1 #include "sv_onslaught.qh"
2 #include "sv_controlpoint.qh"
3 #include "sv_generator.qh"
5 #include <server/g_damage.qh>
6 #include <common/mapobjects/defs.qh>
10 float autocvar_g_onslaught_teleport_wait;
11 bool autocvar_g_onslaught_spawn_at_controlpoints;
12 bool autocvar_g_onslaught_spawn_at_generator;
13 float autocvar_g_onslaught_cp_proxydecap;
14 float autocvar_g_onslaught_cp_proxydecap_distance = 512;
15 float autocvar_g_onslaught_cp_proxydecap_dps = 100;
16 float autocvar_g_onslaught_spawn_at_controlpoints_chance = 0.5;
17 float autocvar_g_onslaught_spawn_at_controlpoints_random;
18 float autocvar_g_onslaught_spawn_at_generator_chance;
19 float autocvar_g_onslaught_spawn_at_generator_random;
20 float autocvar_g_onslaught_cp_buildhealth;
21 float autocvar_g_onslaught_cp_buildtime;
22 float autocvar_g_onslaught_cp_health;
23 float autocvar_g_onslaught_cp_regen;
24 float autocvar_g_onslaught_gen_health;
25 float autocvar_g_onslaught_shield_force = 100;
26 float autocvar_g_onslaught_allow_vehicle_touch;
27 float autocvar_g_onslaught_round_timelimit;
28 float autocvar_g_onslaught_warmup;
29 float autocvar_g_onslaught_teleport_radius;
30 float autocvar_g_onslaught_spawn_choose;
31 float autocvar_g_onslaught_click_radius;
35 // =======================
36 // CaptureShield Functions
37 // =======================
39 bool clientcamera_send(entity this, entity to, int sf)
41 WriteHeader(MSG_ENTITY, ENT_ONSCAMERA);
43 WriteVector(MSG_ENTITY, this.origin);
45 WriteAngleVector(MSG_ENTITY, this.angles);
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 onslaught_updatelinks()
120 // first check if the game has ended
121 LOG_DEBUG("--- updatelinks ---");
122 // mark generators as being shielded and networked
123 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
126 LOG_DEBUG(etos(l), " (generator) belongs to team ", ftos(l.team));
128 LOG_DEBUG(etos(l), " (generator) is destroyed");
129 l.islinked = l.iscaptured;
130 l.isshielded = l.iscaptured;
131 l.sprite.SendFlags |= 16;
133 // mark points as shielded and not networked
134 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
138 l.aregensneighbor = 0;
139 l.arecpsneighbor = 0;
140 LOG_DEBUG(etos(l), " (point) belongs to team ", ftos(l.team));
141 l.sprite.SendFlags |= 16;
143 // flow power outward from the generators through the network
148 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
150 // if both points are captured by the same team, and only one of
151 // them is powered, mark the other one as powered as well
152 if (l.enemy.iscaptured && l.goalentity.iscaptured)
153 if (l.enemy.islinked != l.goalentity.islinked)
154 if(SAME_TEAM(l.enemy, l.goalentity))
156 if (!l.goalentity.islinked)
159 l.goalentity.islinked = true;
160 LOG_DEBUG(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)");
162 else if (!l.enemy.islinked)
165 l.enemy.islinked = true;
166 LOG_DEBUG(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)");
171 // now that we know which points are powered we can mark their neighbors
172 // as unshielded if team differs
173 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
175 if (l.goalentity.islinked)
177 if(DIFF_TEAM(l.goalentity, l.enemy))
179 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)");
180 l.enemy.isshielded = false;
182 if(l.goalentity.classname == "onslaught_generator")
183 l.enemy.aregensneighbor |= BIT(l.goalentity.team);
185 l.enemy.arecpsneighbor |= BIT(l.goalentity.team);
187 if (l.enemy.islinked)
189 if(DIFF_TEAM(l.goalentity, l.enemy))
191 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)");
192 l.goalentity.isshielded = false;
194 if(l.enemy.classname == "onslaught_generator")
195 l.goalentity.aregensneighbor |= BIT(l.enemy.team);
197 l.goalentity.arecpsneighbor |= BIT(l.enemy.team);
200 // now update the generators
201 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
205 LOG_DEBUG(etos(l), " (generator) is shielded");
206 l.takedamage = DAMAGE_NO;
208 IL_REMOVE(g_bot_targets, l);
209 l.bot_attack = false;
213 LOG_DEBUG(etos(l), " (generator) is not shielded");
214 l.takedamage = DAMAGE_AIM;
216 IL_PUSH(g_bot_targets, l);
220 ons_Generator_UpdateSprite(l);
222 // now update the takedamage and alpha variables on control point icons
223 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
227 LOG_DEBUG(etos(l), " (point) is shielded");
230 l.goalentity.takedamage = DAMAGE_NO;
231 if(l.goalentity.bot_attack)
232 IL_REMOVE(g_bot_targets, l.goalentity);
233 l.goalentity.bot_attack = false;
238 LOG_DEBUG(etos(l), " (point) is not shielded");
241 l.goalentity.takedamage = DAMAGE_AIM;
242 if(!l.goalentity.bot_attack)
243 IL_PUSH(g_bot_targets, l.goalentity);
244 l.goalentity.bot_attack = true;
247 ons_ControlPoint_UpdateSprite(l);
249 IL_EACH(g_onsshields, true,
251 it.team = it.enemy.team;
252 it.colormap = it.enemy.colormap;
257 // ===================
258 // Main Link Functions
259 // ===================
261 bool ons_Link_Send(entity this, entity to, int sendflags)
263 WriteHeader(MSG_ENTITY, ENT_CLIENT_RADARLINK);
264 WriteByte(MSG_ENTITY, sendflags);
267 WriteVector(MSG_ENTITY, this.goalentity.origin);
271 WriteVector(MSG_ENTITY, this.enemy.origin);
275 WriteByte(MSG_ENTITY, this.clientcolors); // which is goalentity's color + enemy's color * 16
280 void ons_Link_CheckUpdate(entity this)
282 // TODO check if the two sides have moved (currently they won't move anyway)
283 float cc = 0, cc1 = 0, cc2 = 0;
285 if(this.goalentity.islinked || this.goalentity.iscaptured) { cc1 = (this.goalentity.team - 1) * 0x01; }
286 if(this.enemy.islinked || this.enemy.iscaptured) { cc2 = (this.enemy.team - 1) * 0x10; }
290 if(cc != this.clientcolors)
292 this.clientcolors = cc;
296 this.nextthink = time;
299 void ons_DelayedLinkSetup(entity this)
301 this.goalentity = find(NULL, targetname, this.target);
302 this.enemy = find(NULL, targetname, this.target2);
303 if(!this.goalentity) { objerror(this, "can not find target\n"); }
304 if(!this.enemy) { objerror(this, "can not find target2\n"); }
306 LOG_DEBUG(etos(this.goalentity), " linked with ", etos(this.enemy));
308 setthink(this, ons_Link_CheckUpdate);
309 this.nextthink = time;
313 // =============================
314 // Main Control Point Functions
315 // =============================
317 int ons_ControlPoint_CanBeLinked(entity cp, int teamnum)
319 if(cp.aregensneighbor & BIT(teamnum)) return 2;
320 if(cp.arecpsneighbor & BIT(teamnum)) return 1;
325 int ons_ControlPoint_Attackable(entity cp, int teamnum)
326 // -2: SAME TEAM, attackable by enemy!
331 // 3: attack it (HIGH PRIO)
332 // 4: touch it (HIGH PRIO)
340 else if(cp.goalentity)
342 // if there's already an icon built, nothing happens
343 if(cp.team == teamnum)
345 a = ons_ControlPoint_CanBeLinked(cp, teamnum);
346 if(a) // attackable by enemy?
347 return -2; // EMERGENCY!
350 // we know it can be linked, so no need to check
352 a = ons_ControlPoint_CanBeLinked(cp, teamnum);
353 if(a == 2) // near our generator?
354 return 3; // EMERGENCY!
360 if(ons_ControlPoint_CanBeLinked(cp, teamnum))
362 a = ons_ControlPoint_CanBeLinked(cp, teamnum); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
364 return 4; // GET THIS ONE NOW!
366 return 2; // TOUCH ME
372 void ons_ControlPoint_Icon_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
374 if(damage <= 0) { return; }
376 if (this.owner.isshielded)
378 // this is protected by a shield, so ignore the damage
379 if (time > this.pain_finished)
380 if (IS_PLAYER(attacker))
382 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
383 this.pain_finished = time + 1;
384 attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
390 if(IS_PLAYER(attacker))
391 if(time - ons_notification_time[this.team] > 10)
393 play2team(this.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
394 ons_notification_time[this.team] = time;
397 TakeResource(this, RES_HEALTH, damage);
398 if(this.owner.iscaptured)
399 WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
401 WaypointSprite_UpdateBuildFinished(this.owner.sprite, time + (this.max_health - GetResource(this, RES_HEALTH)) / (this.count / ONS_CP_THINKRATE));
402 this.pain_finished = time + 1;
403 // particles on every hit
404 pointparticles(EFFECT_SPARKS, hitloc, force*-1, 1);
407 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
409 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
411 if (GetResource(this, RES_HEALTH) < 0)
413 sound(this, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
414 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
415 if (this.owner.message != "")
416 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED), this.owner.message, attacker.netname);
418 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED_NONAME), attacker.netname);
420 GameRules_scoring_add(attacker, ONS_TAKES, 1);
421 GameRules_scoring_add(attacker, SCORE, 10);
423 this.owner.goalentity = NULL;
424 this.owner.islinked = false;
425 this.owner.iscaptured = false;
427 this.owner.colormap = 1024;
429 WaypointSprite_UpdateMaxHealth(this.owner.sprite, 0);
431 onslaught_updatelinks();
433 // Use targets now (somebody make sure this is in the right place..)
434 SUB_UseTargets(this.owner, this, NULL);
436 this.owner.waslinked = this.owner.islinked;
437 if(this.owner.model != "models/onslaught/controlpoint_pad.md3")
438 setmodel(this.owner, MDL_ONS_CP_PAD1);
439 //setsize(this, '-32 -32 0', '32 32 8');
444 this.SendFlags |= CPSF_STATUS;
447 bool ons_ControlPoint_Icon_Heal(entity targ, entity inflictor, float amount, float limit)
449 float hlth = GetResource(targ, RES_HEALTH);
450 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
451 if (hlth <= 0 || hlth >= true_limit)
454 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
455 hlth = GetResource(targ, RES_HEALTH);
456 if(targ.owner.iscaptured)
457 WaypointSprite_UpdateHealth(targ.owner.sprite, hlth);
459 WaypointSprite_UpdateBuildFinished(targ.owner.sprite, time + (targ.max_health - hlth) / (targ.count / ONS_CP_THINKRATE));
460 targ.SendFlags |= CPSF_STATUS;
464 void ons_ControlPoint_Icon_Think(entity this)
466 this.nextthink = time + ONS_CP_THINKRATE;
468 if(autocvar_g_onslaught_cp_proxydecap)
470 int _enemy_count = 0;
471 int _friendly_count = 0;
473 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
474 if(vdist(it.origin - this.origin, <, autocvar_g_onslaught_cp_proxydecap_distance))
476 if(SAME_TEAM(it, this))
483 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
484 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
486 GiveResourceWithLimit(this, RES_HEALTH, (_friendly_count - _enemy_count), this.max_health);
487 this.SendFlags |= CPSF_STATUS;
488 if(GetResource(this, RES_HEALTH) <= 0)
490 ons_ControlPoint_Icon_Damage(this, this, this, 1, 0, DMG_NOWEP, this.origin, '0 0 0');
495 if (time > this.pain_finished + 5)
497 if(GetResource(this, RES_HEALTH) < this.max_health)
499 GiveResourceWithLimit(this, RES_HEALTH, this.count, this.max_health);
500 WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
504 if(this.owner.islinked != this.owner.waslinked)
506 // unteam the spawnpoint if needed
507 int t = this.owner.team;
508 if(!this.owner.islinked)
511 SUB_UseTargets(this.owner, this, NULL);
515 this.owner.waslinked = this.owner.islinked;
519 if(random() < 0.6 - GetResource(this, RES_HEALTH) / this.max_health)
521 Send_Effect(EFFECT_ELECTRIC_SPARKS, this.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
524 sound(this, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
525 else if (random() > 0.5)
526 sound(this, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
530 void ons_ControlPoint_Icon_BuildThink(entity this)
534 this.nextthink = time + ONS_CP_THINKRATE;
536 // only do this if there is power
537 a = ons_ControlPoint_CanBeLinked(this.owner, this.owner.team);
541 GiveResource(this, RES_HEALTH, this.count);
543 this.SendFlags |= CPSF_STATUS;
545 if (GetResource(this, RES_HEALTH) >= this.max_health)
547 SetResourceExplicit(this, RES_HEALTH, this.max_health);
548 this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
549 setthink(this, ons_ControlPoint_Icon_Think);
550 sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
551 this.owner.iscaptured = true;
552 this.solid = SOLID_BBOX;
554 Send_Effect(EFFECT_CAP(this.owner.team), this.owner.origin, '0 0 0', 1);
556 WaypointSprite_UpdateMaxHealth(this.owner.sprite, this.max_health);
557 WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
559 if(IS_PLAYER(this.owner.ons_toucher))
561 if(this.owner.message != "")
563 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, this.owner.ons_toucher.netname, this.owner.message);
564 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);
565 Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, this.owner.message);
569 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE_NONAME, this.owner.ons_toucher.netname);
570 Send_Notification(NOTIF_ALL_EXCEPT, this.owner.ons_toucher, MSG_CENTER, APP_TEAM_NUM(this.owner.ons_toucher.team, CENTER_ONS_CAPTURE_TEAM_NONAME));
571 Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE_NONAME);
573 GameRules_scoring_add(this.owner.ons_toucher, ONS_CAPS, 1);
574 GameRules_scoring_add_team(this.owner.ons_toucher, SCORE, 10);
577 this.owner.ons_toucher = NULL;
579 onslaught_updatelinks();
581 // Use targets now (somebody make sure this is in the right place..)
582 SUB_UseTargets(this.owner, this, NULL);
584 this.SendFlags |= CPSF_SETUP;
586 if(this.owner.model != MDL_ONS_CP_PAD2.model_str())
587 setmodel(this.owner, MDL_ONS_CP_PAD2);
589 if(random() < 0.9 - GetResource(this, RES_HEALTH) / this.max_health)
590 Send_Effect(EFFECT_RAGE, this.origin + 10 * randomvec(), '0 0 -1', 1);
593 void onslaught_controlpoint_icon_link(entity e, void(entity this) spawnproc);
595 void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
597 entity e = new(onslaught_controlpoint_icon);
599 setsize(e, CPICON_MIN, CPICON_MAX);
600 setorigin(e, cp.origin + CPICON_OFFSET);
603 e.max_health = autocvar_g_onslaught_cp_health;
604 SetResourceExplicit(e, RES_HEALTH, autocvar_g_onslaught_cp_buildhealth);
606 e.takedamage = DAMAGE_AIM;
608 IL_PUSH(g_bot_targets, e);
609 e.event_damage = ons_ControlPoint_Icon_Damage;
610 e.event_heal = ons_ControlPoint_Icon_Heal;
611 e.team = player.team;
612 e.colormap = 1024 + (e.team - 1) * 17;
613 e.count = (e.max_health - GetResource(e, RES_HEALTH)) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
615 sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
619 cp.colormap = e.colormap;
621 Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
623 WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - GetResource(e, RES_HEALTH)) / (e.count / ONS_CP_THINKRATE));
624 WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
625 cp.sprite.SendFlags |= 16;
627 onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
630 entity ons_ControlPoint_Waypoint(entity e)
634 int a = ons_ControlPoint_Attackable(e, e.team);
636 if(a == -2) { return WP_OnsCPDefend; } // defend now
637 if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
638 if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
646 void ons_ControlPoint_UpdateSprite(entity e)
648 entity s1 = ons_ControlPoint_Waypoint(e);
649 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
652 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));
654 if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
656 if(e.iscaptured) // don't mess up build bars!
660 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
664 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
665 WaypointSprite_UpdateHealth(e.sprite, GetResource(e.goalentity, RES_HEALTH));
671 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
673 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
678 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
680 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
682 WaypointSprite_Ping(e.sprite);
684 e.lastteam = e.team + 2;
686 e.lastcaptured = e.iscaptured;
690 void ons_ControlPoint_Touch(entity this, entity toucher)
694 if(IS_VEHICLE(toucher) && toucher.owner)
696 if (!autocvar_g_onslaught_allow_vehicle_touch)
698 toucher = toucher.owner;
701 if(!IS_PLAYER(toucher)) { return; }
702 if(STAT(FROZEN, toucher)) { return; }
703 if(IS_DEAD(toucher)) { return; }
705 if ( SAME_TEAM(this,toucher) )
706 if ( this.iscaptured )
708 if(time <= toucher.teleport_antispam)
709 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
711 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
714 attackable = ons_ControlPoint_Attackable(this, toucher.team);
715 if(attackable != 2 && attackable != 4)
717 // we've verified that this player has a legitimate claim to this point,
718 // so start building the captured point icon (which only captures this
719 // point if it successfully builds without being destroyed first)
720 ons_ControlPoint_Icon_Spawn(this, toucher);
722 this.ons_toucher = toucher;
724 onslaught_updatelinks();
727 void ons_ControlPoint_Think(entity this)
729 this.nextthink = time + ONS_CP_THINKRATE;
730 CSQCMODEL_AUTOUPDATE(this);
733 void ons_ControlPoint_Reset(entity this)
736 delete(this.goalentity);
738 this.goalentity = NULL;
740 this.colormap = 1024;
741 this.iscaptured = false;
742 this.islinked = false;
743 this.isshielded = true;
744 setthink(this, ons_ControlPoint_Think);
745 this.ons_toucher = NULL;
746 this.nextthink = time + ONS_CP_THINKRATE;
747 setmodel(this, MDL_ONS_CP_PAD1);
749 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
750 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
752 onslaught_updatelinks();
754 SUB_UseTargets(this, this, NULL); // to reset the structures, playerspawns etc.
756 CSQCMODEL_AUTOUPDATE(this);
759 void ons_DelayedControlPoint_Setup(entity this)
761 onslaught_updatelinks();
763 // captureshield setup
764 ons_CaptureShield_Spawn(this, false);
766 CSQCMODEL_AUTOINIT(this);
769 void ons_ControlPoint_Setup(entity cp)
772 cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
773 ons_worldcplist = cp;
775 cp.netname = "Control point";
777 cp.solid = SOLID_BBOX;
778 set_movetype(cp, MOVETYPE_NONE);
779 settouch(cp, ons_ControlPoint_Touch);
780 setthink(cp, ons_ControlPoint_Think);
781 cp.nextthink = time + ONS_CP_THINKRATE;
782 cp.reset = ons_ControlPoint_Reset;
784 cp.iscaptured = false;
786 cp.isshielded = true;
789 setmodel(cp, MDL_ONS_CP_PAD1);
791 // control point placement
792 if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
795 set_movetype(cp, MOVETYPE_NONE);
797 else // drop to floor, automatically find a platform and set that as spawn origin
799 setorigin(cp, cp.origin + '0 0 20');
802 set_movetype(cp, MOVETYPE_TOSS);
806 WaypointSprite_SpawnFixed(WP_Null, cp.origin + CPGEN_WAYPOINT_OFFSET, cp, sprite, RADARICON_NONE);
807 WaypointSprite_UpdateRule(cp.sprite, cp.team, SPRITERULE_TEAMPLAY);
809 InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
813 // =========================
814 // Main Generator Functions
815 // =========================
817 entity ons_Generator_Waypoint(entity e)
820 return WP_OnsGenShielded;
824 void ons_Generator_UpdateSprite(entity e)
826 entity s1 = ons_Generator_Waypoint(e);
827 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
829 if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
831 e.lastteam = e.team + 2;
832 e.lastshielded = e.isshielded;
836 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
838 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
843 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
845 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
847 WaypointSprite_Ping(e.sprite);
851 void ons_camSetup(entity this)
854 vector ang = '0 0 0';
855 vector best_ang = '0 0 0';
856 float best_trace_fraction = 0;
859 dir = vec2(cos(ang.y * DEG2RAD), sin(ang.y * DEG2RAD));
861 traceline(this.origin, this.origin - dir, MOVE_WORLDONLY, this);
862 if(trace_fraction > best_trace_fraction)
864 best_trace_fraction = trace_fraction;
866 if(trace_fraction == 1)
873 cam.origin = this.origin;
874 setorigin(cam, cam.origin);
875 cam.angles = best_ang;
876 Net_LinkEntity(cam, false, 0, clientcamera_send);
878 FOREACH_CLIENT(true, it.clientcamera = cam;);
880 // NOTE: engine networked
881 WriteByte(MSG_ALL, SVC_SETVIEWANGLES);
882 WriteAngle(MSG_ALL, cam.angles_x);
883 WriteAngle(MSG_ALL, cam.angles_y);
884 WriteAngle(MSG_ALL, cam.angles_z);
887 void ons_GeneratorDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
889 if(damage <= 0) return;
890 if(warmup_stage || game_stopped) return;
891 if(!round_handler_IsRoundStarted()) return;
893 if (attacker != this)
897 // generator is protected by a shield, so ignore the damage
898 if (time > this.pain_finished)
899 if (IS_PLAYER(attacker))
901 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
902 attacker.typehitsound += 1;
903 this.pain_finished = time + 1;
907 if (time > this.pain_finished)
909 this.pain_finished = time + 10;
910 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && SAME_TEAM(it, this), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK));
911 play2team(this.team, SND(ONS_GENERATOR_UNDERATTACK));
914 TakeResource(this, RES_HEALTH, damage);
915 float hlth = GetResource(this, RES_HEALTH);
916 WaypointSprite_UpdateHealth(this.sprite, hlth);
917 // choose an animation frame based on health
918 this.frame = 10 * bound(0, (1 - hlth / this.max_health), 1);
919 // see if the generator is still functional, or dying
922 this.lasthealth = hlth;
926 if (attacker == this)
927 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME));
930 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED));
931 GameRules_scoring_add(attacker, SCORE, 100);
933 this.iscaptured = false;
934 this.islinked = false;
935 this.isshielded = false;
936 this.takedamage = DAMAGE_NO; // can't be hurt anymore
937 this.event_damage = func_null; // won't do anything if hurt
938 this.event_heal = func_null;
939 this.count = 0; // reset counter
940 setthink(this, func_null);
942 //this.think(); // do the first explosion now
944 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
945 WaypointSprite_Ping(this.sprite);
946 //WaypointSprite_Kill(this.sprite); // can't do this yet, code too poor
948 onslaught_updatelinks();
953 // Throw some flaming gibs on damage, more damage = more chance for gib
954 if(random() < damage/220)
956 sound(this, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
960 // particles on every hit
961 Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
965 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
967 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
970 this.SendFlags |= GSF_STATUS;
973 bool ons_GeneratorHeal(entity targ, entity inflictor, float amount, float limit)
975 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
976 float hlth = GetResource(targ, RES_HEALTH);
977 if (hlth <= 0 || hlth >= true_limit)
980 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
981 hlth = GetResource(targ, RES_HEALTH);
982 WaypointSprite_UpdateHealth(targ.sprite, hlth);
983 targ.frame = 10 * bound(0, (1 - hlth / targ.max_health), 1);
984 targ.lasthealth = hlth;
985 targ.SendFlags |= GSF_STATUS;
989 void ons_GeneratorThink(entity this)
991 this.nextthink = time + GEN_THINKRATE;
993 if (game_stopped || this.isshielded || time < this.wait)
996 this.wait = time + 5;
997 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it),
999 if (SAME_TEAM(it, this))
1001 Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
1003 soundto(MSG_ONE, this, CHAN_AUTO, SND(ONS_GENERATOR_ALARM), VOL_BASE, ATTEN_NONE, 0);
1006 Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_ONS_NOTSHIELDED));
1010 void ons_GeneratorReset(entity this)
1012 this.team = this.team_saved;
1013 SetResourceExplicit(this, RES_HEALTH, autocvar_g_onslaught_gen_health);
1014 this.lasthealth = this.max_health = autocvar_g_onslaught_gen_health;
1015 this.takedamage = DAMAGE_AIM;
1016 this.bot_attack = true;
1017 if(!IL_CONTAINS(g_bot_targets, this))
1018 IL_PUSH(g_bot_targets, this);
1019 this.iscaptured = true;
1020 this.islinked = true;
1021 this.isshielded = true;
1022 this.event_damage = ons_GeneratorDamage;
1023 this.event_heal = ons_GeneratorHeal;
1024 setthink(this, ons_GeneratorThink);
1025 this.nextthink = time + GEN_THINKRATE;
1027 Net_LinkEntity(this, false, 0, generator_send);
1029 this.SendFlags = GSF_SETUP; // just incase
1030 this.SendFlags |= GSF_STATUS;
1032 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1033 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1034 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
1036 onslaught_updatelinks();
1039 void ons_DelayedGeneratorSetup(entity this)
1042 waypoint_spawnforitem_force(this, this.origin);
1043 this.nearestwaypointtimeout = 0; // activate waypointing again
1044 this.bot_basewaypoint = this.nearestwaypoint;
1046 // captureshield setup
1047 ons_CaptureShield_Spawn(this, true);
1049 onslaught_updatelinks();
1051 Net_LinkEntity(this, false, 0, generator_send);
1055 void onslaught_generator_touch(entity this, entity toucher)
1057 if ( IS_PLAYER(toucher) )
1058 if ( SAME_TEAM(this,toucher) )
1059 if ( this.iscaptured )
1061 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
1065 void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
1068 int teamnum = gen.team;
1071 gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
1072 ons_worldgeneratorlist = gen;
1074 gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnum));
1075 gen.classname = "onslaught_generator";
1076 gen.solid = SOLID_BBOX;
1077 gen.team_saved = teamnum;
1078 IL_PUSH(g_saved_team, gen);
1079 set_movetype(gen, MOVETYPE_NONE);
1080 gen.lasthealth = gen.max_health = autocvar_g_onslaught_gen_health;
1081 SetResourceExplicit(gen, RES_HEALTH, autocvar_g_onslaught_gen_health);
1082 gen.takedamage = DAMAGE_AIM;
1083 gen.bot_attack = true;
1084 IL_PUSH(g_bot_targets, gen);
1085 gen.event_damage = ons_GeneratorDamage;
1086 gen.event_heal = ons_GeneratorHeal;
1087 gen.reset = ons_GeneratorReset;
1088 setthink(gen, ons_GeneratorThink);
1089 gen.nextthink = time + GEN_THINKRATE;
1090 gen.iscaptured = true;
1091 gen.islinked = true;
1092 gen.isshielded = true;
1093 settouch(gen, onslaught_generator_touch);
1096 // model handled by CSQC
1097 setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
1098 setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
1099 gen.colormap = 1024 + (teamnum - 1) * 17;
1101 // generator placement
1105 WaypointSprite_SpawnFixed(WP_Null, gen.origin + CPGEN_WAYPOINT_OFFSET, gen, sprite, RADARICON_NONE);
1106 WaypointSprite_UpdateRule(gen.sprite, gen.team, SPRITERULE_TEAMPLAY);
1107 WaypointSprite_UpdateMaxHealth(gen.sprite, gen.max_health);
1108 WaypointSprite_UpdateHealth(gen.sprite, GetResource(gen, RES_HEALTH));
1110 InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
1118 int total_generators;
1119 void Onslaught_count_generators()
1122 total_generators = 0;
1123 for (int i = 1; i <= NUM_TEAMS; ++i)
1125 Team_SetNumberOfControlPoints(Team_GetTeamFromIndex(i), 0);
1127 for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
1130 if (GetResource(e, RES_HEALTH) < 1)
1134 entity team_ = Entity_GetTeam(e);
1135 int num_control_points = Team_GetNumberOfControlPoints(team_);
1136 ++num_control_points;
1137 Team_SetNumberOfControlPoints(team_, num_control_points);
1141 int Onslaught_GetWinnerTeam()
1143 int winner_team = 0;
1144 if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(1)) >= 1)
1146 winner_team = NUM_TEAM_1;
1148 for (int i = 2; i <= NUM_TEAMS; ++i)
1150 if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(i)) >= 1)
1152 if (winner_team != 0)
1156 winner_team = Team_IndexToTeam(i);
1163 return -1; // no generators left?
1166 void nades_Clear(entity e);
1168 bool Onslaught_CheckWinner()
1170 if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
1172 ons_stalemate = true;
1174 if (!wpforenemy_announced)
1176 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
1177 sound(NULL, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE);
1179 wpforenemy_announced = true;
1182 entity tmp_entity; // temporary entity
1184 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay)
1186 // tmp_entity.max_health / 300 gives 5 minutes of overtime.
1187 // control points reduce the overtime duration.
1190 for(e = ons_worldcplist; e; e = e.ons_worldcpnext)
1192 if(DIFF_TEAM(e, tmp_entity))
1197 if(autocvar_g_campaign && autocvar__campaign_testrun)
1198 d = d * tmp_entity.max_health;
1200 d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
1202 Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, tmp_entity.origin, '0 0 0');
1204 tmp_entity.sprite.SendFlags |= 16;
1206 tmp_entity.ons_overtime_damagedelay = time + 1;
1209 else { wpforenemy_announced = false; ons_stalemate = false; }
1211 Onslaught_count_generators();
1213 if (Team_GetNumberOfTeamsWithControlPoints() > 1)
1218 int winner_team = Onslaught_GetWinnerTeam();
1222 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
1223 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
1224 TeamScore_AddToTeam(winner_team, ST_ONS_CAPS, +1);
1226 else if(winner_team == -1)
1228 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
1229 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
1232 ons_stalemate = false;
1234 play2all(SND(CTF_CAPTURE(winner_team)));
1236 round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
1238 FOREACH_CLIENT(IS_PLAYER(it), {
1239 STAT(ROUNDLOST, it) = true;
1240 it.player_blocked = true;
1245 game_stopped = true;
1249 bool Onslaught_CheckPlayers()
1254 void Onslaught_RoundStart()
1257 FOREACH_CLIENT(IS_PLAYER(it), it.player_blocked = false);
1259 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1260 tmp_entity.sprite.SendFlags |= 16;
1262 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1263 tmp_entity.sprite.SendFlags |= 16;
1271 // NOTE: LEGACY CODE, needs to be re-written!
1273 void havocbot_role_ons_setrole(entity this, int role)
1277 case HAVOCBOT_ONS_ROLE_DEFENSE:
1278 LOG_DEBUG(this.netname, " switched to defense");
1279 this.havocbot_role = havocbot_role_ons_defense;
1280 this.havocbot_role_timeout = 0;
1282 case HAVOCBOT_ONS_ROLE_ASSISTANT:
1283 LOG_DEBUG(this.netname, " switched to assistant");
1284 this.havocbot_role = havocbot_role_ons_assistant;
1285 this.havocbot_role_timeout = 0;
1287 case HAVOCBOT_ONS_ROLE_OFFENSE:
1288 LOG_DEBUG(this.netname, " switched to offense");
1289 this.havocbot_role = havocbot_role_ons_offense;
1290 this.havocbot_role_timeout = 0;
1295 void havocbot_goalrating_ons_controlpoints_attack(entity this, float ratingscale)
1297 entity cp, cp1, cp2, best, wp;
1298 float radius, bestvalue;
1302 // Filter control points
1303 for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
1306 cp2.wpconsidered = false;
1311 // Ignore owned controlpoints
1312 if(!((cp2.aregensneighbor & BIT(this.team)) || (cp2.arecpsneighbor & BIT(this.team))))
1315 // Count team mates interested in this control point
1316 // (easier and cleaner than keeping counters per cp and teams)
1317 FOREACH_CLIENT(it != this && IS_PLAYER(it), {
1318 if(SAME_TEAM(it, this))
1319 if(it.havocbot_role == havocbot_role_ons_offense)
1320 if(it.havocbot_ons_target == cp2)
1324 // NOTE: probably decrease the cost of attackable control points
1326 cp2.wpconsidered = true;
1329 // We'll consider only the best case
1330 bestvalue = FLOAT_MAX;
1332 for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext)
1334 if (!cp1.wpconsidered)
1337 if(cp1.wpcost<bestvalue)
1339 bestvalue = cp1.wpcost;
1341 this.havocbot_ons_target = cp1;
1348 LOG_DEBUG(this.netname, " chose cp ranked ", ftos(bestvalue));
1352 // Should be attacked
1353 // Rate waypoints near it
1356 bestvalue = FLOAT_MAX;
1357 for (radius = 500; radius <= 1000 && !found; radius += 500)
1359 IL_EACH(g_waypoints, vdist(cp.origin - it.origin, <, radius),
1361 if (!(it.wpflags & WAYPOINTFLAG_GENERATED) && checkpvs(it.origin, cp))
1364 if (it.cnt < bestvalue)
1375 navigation_routerating(this, best, ratingscale, 10000);
1378 this.havocbot_attack_time = 0;
1379 if(checkpvs(this.origin + this.view_ofs, cp))
1380 if(checkpvs(this.origin + this.view_ofs, best))
1381 this.havocbot_attack_time = time + 2;
1385 navigation_routerating(this, cp, ratingscale, 10000);
1387 LOG_DEBUG(this.netname, " found an attackable controlpoint at ", vtos(cp.origin));
1391 // Should be touched
1392 LOG_DEBUG(this.netname, " found a touchable controlpoint at ", vtos(cp.origin));
1393 navigation_routerating(this, cp, ratingscale * 2, 10000);
1397 bool havocbot_goalrating_ons_generator_attack(entity this, float ratingscale)
1399 entity g, wp, bestwp;
1403 for(g = ons_worldgeneratorlist; g; g = g.ons_worldgeneratornext)
1405 if(SAME_TEAM(g, this) || g.isshielded)
1408 // Should be attacked
1409 // Rate waypoints near it
1412 bestvalue = FLOAT_MAX;
1414 IL_EACH(g_waypoints, vdist(g.origin - it.origin, <, 400),
1416 if (checkpvs(it.origin, g))
1419 if (it.cnt < bestvalue)
1429 LOG_DEBUG("waypoints found around generator");
1430 navigation_routerating(this, bestwp, ratingscale, 10000);
1433 this.havocbot_attack_time = 0;
1434 if(checkpvs(this.origin + this.view_ofs, g))
1435 if(checkpvs(this.origin + this.view_ofs, bestwp))
1436 this.havocbot_attack_time = time + 5;
1442 LOG_DEBUG("generator found without waypoints around");
1443 // if there aren't waypoints near the generator go straight to it
1444 navigation_routerating(this, g, ratingscale, 10000);
1445 this.havocbot_attack_time = 0;
1452 void havocbot_role_ons_offense(entity this)
1456 this.havocbot_attack_time = 0;
1457 havocbot_ons_reset_role(this);
1461 // Set the role timeout if necessary
1462 if (!this.havocbot_role_timeout)
1463 this.havocbot_role_timeout = time + 120;
1465 if (time > this.havocbot_role_timeout)
1467 havocbot_ons_reset_role(this);
1471 if(this.havocbot_attack_time>time)
1474 if (navigation_goalrating_timeout(this))
1476 navigation_goalrating_start(this);
1477 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
1478 if(!havocbot_goalrating_ons_generator_attack(this, 10000))
1479 havocbot_goalrating_ons_controlpoints_attack(this, 10000);
1480 havocbot_goalrating_items(this, 25000, this.origin, 10000);
1481 navigation_goalrating_end(this);
1483 navigation_goalrating_timeout_set(this);
1487 void havocbot_role_ons_assistant(entity this)
1489 havocbot_ons_reset_role(this);
1492 void havocbot_role_ons_defense(entity this)
1494 havocbot_ons_reset_role(this);
1497 void havocbot_ons_reset_role(entity this)
1502 this.havocbot_ons_target = NULL;
1504 // TODO: Defend control points or generator if necessary
1506 havocbot_role_ons_setrole(this, HAVOCBOT_ONS_ROLE_OFFENSE);
1511 * Find control point or generator owned by the same team self which is nearest to pos
1512 * if max_dist is positive, only control points within this range will be considered
1514 entity ons_Nearest_ControlPoint(entity this, vector pos, float max_dist)
1516 entity closest_target = NULL;
1517 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1519 if(SAME_TEAM(cp, this))
1521 if(max_dist <= 0 || vdist(cp.origin - pos, <=, max_dist))
1522 if(vlen2(cp.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1523 closest_target = cp;
1525 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1527 if(SAME_TEAM(gen, this))
1528 if(max_dist <= 0 || vdist(gen.origin - pos, <, max_dist))
1529 if(vlen2(gen.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1530 closest_target = gen;
1533 return closest_target;
1537 * Find control point or generator owned by the same team self which is nearest to pos
1538 * if max_dist is positive, only control points within this range will be considered
1539 * This function only check distances on the XY plane, disregarding Z
1541 entity ons_Nearest_ControlPoint_2D(entity this, vector pos, float max_dist)
1543 entity closest_target = NULL;
1545 float smallest_distance = 0, distance;
1547 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1549 delta = cp.origin - pos;
1551 distance = vlen(delta);
1553 if(SAME_TEAM(cp, this))
1555 if(max_dist <= 0 || distance <= max_dist)
1556 if(closest_target == NULL || distance <= smallest_distance )
1558 closest_target = cp;
1559 smallest_distance = distance;
1562 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1564 delta = gen.origin - pos;
1566 distance = vlen(delta);
1568 if(SAME_TEAM(gen, this))
1569 if(max_dist <= 0 || distance <= max_dist)
1570 if(closest_target == NULL || distance <= smallest_distance )
1572 closest_target = gen;
1573 smallest_distance = distance;
1577 return closest_target;
1580 * find the number of control points and generators in the same team as this
1582 int ons_Count_SelfControlPoints(entity this)
1585 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1587 if(SAME_TEAM(cp, this))
1591 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1593 if(SAME_TEAM(gen, this))
1600 * Teleport player to a random position near tele_target
1601 * if tele_effects is true, teleport sound+particles are created
1602 * return false on failure
1604 bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects)
1612 // narrow the range for each iteration to increase chances that a spawnpoint
1613 // can be found even if there's little room around the control point
1614 float iteration_scale = 1;
1615 for(i = 0; i < 16; ++i)
1617 iteration_scale -= i / 16;
1618 theta = random() * 2 * M_PI;
1622 loc *= random() * range * iteration_scale;
1624 loc += tele_target.origin + '0 0 128' * iteration_scale;
1626 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1627 if(trace_fraction == 1.0 && !trace_startsolid)
1629 traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the NULL
1630 if(trace_fraction == 1.0 && !trace_startsolid)
1634 Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
1635 sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
1637 setorigin(player, loc);
1638 player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
1639 makevectors(player.angles);
1640 player.fixangle = true;
1641 if (IS_BOT_CLIENT(player))
1643 player.v_angle = player.angles;
1644 bot_aim_reset(player);
1646 player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
1649 Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
1662 MUTATOR_HOOKFUNCTION(ons, reset_map_global)
1664 FOREACH_CLIENT(IS_PLAYER(it), {
1665 STAT(ROUNDLOST, it) = false;
1666 it.ons_deathloc = '0 0 0';
1667 PutClientInServer(it);
1668 it.clientcamera = it;
1673 MUTATOR_HOOKFUNCTION(ons, ClientDisconnect)
1675 entity player = M_ARGV(0, entity);
1677 player.ons_deathloc = '0 0 0';
1680 MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver)
1682 entity player = M_ARGV(0, entity);
1684 player.ons_deathloc = '0 0 0';
1687 MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
1689 entity player = M_ARGV(0, entity);
1691 if(!round_handler_IsRoundStarted())
1693 player.player_blocked = true;
1698 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1700 l.sprite.SendFlags |= 16;
1702 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1704 l.sprite.SendFlags |= 16;
1707 if(ons_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
1709 if ( autocvar_g_onslaught_spawn_choose )
1710 if ( player.ons_spawn_by )
1711 if ( ons_Teleport(player,player.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
1713 player.ons_spawn_by = NULL;
1717 if(autocvar_g_onslaught_spawn_at_controlpoints)
1718 if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
1720 float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
1721 entity tmp_entity, closest_target = NULL;
1722 vector spawn_loc = player.ons_deathloc;
1724 // new joining player or round reset, don't bother checking
1725 if(spawn_loc == '0 0 0') { return false; }
1727 if(random_target) { RandomSelection_Init(); }
1729 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1731 if(SAME_TEAM(tmp_entity, player))
1734 RandomSelection_AddEnt(tmp_entity, 1, 1);
1735 else if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1736 closest_target = tmp_entity;
1740 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1746 float iteration_scale = 1;
1747 for(i = 0; i < 10; ++i)
1749 iteration_scale -= i / 10;
1750 loc = closest_target.origin + '0 0 96' * iteration_scale;
1751 loc += ('0 1 0' * random()) * 128 * iteration_scale;
1752 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1753 if(trace_fraction == 1.0 && !trace_startsolid)
1755 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1756 if(trace_fraction == 1.0 && !trace_startsolid)
1758 setorigin(player, loc);
1759 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1767 if(autocvar_g_onslaught_spawn_at_generator)
1768 if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
1770 float random_target = autocvar_g_onslaught_spawn_at_generator_random;
1771 entity tmp_entity, closest_target = NULL;
1772 vector spawn_loc = player.ons_deathloc;
1774 // new joining player or round reset, don't bother checking
1775 if(spawn_loc == '0 0 0') { return false; }
1777 if(random_target) { RandomSelection_Init(); }
1779 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1782 RandomSelection_AddEnt(tmp_entity, 1, 1);
1785 if(SAME_TEAM(tmp_entity, player))
1786 if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1787 closest_target = tmp_entity;
1791 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1797 float iteration_scale = 1;
1798 for(i = 0; i < 10; ++i)
1800 iteration_scale -= i / 10;
1801 loc = closest_target.origin + '0 0 128' * iteration_scale;
1802 loc += ('0 1 0' * random()) * 256 * iteration_scale;
1803 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1804 if(trace_fraction == 1.0 && !trace_startsolid)
1806 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1807 if(trace_fraction == 1.0 && !trace_startsolid)
1809 setorigin(player, loc);
1810 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1821 MUTATOR_HOOKFUNCTION(ons, PlayerDies)
1823 entity frag_target = M_ARGV(2, entity);
1825 frag_target.ons_deathloc = frag_target.origin;
1827 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1829 l.sprite.SendFlags |= 16;
1831 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1833 l.sprite.SendFlags |= 16;
1836 if ( autocvar_g_onslaught_spawn_choose )
1837 if ( ons_Count_SelfControlPoints(frag_target) > 1 )
1838 stuffcmd(frag_target, "qc_cmd_cl hud clickradar\n");
1843 MUTATOR_HOOKFUNCTION(ons, MonsterMove)
1845 entity mon = M_ARGV(0, entity);
1847 entity e = find(NULL, targetname, mon.target);
1852 void ons_MonsterSpawn_Delayed(entity this)
1854 entity own = this.owner;
1856 if(!own) { delete(this); return; }
1860 entity e = find(NULL, target, own.targetname);
1865 own.use(own, e, NULL);
1872 MUTATOR_HOOKFUNCTION(ons, MonsterSpawn)
1874 entity mon = M_ARGV(0, entity);
1878 InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
1881 void ons_TurretSpawn_Delayed(entity this)
1883 entity own = this.owner;
1885 if(!own) { delete(this); return; }
1889 entity e = find(NULL, target, own.targetname);
1893 own.active = ACTIVE_NOT;
1895 own.use(own, e, NULL);
1902 MUTATOR_HOOKFUNCTION(ons, TurretSpawn)
1904 entity turret = M_ARGV(0, entity);
1908 InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
1913 MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole)
1915 entity bot = M_ARGV(0, entity);
1917 havocbot_ons_reset_role(bot);
1921 MUTATOR_HOOKFUNCTION(ons, TeamBalance_CheckAllowedTeams)
1923 // onslaught is special
1924 for(entity tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1926 if (Team_IsValidTeam(tmp_entity.team))
1928 M_ARGV(0, float) |= Team_TeamToBit(tmp_entity.team);
1935 MUTATOR_HOOKFUNCTION(ons, SpectateCopy)
1937 entity spectatee = M_ARGV(0, entity);
1938 entity client = M_ARGV(1, entity);
1940 STAT(ROUNDLOST, client) = STAT(ROUNDLOST, spectatee); // make spectators see it too
1943 MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
1945 if(MUTATOR_RETURNVALUE) // command was already handled?
1948 entity player = M_ARGV(0, entity);
1949 string cmd_name = M_ARGV(1, string);
1950 int cmd_argc = M_ARGV(2, int);
1952 if ( cmd_name == "ons_spawn" )
1954 vector pos = player.origin;
1956 pos_x = stof(argv(1));
1958 pos_y = stof(argv(2));
1960 pos_z = stof(argv(3));
1962 if ( IS_PLAYER(player) )
1964 if ( !STAT(FROZEN, player) )
1966 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
1968 if ( !source_point && GetResource(player, RES_HEALTH) > 0 )
1970 sprint(player, "\nYou need to be next to a control point\n");
1975 entity closest_target = ons_Nearest_ControlPoint_2D(player, pos, autocvar_g_onslaught_click_radius);
1977 if ( closest_target == NULL )
1979 sprint(player, "\nNo control point found\n");
1983 if ( GetResource(player, RES_HEALTH) <= 0 )
1985 player.ons_spawn_by = closest_target;
1986 player.respawn_flags = player.respawn_flags | RESPAWN_FORCE;
1990 if ( source_point == closest_target )
1992 sprint(player, "\nTeleporting to the same point\n");
1996 if ( !ons_Teleport(player,closest_target,autocvar_g_onslaught_teleport_radius,true) )
1997 sprint(player, "\nUnable to teleport there\n");
2003 sprint(player, "\nNo teleportation for you\n");
2011 MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
2013 if(MUTATOR_RETURNVALUE || game_stopped) return false;
2015 entity player = M_ARGV(0, entity);
2017 if((time > player.teleport_antispam) && (!IS_DEAD(player)) && !player.vehicle)
2019 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
2022 stuffcmd(player, "qc_cmd_cl hud clickradar\n");
2028 MUTATOR_HOOKFUNCTION(ons, PlayHitsound)
2030 entity frag_victim = M_ARGV(0, entity);
2032 return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
2033 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
2036 MUTATOR_HOOKFUNCTION(ons, SendWaypoint)
2038 entity wp = M_ARGV(0, entity);
2039 entity to = M_ARGV(1, entity);
2040 int sf = M_ARGV(2, int);
2041 int wp_flag = M_ARGV(3, int);
2045 if(wp.owner.classname == "onslaught_controlpoint")
2047 entity wp_owner = wp.owner;
2048 entity e = WaypointSprite_getviewentity(to);
2049 if(SAME_TEAM(e, wp_owner) && GetResource(wp_owner.goalentity, RES_HEALTH) >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
2050 if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; }
2052 if(wp.owner.classname == "onslaught_generator")
2054 entity wp_owner = wp.owner;
2055 if(wp_owner.isshielded && GetResource(wp_owner, RES_HEALTH) >= wp_owner.max_health) { wp_flag |= 2; }
2056 if(GetResource(wp_owner, RES_HEALTH) <= 0) { wp_flag |= 2; }
2060 M_ARGV(3, int) = wp_flag;
2063 MUTATOR_HOOKFUNCTION(ons, TurretValidateTarget)
2065 entity turret_target = M_ARGV(1, entity);
2067 if(substring(turret_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
2069 M_ARGV(3, float) = -3;
2076 MUTATOR_HOOKFUNCTION(ons, TurretThink)
2078 entity turret = M_ARGV(0, entity);
2080 // ONS uses somewhat backwards linking.
2083 entity e = find(NULL, targetname, turret.target);
2085 turret.team = e.team;
2088 if(turret.team != turret.tur_head.team)
2089 turret_respawn(turret);
2097 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
2098 Link between control points.
2100 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.
2103 "target" - first control point.
2104 "target2" - second control point.
2106 spawnfunc(onslaught_link)
2108 if(!g_onslaught) { delete(this); return; }
2110 if (this.target == "" || this.target2 == "")
2111 objerror(this, "target and target2 must be set\n");
2113 this.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
2114 ons_worldlinklist = this;
2116 InitializeEntity(this, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
2117 Net_LinkEntity(this, false, 0, ons_Link_Send);
2120 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
2121 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
2123 This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
2126 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2127 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
2128 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
2131 spawnfunc(onslaught_controlpoint)
2133 if(!g_onslaught) { delete(this); return; }
2135 ons_ControlPoint_Setup(this);
2138 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
2141 spawnfunc_onslaught_link entities can target this.
2144 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
2145 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2147 spawnfunc(onslaught_generator)
2149 if(!g_onslaught) { delete(this); return; }
2150 if(!this.team) { objerror(this, "team must be set"); }
2152 ons_GeneratorSetup(this);
2156 void ons_ScoreRules()
2158 entity balance = TeamBalance_CheckAllowedTeams(NULL);
2159 int teams = TeamBalance_GetAllowedTeams(balance);
2160 TeamBalance_Destroy(balance);
2161 GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
2162 field_team(ST_ONS_CAPS, "destroyed", SFL_SORT_PRIO_PRIMARY);
2163 field(SP_ONS_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
2164 field(SP_ONS_TAKES, "takes", 0);
2168 void ons_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up
2172 round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
2173 round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
2176 void ons_Initialize()
2179 ons_captureshield_force = autocvar_g_onslaught_shield_force;
2181 cam = new(objective_camera);
2183 InitializeEntity(NULL, ons_DelayedInit, INITPRIO_GAMETYPE);