1 #include "sv_onslaught.qh"
2 #include "sv_controlpoint.qh"
3 #include "sv_generator.qh"
5 #include <server/bot/api.qh>
6 #include <server/campaign.qh>
7 #include <server/command/vote.qh>
8 #include <server/damage.qh>
9 #include <server/items/items.qh>
10 #include <server/world.qh>
11 #include <common/mapobjects/defs.qh>
12 #include <common/mapobjects/triggers.qh>
16 float autocvar_g_onslaught_teleport_wait;
17 bool autocvar_g_onslaught_spawn_at_controlpoints;
18 bool autocvar_g_onslaught_spawn_at_generator;
19 float autocvar_g_onslaught_cp_proxydecap;
20 float autocvar_g_onslaught_cp_proxydecap_distance = 512;
21 float autocvar_g_onslaught_cp_proxydecap_dps = 100;
22 float autocvar_g_onslaught_spawn_at_controlpoints_chance = 0.5;
23 float autocvar_g_onslaught_spawn_at_controlpoints_random;
24 float autocvar_g_onslaught_spawn_at_generator_chance;
25 float autocvar_g_onslaught_spawn_at_generator_random;
26 float autocvar_g_onslaught_cp_buildhealth;
27 float autocvar_g_onslaught_cp_buildtime;
28 float autocvar_g_onslaught_cp_health;
29 float autocvar_g_onslaught_cp_regen;
30 float autocvar_g_onslaught_gen_health;
31 float autocvar_g_onslaught_shield_force = 100;
32 float autocvar_g_onslaught_allow_vehicle_touch;
33 float autocvar_g_onslaught_round_timelimit;
34 float autocvar_g_onslaught_warmup;
35 float autocvar_g_onslaught_teleport_radius;
36 float autocvar_g_onslaught_spawn_choose;
37 float autocvar_g_onslaught_click_radius;
39 // =======================
40 // CaptureShield Functions
41 // =======================
43 bool ons_CaptureShield_Customize(entity this, entity client)
45 entity e = WaypointSprite_getviewentity(client);
47 if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, e.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return false; }
48 if(SAME_TEAM(this, e)) { return false; }
53 void ons_CaptureShield_Touch(entity this, entity toucher)
55 if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, toucher.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return; }
56 if(!IS_PLAYER(toucher)) { return; }
57 if(SAME_TEAM(toucher, this)) { return; }
59 vector mymid = (this.absmin + this.absmax) * 0.5;
60 vector theirmid = (toucher.absmin + toucher.absmax) * 0.5;
62 Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, mymid, normalize(theirmid - mymid) * ons_captureshield_force);
64 if(IS_REAL_CLIENT(toucher))
66 play2(toucher, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
68 if(this.enemy.classname == "onslaught_generator")
69 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
71 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
75 void ons_CaptureShield_Reset(entity this)
77 this.colormap = this.enemy.colormap;
78 this.team = this.enemy.team;
81 void ons_CaptureShield_Spawn(entity this, Model shield_model)
83 entity shield = new(ons_captureshield);
84 IL_PUSH(g_onsshields, shield);
87 shield.team = this.team;
88 shield.colormap = this.colormap;
89 shield.reset = ons_CaptureShield_Reset;
90 settouch(shield, ons_CaptureShield_Touch);
91 setcefc(shield, ons_CaptureShield_Customize);
92 shield.effects = EF_ADDITIVE;
93 set_movetype(shield, MOVETYPE_NOCLIP);
94 shield.solid = SOLID_TRIGGER;
95 shield.avelocity = '7 0 11';
96 shield.scale = this.scale;
98 float shield_extra_size = 1.20; // hitbox is 20% larger than the object itself
99 setorigin(shield, this.origin);
100 setmodel(shield, shield_model);
101 setsize(shield, shield_extra_size * this.mins, shield_extra_size * this.maxs);
109 void onslaught_updatelinks()
112 // first check if the game has ended
113 LOG_DEBUG("--- updatelinks ---");
114 // mark generators as being shielded and networked
115 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
118 LOG_DEBUG(etos(l), " (generator) belongs to team ", ftos(l.team));
120 LOG_DEBUG(etos(l), " (generator) is destroyed");
121 l.islinked = l.iscaptured;
122 l.isshielded = l.iscaptured;
123 l.sprite.SendFlags |= 16;
125 // mark points as shielded and not networked
126 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
130 l.aregensneighbor = 0;
131 l.arecpsneighbor = 0;
132 LOG_DEBUG(etos(l), " (point) belongs to team ", ftos(l.team));
133 l.sprite.SendFlags |= 16;
135 // flow power outward from the generators through the network
140 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
142 // if both points are captured by the same team, and only one of
143 // them is powered, mark the other one as powered as well
144 if (l.enemy.iscaptured && l.goalentity.iscaptured)
145 if (l.enemy.islinked != l.goalentity.islinked)
146 if(SAME_TEAM(l.enemy, l.goalentity))
148 if (!l.goalentity.islinked)
151 l.goalentity.islinked = true;
152 LOG_DEBUG(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)");
154 else if (!l.enemy.islinked)
157 l.enemy.islinked = true;
158 LOG_DEBUG(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)");
163 // now that we know which points are powered we can mark their neighbors
164 // as unshielded if team differs
165 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
167 if (l.goalentity.islinked)
169 if(DIFF_TEAM(l.goalentity, l.enemy))
171 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)");
172 l.enemy.isshielded = false;
174 if(l.goalentity.classname == "onslaught_generator")
175 l.enemy.aregensneighbor |= BIT(l.goalentity.team);
177 l.enemy.arecpsneighbor |= BIT(l.goalentity.team);
179 if (l.enemy.islinked)
181 if(DIFF_TEAM(l.goalentity, l.enemy))
183 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)");
184 l.goalentity.isshielded = false;
186 if(l.enemy.classname == "onslaught_generator")
187 l.goalentity.aregensneighbor |= BIT(l.enemy.team);
189 l.goalentity.arecpsneighbor |= BIT(l.enemy.team);
192 // now update the generators
193 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
197 LOG_DEBUG(etos(l), " (generator) is shielded");
198 l.takedamage = DAMAGE_NO;
200 IL_REMOVE(g_bot_targets, l);
201 l.bot_attack = false;
205 LOG_DEBUG(etos(l), " (generator) is not shielded");
206 l.takedamage = DAMAGE_AIM;
208 IL_PUSH(g_bot_targets, l);
212 ons_Generator_UpdateSprite(l);
214 // now update the takedamage and alpha variables on control point icons
215 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
219 LOG_DEBUG(etos(l), " (point) is shielded");
222 l.goalentity.takedamage = DAMAGE_NO;
223 if(l.goalentity.bot_attack)
224 IL_REMOVE(g_bot_targets, l.goalentity);
225 l.goalentity.bot_attack = false;
230 LOG_DEBUG(etos(l), " (point) is not shielded");
233 l.goalentity.takedamage = DAMAGE_AIM;
234 if(!l.goalentity.bot_attack)
235 IL_PUSH(g_bot_targets, l.goalentity);
236 l.goalentity.bot_attack = true;
239 ons_ControlPoint_UpdateSprite(l);
241 IL_EACH(g_onsshields, true,
243 it.team = it.enemy.team;
244 it.colormap = it.enemy.colormap;
249 // ===================
250 // Main Link Functions
251 // ===================
253 bool ons_Link_Send(entity this, entity to, int sendflags)
255 WriteHeader(MSG_ENTITY, ENT_CLIENT_RADARLINK);
256 WriteByte(MSG_ENTITY, sendflags);
259 WriteVector(MSG_ENTITY, this.goalentity.origin);
263 WriteVector(MSG_ENTITY, this.enemy.origin);
267 WriteByte(MSG_ENTITY, this.clientcolors); // which is goalentity's color + enemy's color * 16
272 void ons_Link_CheckUpdate(entity this)
274 // TODO check if the two sides have moved (currently they won't move anyway)
275 float cc = 0, cc1 = 0, cc2 = 0;
277 if(this.goalentity.islinked || this.goalentity.iscaptured) { cc1 = (this.goalentity.team - 1) * 0x01; }
278 if(this.enemy.islinked || this.enemy.iscaptured) { cc2 = (this.enemy.team - 1) * 0x10; }
282 if(cc != this.clientcolors)
284 this.clientcolors = cc;
288 this.nextthink = time;
291 void ons_DelayedLinkSetup(entity this)
293 this.goalentity = find(NULL, targetname, this.target);
294 this.enemy = find(NULL, targetname, this.target2);
295 if(!this.goalentity) { objerror(this, "can not find target\n"); }
296 if(!this.enemy) { objerror(this, "can not find target2\n"); }
298 LOG_DEBUG(etos(this.goalentity), " linked with ", etos(this.enemy));
300 setthink(this, ons_Link_CheckUpdate);
301 this.nextthink = time;
305 // =============================
306 // Main Control Point Functions
307 // =============================
309 int ons_ControlPoint_CanBeLinked(entity cp, int teamnum)
311 if(cp.aregensneighbor & BIT(teamnum)) return 2;
312 if(cp.arecpsneighbor & BIT(teamnum)) return 1;
318 // -2: SAME TEAM, attackable by enemy!
323 // 3: attack it (HIGH PRIO)
324 // 4: touch it (HIGH PRIO)
325 int ons_ControlPoint_Attackable(entity cp, int teamnum)
333 else if(cp.goalentity)
335 // if there's already an icon built, nothing happens
336 if(cp.team == teamnum)
338 a = ons_ControlPoint_CanBeLinked(cp, teamnum);
339 if(a) // attackable by enemy?
340 return -2; // EMERGENCY!
343 // we know it can be linked, so no need to check
345 a = ons_ControlPoint_CanBeLinked(cp, teamnum);
346 if(a == 2) // near our generator?
347 return 3; // EMERGENCY!
353 if(ons_ControlPoint_CanBeLinked(cp, teamnum))
355 a = ons_ControlPoint_CanBeLinked(cp, teamnum); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
357 return 4; // GET THIS ONE NOW!
359 return 2; // TOUCH ME
365 void ons_ControlPoint_Icon_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
367 if(damage <= 0) { return; }
369 if (this.owner.isshielded)
371 // this is protected by a shield, so ignore the damage
372 if (time > this.pain_finished)
373 if (IS_PLAYER(attacker))
375 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
376 this.pain_finished = time + 1;
377 attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
383 if(IS_PLAYER(attacker))
384 if(time - ons_notification_time[this.team] > 10)
386 play2team(this.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
387 ons_notification_time[this.team] = time;
390 TakeResource(this, RES_HEALTH, damage);
391 if(this.owner.iscaptured)
392 WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
394 WaypointSprite_UpdateBuildFinished(this.owner.sprite, time + (this.max_health - GetResource(this, RES_HEALTH)) / (this.count / ONS_CP_THINKRATE));
395 this.pain_finished = time + 1;
396 // particles on every hit
397 pointparticles(EFFECT_SPARKS, hitloc, force*-1, 1);
400 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
402 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
404 if (GetResource(this, RES_HEALTH) < 0)
406 sound(this, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
407 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
408 if (this.owner.message != "")
409 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED), this.owner.message, attacker.netname);
411 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED_NONAME), attacker.netname);
413 GameRules_scoring_add(attacker, ONS_TAKES, 1);
414 GameRules_scoring_add(attacker, SCORE, 10);
416 this.owner.goalentity = NULL;
417 this.owner.islinked = false;
418 this.owner.iscaptured = false;
420 this.owner.colormap = 1024;
422 WaypointSprite_UpdateMaxHealth(this.owner.sprite, 0);
424 onslaught_updatelinks();
426 // Use targets now (somebody make sure this is in the right place..)
427 SUB_UseTargets(this.owner, this, NULL);
429 this.owner.waslinked = this.owner.islinked;
430 if(this.owner.model != "models/onslaught/controlpoint_pad.md3")
431 setmodel(this.owner, MDL_ONS_CP_PAD1);
432 //setsize(this, '-32 -32 0', '32 32 8');
437 this.SendFlags |= CPSF_STATUS;
440 bool ons_ControlPoint_Icon_Heal(entity targ, entity inflictor, float amount, float limit)
442 float hlth = GetResource(targ, RES_HEALTH);
443 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
444 if (hlth <= 0 || hlth >= true_limit)
447 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
448 hlth = GetResource(targ, RES_HEALTH);
449 if(targ.owner.iscaptured)
450 WaypointSprite_UpdateHealth(targ.owner.sprite, hlth);
452 WaypointSprite_UpdateBuildFinished(targ.owner.sprite, time + (targ.max_health - hlth) / (targ.count / ONS_CP_THINKRATE));
453 targ.SendFlags |= CPSF_STATUS;
457 void ons_ControlPoint_Icon_Think(entity this)
459 this.nextthink = time + ONS_CP_THINKRATE;
461 if(autocvar_g_onslaught_cp_proxydecap)
463 int _enemy_count = 0;
464 int _friendly_count = 0;
466 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
467 if(vdist(it.origin - this.origin, <, autocvar_g_onslaught_cp_proxydecap_distance))
469 if(SAME_TEAM(it, this))
476 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
477 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
479 GiveResourceWithLimit(this, RES_HEALTH, (_friendly_count - _enemy_count), this.max_health);
480 this.SendFlags |= CPSF_STATUS;
481 if(GetResource(this, RES_HEALTH) <= 0)
483 ons_ControlPoint_Icon_Damage(this, this, this, 1, 0, DMG_NOWEP, this.origin, '0 0 0');
488 if (time > this.pain_finished + 5)
490 if(GetResource(this, RES_HEALTH) < this.max_health)
492 GiveResourceWithLimit(this, RES_HEALTH, this.count, this.max_health);
493 WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
497 if(this.owner.islinked != this.owner.waslinked)
499 // unteam the spawnpoint if needed
500 int t = this.owner.team;
501 if(!this.owner.islinked)
504 SUB_UseTargets(this.owner, this, NULL);
508 this.owner.waslinked = this.owner.islinked;
512 if(random() < 0.6 - GetResource(this, RES_HEALTH) / this.max_health)
514 Send_Effect(EFFECT_ELECTRIC_SPARKS, this.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
517 sound(this, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
518 else if (random() > 0.5)
519 sound(this, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
523 void ons_ControlPoint_Icon_BuildThink(entity this)
527 this.nextthink = time + ONS_CP_THINKRATE;
529 // only do this if there is power
530 a = ons_ControlPoint_CanBeLinked(this.owner, this.owner.team);
534 GiveResource(this, RES_HEALTH, this.count);
536 this.SendFlags |= CPSF_STATUS;
538 if (GetResource(this, RES_HEALTH) >= this.max_health)
540 SetResourceExplicit(this, RES_HEALTH, this.max_health);
541 this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
542 setthink(this, ons_ControlPoint_Icon_Think);
543 sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
544 this.owner.iscaptured = true;
545 this.solid = SOLID_BBOX;
546 setorigin(this, this.origin); // setorigin after change to solid field to ensure area grid linking
548 Send_Effect(EFFECT_CAP(this.owner.team), this.owner.origin, '0 0 0', 1);
550 WaypointSprite_UpdateMaxHealth(this.owner.sprite, this.max_health);
551 WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
553 if(IS_PLAYER(this.owner.ons_toucher))
555 if(this.owner.message != "")
557 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, this.owner.ons_toucher.netname, this.owner.message);
558 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);
559 Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, this.owner.message);
563 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE_NONAME, this.owner.ons_toucher.netname);
564 Send_Notification(NOTIF_ALL_EXCEPT, this.owner.ons_toucher, MSG_CENTER, APP_TEAM_NUM(this.owner.ons_toucher.team, CENTER_ONS_CAPTURE_TEAM_NONAME));
565 Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE_NONAME);
567 GameRules_scoring_add(this.owner.ons_toucher, ONS_CAPS, 1);
568 GameRules_scoring_add_team(this.owner.ons_toucher, SCORE, 10);
571 this.owner.ons_toucher = NULL;
573 onslaught_updatelinks();
575 // Use targets now (somebody make sure this is in the right place..)
576 SUB_UseTargets(this.owner, this, NULL);
578 this.SendFlags |= CPSF_SETUP;
580 if(this.owner.model != MDL_ONS_CP_PAD2.model_str())
581 setmodel(this.owner, MDL_ONS_CP_PAD2);
583 if(random() < 0.9 - GetResource(this, RES_HEALTH) / this.max_health)
584 Send_Effect(EFFECT_RAGE, this.origin + 10 * randomvec(), '0 0 -1', 1);
587 void onslaught_controlpoint_icon_link(entity e, void(entity this) spawnproc);
589 void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
591 entity e = new(onslaught_controlpoint_icon);
593 e.solid = SOLID_NOT; // before setsize/setorigin to prevent area grid linking
594 setsize(e, CPICON_MIN, CPICON_MAX);
595 setorigin(e, cp.origin + CPICON_OFFSET);
598 e.max_health = autocvar_g_onslaught_cp_health;
599 SetResourceExplicit(e, RES_HEALTH, autocvar_g_onslaught_cp_buildhealth);
600 e.takedamage = DAMAGE_AIM;
602 IL_PUSH(g_bot_targets, e);
603 e.event_damage = ons_ControlPoint_Icon_Damage;
604 e.event_heal = ons_ControlPoint_Icon_Heal;
605 e.team = player.team;
606 e.colormap = 1024 + (e.team - 1) * 17;
607 e.count = (e.max_health - GetResource(e, RES_HEALTH)) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
609 sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
613 cp.colormap = e.colormap;
615 Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
617 WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - GetResource(e, RES_HEALTH)) / (e.count / ONS_CP_THINKRATE));
618 WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
619 cp.sprite.SendFlags |= 16;
621 onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
624 entity ons_ControlPoint_Waypoint(entity e)
628 int a = ons_ControlPoint_Attackable(e, e.team);
630 if(a == -2) { return WP_OnsCPDefend; } // defend now
631 if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
632 if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
640 void ons_ControlPoint_UpdateSprite(entity e)
642 entity s1 = ons_ControlPoint_Waypoint(e);
643 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
646 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));
648 if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
650 if(e.iscaptured) // don't mess up build bars!
654 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
658 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
659 WaypointSprite_UpdateHealth(e.sprite, GetResource(e.goalentity, RES_HEALTH));
665 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
667 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
672 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
674 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
676 WaypointSprite_Ping(e.sprite);
678 e.lastteam = e.team + 2;
680 e.lastcaptured = e.iscaptured;
684 void ons_ControlPoint_Touch(entity this, entity toucher)
688 if(IS_VEHICLE(toucher) && toucher.owner)
690 if (!autocvar_g_onslaught_allow_vehicle_touch)
692 toucher = toucher.owner;
695 if(!IS_PLAYER(toucher)) { return; }
696 if(STAT(FROZEN, toucher)) { return; }
697 if(IS_DEAD(toucher)) { return; }
699 if ( SAME_TEAM(this,toucher) )
700 if ( this.iscaptured )
702 if(time <= toucher.teleport_antispam)
703 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
705 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
708 attackable = ons_ControlPoint_Attackable(this, toucher.team);
709 if(attackable != 2 && attackable != 4)
711 // we've verified that this player has a legitimate claim to this point,
712 // so start building the captured point icon (which only captures this
713 // point if it successfully builds without being destroyed first)
714 ons_ControlPoint_Icon_Spawn(this, toucher);
716 this.ons_toucher = toucher;
718 onslaught_updatelinks();
721 void ons_ControlPoint_Think(entity this)
723 this.nextthink = time + ONS_CP_THINKRATE;
724 CSQCMODEL_AUTOUPDATE(this);
727 void ons_ControlPoint_Reset(entity this)
730 delete(this.goalentity);
732 this.goalentity = NULL;
734 this.colormap = 1024;
735 this.iscaptured = false;
736 this.islinked = false;
737 this.isshielded = true;
738 setthink(this, ons_ControlPoint_Think);
739 this.ons_toucher = NULL;
740 this.nextthink = time + ONS_CP_THINKRATE;
741 setmodel(this, MDL_ONS_CP_PAD1);
743 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
744 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
746 onslaught_updatelinks();
748 SUB_UseTargets(this, this, NULL); // to reset the structures, playerspawns etc.
750 CSQCMODEL_AUTOUPDATE(this);
753 void ons_DelayedControlPoint_Setup(entity this)
755 onslaught_updatelinks();
757 // captureshield setup
758 ons_CaptureShield_Spawn(this, MDL_ONS_CP_SHIELD);
760 CSQCMODEL_AUTOINIT(this);
763 void ons_ControlPoint_Setup(entity cp)
766 cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
767 ons_worldcplist = cp;
769 cp.netname = "Control point";
771 cp.solid = SOLID_BBOX;
772 set_movetype(cp, MOVETYPE_NONE);
773 settouch(cp, ons_ControlPoint_Touch);
774 setthink(cp, ons_ControlPoint_Think);
775 cp.nextthink = time + ONS_CP_THINKRATE;
776 cp.reset = ons_ControlPoint_Reset;
778 cp.iscaptured = false;
780 cp.isshielded = true;
783 setmodel(cp, MDL_ONS_CP_PAD1);
785 // control point placement
786 if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
789 set_movetype(cp, MOVETYPE_NONE);
791 else // drop to floor, automatically find a platform and set that as spawn origin
793 setorigin(cp, cp.origin + '0 0 20');
795 DropToFloor_QC_DelayedInit(cp);
796 set_movetype(cp, MOVETYPE_TOSS);
800 WaypointSprite_SpawnFixed(WP_Null, cp.origin + CPGEN_WAYPOINT_OFFSET, cp, sprite, RADARICON_NONE);
801 WaypointSprite_UpdateRule(cp.sprite, cp.team, SPRITERULE_TEAMPLAY);
803 InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
807 // =========================
808 // Main Generator Functions
809 // =========================
811 entity ons_Generator_Waypoint(entity e)
814 return WP_OnsGenShielded;
818 void ons_Generator_UpdateSprite(entity e)
820 entity s1 = ons_Generator_Waypoint(e);
821 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
823 if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
825 e.lastteam = e.team + 2;
826 e.lastshielded = e.isshielded;
830 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
832 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
837 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
839 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
841 WaypointSprite_Ping(e.sprite);
846 bool clientcamera_send(entity this, entity to, int sf)
848 WriteHeader(MSG_ENTITY, ENT_ONSCAMERA);
849 WriteVector(MSG_ENTITY, this.origin);
850 WriteAngleVector(MSG_ENTITY, this.angles);
854 void ons_camSetup(entity this)
857 vector ang = '0 0 0';
858 vector best_ang = '0 0 0';
859 float best_trace_fraction = 0;
862 dir = vec2(cos(ang.y * DEG2RAD), sin(ang.y * DEG2RAD));
864 traceline(this.origin, this.origin - dir, MOVE_WORLDONLY, this);
865 if(trace_fraction > best_trace_fraction)
867 best_trace_fraction = trace_fraction;
869 if(trace_fraction == 1)
876 cam.origin = this.origin;
877 setorigin(cam, cam.origin);
878 cam.angles = best_ang;
879 Net_LinkEntity(cam, false, 0, clientcamera_send);
881 FOREACH_CLIENT(true, it.clientcamera = cam;);
883 // NOTE: engine networked
884 WriteByte(MSG_ALL, SVC_SETVIEWANGLES);
885 WriteAngle(MSG_ALL, cam.angles_x);
886 WriteAngle(MSG_ALL, cam.angles_y);
887 WriteAngle(MSG_ALL, cam.angles_z);
890 void ons_GeneratorDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
892 if(damage <= 0) return;
893 if(warmup_stage || game_stopped) return;
894 if(!round_handler_IsRoundStarted()) return;
896 if (attacker != this)
900 // generator is protected by a shield, so ignore the damage
901 if (time > this.pain_finished)
902 if (IS_PLAYER(attacker))
904 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
905 attacker.typehitsound += 1;
906 this.pain_finished = time + 1;
910 if (time > this.pain_finished)
912 this.pain_finished = time + 10;
913 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && SAME_TEAM(it, this), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK));
914 play2team(this.team, SND(ONS_GENERATOR_UNDERATTACK));
917 TakeResource(this, RES_HEALTH, damage);
918 float hlth = GetResource(this, RES_HEALTH);
919 WaypointSprite_UpdateHealth(this.sprite, hlth);
920 // choose an animation frame based on health
921 this.frame = 10 * bound(0, (1 - hlth / this.max_health), 1);
922 // see if the generator is still functional, or dying
925 this.lasthealth = hlth;
929 if (attacker == this)
930 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME));
933 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED));
934 GameRules_scoring_add(attacker, SCORE, 100);
936 this.iscaptured = false;
937 this.islinked = false;
938 this.isshielded = false;
939 this.takedamage = DAMAGE_NO; // can't be hurt anymore
940 this.event_damage = func_null; // won't do anything if hurt
941 this.event_heal = func_null;
942 this.count = 0; // reset counter
943 setthink(this, func_null);
945 //this.think(); // do the first explosion now
947 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
948 WaypointSprite_Ping(this.sprite);
949 //WaypointSprite_Kill(this.sprite); // can't do this yet, code too poor
951 onslaught_updatelinks();
956 // Throw some flaming gibs on damage, more damage = more chance for gib
957 if(random() < damage/220)
959 sound(this, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
963 // particles on every hit
964 Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
968 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
970 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
973 this.SendFlags |= GSF_STATUS;
976 bool ons_GeneratorHeal(entity targ, entity inflictor, float amount, float limit)
978 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
979 float hlth = GetResource(targ, RES_HEALTH);
980 if (hlth <= 0 || hlth >= true_limit)
983 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
984 hlth = GetResource(targ, RES_HEALTH);
985 WaypointSprite_UpdateHealth(targ.sprite, hlth);
986 targ.frame = 10 * bound(0, (1 - hlth / targ.max_health), 1);
987 targ.lasthealth = hlth;
988 targ.SendFlags |= GSF_STATUS;
992 void ons_GeneratorThink(entity this)
994 this.nextthink = time + GEN_THINKRATE;
996 if (game_stopped || this.isshielded || time < this.wait)
999 this.wait = time + 5;
1000 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it),
1002 if (SAME_TEAM(it, this))
1004 Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
1006 soundto(MSG_ONE, this, CHAN_AUTO, SND(ONS_GENERATOR_ALARM), VOL_BASE, ATTEN_NONE, 0);
1009 Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_ONS_NOTSHIELDED));
1013 void ons_GeneratorReset(entity this)
1015 this.team = this.team_saved;
1016 SetResourceExplicit(this, RES_HEALTH, autocvar_g_onslaught_gen_health);
1017 this.lasthealth = this.max_health = autocvar_g_onslaught_gen_health;
1018 this.takedamage = DAMAGE_AIM;
1019 this.bot_attack = true;
1020 if(!IL_CONTAINS(g_bot_targets, this))
1021 IL_PUSH(g_bot_targets, this);
1022 this.iscaptured = true;
1023 this.islinked = true;
1024 this.isshielded = true;
1025 this.event_damage = ons_GeneratorDamage;
1026 this.event_heal = ons_GeneratorHeal;
1027 setthink(this, ons_GeneratorThink);
1028 this.nextthink = time + GEN_THINKRATE;
1030 Net_LinkEntity(this, false, 0, generator_send);
1032 this.SendFlags = GSF_SETUP; // just incase
1033 this.SendFlags |= GSF_STATUS;
1035 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1036 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1037 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
1039 onslaught_updatelinks();
1042 void ons_DelayedGeneratorSetup(entity this)
1045 waypoint_spawnforitem_force(this, this.origin);
1046 this.nearestwaypointtimeout = 0; // activate waypointing again
1047 this.bot_basewaypoint = this.nearestwaypoint;
1049 // captureshield setup
1050 ons_CaptureShield_Spawn(this, MDL_ONS_GEN_SHIELD);
1052 onslaught_updatelinks();
1054 Net_LinkEntity(this, false, 0, generator_send);
1058 void onslaught_generator_touch(entity this, entity toucher)
1060 if ( IS_PLAYER(toucher) )
1061 if ( SAME_TEAM(this,toucher) )
1062 if ( this.iscaptured )
1064 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
1068 void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
1071 int teamnum = gen.team;
1074 gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
1075 ons_worldgeneratorlist = gen;
1077 gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnum));
1078 gen.solid = SOLID_BBOX;
1079 gen.team_saved = teamnum;
1080 IL_PUSH(g_saved_team, gen);
1081 set_movetype(gen, MOVETYPE_NONE);
1082 gen.lasthealth = gen.max_health = autocvar_g_onslaught_gen_health;
1083 SetResourceExplicit(gen, RES_HEALTH, autocvar_g_onslaught_gen_health);
1084 gen.takedamage = DAMAGE_AIM;
1085 gen.bot_attack = true;
1086 IL_PUSH(g_bot_targets, gen);
1087 gen.event_damage = ons_GeneratorDamage;
1088 gen.event_heal = ons_GeneratorHeal;
1089 gen.reset = ons_GeneratorReset;
1090 setthink(gen, ons_GeneratorThink);
1091 gen.nextthink = time + GEN_THINKRATE;
1092 gen.iscaptured = true;
1093 gen.islinked = true;
1094 gen.isshielded = true;
1095 settouch(gen, onslaught_generator_touch);
1098 // model handled by CSQC
1099 setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
1100 setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
1101 gen.colormap = 1024 + (teamnum - 1) * 17;
1103 // generator placement
1104 DropToFloor_QC_DelayedInit(gen);
1107 WaypointSprite_SpawnFixed(WP_Null, gen.origin + CPGEN_WAYPOINT_OFFSET, gen, sprite, RADARICON_NONE);
1108 WaypointSprite_UpdateRule(gen.sprite, gen.team, SPRITERULE_TEAMPLAY);
1109 WaypointSprite_UpdateMaxHealth(gen.sprite, gen.max_health);
1110 WaypointSprite_UpdateHealth(gen.sprite, GetResource(gen, RES_HEALTH));
1112 InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
1120 int total_generators;
1121 void Onslaught_count_generators()
1124 total_generators = 0;
1125 for (int i = 1; i <= NUM_TEAMS; ++i)
1127 Team_SetNumberOfOwnedItems(Team_GetTeamFromIndex(i), 0);
1129 for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
1132 if (GetResource(e, RES_HEALTH) < 1)
1136 entity team_ = Entity_GetTeam(e);
1137 int num_generators = Team_GetNumberOfOwnedItems(team_);
1139 Team_SetNumberOfOwnedItems(team_, num_generators);
1143 void nades_Clear(entity e);
1145 bool Onslaught_CheckWinner()
1147 if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
1149 ons_stalemate = true;
1151 if (!wpforenemy_announced)
1153 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
1154 sound(NULL, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE);
1156 wpforenemy_announced = true;
1159 entity tmp_entity; // temporary entity
1161 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay)
1163 // tmp_entity.max_health / 300 gives 5 minutes of overtime.
1164 // control points reduce the overtime duration.
1167 for(e = ons_worldcplist; e; e = e.ons_worldcpnext)
1169 if(DIFF_TEAM(e, tmp_entity))
1174 if(autocvar_g_campaign && autocvar__campaign_testrun)
1175 d = d * tmp_entity.max_health;
1177 d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
1179 Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, tmp_entity.origin, '0 0 0');
1181 tmp_entity.sprite.SendFlags |= 16;
1183 tmp_entity.ons_overtime_damagedelay = time + 1;
1186 else { wpforenemy_announced = false; ons_stalemate = false; }
1188 Onslaught_count_generators();
1189 int winner_team = Team_GetWinnerTeam_WithOwnedItems(1);
1195 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
1196 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
1197 TeamScore_AddToTeam(winner_team, ST_ONS_GENS, +1);
1199 else if(winner_team == -1)
1201 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
1202 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
1205 ons_stalemate = false;
1207 play2all(SND(CTF_CAPTURE(winner_team)));
1209 round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
1211 FOREACH_CLIENT(IS_PLAYER(it), {
1212 STAT(ROUNDLOST, it) = true;
1213 it.player_blocked = true;
1218 game_stopped = true;
1222 bool Onslaught_CheckPlayers()
1227 void Onslaught_RoundStart()
1230 FOREACH_CLIENT(IS_PLAYER(it), it.player_blocked = false);
1232 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1233 tmp_entity.sprite.SendFlags |= 16;
1235 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1236 tmp_entity.sprite.SendFlags |= 16;
1244 // NOTE: LEGACY CODE, needs to be re-written!
1246 void havocbot_role_ons_setrole(entity this, int role)
1250 case HAVOCBOT_ONS_ROLE_DEFENSE:
1251 LOG_DEBUG(this.netname, " switched to defense");
1252 this.havocbot_role = havocbot_role_ons_defense;
1253 this.havocbot_role_timeout = 0;
1255 case HAVOCBOT_ONS_ROLE_ASSISTANT:
1256 LOG_DEBUG(this.netname, " switched to assistant");
1257 this.havocbot_role = havocbot_role_ons_assistant;
1258 this.havocbot_role_timeout = 0;
1260 case HAVOCBOT_ONS_ROLE_OFFENSE:
1261 LOG_DEBUG(this.netname, " switched to offense");
1262 this.havocbot_role = havocbot_role_ons_offense;
1263 this.havocbot_role_timeout = 0;
1268 void havocbot_goalrating_ons_controlpoints_attack(entity this, float ratingscale)
1270 entity cp, cp1, cp2, best, wp;
1271 float radius, bestvalue;
1275 // Filter control points
1276 for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
1279 cp2.wpconsidered = false;
1284 // Ignore owned controlpoints
1285 if(!((cp2.aregensneighbor & BIT(this.team)) || (cp2.arecpsneighbor & BIT(this.team))))
1288 // Count team mates interested in this control point
1289 // (easier and cleaner than keeping counters per cp and teams)
1290 FOREACH_CLIENT(it != this && IS_PLAYER(it), {
1291 if(SAME_TEAM(it, this))
1292 if(it.havocbot_role == havocbot_role_ons_offense)
1293 if(it.havocbot_ons_target == cp2)
1297 // NOTE: probably decrease the cost of attackable control points
1299 cp2.wpconsidered = true;
1302 // We'll consider only the best case
1303 bestvalue = FLOAT_MAX;
1305 for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext)
1307 if (!cp1.wpconsidered)
1310 if(cp1.wpcost<bestvalue)
1312 bestvalue = cp1.wpcost;
1314 this.havocbot_ons_target = cp1;
1321 LOG_DEBUG(this.netname, " chose cp ranked ", ftos(bestvalue));
1325 // Should be attacked
1326 // Rate waypoints near it
1329 bestvalue = FLOAT_MAX;
1330 for (radius = 500; radius <= 1000 && !found; radius += 500)
1332 IL_EACH(g_waypoints, vdist(cp.origin - it.origin, <, radius),
1334 if (!(it.wpflags & WAYPOINTFLAG_GENERATED) && checkpvs(it.origin, cp))
1337 if (it.cnt < bestvalue)
1348 navigation_routerating(this, best, ratingscale, 10000);
1351 this.havocbot_attack_time = 0;
1352 if(checkpvs(this.origin + this.view_ofs, cp))
1353 if(checkpvs(this.origin + this.view_ofs, best))
1354 this.havocbot_attack_time = time + 2;
1358 navigation_routerating(this, cp, ratingscale, 10000);
1360 LOG_DEBUG(this.netname, " found an attackable controlpoint at ", vtos(cp.origin));
1364 // Should be touched
1365 LOG_DEBUG(this.netname, " found a touchable controlpoint at ", vtos(cp.origin));
1366 navigation_routerating(this, cp, ratingscale * 2, 10000);
1370 bool havocbot_goalrating_ons_generator_attack(entity this, float ratingscale)
1372 entity g, wp, bestwp;
1376 for(g = ons_worldgeneratorlist; g; g = g.ons_worldgeneratornext)
1378 if(SAME_TEAM(g, this) || g.isshielded)
1381 // Should be attacked
1382 // Rate waypoints near it
1385 bestvalue = FLOAT_MAX;
1387 IL_EACH(g_waypoints, vdist(g.origin - it.origin, <, 400),
1389 if (checkpvs(it.origin, g))
1392 if (it.cnt < bestvalue)
1402 LOG_DEBUG("waypoints found around generator");
1403 navigation_routerating(this, bestwp, ratingscale, 10000);
1406 this.havocbot_attack_time = 0;
1407 if(checkpvs(this.origin + this.view_ofs, g))
1408 if(checkpvs(this.origin + this.view_ofs, bestwp))
1409 this.havocbot_attack_time = time + 5;
1415 LOG_DEBUG("generator found without waypoints around");
1416 // if there aren't waypoints near the generator go straight to it
1417 navigation_routerating(this, g, ratingscale, 10000);
1418 this.havocbot_attack_time = 0;
1425 void havocbot_role_ons_offense(entity this)
1429 this.havocbot_attack_time = 0;
1430 havocbot_ons_reset_role(this);
1434 // Set the role timeout if necessary
1435 if (!this.havocbot_role_timeout)
1436 this.havocbot_role_timeout = time + 120;
1438 if (time > this.havocbot_role_timeout)
1440 havocbot_ons_reset_role(this);
1444 if(this.havocbot_attack_time>time)
1447 if (navigation_goalrating_timeout(this))
1449 navigation_goalrating_start(this);
1450 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
1451 if(!havocbot_goalrating_ons_generator_attack(this, 10000))
1452 havocbot_goalrating_ons_controlpoints_attack(this, 10000);
1453 havocbot_goalrating_items(this, 25000, this.origin, 10000);
1454 navigation_goalrating_end(this);
1456 navigation_goalrating_timeout_set(this);
1460 void havocbot_role_ons_assistant(entity this)
1462 havocbot_ons_reset_role(this);
1465 void havocbot_role_ons_defense(entity this)
1467 havocbot_ons_reset_role(this);
1470 void havocbot_ons_reset_role(entity this)
1475 this.havocbot_ons_target = NULL;
1477 // TODO: Defend control points or generator if necessary
1479 havocbot_role_ons_setrole(this, HAVOCBOT_ONS_ROLE_OFFENSE);
1484 * Find control point or generator owned by the same team self which is nearest to pos
1485 * if max_dist is positive, only control points within this range will be considered
1487 entity ons_Nearest_ControlPoint(entity this, vector pos, float max_dist)
1489 entity closest_target = NULL;
1490 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1492 if(SAME_TEAM(cp, this))
1494 if(max_dist <= 0 || vdist(cp.origin - pos, <=, max_dist))
1495 if(vlen2(cp.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1496 closest_target = cp;
1498 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1500 if(SAME_TEAM(gen, this))
1501 if(max_dist <= 0 || vdist(gen.origin - pos, <, max_dist))
1502 if(vlen2(gen.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1503 closest_target = gen;
1506 return closest_target;
1510 * Find control point or generator owned by the same team self which is nearest to pos
1511 * if max_dist is positive, only control points within this range will be considered
1512 * This function only check distances on the XY plane, disregarding Z
1514 entity ons_Nearest_ControlPoint_2D(entity this, vector pos, float max_dist)
1516 entity closest_target = NULL;
1518 float smallest_distance = 0, distance;
1520 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1522 delta = cp.origin - pos;
1524 distance = vlen(delta);
1526 if(SAME_TEAM(cp, this))
1528 if(max_dist <= 0 || distance <= max_dist)
1529 if(closest_target == NULL || distance <= smallest_distance )
1531 closest_target = cp;
1532 smallest_distance = distance;
1535 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1537 delta = gen.origin - pos;
1539 distance = vlen(delta);
1541 if(SAME_TEAM(gen, this))
1542 if(max_dist <= 0 || distance <= max_dist)
1543 if(closest_target == NULL || distance <= smallest_distance )
1545 closest_target = gen;
1546 smallest_distance = distance;
1550 return closest_target;
1553 * find the number of control points and generators in the same team as this
1555 int ons_Count_SelfControlPoints(entity this)
1558 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1560 if(SAME_TEAM(cp, this))
1564 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1566 if(SAME_TEAM(gen, this))
1573 * Teleport player to a random position near tele_target
1574 * if tele_effects is true, teleport sound+particles are created
1575 * return false on failure
1577 bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects)
1585 // narrow the range for each iteration to increase chances that a spawnpoint
1586 // can be found even if there's little room around the control point
1587 float iteration_scale = 1;
1588 for(i = 0; i < 16; ++i)
1590 iteration_scale -= i / 16;
1591 theta = random() * 2 * M_PI;
1595 loc *= random() * range * iteration_scale;
1597 loc += tele_target.origin + '0 0 128' * iteration_scale;
1599 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1600 if(trace_fraction == 1.0 && !trace_startsolid)
1602 traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the NULL
1603 if(trace_fraction == 1.0 && !trace_startsolid)
1607 Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
1608 sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
1610 setorigin(player, loc);
1611 player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
1612 makevectors(player.angles);
1613 player.fixangle = true;
1614 if (IS_BOT_CLIENT(player))
1616 player.v_angle = player.angles;
1617 bot_aim_reset(player);
1619 player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
1622 Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
1635 MUTATOR_HOOKFUNCTION(ons, reset_map_global)
1637 FOREACH_CLIENT(IS_PLAYER(it), {
1638 STAT(ROUNDLOST, it) = false;
1639 it.ons_deathloc = '0 0 0';
1640 PutClientInServer(it);
1641 it.clientcamera = it;
1646 MUTATOR_HOOKFUNCTION(ons, ClientDisconnect)
1648 entity player = M_ARGV(0, entity);
1650 player.ons_deathloc = '0 0 0';
1653 MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver)
1655 entity player = M_ARGV(0, entity);
1657 player.ons_deathloc = '0 0 0';
1660 MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
1662 entity player = M_ARGV(0, entity);
1664 if(!round_handler_IsRoundStarted())
1666 player.player_blocked = true;
1671 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1673 l.sprite.SendFlags |= 16;
1675 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1677 l.sprite.SendFlags |= 16;
1680 if(ons_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
1682 if ( autocvar_g_onslaught_spawn_choose )
1683 if ( player.ons_spawn_by )
1684 if ( ons_Teleport(player,player.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
1686 player.ons_spawn_by = NULL;
1690 if(autocvar_g_onslaught_spawn_at_controlpoints)
1691 if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
1693 float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
1694 entity tmp_entity, closest_target = NULL;
1695 vector spawn_loc = player.ons_deathloc;
1697 // new joining player or round reset, don't bother checking
1698 if(spawn_loc == '0 0 0') { return false; }
1700 if(random_target) { RandomSelection_Init(); }
1702 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1704 if(SAME_TEAM(tmp_entity, player))
1707 RandomSelection_AddEnt(tmp_entity, 1, 1);
1708 else if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1709 closest_target = tmp_entity;
1713 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1719 float iteration_scale = 1;
1720 for(i = 0; i < 10; ++i)
1722 iteration_scale -= i / 10;
1723 loc = closest_target.origin + '0 0 96' * iteration_scale;
1724 loc += ('0 1 0' * random()) * 128 * iteration_scale;
1725 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1726 if(trace_fraction == 1.0 && !trace_startsolid)
1728 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1729 if(trace_fraction == 1.0 && !trace_startsolid)
1731 setorigin(player, loc);
1732 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1740 if(autocvar_g_onslaught_spawn_at_generator)
1741 if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
1743 float random_target = autocvar_g_onslaught_spawn_at_generator_random;
1744 entity tmp_entity, closest_target = NULL;
1745 vector spawn_loc = player.ons_deathloc;
1747 // new joining player or round reset, don't bother checking
1748 if(spawn_loc == '0 0 0') { return false; }
1750 if(random_target) { RandomSelection_Init(); }
1752 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1755 RandomSelection_AddEnt(tmp_entity, 1, 1);
1758 if(SAME_TEAM(tmp_entity, player))
1759 if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1760 closest_target = tmp_entity;
1764 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1770 float iteration_scale = 1;
1771 for(i = 0; i < 10; ++i)
1773 iteration_scale -= i / 10;
1774 loc = closest_target.origin + '0 0 128' * iteration_scale;
1775 loc += ('0 1 0' * random()) * 256 * iteration_scale;
1776 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1777 if(trace_fraction == 1.0 && !trace_startsolid)
1779 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1780 if(trace_fraction == 1.0 && !trace_startsolid)
1782 setorigin(player, loc);
1783 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1794 MUTATOR_HOOKFUNCTION(ons, PlayerDies)
1796 entity frag_target = M_ARGV(2, entity);
1798 frag_target.ons_deathloc = frag_target.origin;
1800 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1802 l.sprite.SendFlags |= 16;
1804 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1806 l.sprite.SendFlags |= 16;
1809 if ( autocvar_g_onslaught_spawn_choose )
1810 if ( ons_Count_SelfControlPoints(frag_target) > 1 )
1811 stuffcmd(frag_target, "qc_cmd_cl hud clickradar\n");
1816 MUTATOR_HOOKFUNCTION(ons, MonsterMove)
1818 entity mon = M_ARGV(0, entity);
1820 entity e = find(NULL, targetname, mon.target);
1825 void ons_MonsterSpawn_Delayed(entity this)
1827 entity own = this.owner;
1829 if(!own) { delete(this); return; }
1833 entity e = find(NULL, target, own.targetname);
1838 own.use(own, e, NULL);
1845 MUTATOR_HOOKFUNCTION(ons, MonsterSpawn)
1847 entity mon = M_ARGV(0, entity);
1851 InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
1854 void ons_TurretSpawn_Delayed(entity this)
1856 entity own = this.owner;
1858 if(!own) { delete(this); return; }
1862 entity e = find(NULL, target, own.targetname);
1866 own.active = ACTIVE_NOT;
1868 own.use(own, e, NULL);
1875 MUTATOR_HOOKFUNCTION(ons, TurretSpawn)
1877 entity turret = M_ARGV(0, entity);
1881 InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
1886 MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole)
1888 entity bot = M_ARGV(0, entity);
1890 havocbot_ons_reset_role(bot);
1894 MUTATOR_HOOKFUNCTION(ons, TeamBalance_CheckAllowedTeams)
1896 // onslaught is special
1897 for(entity tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1899 if (Team_IsValidTeam(tmp_entity.team))
1901 M_ARGV(0, float) |= Team_TeamToBit(tmp_entity.team);
1908 MUTATOR_HOOKFUNCTION(ons, SpectateCopy)
1910 entity spectatee = M_ARGV(0, entity);
1911 entity client = M_ARGV(1, entity);
1913 STAT(ROUNDLOST, client) = STAT(ROUNDLOST, spectatee); // make spectators see it too
1916 MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
1918 if(MUTATOR_RETURNVALUE) // command was already handled?
1921 entity player = M_ARGV(0, entity);
1922 string cmd_name = M_ARGV(1, string);
1923 int cmd_argc = M_ARGV(2, int);
1925 if ( cmd_name == "ons_spawn" )
1927 vector pos = player.origin;
1929 pos_x = stof(argv(1));
1931 pos_y = stof(argv(2));
1933 pos_z = stof(argv(3));
1935 if ( IS_PLAYER(player) )
1937 if ( !STAT(FROZEN, player) )
1939 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
1941 if ( !source_point && GetResource(player, RES_HEALTH) > 0 )
1943 sprint(player, "\nYou need to be next to a control point\n");
1948 entity closest_target = ons_Nearest_ControlPoint_2D(player, pos, autocvar_g_onslaught_click_radius);
1950 if ( closest_target == NULL )
1952 sprint(player, "\nNo control point found\n");
1956 if ( GetResource(player, RES_HEALTH) <= 0 )
1958 player.ons_spawn_by = closest_target;
1959 player.respawn_flags = player.respawn_flags | RESPAWN_FORCE;
1963 if ( source_point == closest_target )
1965 sprint(player, "\nTeleporting to the same point\n");
1969 if ( !ons_Teleport(player,closest_target,autocvar_g_onslaught_teleport_radius,true) )
1970 sprint(player, "\nUnable to teleport there\n");
1976 sprint(player, "\nNo teleportation for you\n");
1984 MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
1986 if(MUTATOR_RETURNVALUE || game_stopped) return false;
1988 entity player = M_ARGV(0, entity);
1990 if((time > player.teleport_antispam) && (!IS_DEAD(player)) && !player.vehicle)
1992 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
1995 stuffcmd(player, "qc_cmd_cl hud clickradar\n");
2001 MUTATOR_HOOKFUNCTION(ons, PlayHitsound)
2003 entity frag_victim = M_ARGV(0, entity);
2005 return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
2006 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
2009 MUTATOR_HOOKFUNCTION(ons, SendWaypoint)
2011 entity wp = M_ARGV(0, entity);
2012 entity to = M_ARGV(1, entity);
2013 int sf = M_ARGV(2, int);
2014 int wp_flag = M_ARGV(3, int);
2018 if(wp.owner.classname == "onslaught_controlpoint")
2020 entity wp_owner = wp.owner;
2021 entity e = WaypointSprite_getviewentity(to);
2022 if(SAME_TEAM(e, wp_owner) && GetResource(wp_owner.goalentity, RES_HEALTH) >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
2023 if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; }
2025 if(wp.owner.classname == "onslaught_generator")
2027 entity wp_owner = wp.owner;
2028 if(wp_owner.isshielded && GetResource(wp_owner, RES_HEALTH) >= wp_owner.max_health) { wp_flag |= 2; }
2029 if(GetResource(wp_owner, RES_HEALTH) <= 0) { wp_flag |= 2; }
2033 M_ARGV(3, int) = wp_flag;
2036 MUTATOR_HOOKFUNCTION(ons, TurretValidateTarget)
2038 entity turret_target = M_ARGV(1, entity);
2040 if(substring(turret_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
2042 M_ARGV(3, float) = -3;
2049 MUTATOR_HOOKFUNCTION(ons, TurretThink)
2051 entity turret = M_ARGV(0, entity);
2053 // ONS uses somewhat backwards linking.
2056 entity e = find(NULL, targetname, turret.target);
2058 turret.team = e.team;
2061 if(turret.team != turret.tur_head.team)
2062 turret_respawn(turret);
2070 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
2071 Link between control points.
2073 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.
2076 "target" - first control point.
2077 "target2" - second control point.
2079 spawnfunc(onslaught_link)
2081 if(!g_onslaught) { delete(this); return; }
2083 if (this.target == "" || this.target2 == "")
2084 objerror(this, "target and target2 must be set\n");
2086 this.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
2087 ons_worldlinklist = this;
2089 InitializeEntity(this, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
2090 Net_LinkEntity(this, false, 0, ons_Link_Send);
2093 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
2094 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
2096 This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
2099 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2100 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
2101 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
2104 spawnfunc(onslaught_controlpoint)
2106 if(!g_onslaught) { delete(this); return; }
2108 ons_ControlPoint_Setup(this);
2111 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
2114 spawnfunc_onslaught_link entities can target this.
2117 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
2118 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2120 spawnfunc(onslaught_generator)
2122 if(!g_onslaught) { delete(this); return; }
2123 if(!this.team) { objerror(this, "team must be set"); }
2125 ons_GeneratorSetup(this);
2129 void ons_ScoreRules()
2131 entity balance = TeamBalance_CheckAllowedTeams(NULL);
2132 int teams = TeamBalance_GetAllowedTeams(balance);
2133 TeamBalance_Destroy(balance);
2134 GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
2135 field_team(ST_ONS_GENS, "generators", SFL_SORT_PRIO_PRIMARY);
2136 field(SP_ONS_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
2137 field(SP_ONS_TAKES, "takes", 0);
2141 void ons_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up
2145 round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
2146 round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
2149 void ons_Initialize()
2152 g_onsshields = IL_NEW();
2153 ons_captureshield_force = autocvar_g_onslaught_shield_force;
2155 cam = new(objective_camera);
2157 InitializeEntity(NULL, ons_DelayedInit, INITPRIO_GAMETYPE);