOnClientDamage(client, attacker, damage))
{
return ACTION_HANDLED;
}
// Allow damage.
return ACTION_CONTINUE;
// Client is about to be infected, re-add HP so they aren't killed by
// knife. But only do this when immunity mode is disabled.
if (ClassGetImmunityMode(client) == Immunity_None)
{
new health = GetClientHealth(client);
SetEntityHealth(client, health + RoundToNearest(damage));
// Allow damage.
return ACTION_CONTINUE;
}
}
// Client was damaged by explosion.
else if (damagetype & DMG_CSS_BLAST)

View File

@ -144,6 +144,7 @@ public Action:EventRoundEnd(Handle:event, const String:name[], bool:dontBroadcas
RespawnOnRoundEnd();
ZSpawnOnRoundEnd();
VolOnRoundEnd();
ImmunityOnRoundEnd();
}
/**
@ -162,6 +163,7 @@ public Action:EventPlayerTeam(Handle:event, const String:name[], bool:dontBroadc
// Forward event to modules.
InfectOnClientTeam(index, team);
ImmunityOnClientTeam(index);
return Plugin_Handled;
}
@ -190,6 +192,7 @@ public Action:EventPlayerSpawn(Handle:event, const String:name[], bool:dontBroad
ZTeleOnClientSpawn(index);
ZHPOnClientSpawn(index);
VolOnPlayerSpawn(index);
ImmunityClientSpawn(index);
// Fire post player_spawn event.
CreateTimer(0.1, EventPlayerSpawnPost, index);
@ -292,6 +295,7 @@ public Action:EventPlayerDeath(Handle:event, const String:name[], bool:dontBroad
ZHPOnClientDeath(index);
VolOnPlayerDeath(index);
RoundEndOnClientDeath();
ImmunityOnClientDeath(index);
}
/**

View File

@ -36,23 +36,40 @@ new ImmunityMode:PlayerImmunityMode[MAXPLAYERS + 1] = {Immunity_None, ...};
new Handle:PlayerImmunityTimer[MAXPLAYERS + 1] = {INVALID_HANDLE, ...};
/**
* Last time a temporary immunity action was used (currently just shield mode).
* Used with cooldown of actions.
* Remaining time of timed immunity actions.
*/
new PlayerImmunityLastUse[MAXPLAYERS + 1] = {-1, ...};
new PlayerImmunityDuration[MAXPLAYERS + 1] = {-1, ...};
/**
* Cached attacker index for delayed infections, if available.
*/
new PlayerImmunityAttacker[MAXPLAYERS + 1] = {0, ...};
/**
* Timestamp of last action. Usage depends on mode (cooldown, etc).
*/
new PlayerImmunityLastUse[MAXPLAYERS + 1] = {0, ...};
/**
* Whether the player has passed a threshold (infect mode).
*/
new bool:PlayerImmunityThresholdPassed[MAXPLAYERS + 1] = {false, ...};
/**
* Handles immunity when a client is about to be infected. This function may
* delay or block infection according to the immunity mode class settings.
*
* @param client Client that's being infected.
* @param attacker Attacker client (zombie).
*
* @return True if infection will be handled by this module, false if
* infection can be applied instantly.
*/
bool:ImmunityOnClientInfect(client)
bool:ImmunityOnClientInfect(client, attacker)
{
// Get immunity data from client class.
PrintToChatAll("ImmunityOnClientInfect(client=%d, attacker=%d)", client, attacker);
// Get immunity mode from client class.
new ImmunityMode:mode = ClassGetImmunityMode(client);
// Check mode.
@ -68,35 +85,197 @@ bool:ImmunityOnClientInfect(client)
// Full immunity, do nothing.
return true;
}
case Immunity_Damage:
case Immunity_Infect:
{
return ImmunityDamageModeHandler(client);
return ImmunityInfectModeHandler(client, attacker);
}
case Immunity_Delay:
{
return ImmunityDelayModeHandler(client);
return ImmunityDelayModeHandler(client, attacker);
}
case Immunity_Shield:
{
return ImmunityShieldModeHandler(client);
}
default:
{
ThrowError("Invalid immunity mode. This is a bug in ZR.");
return true;
}
}
// Current mode doesn't apply to infection.
return false;
}
/**
* Client is about to receive damage (zombie).
* TraceAttack hook.
*
* @param Client that's receiving damage.
* Returns whether attacker damage should be blocked. If damage is blocked this
* module will handle it.
*
* @return True if damage should be blocked, false otherwise.
* @param client Client index.
* @param attacker Attacker client, if any.
* @param damage Damage received by client.
* @param hitgroup Hitgroup receiving damage.
*
* @return True if damage should be blocked, false otherwise.
*/
bool:ImmunityOnClientHurt(client)
bool:ImmunityOnClientTraceAttack(client, attacker, Float:damage, hitgroup, damageType)
{
PrintToChatAll("ImmunityOnClientTraceAttack(client=%d, attacker=%d, damage=%f, hitgroup=%d, damageType=%d)", client, attacker, damage, hitgroup, damageType);
// Check if there is no attacker (world damage).
if (!ZRIsClientValid(attacker))
{
// Allow damage.
return false;
}
// Get immunity mode from client class.
new ImmunityMode:mode = ClassGetImmunityMode(client);
// Check mode.
switch(mode)
{
case Immunity_Full:
{
// Block damage.
return true;
}
case Immunity_Infect:
{
// Client must be human.
if (InfectIsClientInfected(client))
{
// Allow damage.
return false;
}
// Check if damage give HP below the infection threshold.
if (ImmunityBelowInfectThreshold(client, damage))
{
PrintToChatAll("ImmunityOnClientTraceAttack - Threshold passed");
PlayerImmunityThresholdPassed[client] = true;
}
else
{
PlayerImmunityThresholdPassed[client] = false;
}
/*new threshold = ClassGetImmunityAmount(client);
new clientHP = GetClientHealth(client);
new dmg = RoundToNearest(damage);
PrintToChatAll("threshold=%d, clientHp=%d", threshold, clientHP);
// Prevent humans with low HP from dying when a zombie is
// attacking, and stab to death is disabled (threshold above zero).
if (clientHP - dmg <= 0.0 && threshold > 0)
{
// Client is about to be infected. Remove damage, but don't
// block the damage event. The infect module need it to detect
// zombie attack.
damage = 0.0;
// Client is about to be infected, re-add HP so they aren't
// killed by knife. Don't block the damage, the infect
// module need the damage event.
//PrintToChatAll("Re-add HP.");
//SetEntityHealth(client, clientHP + dmg);
return false;
}*/
}
case Immunity_Damage:
{
// Client must be zombie.
if (!InfectIsClientInfected(client))
{
return false;
}
// Get attacker weapon.
decl String:weapon[32];
weapon[0] = 0;
if (damageType == DMG_BLAST)
{
// Most likely a HE grenade. GetClientWeapon can't be used if
// the attacker throw grenades. The attacker may switch weapon
// before the grenade explodes.
strcopy(weapon, sizeof(weapon), "hegrenade");
}
else
{
GetClientWeapon(attacker, weapon, sizeof(weapon));
}
// Since damage is blocked, trigger knock back hurt event manually.
KnockbackOnClientHurt(client, attacker, weapon, hitgroup, RoundToNearest(damage));
// Block damage from attacker.
return true;
}
case Immunity_Delay:
{
// Client must be human.
if (InfectIsClientInfected(client))
{
return false;
}
// Block damage if there's an infection in progress.
}
}
PrintToChatAll("Allow damage.");
return false;
}
/**
* TakeDamage hook.
*
* Blocks or modifies damage in certain situations.
*
* @param client Client index.
* @param attacker Attacker client, if any.
* @param damage Damage received by client.
*
* @return True if damage was blocked, false otherwise.
*/
bool:ImmunityOnClientDamage(client, attacker, &Float:damage)
{
PrintToChatAll("ImmunityOnClientDamage(client=%d, attacker=%d, damage=%f)", client, attacker, damage);
// Check if there is no attacker (world damage).
if (!ZRIsClientValid(attacker))
{
// Allow damage.
return false;
}
// Get immunity mode from client class.
new ImmunityMode:mode = ClassGetImmunityMode(client);
switch(mode)
{
case Immunity_Infect:
{
// Prevent humans with low HP from dying when a zombie is
// attacking, and stab to death is disabled (threshold above zero).
if (ImmunityBelowInfectThreshold(client, damage))
{
PrintToChatAll("ImmunityOnClientDamage - Below threshold, removing damage.");
// Client is about to be infected. Remove damage so the client
// won't die.
//damage = 0.0;
// Fake hurt event because it's not triggered when the damage
// was removed (because no one is actually hurt).
InfectOnClientHurt(client, attacker, "knife");
// Block damage to prevent player from dying.
return true;
}
}
}
// Allow damage.
return false;
}
/**
@ -111,15 +290,53 @@ bool:ImmunityOnClientKnockBack(client)
}
/**
* Handles damage mode immunity.
* Handles infect mode immunity.
*
* Allow humans to receive damage from zombies until HP is below a certain
* threshold. If the threshold is zero, never infect.
*
* @param client Client that's being infected.
* @param attacker Attacker client (zombie).
*
* @return True if infection will be handled by this module, false if
* infection can be applied instantly.
*/
bool:ImmunityDamageModeHandler(client)
bool:ImmunityInfectModeHandler(client, attacker)
{
PrintToChatAll("ImmunityInfectModeHandler(client=%d, attacker=%d)", client, attacker);
// Note: ImmunityOnClientDamage and ImmunityOnClientTraceAttack hook into
// the damage module to prevent humans with low HP from dying when
// they're not supposed to.
new threshold = ClassGetImmunityAmount(client);
PrintToChatAll("threshold=%d", threshold);
// Check if infection is disabled.
if (threshold == 0)
{
// Infection is handled here: blocked.
PrintToChatAll("Infection disabled, block infection.");
return true;
}
if (PlayerImmunityThresholdPassed[client])
{
// Client HP below threshold, allow instant infection.
return false;
}
/*new clientHP = GetClientHealth(client);
PrintToChatAll("clientHP=%d", clientHP);
if (clientHP < threshold)
{
// Client HP below threshold, allow instant infection.
return false;
}*/
PrintToChatAll("Above threshold, block infection.");
return true;
}
/**
@ -130,55 +347,146 @@ bool:ImmunityDamageModeHandler(client)
* @return True if infection will be handled by this module, false if
* infection can be applied instantly.
*/
bool:ImmunityDelayModeHandler(client)
bool:ImmunityDelayModeHandler(client, attacker)
{
// Check if an infection is in progress
if (PlayerImmunityTimer[client] != INVALID_HANDLE)
{
// Additional attacks while a delayed infection is in progress will
// speedup the infection.
// Trigger timer event to reduce duration.
ImmunityDelayTimerHandler(PlayerImmunityTimer[client], client);
// Block infection.
return false;
}
// Start a delayed infection. Initialize duration and attacker.
PlayerImmunityDuration[client] = ClassGetImmunityAmount(client);
PlayerImmunityAttacker[client] = attacker;
// Create repated 1-second timer.
PlayerImmunityTimer[client] = CreateTimer(1.0, ImmunityDelayTimerHandler, client, TIMER_FLAG_NO_MAPCHANGE | TIMER_REPEAT);
// Block infection.
return false;
}
public Action:ImmunityDelayTimerHandler(Handle:timer, any:client)
{
// Verify that client is connected and alive.
if (!IsClientInGame(client) || !IsPlayerAlive(client))
{
// Client disconnected or died. Abort immunity action.
PlayerImmunityTimer[client] = INVALID_HANDLE;
ImmunityAbortHandler(client, false);
return Plugin_Stop;
}
// TODO: Read cvar for reduction amount.
new reduction = 2;
// Reduce duration.
PlayerImmunityDuration[client] -= reduction;
// Check if time is up.
if (PlayerImmunityDuration[client] <= 0)
{
// Time is up. Reset data.
PlayerImmunityDuration[client] = 0;
PlayerImmunityTimer[client] = INVALID_HANDLE;
ZREndTimer(PlayerImmunityTimer[client]);
// Infect client.
InfectHumanToZombie(client, PlayerImmunityAttacker[client]);
return Plugin_Stop;
}
return Plugin_Continue;
}
/**
* Handles shield mode immunity.
*
* @param client Client that's being infected.
* Zombies will get a shield against knock back, while humans become immune of
* infections.
*
* @param client Client deploying shield.
* @param asZombie Client is a zombie.
*
* @return True if infection will be handled by this module, false if
* infection can be applied instantly.
*/
bool:ImmunityShieldModeHandler(client)
bool:ImmunityShieldModeHandler(client, bool:asZombie = true)
{
return false;
}
/**
* Aborts any immunity mode in action (shields, delays, etc.).
* Aborts any immunity mode in action (shields, delays, etc.). Resets values.
*
* @param client Client that's aborting immunity mode actions.
* @param client Client that's aborting immunity mode actions.
* @param resetLastUse Reset timestamp of last use. This will reset cooldown.
*/
ImmunityAbortHandler(client)
ImmunityAbortHandler(client, bool:resetLastUse = true)
{
// TODO: Stop timers, disable shield.
// Stop timer, if running.
ZREndTimer(PlayerImmunityTimer[client]);
// Reset data.
PlayerImmunityDuration[client] = -1;
PlayerImmunityAttacker[client] = 0;
PlayerImmunityThresholdPassed[client] = false;
if (resetLastUse)
{
PlayerImmunityLastUse[client] = 0;
}
}
ImmunityAbortAll()
/**
* Aborts all immunity modes in action.
*
* @param resetLastUse Reset timestamp of last use. This will reset cooldown.
*/
ImmunityAbortAll(bool:resetLastUse = true)
{
for (new client = 0; client < MAXPLAYERS + 1; client++)
{
ImmunityAbortHandler(resetLastUse);
}
}
ImmunityOnClientHuman(client)
{
ImmunityAbortHandler(client);
}
ImmunityOnClientDeath(client, attacker)
ImmunityOnClientDeath(client)
{
ImmunityAbortHandler(client, false);
}
ImmunityClientInit(client)
{
// Abord old actions, initialize variables.
ImmunityAbortHandler(client);
}
ImmunityOnClientDisconnect(client, attacker)
ImmunityClientSpawn(client)
{
ImmunityAbortHandler(client, false);
}
ImmunityOnClientTeam(client, team)
ImmunityOnClientDisconnect(client)
{
// Loop through attacker cache and remove client (set to 0).
}
ImmunityOnClientTeam(client)
{
ImmunityAbortHandler(client);
}
ImmunityOnRoundEnd()
@ -191,6 +499,23 @@ ImmunityOnMapEnd()
ImmunityAbortAll();
}
bool:ImmunityBelowInfectThreshold(client, Float:damage)
{
new threshold = ClassGetImmunityAmount(client);
new clientHP = GetClientHealth(client);
new dmg = RoundToNearest(damage);
PrintToChatAll("threshold=%d, clientHp=%d", threshold, clientHP);
// Check if the damage go below the HP threshold.
if (clientHP - dmg <= 0.0 && threshold > 0)
{
return true;
}
return false;
}
/**
* Converts a string to an immunity mode.
*

View File

@ -301,7 +301,8 @@ InfectOnClientDeath(client, attacker)
ToolsClientScore(attacker, true, true, score + bonus);
}
/** Client has been hurt.
/**
* Client has been hurt.
*
* @param client The client index.
* @param attacker The attacker index.
@ -339,6 +340,13 @@ InfectOnClientHurt(client, attacker, const String:weapon[])
return;
}
// Check if the immunity module is handling the infection.
if (ImmunityOnClientInfect(client, attacker))
{
PrintToChatAll("InfectOnClientHurt - Infect blocked.");
return;
}
// Infect client.
InfectHumanToZombie(client, attacker);
}