1 #include "sv_onslaught.qh"
2 #include "sv_controlpoint.qh"
3 #include "sv_generator.qh"
7 float autocvar_g_onslaught_teleport_wait;
8 bool autocvar_g_onslaught_spawn_at_controlpoints;
9 bool autocvar_g_onslaught_spawn_at_generator;
10 float autocvar_g_onslaught_cp_proxydecap;
11 float autocvar_g_onslaught_cp_proxydecap_distance = 512;
12 float autocvar_g_onslaught_cp_proxydecap_dps = 100;
13 float autocvar_g_onslaught_spawn_at_controlpoints_chance = 0.5;
14 float autocvar_g_onslaught_spawn_at_controlpoints_random;
15 float autocvar_g_onslaught_spawn_at_generator_chance;
16 float autocvar_g_onslaught_spawn_at_generator_random;
17 float autocvar_g_onslaught_cp_buildhealth;
18 float autocvar_g_onslaught_cp_buildtime;
19 float autocvar_g_onslaught_cp_health;
20 float autocvar_g_onslaught_cp_regen;
21 float autocvar_g_onslaught_gen_health;
22 float autocvar_g_onslaught_shield_force = 100;
23 float autocvar_g_onslaught_allow_vehicle_touch;
24 float autocvar_g_onslaught_round_timelimit;
25 float autocvar_g_onslaught_warmup;
26 float autocvar_g_onslaught_teleport_radius;
27 float autocvar_g_onslaught_spawn_choose;
28 float autocvar_g_onslaught_click_radius;
30 void FixSize(entity e);
33 // =======================
34 // CaptureShield Functions
35 // =======================
37 bool clientcamera_send(entity this, entity to, int sf)
39 WriteHeader(MSG_ENTITY, ENT_ONSCAMERA);
41 WriteVector(MSG_ENTITY, this.origin);
43 WriteAngle(MSG_ENTITY, this.angles_x);
44 WriteAngle(MSG_ENTITY, this.angles_y);
45 WriteAngle(MSG_ENTITY, this.angles_z);
50 bool ons_CaptureShield_Customize(entity this, entity client)
52 entity e = WaypointSprite_getviewentity(client);
54 if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, e.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return false; }
55 if(SAME_TEAM(this, e)) { return false; }
60 void ons_CaptureShield_Touch(entity this, entity toucher)
62 if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, toucher.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return; }
63 if(!IS_PLAYER(toucher)) { return; }
64 if(SAME_TEAM(toucher, this)) { return; }
66 vector mymid = (this.absmin + this.absmax) * 0.5;
67 vector theirmid = (toucher.absmin + toucher.absmax) * 0.5;
69 Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, mymid, normalize(theirmid - mymid) * ons_captureshield_force);
71 if(IS_REAL_CLIENT(toucher))
73 play2(toucher, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
75 if(this.enemy.classname == "onslaught_generator")
76 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
78 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
82 void ons_CaptureShield_Reset(entity this)
84 this.colormap = this.enemy.colormap;
85 this.team = this.enemy.team;
88 void ons_CaptureShield_Spawn(entity generator, bool is_generator)
90 entity shield = new(ons_captureshield);
91 IL_PUSH(g_onsshields, shield);
93 shield.enemy = generator;
94 shield.team = generator.team;
95 shield.colormap = generator.colormap;
96 shield.reset = ons_CaptureShield_Reset;
97 settouch(shield, ons_CaptureShield_Touch);
98 setcefc(shield, ons_CaptureShield_Customize);
99 shield.effects = EF_ADDITIVE;
100 set_movetype(shield, MOVETYPE_NOCLIP);
101 shield.solid = SOLID_TRIGGER;
102 shield.avelocity = '7 0 11';
104 shield.model = ((is_generator) ? "models/onslaught/generator_shield.md3" : "models/onslaught/controlpoint_shield.md3");
106 precache_model(shield.model);
107 setorigin(shield, generator.origin);
108 _setmodel(shield, shield.model);
109 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
117 void setmodel_fixsize(entity e, Model m)
123 void onslaught_updatelinks()
126 // first check if the game has ended
127 LOG_DEBUG("--- updatelinks ---");
128 // mark generators as being shielded and networked
129 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
132 LOG_DEBUG(etos(l), " (generator) belongs to team ", ftos(l.team));
134 LOG_DEBUG(etos(l), " (generator) is destroyed");
135 l.islinked = l.iscaptured;
136 l.isshielded = l.iscaptured;
137 l.sprite.SendFlags |= 16;
139 // mark points as shielded and not networked
140 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
144 l.aregensneighbor = 0;
145 l.arecpsneighbor = 0;
146 LOG_DEBUG(etos(l), " (point) belongs to team ", ftos(l.team));
147 l.sprite.SendFlags |= 16;
149 // flow power outward from the generators through the network
154 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
156 // if both points are captured by the same team, and only one of
157 // them is powered, mark the other one as powered as well
158 if (l.enemy.iscaptured && l.goalentity.iscaptured)
159 if (l.enemy.islinked != l.goalentity.islinked)
160 if(SAME_TEAM(l.enemy, l.goalentity))
162 if (!l.goalentity.islinked)
165 l.goalentity.islinked = true;
166 LOG_DEBUG(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)");
168 else if (!l.enemy.islinked)
171 l.enemy.islinked = true;
172 LOG_DEBUG(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)");
177 // now that we know which points are powered we can mark their neighbors
178 // as unshielded if team differs
179 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
181 if (l.goalentity.islinked)
183 if(DIFF_TEAM(l.goalentity, l.enemy))
185 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)");
186 l.enemy.isshielded = false;
188 if(l.goalentity.classname == "onslaught_generator")
189 l.enemy.aregensneighbor |= BIT(l.goalentity.team);
191 l.enemy.arecpsneighbor |= BIT(l.goalentity.team);
193 if (l.enemy.islinked)
195 if(DIFF_TEAM(l.goalentity, l.enemy))
197 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)");
198 l.goalentity.isshielded = false;
200 if(l.enemy.classname == "onslaught_generator")
201 l.goalentity.aregensneighbor |= BIT(l.enemy.team);
203 l.goalentity.arecpsneighbor |= BIT(l.enemy.team);
206 // now update the generators
207 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
211 LOG_DEBUG(etos(l), " (generator) is shielded");
212 l.takedamage = DAMAGE_NO;
214 IL_REMOVE(g_bot_targets, l);
215 l.bot_attack = false;
219 LOG_DEBUG(etos(l), " (generator) is not shielded");
220 l.takedamage = DAMAGE_AIM;
222 IL_PUSH(g_bot_targets, l);
226 ons_Generator_UpdateSprite(l);
228 // now update the takedamage and alpha variables on control point icons
229 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
233 LOG_DEBUG(etos(l), " (point) is shielded");
236 l.goalentity.takedamage = DAMAGE_NO;
237 if(l.goalentity.bot_attack)
238 IL_REMOVE(g_bot_targets, l.goalentity);
239 l.goalentity.bot_attack = false;
244 LOG_DEBUG(etos(l), " (point) is not shielded");
247 l.goalentity.takedamage = DAMAGE_AIM;
248 if(!l.goalentity.bot_attack)
249 IL_PUSH(g_bot_targets, l.goalentity);
250 l.goalentity.bot_attack = true;
253 ons_ControlPoint_UpdateSprite(l);
255 IL_EACH(g_onsshields, true,
257 it.team = it.enemy.team;
258 it.colormap = it.enemy.colormap;
263 // ===================
264 // Main Link Functions
265 // ===================
267 bool ons_Link_Send(entity this, entity to, int sendflags)
269 WriteHeader(MSG_ENTITY, ENT_CLIENT_RADARLINK);
270 WriteByte(MSG_ENTITY, sendflags);
273 WriteVector(MSG_ENTITY, this.goalentity.origin);
277 WriteVector(MSG_ENTITY, this.enemy.origin);
281 WriteByte(MSG_ENTITY, this.clientcolors); // which is goalentity's color + enemy's color * 16
286 void ons_Link_CheckUpdate(entity this)
288 // TODO check if the two sides have moved (currently they won't move anyway)
289 float cc = 0, cc1 = 0, cc2 = 0;
291 if(this.goalentity.islinked || this.goalentity.iscaptured) { cc1 = (this.goalentity.team - 1) * 0x01; }
292 if(this.enemy.islinked || this.enemy.iscaptured) { cc2 = (this.enemy.team - 1) * 0x10; }
296 if(cc != this.clientcolors)
298 this.clientcolors = cc;
302 this.nextthink = time;
305 void ons_DelayedLinkSetup(entity this)
307 this.goalentity = find(NULL, targetname, this.target);
308 this.enemy = find(NULL, targetname, this.target2);
309 if(!this.goalentity) { objerror(this, "can not find target\n"); }
310 if(!this.enemy) { objerror(this, "can not find target2\n"); }
312 LOG_DEBUG(etos(this.goalentity), " linked with ", etos(this.enemy));
314 setthink(this, ons_Link_CheckUpdate);
315 this.nextthink = time;
319 // =============================
320 // Main Control Point Functions
321 // =============================
323 int ons_ControlPoint_CanBeLinked(entity cp, int teamnumber)
325 if(cp.aregensneighbor & BIT(teamnumber)) return 2;
326 if(cp.arecpsneighbor & BIT(teamnumber)) return 1;
331 int ons_ControlPoint_Attackable(entity cp, int teamnumber)
332 // -2: SAME TEAM, attackable by enemy!
337 // 3: attack it (HIGH PRIO)
338 // 4: touch it (HIGH PRIO)
346 else if(cp.goalentity)
348 // if there's already an icon built, nothing happens
349 if(cp.team == teamnumber)
351 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
352 if(a) // attackable by enemy?
353 return -2; // EMERGENCY!
356 // we know it can be linked, so no need to check
358 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
359 if(a == 2) // near our generator?
360 return 3; // EMERGENCY!
366 if(ons_ControlPoint_CanBeLinked(cp, teamnumber))
368 a = ons_ControlPoint_CanBeLinked(cp, teamnumber); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
370 return 4; // GET THIS ONE NOW!
372 return 2; // TOUCH ME
378 void ons_ControlPoint_Icon_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
380 if(damage <= 0) { return; }
382 if (this.owner.isshielded)
384 // this is protected by a shield, so ignore the damage
385 if (time > this.pain_finished)
386 if (IS_PLAYER(attacker))
388 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
389 this.pain_finished = time + 1;
390 attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
396 if(IS_PLAYER(attacker))
397 if(time - ons_notification_time[this.team] > 10)
399 play2team(this.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
400 ons_notification_time[this.team] = time;
403 SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(this, RESOURCE_HEALTH) - damage);
404 if(this.owner.iscaptured)
405 WaypointSprite_UpdateHealth(this.owner.sprite, GetResourceAmount(this, RESOURCE_HEALTH));
407 WaypointSprite_UpdateBuildFinished(this.owner.sprite, time + (this.max_health - GetResourceAmount(this, RESOURCE_HEALTH)) / (this.count / ONS_CP_THINKRATE));
408 this.pain_finished = time + 1;
409 // particles on every hit
410 pointparticles(EFFECT_SPARKS, hitloc, force*-1, 1);
413 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
415 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
417 if (GetResourceAmount(this, RESOURCE_HEALTH) < 0)
419 sound(this, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
420 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
421 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED), this.owner.message, attacker.netname);
423 GameRules_scoring_add(attacker, ONS_TAKES, 1);
424 GameRules_scoring_add(attacker, SCORE, 10);
426 this.owner.goalentity = NULL;
427 this.owner.islinked = false;
428 this.owner.iscaptured = false;
430 this.owner.colormap = 1024;
432 WaypointSprite_UpdateMaxHealth(this.owner.sprite, 0);
434 onslaught_updatelinks();
436 // Use targets now (somebody make sure this is in the right place..)
437 SUB_UseTargets(this.owner, this, NULL);
439 this.owner.waslinked = this.owner.islinked;
440 if(this.owner.model != "models/onslaught/controlpoint_pad.md3")
441 setmodel_fixsize(this.owner, MDL_ONS_CP_PAD1);
442 //setsize(this, '-32 -32 0', '32 32 8');
447 this.SendFlags |= CPSF_STATUS;
450 void ons_ControlPoint_Icon_Think(entity this)
452 this.nextthink = time + ONS_CP_THINKRATE;
454 if(autocvar_g_onslaught_cp_proxydecap)
456 int _enemy_count = 0;
457 int _friendly_count = 0;
459 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
460 if(vdist(it.origin - this.origin, <, autocvar_g_onslaught_cp_proxydecap_distance))
462 if(SAME_TEAM(it, this))
469 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
470 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
472 SetResourceAmountExplicit(this, RESOURCE_HEALTH, bound(0, GetResourceAmount(this, RESOURCE_HEALTH) + (_friendly_count - _enemy_count), this.max_health));
473 this.SendFlags |= CPSF_STATUS;
474 if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
476 ons_ControlPoint_Icon_Damage(this, this, this, 1, 0, DMG_NOWEP, this.origin, '0 0 0');
481 if (time > this.pain_finished + 5)
483 if(GetResourceAmount(this, RESOURCE_HEALTH) < this.max_health)
485 SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(this, RESOURCE_HEALTH) + this.count);
486 if (GetResourceAmount(this, RESOURCE_HEALTH) >= this.max_health)
487 SetResourceAmountExplicit(this, RESOURCE_HEALTH, this.max_health);
488 WaypointSprite_UpdateHealth(this.owner.sprite, GetResourceAmount(this, RESOURCE_HEALTH));
492 if(this.owner.islinked != this.owner.waslinked)
494 // unteam the spawnpoint if needed
495 int t = this.owner.team;
496 if(!this.owner.islinked)
499 SUB_UseTargets(this.owner, this, NULL);
503 this.owner.waslinked = this.owner.islinked;
507 if(random() < 0.6 - GetResourceAmount(this, RESOURCE_HEALTH) / this.max_health)
509 Send_Effect(EFFECT_ELECTRIC_SPARKS, this.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
512 sound(this, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
513 else if (random() > 0.5)
514 sound(this, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
518 void ons_ControlPoint_Icon_BuildThink(entity this)
522 this.nextthink = time + ONS_CP_THINKRATE;
524 // only do this if there is power
525 a = ons_ControlPoint_CanBeLinked(this.owner, this.owner.team);
529 SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(this, RESOURCE_HEALTH) + this.count);
531 this.SendFlags |= CPSF_STATUS;
533 if (GetResourceAmount(this, RESOURCE_HEALTH) >= this.max_health)
535 SetResourceAmountExplicit(this, RESOURCE_HEALTH, this.max_health);
536 this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
537 setthink(this, ons_ControlPoint_Icon_Think);
538 sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
539 this.owner.iscaptured = true;
540 this.solid = SOLID_BBOX;
542 Send_Effect(EFFECT_CAP(this.owner.team), this.owner.origin, '0 0 0', 1);
544 WaypointSprite_UpdateMaxHealth(this.owner.sprite, this.max_health);
545 WaypointSprite_UpdateHealth(this.owner.sprite, GetResourceAmount(this, RESOURCE_HEALTH));
547 if(IS_PLAYER(this.owner.ons_toucher))
549 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, this.owner.ons_toucher.netname, this.owner.message);
550 Send_Notification(NOTIF_ALL_EXCEPT, this.owner.ons_toucher, MSG_CENTER, APP_TEAM_NUM(this.owner.ons_toucher.team, CENTER_ONS_CAPTURE_TEAM), this.owner.message);
551 Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, this.owner.message);
552 GameRules_scoring_add(this.owner.ons_toucher, ONS_CAPS, 1);
553 GameRules_scoring_add_team(this.owner.ons_toucher, SCORE, 10);
556 this.owner.ons_toucher = NULL;
558 onslaught_updatelinks();
560 // Use targets now (somebody make sure this is in the right place..)
561 SUB_UseTargets(this.owner, this, NULL);
563 this.SendFlags |= CPSF_SETUP;
565 if(this.owner.model != MDL_ONS_CP_PAD2.model_str())
566 setmodel_fixsize(this.owner, MDL_ONS_CP_PAD2);
568 if(random() < 0.9 - GetResourceAmount(this, RESOURCE_HEALTH) / this.max_health)
569 Send_Effect(EFFECT_RAGE, this.origin + 10 * randomvec(), '0 0 -1', 1);
572 void onslaught_controlpoint_icon_link(entity e, void(entity this) spawnproc);
574 void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
576 entity e = new(onslaught_controlpoint_icon);
578 setsize(e, CPICON_MIN, CPICON_MAX);
579 setorigin(e, cp.origin + CPICON_OFFSET);
582 e.max_health = autocvar_g_onslaught_cp_health;
583 SetResourceAmountExplicit(e, RESOURCE_HEALTH, autocvar_g_onslaught_cp_buildhealth);
585 e.takedamage = DAMAGE_AIM;
587 IL_PUSH(g_bot_targets, e);
588 e.event_damage = ons_ControlPoint_Icon_Damage;
589 e.team = player.team;
590 e.colormap = 1024 + (e.team - 1) * 17;
591 e.count = (e.max_health - GetResourceAmount(e, RESOURCE_HEALTH)) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
593 sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
597 cp.colormap = e.colormap;
599 Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
601 WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - GetResourceAmount(e, RESOURCE_HEALTH)) / (e.count / ONS_CP_THINKRATE));
602 WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
603 cp.sprite.SendFlags |= 16;
605 onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
608 entity ons_ControlPoint_Waypoint(entity e)
612 int a = ons_ControlPoint_Attackable(e, e.team);
614 if(a == -2) { return WP_OnsCPDefend; } // defend now
615 if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
616 if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
624 void ons_ControlPoint_UpdateSprite(entity e)
626 entity s1 = ons_ControlPoint_Waypoint(e);
627 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
630 sh = !(ons_ControlPoint_CanBeLinked(e, NUM_TEAM_1) || ons_ControlPoint_CanBeLinked(e, NUM_TEAM_2) || ons_ControlPoint_CanBeLinked(e, NUM_TEAM_3) || ons_ControlPoint_CanBeLinked(e, NUM_TEAM_4));
632 if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
634 if(e.iscaptured) // don't mess up build bars!
638 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
642 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
643 WaypointSprite_UpdateHealth(e.sprite, GetResourceAmount(e.goalentity, RESOURCE_HEALTH));
649 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
651 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
656 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
658 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
660 WaypointSprite_Ping(e.sprite);
662 e.lastteam = e.team + 2;
664 e.lastcaptured = e.iscaptured;
668 void ons_ControlPoint_Touch(entity this, entity toucher)
672 if(IS_VEHICLE(toucher) && toucher.owner)
673 if(autocvar_g_onslaught_allow_vehicle_touch)
674 toucher = toucher.owner;
678 if(!IS_PLAYER(toucher)) { return; }
679 if(STAT(FROZEN, toucher)) { return; }
680 if(IS_DEAD(toucher)) { return; }
682 if ( SAME_TEAM(this,toucher) )
683 if ( this.iscaptured )
685 if(time <= toucher.teleport_antispam)
686 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
688 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
691 attackable = ons_ControlPoint_Attackable(this, toucher.team);
692 if(attackable != 2 && attackable != 4)
694 // we've verified that this player has a legitimate claim to this point,
695 // so start building the captured point icon (which only captures this
696 // point if it successfully builds without being destroyed first)
697 ons_ControlPoint_Icon_Spawn(this, toucher);
699 this.ons_toucher = toucher;
701 onslaught_updatelinks();
704 void ons_ControlPoint_Think(entity this)
706 this.nextthink = time + ONS_CP_THINKRATE;
707 CSQCMODEL_AUTOUPDATE(this);
710 void ons_ControlPoint_Reset(entity this)
713 delete(this.goalentity);
715 this.goalentity = NULL;
717 this.colormap = 1024;
718 this.iscaptured = false;
719 this.islinked = false;
720 this.isshielded = true;
721 setthink(this, ons_ControlPoint_Think);
722 this.ons_toucher = NULL;
723 this.nextthink = time + ONS_CP_THINKRATE;
724 setmodel_fixsize(this, MDL_ONS_CP_PAD1);
726 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
727 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
729 onslaught_updatelinks();
731 SUB_UseTargets(this, this, NULL); // to reset the structures, playerspawns etc.
733 CSQCMODEL_AUTOUPDATE(this);
736 void ons_DelayedControlPoint_Setup(entity this)
738 onslaught_updatelinks();
740 // captureshield setup
741 ons_CaptureShield_Spawn(this, false);
743 CSQCMODEL_AUTOINIT(this);
746 void ons_ControlPoint_Setup(entity cp)
749 cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
750 ons_worldcplist = cp;
752 cp.netname = "Control point";
754 cp.solid = SOLID_BBOX;
755 set_movetype(cp, MOVETYPE_NONE);
756 settouch(cp, ons_ControlPoint_Touch);
757 setthink(cp, ons_ControlPoint_Think);
758 cp.nextthink = time + ONS_CP_THINKRATE;
759 cp.reset = ons_ControlPoint_Reset;
761 cp.iscaptured = false;
763 cp.isshielded = true;
765 if(cp.message == "") { cp.message = "a"; }
768 setmodel_fixsize(cp, MDL_ONS_CP_PAD1);
770 // control point placement
771 if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
774 set_movetype(cp, MOVETYPE_NONE);
776 else // drop to floor, automatically find a platform and set that as spawn origin
778 setorigin(cp, cp.origin + '0 0 20');
781 set_movetype(cp, MOVETYPE_TOSS);
785 WaypointSprite_SpawnFixed(WP_Null, cp.origin + CPGEN_WAYPOINT_OFFSET, cp, sprite, RADARICON_NONE);
786 WaypointSprite_UpdateRule(cp.sprite, cp.team, SPRITERULE_TEAMPLAY);
788 InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
792 // =========================
793 // Main Generator Functions
794 // =========================
796 entity ons_Generator_Waypoint(entity e)
799 return WP_OnsGenShielded;
803 void ons_Generator_UpdateSprite(entity e)
805 entity s1 = ons_Generator_Waypoint(e);
806 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
808 if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
810 e.lastteam = e.team + 2;
811 e.lastshielded = e.isshielded;
815 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
817 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
822 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
824 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
826 WaypointSprite_Ping(e.sprite);
830 void ons_camSetup(entity this)
833 vector ang = '0 0 0';
834 vector best_ang = '0 0 0';
835 float best_trace_fraction = 0;
838 dir = vec2(cos(ang.y * DEG2RAD), sin(ang.y * DEG2RAD));
840 traceline(this.origin, this.origin - dir, MOVE_WORLDONLY, this);
841 if(trace_fraction > best_trace_fraction)
843 best_trace_fraction = trace_fraction;
845 if(trace_fraction == 1)
852 cam.origin = this.origin;
853 setorigin(cam, cam.origin);
854 cam.angles = best_ang;
855 Net_LinkEntity(cam, false, 0, clientcamera_send);
857 FOREACH_CLIENT(true, it.clientcamera = cam;);
859 WriteByte(MSG_ALL, SVC_SETVIEWANGLES);
860 WriteAngle(MSG_ALL, cam.angles_x);
861 WriteAngle(MSG_ALL, cam.angles_y);
862 WriteAngle(MSG_ALL, cam.angles_z);
865 void ons_GeneratorDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
867 if(damage <= 0) return;
868 if(warmup_stage || game_stopped) return;
869 if(!round_handler_IsRoundStarted()) return;
871 if (attacker != this)
875 // generator is protected by a shield, so ignore the damage
876 if (time > this.pain_finished)
877 if (IS_PLAYER(attacker))
879 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
880 attacker.typehitsound += 1;
881 this.pain_finished = time + 1;
885 if (time > this.pain_finished)
887 this.pain_finished = time + 10;
888 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && SAME_TEAM(it, this), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK));
889 play2team(this.team, SND(ONS_GENERATOR_UNDERATTACK));
892 SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(this, RESOURCE_HEALTH) - damage);
893 WaypointSprite_UpdateHealth(this.sprite, GetResourceAmount(this, RESOURCE_HEALTH));
894 // choose an animation frame based on health
895 this.frame = 10 * bound(0, (1 - GetResourceAmount(this, RESOURCE_HEALTH) / this.max_health), 1);
896 // see if the generator is still functional, or dying
897 if (GetResourceAmount(this, RESOURCE_HEALTH) > 0)
899 this.lasthealth = GetResourceAmount(this, RESOURCE_HEALTH);
903 if (attacker == this)
904 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME));
907 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED));
908 GameRules_scoring_add(attacker, SCORE, 100);
910 this.iscaptured = false;
911 this.islinked = false;
912 this.isshielded = false;
913 this.takedamage = DAMAGE_NO; // can't be hurt anymore
914 this.event_damage = func_null; // won't do anything if hurt
915 this.count = 0; // reset counter
916 setthink(this, func_null);
918 //this.think(); // do the first explosion now
920 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
921 WaypointSprite_Ping(this.sprite);
922 //WaypointSprite_Kill(this.sprite); // can't do this yet, code too poor
924 onslaught_updatelinks();
929 // Throw some flaming gibs on damage, more damage = more chance for gib
930 if(random() < damage/220)
932 sound(this, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
936 // particles on every hit
937 Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
941 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
943 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
946 this.SendFlags |= GSF_STATUS;
949 void ons_GeneratorThink(entity this)
951 this.nextthink = time + GEN_THINKRATE;
953 if (game_stopped || this.isshielded || time < this.wait)
956 this.wait = time + 5;
957 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it),
959 if (SAME_TEAM(it, this))
961 Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
963 soundto(MSG_ONE, this, CHAN_AUTO, SND(KH_ALARM), VOL_BASE, ATTEN_NONE); // FIXME: unique sound?
966 Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_ONS_NOTSHIELDED));
970 void ons_GeneratorReset(entity this)
972 this.team = this.team_saved;
973 SetResourceAmountExplicit(this, RESOURCE_HEALTH, autocvar_g_onslaught_gen_health);
974 this.lasthealth = this.max_health = autocvar_g_onslaught_gen_health;
975 this.takedamage = DAMAGE_AIM;
976 this.bot_attack = true;
977 if(!IL_CONTAINS(g_bot_targets, this))
978 IL_PUSH(g_bot_targets, this);
979 this.iscaptured = true;
980 this.islinked = true;
981 this.isshielded = true;
982 this.event_damage = ons_GeneratorDamage;
983 setthink(this, ons_GeneratorThink);
984 this.nextthink = time + GEN_THINKRATE;
986 Net_LinkEntity(this, false, 0, generator_send);
988 this.SendFlags = GSF_SETUP; // just incase
989 this.SendFlags |= GSF_STATUS;
991 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
992 WaypointSprite_UpdateHealth(this.sprite, GetResourceAmount(this, RESOURCE_HEALTH));
993 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
995 onslaught_updatelinks();
998 void ons_DelayedGeneratorSetup(entity this)
1001 waypoint_spawnforitem_force(this, this.origin);
1002 this.nearestwaypointtimeout = 0; // activate waypointing again
1003 this.bot_basewaypoint = this.nearestwaypoint;
1005 // captureshield setup
1006 ons_CaptureShield_Spawn(this, true);
1008 onslaught_updatelinks();
1010 Net_LinkEntity(this, false, 0, generator_send);
1014 void onslaught_generator_touch(entity this, entity toucher)
1016 if ( IS_PLAYER(toucher) )
1017 if ( SAME_TEAM(this,toucher) )
1018 if ( this.iscaptured )
1020 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
1024 void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
1027 int teamnumber = gen.team;
1030 gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
1031 ons_worldgeneratorlist = gen;
1033 gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnumber));
1034 gen.classname = "onslaught_generator";
1035 gen.solid = SOLID_BBOX;
1036 gen.team_saved = teamnumber;
1037 IL_PUSH(g_saved_team, gen);
1038 set_movetype(gen, MOVETYPE_NONE);
1039 gen.lasthealth = gen.max_health = autocvar_g_onslaught_gen_health;
1040 SetResourceAmountExplicit(gen, RESOURCE_HEALTH, autocvar_g_onslaught_gen_health);
1041 gen.takedamage = DAMAGE_AIM;
1042 gen.bot_attack = true;
1043 IL_PUSH(g_bot_targets, gen);
1044 gen.event_damage = ons_GeneratorDamage;
1045 gen.reset = ons_GeneratorReset;
1046 setthink(gen, ons_GeneratorThink);
1047 gen.nextthink = time + GEN_THINKRATE;
1048 gen.iscaptured = true;
1049 gen.islinked = true;
1050 gen.isshielded = true;
1051 settouch(gen, onslaught_generator_touch);
1054 // model handled by CSQC
1055 setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
1056 setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
1057 gen.colormap = 1024 + (teamnumber - 1) * 17;
1059 // generator placement
1063 WaypointSprite_SpawnFixed(WP_Null, gen.origin + CPGEN_WAYPOINT_OFFSET, gen, sprite, RADARICON_NONE);
1064 WaypointSprite_UpdateRule(gen.sprite, gen.team, SPRITERULE_TEAMPLAY);
1065 WaypointSprite_UpdateMaxHealth(gen.sprite, gen.max_health);
1066 WaypointSprite_UpdateHealth(gen.sprite, GetResourceAmount(gen, RESOURCE_HEALTH));
1068 InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
1076 int total_generators;
1077 void Onslaught_count_generators()
1080 total_generators = redowned = blueowned = yellowowned = pinkowned = 0;
1081 for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
1084 redowned += (e.team == NUM_TEAM_1 && GetResourceAmount(e, RESOURCE_HEALTH) > 0);
1085 blueowned += (e.team == NUM_TEAM_2 && GetResourceAmount(e, RESOURCE_HEALTH) > 0);
1086 yellowowned += (e.team == NUM_TEAM_3 && GetResourceAmount(e, RESOURCE_HEALTH) > 0);
1087 pinkowned += (e.team == NUM_TEAM_4 && GetResourceAmount(e, RESOURCE_HEALTH) > 0);
1091 int Onslaught_GetWinnerTeam()
1093 int winner_team = 0;
1095 winner_team = NUM_TEAM_1;
1098 if(winner_team) return 0;
1099 winner_team = NUM_TEAM_2;
1103 if(winner_team) return 0;
1104 winner_team = NUM_TEAM_3;
1108 if(winner_team) return 0;
1109 winner_team = NUM_TEAM_4;
1113 return -1; // no generators left?
1116 void nades_Clear(entity e);
1118 #define ONS_OWNED_GENERATORS() ((redowned > 0) + (blueowned > 0) + (yellowowned > 0) + (pinkowned > 0))
1119 #define ONS_OWNED_GENERATORS_OK() (ONS_OWNED_GENERATORS() > 1)
1120 bool Onslaught_CheckWinner()
1122 if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
1124 ons_stalemate = true;
1126 if (!wpforenemy_announced)
1128 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
1129 sound(NULL, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE);
1131 wpforenemy_announced = true;
1134 entity tmp_entity; // temporary entity
1136 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay)
1138 // tmp_entity.max_health / 300 gives 5 minutes of overtime.
1139 // control points reduce the overtime duration.
1142 for(e = ons_worldcplist; e; e = e.ons_worldcpnext)
1144 if(DIFF_TEAM(e, tmp_entity))
1149 if(autocvar_g_campaign && autocvar__campaign_testrun)
1150 d = d * tmp_entity.max_health;
1152 d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
1154 Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, tmp_entity.origin, '0 0 0');
1156 tmp_entity.sprite.SendFlags |= 16;
1158 tmp_entity.ons_overtime_damagedelay = time + 1;
1161 else { wpforenemy_announced = false; ons_stalemate = false; }
1163 Onslaught_count_generators();
1165 if(ONS_OWNED_GENERATORS_OK())
1168 int winner_team = Onslaught_GetWinnerTeam();
1172 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
1173 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
1174 TeamScore_AddToTeam(winner_team, ST_ONS_CAPS, +1);
1176 else if(winner_team == -1)
1178 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
1179 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
1182 ons_stalemate = false;
1184 play2all(SND(CTF_CAPTURE(winner_team)));
1186 round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
1188 FOREACH_CLIENT(IS_PLAYER(it), {
1189 STAT(ROUNDLOST, it) = true;
1190 it.player_blocked = true;
1195 game_stopped = true;
1199 bool Onslaught_CheckPlayers()
1204 void Onslaught_RoundStart()
1207 FOREACH_CLIENT(IS_PLAYER(it), it.player_blocked = false);
1209 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1210 tmp_entity.sprite.SendFlags |= 16;
1212 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1213 tmp_entity.sprite.SendFlags |= 16;
1221 // NOTE: LEGACY CODE, needs to be re-written!
1223 void havocbot_goalrating_ons_offenseitems(entity this, float ratingscale, vector org, float sradius)
1225 bool needarmor = false, needweapons = false;
1227 // Needs armor/health?
1228 if(GetResourceAmount(this, RESOURCE_HEALTH) < 100)
1233 FOREACH(Weapons, it != WEP_Null, {
1234 if(STAT(WEAPONS, this) & (it.m_wepset))
1242 if(!needweapons && !needarmor)
1245 LOG_DEBUG(this.netname, " needs weapons ", ftos(needweapons));
1246 LOG_DEBUG(this.netname, " needs armor ", ftos(needarmor));
1248 // See what is around
1249 IL_EACH(g_items, it.bot_pickup,
1251 // gather health and armor only
1253 if ( ((GetResourceAmount(it, RESOURCE_HEALTH) || GetResourceAmount(it, RESOURCE_ARMOR)) && needarmor) || (STAT(WEAPONS, it) && needweapons ) )
1254 if (vdist(it.origin - org, <, sradius))
1256 int t = it.bot_pickupevalfunc(this, it);
1258 navigation_routerating(this, it, t * ratingscale, 500);
1263 void havocbot_role_ons_setrole(entity this, int role)
1265 LOG_DEBUG(this.netname," switched to ");
1268 case HAVOCBOT_ONS_ROLE_DEFENSE:
1269 LOG_DEBUG("defense");
1270 this.havocbot_role = havocbot_role_ons_defense;
1271 this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_DEFENSE;
1272 this.havocbot_role_timeout = 0;
1274 case HAVOCBOT_ONS_ROLE_ASSISTANT:
1275 LOG_DEBUG("assistant");
1276 this.havocbot_role = havocbot_role_ons_assistant;
1277 this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_ASSISTANT;
1278 this.havocbot_role_timeout = 0;
1280 case HAVOCBOT_ONS_ROLE_OFFENSE:
1281 LOG_DEBUG("offense");
1282 this.havocbot_role = havocbot_role_ons_offense;
1283 this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_OFFENSE;
1284 this.havocbot_role_timeout = 0;
1290 void havocbot_goalrating_ons_controlpoints_attack(entity this, float ratingscale)
1292 entity cp, cp1, cp2, best, wp;
1293 float radius, bestvalue;
1297 // Filter control points
1298 for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
1301 cp2.wpconsidered = false;
1306 // Ignore owned controlpoints
1307 if(!((cp2.aregensneighbor & BIT(this.team)) || (cp2.arecpsneighbor & BIT(this.team))))
1310 // Count team mates interested in this control point
1311 // (easier and cleaner than keeping counters per cp and teams)
1312 FOREACH_CLIENT(IS_PLAYER(it), {
1313 if(SAME_TEAM(it, this))
1314 if(it.havocbot_role_flags & HAVOCBOT_ONS_ROLE_OFFENSE)
1315 if(it.havocbot_ons_target == cp2)
1319 // NOTE: probably decrease the cost of attackable control points
1321 cp2.wpconsidered = true;
1324 // We'll consider only the best case
1325 bestvalue = 99999999999;
1327 for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext)
1329 if (!cp1.wpconsidered)
1332 if(cp1.wpcost<bestvalue)
1334 bestvalue = cp1.wpcost;
1336 this.havocbot_ons_target = cp1;
1343 LOG_DEBUG(this.netname, " chose cp ranked ", ftos(bestvalue));
1347 // Should be attacked
1348 // Rate waypoints near it
1351 bestvalue = 99999999999;
1352 for(radius=0; radius<1000 && !found; radius+=500)
1354 for(wp=findradius(cp.origin,radius); wp; wp=wp.chain)
1356 if(!(wp.wpflags & WAYPOINTFLAG_GENERATED))
1357 if(wp.classname=="waypoint")
1358 if(checkpvs(wp.origin,cp))
1361 if(wp.cnt<bestvalue)
1372 navigation_routerating(this, best, ratingscale, 10000);
1375 this.havocbot_attack_time = 0;
1376 if(checkpvs(this.origin + this.view_ofs, cp))
1377 if(checkpvs(this.origin + this.view_ofs, best))
1378 this.havocbot_attack_time = time + 2;
1382 navigation_routerating(this, cp, ratingscale, 10000);
1384 LOG_DEBUG(this.netname, " found an attackable controlpoint at ", vtos(cp.origin));
1388 // Should be touched
1389 LOG_DEBUG(this.netname, " found a touchable controlpoint at ", vtos(cp.origin));
1392 // Look for auto generated waypoint
1393 if (!bot_waypoints_for_items)
1394 for (wp = findradius(cp.origin,100); wp; wp = wp.chain)
1396 if(wp.classname=="waypoint")
1398 navigation_routerating(this, wp, ratingscale, 10000);
1403 // Nothing found, rate the controlpoint itself
1405 navigation_routerating(this, cp, ratingscale, 10000);
1409 bool havocbot_goalrating_ons_generator_attack(entity this, float ratingscale)
1411 entity g, wp, bestwp;
1415 for(g = ons_worldgeneratorlist; g; g = g.ons_worldgeneratornext)
1417 if(SAME_TEAM(g, this) || g.isshielded)
1420 // Should be attacked
1421 // Rate waypoints near it
1426 for(wp=findradius(g.origin,400); wp; wp=wp.chain)
1428 if(wp.classname=="waypoint")
1429 if(checkpvs(wp.origin,g))
1442 LOG_DEBUG("waypoints found around generator");
1443 navigation_routerating(this, bestwp, ratingscale, 10000);
1446 this.havocbot_attack_time = 0;
1447 if(checkpvs(this.origin + this.view_ofs, g))
1448 if(checkpvs(this.origin + this.view_ofs, bestwp))
1449 this.havocbot_attack_time = time + 5;
1455 LOG_DEBUG("generator found without waypoints around");
1456 // if there aren't waypoints near the generator go straight to it
1457 navigation_routerating(this, g, ratingscale, 10000);
1458 this.havocbot_attack_time = 0;
1465 void havocbot_role_ons_offense(entity this)
1469 this.havocbot_attack_time = 0;
1470 havocbot_ons_reset_role(this);
1474 // Set the role timeout if necessary
1475 if (!this.havocbot_role_timeout)
1476 this.havocbot_role_timeout = time + 120;
1478 if (time > this.havocbot_role_timeout)
1480 havocbot_ons_reset_role(this);
1484 if(this.havocbot_attack_time>time)
1487 if (navigation_goalrating_timeout(this))
1489 navigation_goalrating_start(this);
1490 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
1491 if(!havocbot_goalrating_ons_generator_attack(this, 20000))
1492 havocbot_goalrating_ons_controlpoints_attack(this, 20000);
1493 havocbot_goalrating_ons_offenseitems(this, 10000, this.origin, 10000);
1494 navigation_goalrating_end(this);
1496 navigation_goalrating_timeout_set(this);
1500 void havocbot_role_ons_assistant(entity this)
1502 havocbot_ons_reset_role(this);
1505 void havocbot_role_ons_defense(entity this)
1507 havocbot_ons_reset_role(this);
1510 void havocbot_ons_reset_role(entity this)
1515 this.havocbot_ons_target = NULL;
1517 // TODO: Defend control points or generator if necessary
1519 havocbot_role_ons_setrole(this, HAVOCBOT_ONS_ROLE_OFFENSE);
1524 * Find control point or generator owned by the same team self which is nearest to pos
1525 * if max_dist is positive, only control points within this range will be considered
1527 entity ons_Nearest_ControlPoint(entity this, vector pos, float max_dist)
1529 entity closest_target = NULL;
1530 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1532 if(SAME_TEAM(cp, this))
1534 if(max_dist <= 0 || vdist(cp.origin - pos, <=, max_dist))
1535 if(vlen2(cp.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1536 closest_target = cp;
1538 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1540 if(SAME_TEAM(gen, this))
1541 if(max_dist <= 0 || vdist(gen.origin - pos, <, max_dist))
1542 if(vlen2(gen.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1543 closest_target = gen;
1546 return closest_target;
1550 * Find control point or generator owned by the same team self which is nearest to pos
1551 * if max_dist is positive, only control points within this range will be considered
1552 * This function only check distances on the XY plane, disregarding Z
1554 entity ons_Nearest_ControlPoint_2D(entity this, vector pos, float max_dist)
1556 entity closest_target = NULL;
1558 float smallest_distance = 0, distance;
1560 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1562 delta = cp.origin - pos;
1564 distance = vlen(delta);
1566 if(SAME_TEAM(cp, this))
1568 if(max_dist <= 0 || distance <= max_dist)
1569 if(closest_target == NULL || distance <= smallest_distance )
1571 closest_target = cp;
1572 smallest_distance = distance;
1575 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1577 delta = gen.origin - pos;
1579 distance = vlen(delta);
1581 if(SAME_TEAM(gen, this))
1582 if(max_dist <= 0 || distance <= max_dist)
1583 if(closest_target == NULL || distance <= smallest_distance )
1585 closest_target = gen;
1586 smallest_distance = distance;
1590 return closest_target;
1593 * find the number of control points and generators in the same team as this
1595 int ons_Count_SelfControlPoints(entity this)
1598 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1600 if(SAME_TEAM(cp, this))
1604 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1606 if(SAME_TEAM(gen, this))
1613 * Teleport player to a random position near tele_target
1614 * if tele_effects is true, teleport sound+particles are created
1615 * return false on failure
1617 bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects)
1625 // narrow the range for each iteration to increase chances that a spawnpoint
1626 // can be found even if there's little room around the control point
1627 float iteration_scale = 1;
1628 for(i = 0; i < 16; ++i)
1630 iteration_scale -= i / 16;
1631 theta = random() * 2 * M_PI;
1635 loc *= random() * range * iteration_scale;
1637 loc += tele_target.origin + '0 0 128' * iteration_scale;
1639 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1640 if(trace_fraction == 1.0 && !trace_startsolid)
1642 traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the NULL
1643 if(trace_fraction == 1.0 && !trace_startsolid)
1647 Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
1648 sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
1650 setorigin(player, loc);
1651 player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
1652 makevectors(player.angles);
1653 player.fixangle = true;
1654 player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
1657 Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
1670 MUTATOR_HOOKFUNCTION(ons, reset_map_global)
1672 FOREACH_CLIENT(IS_PLAYER(it), {
1673 STAT(ROUNDLOST, it) = false;
1674 it.ons_deathloc = '0 0 0';
1675 PutClientInServer(it);
1676 it.clientcamera = it;
1681 MUTATOR_HOOKFUNCTION(ons, ClientDisconnect)
1683 entity player = M_ARGV(0, entity);
1685 player.ons_deathloc = '0 0 0';
1688 MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver)
1690 entity player = M_ARGV(0, entity);
1692 player.ons_deathloc = '0 0 0';
1695 MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
1697 entity player = M_ARGV(0, entity);
1699 if(!round_handler_IsRoundStarted())
1701 player.player_blocked = true;
1706 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1708 l.sprite.SendFlags |= 16;
1710 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1712 l.sprite.SendFlags |= 16;
1715 if(ons_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
1717 if ( autocvar_g_onslaught_spawn_choose )
1718 if ( player.ons_spawn_by )
1719 if ( ons_Teleport(player,player.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
1721 player.ons_spawn_by = NULL;
1725 if(autocvar_g_onslaught_spawn_at_controlpoints)
1726 if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
1728 float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
1729 entity tmp_entity, closest_target = NULL;
1730 vector spawn_loc = player.ons_deathloc;
1732 // new joining player or round reset, don't bother checking
1733 if(spawn_loc == '0 0 0') { return false; }
1735 if(random_target) { RandomSelection_Init(); }
1737 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1739 if(SAME_TEAM(tmp_entity, player))
1741 RandomSelection_AddEnt(tmp_entity, 1, 1);
1742 else if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1743 closest_target = tmp_entity;
1746 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1752 float iteration_scale = 1;
1753 for(i = 0; i < 10; ++i)
1755 iteration_scale -= i / 10;
1756 loc = closest_target.origin + '0 0 96' * iteration_scale;
1757 loc += ('0 1 0' * random()) * 128 * iteration_scale;
1758 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1759 if(trace_fraction == 1.0 && !trace_startsolid)
1761 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1762 if(trace_fraction == 1.0 && !trace_startsolid)
1764 setorigin(player, loc);
1765 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1773 if(autocvar_g_onslaught_spawn_at_generator)
1774 if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
1776 float random_target = autocvar_g_onslaught_spawn_at_generator_random;
1777 entity tmp_entity, closest_target = NULL;
1778 vector spawn_loc = player.ons_deathloc;
1780 // new joining player or round reset, don't bother checking
1781 if(spawn_loc == '0 0 0') { return false; }
1783 if(random_target) { RandomSelection_Init(); }
1785 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1788 RandomSelection_AddEnt(tmp_entity, 1, 1);
1791 if(SAME_TEAM(tmp_entity, player))
1792 if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1793 closest_target = tmp_entity;
1797 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1803 float iteration_scale = 1;
1804 for(i = 0; i < 10; ++i)
1806 iteration_scale -= i / 10;
1807 loc = closest_target.origin + '0 0 128' * iteration_scale;
1808 loc += ('0 1 0' * random()) * 256 * iteration_scale;
1809 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1810 if(trace_fraction == 1.0 && !trace_startsolid)
1812 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1813 if(trace_fraction == 1.0 && !trace_startsolid)
1815 setorigin(player, loc);
1816 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1827 MUTATOR_HOOKFUNCTION(ons, PlayerDies)
1829 entity frag_target = M_ARGV(2, entity);
1831 frag_target.ons_deathloc = frag_target.origin;
1833 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1835 l.sprite.SendFlags |= 16;
1837 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1839 l.sprite.SendFlags |= 16;
1842 if ( autocvar_g_onslaught_spawn_choose )
1843 if ( ons_Count_SelfControlPoints(frag_target) > 1 )
1844 stuffcmd(frag_target, "qc_cmd_cl hud clickradar\n");
1849 MUTATOR_HOOKFUNCTION(ons, MonsterMove)
1851 entity mon = M_ARGV(0, entity);
1853 entity e = find(NULL, targetname, mon.target);
1858 void ons_MonsterSpawn_Delayed(entity this)
1860 entity own = this.owner;
1862 if(!own) { delete(this); return; }
1866 entity e = find(NULL, target, own.targetname);
1871 own.use(own, e, NULL);
1878 MUTATOR_HOOKFUNCTION(ons, MonsterSpawn)
1880 entity mon = M_ARGV(0, entity);
1884 InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
1887 void ons_TurretSpawn_Delayed(entity this)
1889 entity own = this.owner;
1891 if(!own) { delete(this); return; }
1895 entity e = find(NULL, target, own.targetname);
1899 own.active = ACTIVE_NOT;
1901 own.use(own, e, NULL);
1908 MUTATOR_HOOKFUNCTION(ons, TurretSpawn)
1910 entity turret = M_ARGV(0, entity);
1914 InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
1919 MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole)
1921 entity bot = M_ARGV(0, entity);
1923 havocbot_ons_reset_role(bot);
1927 MUTATOR_HOOKFUNCTION(ons, CheckAllowedTeams)
1929 // onslaught is special
1930 for(entity tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1932 switch(tmp_entity.team)
1934 case NUM_TEAM_1: c1 = 0; break;
1935 case NUM_TEAM_2: c2 = 0; break;
1936 case NUM_TEAM_3: c3 = 0; break;
1937 case NUM_TEAM_4: c4 = 0; break;
1944 MUTATOR_HOOKFUNCTION(ons, SpectateCopy)
1946 entity spectatee = M_ARGV(0, entity);
1947 entity client = M_ARGV(1, entity);
1949 STAT(ROUNDLOST, client) = STAT(ROUNDLOST, spectatee); // make spectators see it too
1952 MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
1954 if(MUTATOR_RETURNVALUE) // command was already handled?
1957 entity player = M_ARGV(0, entity);
1958 string cmd_name = M_ARGV(1, string);
1959 int cmd_argc = M_ARGV(2, int);
1961 if ( cmd_name == "ons_spawn" )
1963 vector pos = player.origin;
1965 pos_x = stof(argv(1));
1967 pos_y = stof(argv(2));
1969 pos_z = stof(argv(3));
1971 if ( IS_PLAYER(player) )
1973 if ( !STAT(FROZEN, player) )
1975 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
1977 if ( !source_point && GetResourceAmount(player, RESOURCE_HEALTH) > 0 )
1979 sprint(player, "\nYou need to be next to a control point\n");
1984 entity closest_target = ons_Nearest_ControlPoint_2D(player, pos, autocvar_g_onslaught_click_radius);
1986 if ( closest_target == NULL )
1988 sprint(player, "\nNo control point found\n");
1992 if ( GetResourceAmount(player, RESOURCE_HEALTH) <= 0 )
1994 player.ons_spawn_by = closest_target;
1995 player.respawn_flags = player.respawn_flags | RESPAWN_FORCE;
1999 if ( source_point == closest_target )
2001 sprint(player, "\nTeleporting to the same point\n");
2005 if ( !ons_Teleport(player,closest_target,autocvar_g_onslaught_teleport_radius,true) )
2006 sprint(player, "\nUnable to teleport there\n");
2012 sprint(player, "\nNo teleportation for you\n");
2020 MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
2022 if(MUTATOR_RETURNVALUE || game_stopped) return false;
2024 entity player = M_ARGV(0, entity);
2026 if((time > player.teleport_antispam) && (!IS_DEAD(player)) && !player.vehicle)
2028 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
2031 stuffcmd(player, "qc_cmd_cl hud clickradar\n");
2037 MUTATOR_HOOKFUNCTION(ons, PlayHitsound)
2039 entity frag_victim = M_ARGV(0, entity);
2041 return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
2042 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
2045 MUTATOR_HOOKFUNCTION(ons, SendWaypoint)
2047 entity wp = M_ARGV(0, entity);
2048 entity to = M_ARGV(1, entity);
2049 int sf = M_ARGV(2, int);
2050 int wp_flag = M_ARGV(3, int);
2054 if(wp.owner.classname == "onslaught_controlpoint")
2056 entity wp_owner = wp.owner;
2057 entity e = WaypointSprite_getviewentity(to);
2058 if(SAME_TEAM(e, wp_owner) && GetResourceAmount(wp_owner.goalentity, RESOURCE_HEALTH) >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
2059 if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; }
2061 if(wp.owner.classname == "onslaught_generator")
2063 entity wp_owner = wp.owner;
2064 if(wp_owner.isshielded && GetResourceAmount(wp_owner, RESOURCE_HEALTH) >= wp_owner.max_health) { wp_flag |= 2; }
2065 if(GetResourceAmount(wp_owner, RESOURCE_HEALTH) <= 0) { wp_flag |= 2; }
2069 M_ARGV(3, int) = wp_flag;
2072 MUTATOR_HOOKFUNCTION(ons, TurretValidateTarget)
2074 entity turret_target = M_ARGV(1, entity);
2076 if(substring(turret_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
2078 M_ARGV(3, float) = -3;
2085 MUTATOR_HOOKFUNCTION(ons, TurretThink)
2087 entity turret = M_ARGV(0, entity);
2089 // ONS uses somewhat backwards linking.
2092 entity e = find(NULL, targetname, turret.target);
2094 turret.team = e.team;
2097 if(turret.team != turret.tur_head.team)
2098 turret_respawn(turret);
2106 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
2107 Link between control points.
2109 This entity targets two different spawnfunc_onslaught_controlpoint or spawnfunc_onslaught_generator entities, and suppresses shielding on both if they are owned by different teams.
2112 "target" - first control point.
2113 "target2" - second control point.
2115 spawnfunc(onslaught_link)
2117 if(!g_onslaught) { delete(this); return; }
2119 if (this.target == "" || this.target2 == "")
2120 objerror(this, "target and target2 must be set\n");
2122 this.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
2123 ons_worldlinklist = this;
2125 InitializeEntity(this, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
2126 Net_LinkEntity(this, false, 0, ons_Link_Send);
2129 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
2130 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
2132 This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
2135 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2136 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
2137 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
2140 spawnfunc(onslaught_controlpoint)
2142 if(!g_onslaught) { delete(this); return; }
2144 ons_ControlPoint_Setup(this);
2147 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
2150 spawnfunc_onslaught_link entities can target this.
2153 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
2154 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2156 spawnfunc(onslaught_generator)
2158 if(!g_onslaught) { delete(this); return; }
2159 if(!this.team) { objerror(this, "team must be set"); }
2161 ons_GeneratorSetup(this);
2165 void ons_ScoreRules()
2167 CheckAllowedTeams(NULL);
2169 if(c1 >= 0) teams |= BIT(0);
2170 if(c2 >= 0) teams |= BIT(1);
2171 if(c3 >= 0) teams |= BIT(2);
2172 if(c4 >= 0) teams |= BIT(3);
2173 GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
2174 field_team(ST_ONS_CAPS, "destroyed", SFL_SORT_PRIO_PRIMARY);
2175 field(SP_ONS_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
2176 field(SP_ONS_TAKES, "takes", 0);
2180 void ons_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up
2184 round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
2185 round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
2188 void ons_Initialize()
2191 ons_captureshield_force = autocvar_g_onslaught_shield_force;
2193 cam = new(objective_camera);
2195 InitializeEntity(NULL, ons_DelayedInit, INITPRIO_GAMETYPE);