1 #include "sv_onslaught.qh"
2 #include "sv_controlpoint.qh"
3 #include "sv_generator.qh"
5 #include <server/bot/api.qh>
6 #include <server/command/vote.qh>
7 #include <server/damage.qh>
8 #include <server/items/items.qh>
9 #include <server/world.qh>
10 #include <common/mapobjects/defs.qh>
11 #include <common/mapobjects/triggers.qh>
15 float autocvar_g_onslaught_teleport_wait;
16 bool autocvar_g_onslaught_spawn_at_controlpoints;
17 bool autocvar_g_onslaught_spawn_at_generator;
18 float autocvar_g_onslaught_cp_proxydecap;
19 float autocvar_g_onslaught_cp_proxydecap_distance = 512;
20 float autocvar_g_onslaught_cp_proxydecap_dps = 100;
21 float autocvar_g_onslaught_spawn_at_controlpoints_chance = 0.5;
22 float autocvar_g_onslaught_spawn_at_controlpoints_random;
23 float autocvar_g_onslaught_spawn_at_generator_chance;
24 float autocvar_g_onslaught_spawn_at_generator_random;
25 float autocvar_g_onslaught_cp_buildhealth;
26 float autocvar_g_onslaught_cp_buildtime;
27 float autocvar_g_onslaught_cp_health;
28 float autocvar_g_onslaught_cp_regen;
29 float autocvar_g_onslaught_gen_health;
30 float autocvar_g_onslaught_shield_force = 100;
31 float autocvar_g_onslaught_allow_vehicle_touch;
32 float autocvar_g_onslaught_round_timelimit;
33 float autocvar_g_onslaught_warmup;
34 float autocvar_g_onslaught_teleport_radius;
35 float autocvar_g_onslaught_spawn_choose;
36 float autocvar_g_onslaught_click_radius;
40 // =======================
41 // CaptureShield Functions
42 // =======================
44 bool clientcamera_send(entity this, entity to, int sf)
46 WriteHeader(MSG_ENTITY, ENT_ONSCAMERA);
48 WriteVector(MSG_ENTITY, this.origin);
50 WriteAngleVector(MSG_ENTITY, this.angles);
55 bool ons_CaptureShield_Customize(entity this, entity client)
57 entity e = WaypointSprite_getviewentity(client);
59 if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, e.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return false; }
60 if(SAME_TEAM(this, e)) { return false; }
65 void ons_CaptureShield_Touch(entity this, entity toucher)
67 if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, toucher.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return; }
68 if(!IS_PLAYER(toucher)) { return; }
69 if(SAME_TEAM(toucher, this)) { return; }
71 vector mymid = (this.absmin + this.absmax) * 0.5;
72 vector theirmid = (toucher.absmin + toucher.absmax) * 0.5;
74 Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, mymid, normalize(theirmid - mymid) * ons_captureshield_force);
76 if(IS_REAL_CLIENT(toucher))
78 play2(toucher, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
80 if(this.enemy.classname == "onslaught_generator")
81 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
83 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
87 void ons_CaptureShield_Reset(entity this)
89 this.colormap = this.enemy.colormap;
90 this.team = this.enemy.team;
93 void ons_CaptureShield_Spawn(entity this, Model shield_model)
95 entity shield = new(ons_captureshield);
96 IL_PUSH(g_onsshields, shield);
99 shield.team = this.team;
100 shield.colormap = this.colormap;
101 shield.reset = ons_CaptureShield_Reset;
102 settouch(shield, ons_CaptureShield_Touch);
103 setcefc(shield, ons_CaptureShield_Customize);
104 shield.effects = EF_ADDITIVE;
105 set_movetype(shield, MOVETYPE_NOCLIP);
106 shield.solid = SOLID_TRIGGER;
107 shield.avelocity = '7 0 11';
108 shield.scale = this.scale;
110 float shield_extra_size = 1.20; // hitbox is 20% larger than the object itself
111 setorigin(shield, this.origin);
112 setmodel(shield, shield_model);
113 setsize(shield, shield_extra_size * this.mins, shield_extra_size * this.maxs);
121 void onslaught_updatelinks()
124 // first check if the game has ended
125 LOG_DEBUG("--- updatelinks ---");
126 // mark generators as being shielded and networked
127 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
130 LOG_DEBUG(etos(l), " (generator) belongs to team ", ftos(l.team));
132 LOG_DEBUG(etos(l), " (generator) is destroyed");
133 l.islinked = l.iscaptured;
134 l.isshielded = l.iscaptured;
135 l.sprite.SendFlags |= 16;
137 // mark points as shielded and not networked
138 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
142 l.aregensneighbor = 0;
143 l.arecpsneighbor = 0;
144 LOG_DEBUG(etos(l), " (point) belongs to team ", ftos(l.team));
145 l.sprite.SendFlags |= 16;
147 // flow power outward from the generators through the network
152 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
154 // if both points are captured by the same team, and only one of
155 // them is powered, mark the other one as powered as well
156 if (l.enemy.iscaptured && l.goalentity.iscaptured)
157 if (l.enemy.islinked != l.goalentity.islinked)
158 if(SAME_TEAM(l.enemy, l.goalentity))
160 if (!l.goalentity.islinked)
163 l.goalentity.islinked = true;
164 LOG_DEBUG(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)");
166 else if (!l.enemy.islinked)
169 l.enemy.islinked = true;
170 LOG_DEBUG(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)");
175 // now that we know which points are powered we can mark their neighbors
176 // as unshielded if team differs
177 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
179 if (l.goalentity.islinked)
181 if(DIFF_TEAM(l.goalentity, l.enemy))
183 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)");
184 l.enemy.isshielded = false;
186 if(l.goalentity.classname == "onslaught_generator")
187 l.enemy.aregensneighbor |= BIT(l.goalentity.team);
189 l.enemy.arecpsneighbor |= BIT(l.goalentity.team);
191 if (l.enemy.islinked)
193 if(DIFF_TEAM(l.goalentity, l.enemy))
195 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)");
196 l.goalentity.isshielded = false;
198 if(l.enemy.classname == "onslaught_generator")
199 l.goalentity.aregensneighbor |= BIT(l.enemy.team);
201 l.goalentity.arecpsneighbor |= BIT(l.enemy.team);
204 // now update the generators
205 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
209 LOG_DEBUG(etos(l), " (generator) is shielded");
210 l.takedamage = DAMAGE_NO;
212 IL_REMOVE(g_bot_targets, l);
213 l.bot_attack = false;
217 LOG_DEBUG(etos(l), " (generator) is not shielded");
218 l.takedamage = DAMAGE_AIM;
220 IL_PUSH(g_bot_targets, l);
224 ons_Generator_UpdateSprite(l);
226 // now update the takedamage and alpha variables on control point icons
227 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
231 LOG_DEBUG(etos(l), " (point) is shielded");
234 l.goalentity.takedamage = DAMAGE_NO;
235 if(l.goalentity.bot_attack)
236 IL_REMOVE(g_bot_targets, l.goalentity);
237 l.goalentity.bot_attack = false;
242 LOG_DEBUG(etos(l), " (point) is not shielded");
245 l.goalentity.takedamage = DAMAGE_AIM;
246 if(!l.goalentity.bot_attack)
247 IL_PUSH(g_bot_targets, l.goalentity);
248 l.goalentity.bot_attack = true;
251 ons_ControlPoint_UpdateSprite(l);
253 IL_EACH(g_onsshields, true,
255 it.team = it.enemy.team;
256 it.colormap = it.enemy.colormap;
261 // ===================
262 // Main Link Functions
263 // ===================
265 bool ons_Link_Send(entity this, entity to, int sendflags)
267 WriteHeader(MSG_ENTITY, ENT_CLIENT_RADARLINK);
268 WriteByte(MSG_ENTITY, sendflags);
271 WriteVector(MSG_ENTITY, this.goalentity.origin);
275 WriteVector(MSG_ENTITY, this.enemy.origin);
279 WriteByte(MSG_ENTITY, this.clientcolors); // which is goalentity's color + enemy's color * 16
284 void ons_Link_CheckUpdate(entity this)
286 // TODO check if the two sides have moved (currently they won't move anyway)
287 float cc = 0, cc1 = 0, cc2 = 0;
289 if(this.goalentity.islinked || this.goalentity.iscaptured) { cc1 = (this.goalentity.team - 1) * 0x01; }
290 if(this.enemy.islinked || this.enemy.iscaptured) { cc2 = (this.enemy.team - 1) * 0x10; }
294 if(cc != this.clientcolors)
296 this.clientcolors = cc;
300 this.nextthink = time;
303 void ons_DelayedLinkSetup(entity this)
305 this.goalentity = find(NULL, targetname, this.target);
306 this.enemy = find(NULL, targetname, this.target2);
307 if(!this.goalentity) { objerror(this, "can not find target\n"); }
308 if(!this.enemy) { objerror(this, "can not find target2\n"); }
310 LOG_DEBUG(etos(this.goalentity), " linked with ", etos(this.enemy));
312 setthink(this, ons_Link_CheckUpdate);
313 this.nextthink = time;
317 // =============================
318 // Main Control Point Functions
319 // =============================
321 int ons_ControlPoint_CanBeLinked(entity cp, int teamnum)
323 if(cp.aregensneighbor & BIT(teamnum)) return 2;
324 if(cp.arecpsneighbor & BIT(teamnum)) return 1;
329 int ons_ControlPoint_Attackable(entity cp, int teamnum)
330 // -2: SAME TEAM, attackable by enemy!
335 // 3: attack it (HIGH PRIO)
336 // 4: touch it (HIGH PRIO)
344 else if(cp.goalentity)
346 // if there's already an icon built, nothing happens
347 if(cp.team == teamnum)
349 a = ons_ControlPoint_CanBeLinked(cp, teamnum);
350 if(a) // attackable by enemy?
351 return -2; // EMERGENCY!
354 // we know it can be linked, so no need to check
356 a = ons_ControlPoint_CanBeLinked(cp, teamnum);
357 if(a == 2) // near our generator?
358 return 3; // EMERGENCY!
364 if(ons_ControlPoint_CanBeLinked(cp, teamnum))
366 a = ons_ControlPoint_CanBeLinked(cp, teamnum); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
368 return 4; // GET THIS ONE NOW!
370 return 2; // TOUCH ME
376 void ons_ControlPoint_Icon_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
378 if(damage <= 0) { return; }
380 if (this.owner.isshielded)
382 // this is protected by a shield, so ignore the damage
383 if (time > this.pain_finished)
384 if (IS_PLAYER(attacker))
386 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
387 this.pain_finished = time + 1;
388 attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
394 if(IS_PLAYER(attacker))
395 if(time - ons_notification_time[this.team] > 10)
397 play2team(this.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
398 ons_notification_time[this.team] = time;
401 TakeResource(this, RES_HEALTH, damage);
402 if(this.owner.iscaptured)
403 WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
405 WaypointSprite_UpdateBuildFinished(this.owner.sprite, time + (this.max_health - GetResource(this, RES_HEALTH)) / (this.count / ONS_CP_THINKRATE));
406 this.pain_finished = time + 1;
407 // particles on every hit
408 pointparticles(EFFECT_SPARKS, hitloc, force*-1, 1);
411 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
413 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
415 if (GetResource(this, RES_HEALTH) < 0)
417 sound(this, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
418 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
419 if (this.owner.message != "")
420 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED), this.owner.message, attacker.netname);
422 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED_NONAME), attacker.netname);
424 GameRules_scoring_add(attacker, ONS_TAKES, 1);
425 GameRules_scoring_add(attacker, SCORE, 10);
427 this.owner.goalentity = NULL;
428 this.owner.islinked = false;
429 this.owner.iscaptured = false;
431 this.owner.colormap = 1024;
433 WaypointSprite_UpdateMaxHealth(this.owner.sprite, 0);
435 onslaught_updatelinks();
437 // Use targets now (somebody make sure this is in the right place..)
438 SUB_UseTargets(this.owner, this, NULL);
440 this.owner.waslinked = this.owner.islinked;
441 if(this.owner.model != "models/onslaught/controlpoint_pad.md3")
442 setmodel(this.owner, MDL_ONS_CP_PAD1);
443 //setsize(this, '-32 -32 0', '32 32 8');
448 this.SendFlags |= CPSF_STATUS;
451 bool ons_ControlPoint_Icon_Heal(entity targ, entity inflictor, float amount, float limit)
453 float hlth = GetResource(targ, RES_HEALTH);
454 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
455 if (hlth <= 0 || hlth >= true_limit)
458 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
459 hlth = GetResource(targ, RES_HEALTH);
460 if(targ.owner.iscaptured)
461 WaypointSprite_UpdateHealth(targ.owner.sprite, hlth);
463 WaypointSprite_UpdateBuildFinished(targ.owner.sprite, time + (targ.max_health - hlth) / (targ.count / ONS_CP_THINKRATE));
464 targ.SendFlags |= CPSF_STATUS;
468 void ons_ControlPoint_Icon_Think(entity this)
470 this.nextthink = time + ONS_CP_THINKRATE;
472 if(autocvar_g_onslaught_cp_proxydecap)
474 int _enemy_count = 0;
475 int _friendly_count = 0;
477 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
478 if(vdist(it.origin - this.origin, <, autocvar_g_onslaught_cp_proxydecap_distance))
480 if(SAME_TEAM(it, this))
487 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
488 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
490 GiveResourceWithLimit(this, RES_HEALTH, (_friendly_count - _enemy_count), this.max_health);
491 this.SendFlags |= CPSF_STATUS;
492 if(GetResource(this, RES_HEALTH) <= 0)
494 ons_ControlPoint_Icon_Damage(this, this, this, 1, 0, DMG_NOWEP, this.origin, '0 0 0');
499 if (time > this.pain_finished + 5)
501 if(GetResource(this, RES_HEALTH) < this.max_health)
503 GiveResourceWithLimit(this, RES_HEALTH, this.count, this.max_health);
504 WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
508 if(this.owner.islinked != this.owner.waslinked)
510 // unteam the spawnpoint if needed
511 int t = this.owner.team;
512 if(!this.owner.islinked)
515 SUB_UseTargets(this.owner, this, NULL);
519 this.owner.waslinked = this.owner.islinked;
523 if(random() < 0.6 - GetResource(this, RES_HEALTH) / this.max_health)
525 Send_Effect(EFFECT_ELECTRIC_SPARKS, this.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
528 sound(this, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
529 else if (random() > 0.5)
530 sound(this, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
534 void ons_ControlPoint_Icon_BuildThink(entity this)
538 this.nextthink = time + ONS_CP_THINKRATE;
540 // only do this if there is power
541 a = ons_ControlPoint_CanBeLinked(this.owner, this.owner.team);
545 GiveResource(this, RES_HEALTH, this.count);
547 this.SendFlags |= CPSF_STATUS;
549 if (GetResource(this, RES_HEALTH) >= this.max_health)
551 SetResourceExplicit(this, RES_HEALTH, this.max_health);
552 this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
553 setthink(this, ons_ControlPoint_Icon_Think);
554 sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
555 this.owner.iscaptured = true;
556 this.solid = SOLID_BBOX;
558 Send_Effect(EFFECT_CAP(this.owner.team), this.owner.origin, '0 0 0', 1);
560 WaypointSprite_UpdateMaxHealth(this.owner.sprite, this.max_health);
561 WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
563 if(IS_PLAYER(this.owner.ons_toucher))
565 if(this.owner.message != "")
567 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, this.owner.ons_toucher.netname, this.owner.message);
568 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);
569 Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, this.owner.message);
573 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE_NONAME, this.owner.ons_toucher.netname);
574 Send_Notification(NOTIF_ALL_EXCEPT, this.owner.ons_toucher, MSG_CENTER, APP_TEAM_NUM(this.owner.ons_toucher.team, CENTER_ONS_CAPTURE_TEAM_NONAME));
575 Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE_NONAME);
577 GameRules_scoring_add(this.owner.ons_toucher, ONS_CAPS, 1);
578 GameRules_scoring_add_team(this.owner.ons_toucher, SCORE, 10);
581 this.owner.ons_toucher = NULL;
583 onslaught_updatelinks();
585 // Use targets now (somebody make sure this is in the right place..)
586 SUB_UseTargets(this.owner, this, NULL);
588 this.SendFlags |= CPSF_SETUP;
590 if(this.owner.model != MDL_ONS_CP_PAD2.model_str())
591 setmodel(this.owner, MDL_ONS_CP_PAD2);
593 if(random() < 0.9 - GetResource(this, RES_HEALTH) / this.max_health)
594 Send_Effect(EFFECT_RAGE, this.origin + 10 * randomvec(), '0 0 -1', 1);
597 void onslaught_controlpoint_icon_link(entity e, void(entity this) spawnproc);
599 void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
601 entity e = new(onslaught_controlpoint_icon);
603 setsize(e, CPICON_MIN, CPICON_MAX);
604 setorigin(e, cp.origin + CPICON_OFFSET);
607 e.max_health = autocvar_g_onslaught_cp_health;
608 SetResourceExplicit(e, RES_HEALTH, autocvar_g_onslaught_cp_buildhealth);
610 e.takedamage = DAMAGE_AIM;
612 IL_PUSH(g_bot_targets, e);
613 e.event_damage = ons_ControlPoint_Icon_Damage;
614 e.event_heal = ons_ControlPoint_Icon_Heal;
615 e.team = player.team;
616 e.colormap = 1024 + (e.team - 1) * 17;
617 e.count = (e.max_health - GetResource(e, RES_HEALTH)) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
619 sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
623 cp.colormap = e.colormap;
625 Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
627 WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - GetResource(e, RES_HEALTH)) / (e.count / ONS_CP_THINKRATE));
628 WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
629 cp.sprite.SendFlags |= 16;
631 onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
634 entity ons_ControlPoint_Waypoint(entity e)
638 int a = ons_ControlPoint_Attackable(e, e.team);
640 if(a == -2) { return WP_OnsCPDefend; } // defend now
641 if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
642 if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
650 void ons_ControlPoint_UpdateSprite(entity e)
652 entity s1 = ons_ControlPoint_Waypoint(e);
653 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
656 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));
658 if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
660 if(e.iscaptured) // don't mess up build bars!
664 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
668 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
669 WaypointSprite_UpdateHealth(e.sprite, GetResource(e.goalentity, RES_HEALTH));
675 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
677 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
682 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
684 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
686 WaypointSprite_Ping(e.sprite);
688 e.lastteam = e.team + 2;
690 e.lastcaptured = e.iscaptured;
694 void ons_ControlPoint_Touch(entity this, entity toucher)
698 if(IS_VEHICLE(toucher) && toucher.owner)
700 if (!autocvar_g_onslaught_allow_vehicle_touch)
702 toucher = toucher.owner;
705 if(!IS_PLAYER(toucher)) { return; }
706 if(STAT(FROZEN, toucher)) { return; }
707 if(IS_DEAD(toucher)) { return; }
709 if ( SAME_TEAM(this,toucher) )
710 if ( this.iscaptured )
712 if(time <= toucher.teleport_antispam)
713 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
715 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
718 attackable = ons_ControlPoint_Attackable(this, toucher.team);
719 if(attackable != 2 && attackable != 4)
721 // we've verified that this player has a legitimate claim to this point,
722 // so start building the captured point icon (which only captures this
723 // point if it successfully builds without being destroyed first)
724 ons_ControlPoint_Icon_Spawn(this, toucher);
726 this.ons_toucher = toucher;
728 onslaught_updatelinks();
731 void ons_ControlPoint_Think(entity this)
733 this.nextthink = time + ONS_CP_THINKRATE;
734 CSQCMODEL_AUTOUPDATE(this);
737 void ons_ControlPoint_Reset(entity this)
740 delete(this.goalentity);
742 this.goalentity = NULL;
744 this.colormap = 1024;
745 this.iscaptured = false;
746 this.islinked = false;
747 this.isshielded = true;
748 setthink(this, ons_ControlPoint_Think);
749 this.ons_toucher = NULL;
750 this.nextthink = time + ONS_CP_THINKRATE;
751 setmodel(this, MDL_ONS_CP_PAD1);
753 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
754 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
756 onslaught_updatelinks();
758 SUB_UseTargets(this, this, NULL); // to reset the structures, playerspawns etc.
760 CSQCMODEL_AUTOUPDATE(this);
763 void ons_DelayedControlPoint_Setup(entity this)
765 onslaught_updatelinks();
767 // captureshield setup
768 ons_CaptureShield_Spawn(this, MDL_ONS_CP_SHIELD);
770 CSQCMODEL_AUTOINIT(this);
773 void ons_ControlPoint_Setup(entity cp)
776 cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
777 ons_worldcplist = cp;
779 cp.netname = "Control point";
781 cp.solid = SOLID_BBOX;
782 set_movetype(cp, MOVETYPE_NONE);
783 settouch(cp, ons_ControlPoint_Touch);
784 setthink(cp, ons_ControlPoint_Think);
785 cp.nextthink = time + ONS_CP_THINKRATE;
786 cp.reset = ons_ControlPoint_Reset;
788 cp.iscaptured = false;
790 cp.isshielded = true;
793 setmodel(cp, MDL_ONS_CP_PAD1);
795 // control point placement
796 if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
799 set_movetype(cp, MOVETYPE_NONE);
801 else // drop to floor, automatically find a platform and set that as spawn origin
803 setorigin(cp, cp.origin + '0 0 20');
806 set_movetype(cp, MOVETYPE_TOSS);
810 WaypointSprite_SpawnFixed(WP_Null, cp.origin + CPGEN_WAYPOINT_OFFSET, cp, sprite, RADARICON_NONE);
811 WaypointSprite_UpdateRule(cp.sprite, cp.team, SPRITERULE_TEAMPLAY);
813 InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
817 // =========================
818 // Main Generator Functions
819 // =========================
821 entity ons_Generator_Waypoint(entity e)
824 return WP_OnsGenShielded;
828 void ons_Generator_UpdateSprite(entity e)
830 entity s1 = ons_Generator_Waypoint(e);
831 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
833 if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
835 e.lastteam = e.team + 2;
836 e.lastshielded = e.isshielded;
840 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
842 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
847 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
849 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
851 WaypointSprite_Ping(e.sprite);
855 void ons_camSetup(entity this)
858 vector ang = '0 0 0';
859 vector best_ang = '0 0 0';
860 float best_trace_fraction = 0;
863 dir = vec2(cos(ang.y * DEG2RAD), sin(ang.y * DEG2RAD));
865 traceline(this.origin, this.origin - dir, MOVE_WORLDONLY, this);
866 if(trace_fraction > best_trace_fraction)
868 best_trace_fraction = trace_fraction;
870 if(trace_fraction == 1)
877 cam.origin = this.origin;
878 setorigin(cam, cam.origin);
879 cam.angles = best_ang;
880 Net_LinkEntity(cam, false, 0, clientcamera_send);
882 FOREACH_CLIENT(true, it.clientcamera = cam;);
884 // NOTE: engine networked
885 WriteByte(MSG_ALL, SVC_SETVIEWANGLES);
886 WriteAngle(MSG_ALL, cam.angles_x);
887 WriteAngle(MSG_ALL, cam.angles_y);
888 WriteAngle(MSG_ALL, cam.angles_z);
891 void ons_GeneratorDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
893 if(damage <= 0) return;
894 if(warmup_stage || game_stopped) return;
895 if(!round_handler_IsRoundStarted()) return;
897 if (attacker != this)
901 // generator is protected by a shield, so ignore the damage
902 if (time > this.pain_finished)
903 if (IS_PLAYER(attacker))
905 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
906 attacker.typehitsound += 1;
907 this.pain_finished = time + 1;
911 if (time > this.pain_finished)
913 this.pain_finished = time + 10;
914 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && SAME_TEAM(it, this), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK));
915 play2team(this.team, SND(ONS_GENERATOR_UNDERATTACK));
918 TakeResource(this, RES_HEALTH, damage);
919 float hlth = GetResource(this, RES_HEALTH);
920 WaypointSprite_UpdateHealth(this.sprite, hlth);
921 // choose an animation frame based on health
922 this.frame = 10 * bound(0, (1 - hlth / this.max_health), 1);
923 // see if the generator is still functional, or dying
926 this.lasthealth = hlth;
930 if (attacker == this)
931 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME));
934 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED));
935 GameRules_scoring_add(attacker, SCORE, 100);
937 this.iscaptured = false;
938 this.islinked = false;
939 this.isshielded = false;
940 this.takedamage = DAMAGE_NO; // can't be hurt anymore
941 this.event_damage = func_null; // won't do anything if hurt
942 this.event_heal = func_null;
943 this.count = 0; // reset counter
944 setthink(this, func_null);
946 //this.think(); // do the first explosion now
948 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
949 WaypointSprite_Ping(this.sprite);
950 //WaypointSprite_Kill(this.sprite); // can't do this yet, code too poor
952 onslaught_updatelinks();
957 // Throw some flaming gibs on damage, more damage = more chance for gib
958 if(random() < damage/220)
960 sound(this, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
964 // particles on every hit
965 Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
969 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
971 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
974 this.SendFlags |= GSF_STATUS;
977 bool ons_GeneratorHeal(entity targ, entity inflictor, float amount, float limit)
979 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
980 float hlth = GetResource(targ, RES_HEALTH);
981 if (hlth <= 0 || hlth >= true_limit)
984 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
985 hlth = GetResource(targ, RES_HEALTH);
986 WaypointSprite_UpdateHealth(targ.sprite, hlth);
987 targ.frame = 10 * bound(0, (1 - hlth / targ.max_health), 1);
988 targ.lasthealth = hlth;
989 targ.SendFlags |= GSF_STATUS;
993 void ons_GeneratorThink(entity this)
995 this.nextthink = time + GEN_THINKRATE;
997 if (game_stopped || this.isshielded || time < this.wait)
1000 this.wait = time + 5;
1001 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it),
1003 if (SAME_TEAM(it, this))
1005 Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
1007 soundto(MSG_ONE, this, CHAN_AUTO, SND(ONS_GENERATOR_ALARM), VOL_BASE, ATTEN_NONE, 0);
1010 Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_ONS_NOTSHIELDED));
1014 void ons_GeneratorReset(entity this)
1016 this.team = this.team_saved;
1017 SetResourceExplicit(this, RES_HEALTH, autocvar_g_onslaught_gen_health);
1018 this.lasthealth = this.max_health = autocvar_g_onslaught_gen_health;
1019 this.takedamage = DAMAGE_AIM;
1020 this.bot_attack = true;
1021 if(!IL_CONTAINS(g_bot_targets, this))
1022 IL_PUSH(g_bot_targets, this);
1023 this.iscaptured = true;
1024 this.islinked = true;
1025 this.isshielded = true;
1026 this.event_damage = ons_GeneratorDamage;
1027 this.event_heal = ons_GeneratorHeal;
1028 setthink(this, ons_GeneratorThink);
1029 this.nextthink = time + GEN_THINKRATE;
1031 Net_LinkEntity(this, false, 0, generator_send);
1033 this.SendFlags = GSF_SETUP; // just incase
1034 this.SendFlags |= GSF_STATUS;
1036 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1037 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1038 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
1040 onslaught_updatelinks();
1043 void ons_DelayedGeneratorSetup(entity this)
1046 waypoint_spawnforitem_force(this, this.origin);
1047 this.nearestwaypointtimeout = 0; // activate waypointing again
1048 this.bot_basewaypoint = this.nearestwaypoint;
1050 // captureshield setup
1051 ons_CaptureShield_Spawn(this, MDL_ONS_GEN_SHIELD);
1053 onslaught_updatelinks();
1055 Net_LinkEntity(this, false, 0, generator_send);
1059 void onslaught_generator_touch(entity this, entity toucher)
1061 if ( IS_PLAYER(toucher) )
1062 if ( SAME_TEAM(this,toucher) )
1063 if ( this.iscaptured )
1065 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
1069 void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
1072 int teamnum = gen.team;
1075 gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
1076 ons_worldgeneratorlist = gen;
1078 gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnum));
1079 gen.classname = "onslaught_generator";
1080 gen.solid = SOLID_BBOX;
1081 gen.team_saved = teamnum;
1082 IL_PUSH(g_saved_team, gen);
1083 set_movetype(gen, MOVETYPE_NONE);
1084 gen.lasthealth = gen.max_health = autocvar_g_onslaught_gen_health;
1085 SetResourceExplicit(gen, RES_HEALTH, autocvar_g_onslaught_gen_health);
1086 gen.takedamage = DAMAGE_AIM;
1087 gen.bot_attack = true;
1088 IL_PUSH(g_bot_targets, gen);
1089 gen.event_damage = ons_GeneratorDamage;
1090 gen.event_heal = ons_GeneratorHeal;
1091 gen.reset = ons_GeneratorReset;
1092 setthink(gen, ons_GeneratorThink);
1093 gen.nextthink = time + GEN_THINKRATE;
1094 gen.iscaptured = true;
1095 gen.islinked = true;
1096 gen.isshielded = true;
1097 settouch(gen, onslaught_generator_touch);
1100 // model handled by CSQC
1101 setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
1102 setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
1103 gen.colormap = 1024 + (teamnum - 1) * 17;
1105 // generator placement
1109 WaypointSprite_SpawnFixed(WP_Null, gen.origin + CPGEN_WAYPOINT_OFFSET, gen, sprite, RADARICON_NONE);
1110 WaypointSprite_UpdateRule(gen.sprite, gen.team, SPRITERULE_TEAMPLAY);
1111 WaypointSprite_UpdateMaxHealth(gen.sprite, gen.max_health);
1112 WaypointSprite_UpdateHealth(gen.sprite, GetResource(gen, RES_HEALTH));
1114 InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
1122 int total_generators;
1123 void Onslaught_count_generators()
1126 total_generators = 0;
1127 for (int i = 1; i <= NUM_TEAMS; ++i)
1129 Team_SetNumberOfControlPoints(Team_GetTeamFromIndex(i), 0);
1131 for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
1134 if (GetResource(e, RES_HEALTH) < 1)
1138 entity team_ = Entity_GetTeam(e);
1139 int num_control_points = Team_GetNumberOfControlPoints(team_);
1140 ++num_control_points;
1141 Team_SetNumberOfControlPoints(team_, num_control_points);
1145 int Onslaught_GetWinnerTeam()
1147 int winner_team = 0;
1148 if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(1)) >= 1)
1150 winner_team = NUM_TEAM_1;
1152 for (int i = 2; i <= NUM_TEAMS; ++i)
1154 if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(i)) >= 1)
1156 if (winner_team != 0)
1160 winner_team = Team_IndexToTeam(i);
1167 return -1; // no generators left?
1170 void nades_Clear(entity e);
1172 bool Onslaught_CheckWinner()
1174 if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
1176 ons_stalemate = true;
1178 if (!wpforenemy_announced)
1180 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
1181 sound(NULL, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE);
1183 wpforenemy_announced = true;
1186 entity tmp_entity; // temporary entity
1188 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay)
1190 // tmp_entity.max_health / 300 gives 5 minutes of overtime.
1191 // control points reduce the overtime duration.
1194 for(e = ons_worldcplist; e; e = e.ons_worldcpnext)
1196 if(DIFF_TEAM(e, tmp_entity))
1201 if(autocvar_g_campaign && autocvar__campaign_testrun)
1202 d = d * tmp_entity.max_health;
1204 d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
1206 Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, tmp_entity.origin, '0 0 0');
1208 tmp_entity.sprite.SendFlags |= 16;
1210 tmp_entity.ons_overtime_damagedelay = time + 1;
1213 else { wpforenemy_announced = false; ons_stalemate = false; }
1215 Onslaught_count_generators();
1217 if (Team_GetNumberOfTeamsWithControlPoints() > 1)
1222 int winner_team = Onslaught_GetWinnerTeam();
1226 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
1227 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
1228 TeamScore_AddToTeam(winner_team, ST_ONS_CAPS, +1);
1230 else if(winner_team == -1)
1232 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
1233 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
1236 ons_stalemate = false;
1238 play2all(SND(CTF_CAPTURE(winner_team)));
1240 round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
1242 FOREACH_CLIENT(IS_PLAYER(it), {
1243 STAT(ROUNDLOST, it) = true;
1244 it.player_blocked = true;
1249 game_stopped = true;
1253 bool Onslaught_CheckPlayers()
1258 void Onslaught_RoundStart()
1261 FOREACH_CLIENT(IS_PLAYER(it), it.player_blocked = false);
1263 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1264 tmp_entity.sprite.SendFlags |= 16;
1266 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1267 tmp_entity.sprite.SendFlags |= 16;
1275 // NOTE: LEGACY CODE, needs to be re-written!
1277 void havocbot_role_ons_setrole(entity this, int role)
1281 case HAVOCBOT_ONS_ROLE_DEFENSE:
1282 LOG_DEBUG(this.netname, " switched to defense");
1283 this.havocbot_role = havocbot_role_ons_defense;
1284 this.havocbot_role_timeout = 0;
1286 case HAVOCBOT_ONS_ROLE_ASSISTANT:
1287 LOG_DEBUG(this.netname, " switched to assistant");
1288 this.havocbot_role = havocbot_role_ons_assistant;
1289 this.havocbot_role_timeout = 0;
1291 case HAVOCBOT_ONS_ROLE_OFFENSE:
1292 LOG_DEBUG(this.netname, " switched to offense");
1293 this.havocbot_role = havocbot_role_ons_offense;
1294 this.havocbot_role_timeout = 0;
1299 void havocbot_goalrating_ons_controlpoints_attack(entity this, float ratingscale)
1301 entity cp, cp1, cp2, best, wp;
1302 float radius, bestvalue;
1306 // Filter control points
1307 for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
1310 cp2.wpconsidered = false;
1315 // Ignore owned controlpoints
1316 if(!((cp2.aregensneighbor & BIT(this.team)) || (cp2.arecpsneighbor & BIT(this.team))))
1319 // Count team mates interested in this control point
1320 // (easier and cleaner than keeping counters per cp and teams)
1321 FOREACH_CLIENT(it != this && IS_PLAYER(it), {
1322 if(SAME_TEAM(it, this))
1323 if(it.havocbot_role == havocbot_role_ons_offense)
1324 if(it.havocbot_ons_target == cp2)
1328 // NOTE: probably decrease the cost of attackable control points
1330 cp2.wpconsidered = true;
1333 // We'll consider only the best case
1334 bestvalue = FLOAT_MAX;
1336 for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext)
1338 if (!cp1.wpconsidered)
1341 if(cp1.wpcost<bestvalue)
1343 bestvalue = cp1.wpcost;
1345 this.havocbot_ons_target = cp1;
1352 LOG_DEBUG(this.netname, " chose cp ranked ", ftos(bestvalue));
1356 // Should be attacked
1357 // Rate waypoints near it
1360 bestvalue = FLOAT_MAX;
1361 for (radius = 500; radius <= 1000 && !found; radius += 500)
1363 IL_EACH(g_waypoints, vdist(cp.origin - it.origin, <, radius),
1365 if (!(it.wpflags & WAYPOINTFLAG_GENERATED) && checkpvs(it.origin, cp))
1368 if (it.cnt < bestvalue)
1379 navigation_routerating(this, best, ratingscale, 10000);
1382 this.havocbot_attack_time = 0;
1383 if(checkpvs(this.origin + this.view_ofs, cp))
1384 if(checkpvs(this.origin + this.view_ofs, best))
1385 this.havocbot_attack_time = time + 2;
1389 navigation_routerating(this, cp, ratingscale, 10000);
1391 LOG_DEBUG(this.netname, " found an attackable controlpoint at ", vtos(cp.origin));
1395 // Should be touched
1396 LOG_DEBUG(this.netname, " found a touchable controlpoint at ", vtos(cp.origin));
1397 navigation_routerating(this, cp, ratingscale * 2, 10000);
1401 bool havocbot_goalrating_ons_generator_attack(entity this, float ratingscale)
1403 entity g, wp, bestwp;
1407 for(g = ons_worldgeneratorlist; g; g = g.ons_worldgeneratornext)
1409 if(SAME_TEAM(g, this) || g.isshielded)
1412 // Should be attacked
1413 // Rate waypoints near it
1416 bestvalue = FLOAT_MAX;
1418 IL_EACH(g_waypoints, vdist(g.origin - it.origin, <, 400),
1420 if (checkpvs(it.origin, g))
1423 if (it.cnt < bestvalue)
1433 LOG_DEBUG("waypoints found around generator");
1434 navigation_routerating(this, bestwp, ratingscale, 10000);
1437 this.havocbot_attack_time = 0;
1438 if(checkpvs(this.origin + this.view_ofs, g))
1439 if(checkpvs(this.origin + this.view_ofs, bestwp))
1440 this.havocbot_attack_time = time + 5;
1446 LOG_DEBUG("generator found without waypoints around");
1447 // if there aren't waypoints near the generator go straight to it
1448 navigation_routerating(this, g, ratingscale, 10000);
1449 this.havocbot_attack_time = 0;
1456 void havocbot_role_ons_offense(entity this)
1460 this.havocbot_attack_time = 0;
1461 havocbot_ons_reset_role(this);
1465 // Set the role timeout if necessary
1466 if (!this.havocbot_role_timeout)
1467 this.havocbot_role_timeout = time + 120;
1469 if (time > this.havocbot_role_timeout)
1471 havocbot_ons_reset_role(this);
1475 if(this.havocbot_attack_time>time)
1478 if (navigation_goalrating_timeout(this))
1480 navigation_goalrating_start(this);
1481 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
1482 if(!havocbot_goalrating_ons_generator_attack(this, 10000))
1483 havocbot_goalrating_ons_controlpoints_attack(this, 10000);
1484 havocbot_goalrating_items(this, 25000, this.origin, 10000);
1485 navigation_goalrating_end(this);
1487 navigation_goalrating_timeout_set(this);
1491 void havocbot_role_ons_assistant(entity this)
1493 havocbot_ons_reset_role(this);
1496 void havocbot_role_ons_defense(entity this)
1498 havocbot_ons_reset_role(this);
1501 void havocbot_ons_reset_role(entity this)
1506 this.havocbot_ons_target = NULL;
1508 // TODO: Defend control points or generator if necessary
1510 havocbot_role_ons_setrole(this, HAVOCBOT_ONS_ROLE_OFFENSE);
1515 * Find control point or generator owned by the same team self which is nearest to pos
1516 * if max_dist is positive, only control points within this range will be considered
1518 entity ons_Nearest_ControlPoint(entity this, vector pos, float max_dist)
1520 entity closest_target = NULL;
1521 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1523 if(SAME_TEAM(cp, this))
1525 if(max_dist <= 0 || vdist(cp.origin - pos, <=, max_dist))
1526 if(vlen2(cp.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1527 closest_target = cp;
1529 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1531 if(SAME_TEAM(gen, this))
1532 if(max_dist <= 0 || vdist(gen.origin - pos, <, max_dist))
1533 if(vlen2(gen.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1534 closest_target = gen;
1537 return closest_target;
1541 * Find control point or generator owned by the same team self which is nearest to pos
1542 * if max_dist is positive, only control points within this range will be considered
1543 * This function only check distances on the XY plane, disregarding Z
1545 entity ons_Nearest_ControlPoint_2D(entity this, vector pos, float max_dist)
1547 entity closest_target = NULL;
1549 float smallest_distance = 0, distance;
1551 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1553 delta = cp.origin - pos;
1555 distance = vlen(delta);
1557 if(SAME_TEAM(cp, this))
1559 if(max_dist <= 0 || distance <= max_dist)
1560 if(closest_target == NULL || distance <= smallest_distance )
1562 closest_target = cp;
1563 smallest_distance = distance;
1566 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1568 delta = gen.origin - pos;
1570 distance = vlen(delta);
1572 if(SAME_TEAM(gen, this))
1573 if(max_dist <= 0 || distance <= max_dist)
1574 if(closest_target == NULL || distance <= smallest_distance )
1576 closest_target = gen;
1577 smallest_distance = distance;
1581 return closest_target;
1584 * find the number of control points and generators in the same team as this
1586 int ons_Count_SelfControlPoints(entity this)
1589 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1591 if(SAME_TEAM(cp, this))
1595 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1597 if(SAME_TEAM(gen, this))
1604 * Teleport player to a random position near tele_target
1605 * if tele_effects is true, teleport sound+particles are created
1606 * return false on failure
1608 bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects)
1616 // narrow the range for each iteration to increase chances that a spawnpoint
1617 // can be found even if there's little room around the control point
1618 float iteration_scale = 1;
1619 for(i = 0; i < 16; ++i)
1621 iteration_scale -= i / 16;
1622 theta = random() * 2 * M_PI;
1626 loc *= random() * range * iteration_scale;
1628 loc += tele_target.origin + '0 0 128' * iteration_scale;
1630 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1631 if(trace_fraction == 1.0 && !trace_startsolid)
1633 traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the NULL
1634 if(trace_fraction == 1.0 && !trace_startsolid)
1638 Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
1639 sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
1641 setorigin(player, loc);
1642 player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
1643 makevectors(player.angles);
1644 player.fixangle = true;
1645 if (IS_BOT_CLIENT(player))
1647 player.v_angle = player.angles;
1648 bot_aim_reset(player);
1650 player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
1653 Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
1666 MUTATOR_HOOKFUNCTION(ons, reset_map_global)
1668 FOREACH_CLIENT(IS_PLAYER(it), {
1669 STAT(ROUNDLOST, it) = false;
1670 it.ons_deathloc = '0 0 0';
1671 PutClientInServer(it);
1672 it.clientcamera = it;
1677 MUTATOR_HOOKFUNCTION(ons, ClientDisconnect)
1679 entity player = M_ARGV(0, entity);
1681 player.ons_deathloc = '0 0 0';
1684 MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver)
1686 entity player = M_ARGV(0, entity);
1688 player.ons_deathloc = '0 0 0';
1691 MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
1693 entity player = M_ARGV(0, entity);
1695 if(!round_handler_IsRoundStarted())
1697 player.player_blocked = true;
1702 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1704 l.sprite.SendFlags |= 16;
1706 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1708 l.sprite.SendFlags |= 16;
1711 if(ons_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
1713 if ( autocvar_g_onslaught_spawn_choose )
1714 if ( player.ons_spawn_by )
1715 if ( ons_Teleport(player,player.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
1717 player.ons_spawn_by = NULL;
1721 if(autocvar_g_onslaught_spawn_at_controlpoints)
1722 if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
1724 float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
1725 entity tmp_entity, closest_target = NULL;
1726 vector spawn_loc = player.ons_deathloc;
1728 // new joining player or round reset, don't bother checking
1729 if(spawn_loc == '0 0 0') { return false; }
1731 if(random_target) { RandomSelection_Init(); }
1733 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1735 if(SAME_TEAM(tmp_entity, player))
1738 RandomSelection_AddEnt(tmp_entity, 1, 1);
1739 else if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1740 closest_target = tmp_entity;
1744 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1750 float iteration_scale = 1;
1751 for(i = 0; i < 10; ++i)
1753 iteration_scale -= i / 10;
1754 loc = closest_target.origin + '0 0 96' * iteration_scale;
1755 loc += ('0 1 0' * random()) * 128 * iteration_scale;
1756 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1757 if(trace_fraction == 1.0 && !trace_startsolid)
1759 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1760 if(trace_fraction == 1.0 && !trace_startsolid)
1762 setorigin(player, loc);
1763 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1771 if(autocvar_g_onslaught_spawn_at_generator)
1772 if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
1774 float random_target = autocvar_g_onslaught_spawn_at_generator_random;
1775 entity tmp_entity, closest_target = NULL;
1776 vector spawn_loc = player.ons_deathloc;
1778 // new joining player or round reset, don't bother checking
1779 if(spawn_loc == '0 0 0') { return false; }
1781 if(random_target) { RandomSelection_Init(); }
1783 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1786 RandomSelection_AddEnt(tmp_entity, 1, 1);
1789 if(SAME_TEAM(tmp_entity, player))
1790 if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1791 closest_target = tmp_entity;
1795 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1801 float iteration_scale = 1;
1802 for(i = 0; i < 10; ++i)
1804 iteration_scale -= i / 10;
1805 loc = closest_target.origin + '0 0 128' * iteration_scale;
1806 loc += ('0 1 0' * random()) * 256 * iteration_scale;
1807 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1808 if(trace_fraction == 1.0 && !trace_startsolid)
1810 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1811 if(trace_fraction == 1.0 && !trace_startsolid)
1813 setorigin(player, loc);
1814 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1825 MUTATOR_HOOKFUNCTION(ons, PlayerDies)
1827 entity frag_target = M_ARGV(2, entity);
1829 frag_target.ons_deathloc = frag_target.origin;
1831 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1833 l.sprite.SendFlags |= 16;
1835 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1837 l.sprite.SendFlags |= 16;
1840 if ( autocvar_g_onslaught_spawn_choose )
1841 if ( ons_Count_SelfControlPoints(frag_target) > 1 )
1842 stuffcmd(frag_target, "qc_cmd_cl hud clickradar\n");
1847 MUTATOR_HOOKFUNCTION(ons, MonsterMove)
1849 entity mon = M_ARGV(0, entity);
1851 entity e = find(NULL, targetname, mon.target);
1856 void ons_MonsterSpawn_Delayed(entity this)
1858 entity own = this.owner;
1860 if(!own) { delete(this); return; }
1864 entity e = find(NULL, target, own.targetname);
1869 own.use(own, e, NULL);
1876 MUTATOR_HOOKFUNCTION(ons, MonsterSpawn)
1878 entity mon = M_ARGV(0, entity);
1882 InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
1885 void ons_TurretSpawn_Delayed(entity this)
1887 entity own = this.owner;
1889 if(!own) { delete(this); return; }
1893 entity e = find(NULL, target, own.targetname);
1897 own.active = ACTIVE_NOT;
1899 own.use(own, e, NULL);
1906 MUTATOR_HOOKFUNCTION(ons, TurretSpawn)
1908 entity turret = M_ARGV(0, entity);
1912 InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
1917 MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole)
1919 entity bot = M_ARGV(0, entity);
1921 havocbot_ons_reset_role(bot);
1925 MUTATOR_HOOKFUNCTION(ons, TeamBalance_CheckAllowedTeams)
1927 // onslaught is special
1928 for(entity tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1930 if (Team_IsValidTeam(tmp_entity.team))
1932 M_ARGV(0, float) |= Team_TeamToBit(tmp_entity.team);
1939 MUTATOR_HOOKFUNCTION(ons, SpectateCopy)
1941 entity spectatee = M_ARGV(0, entity);
1942 entity client = M_ARGV(1, entity);
1944 STAT(ROUNDLOST, client) = STAT(ROUNDLOST, spectatee); // make spectators see it too
1947 MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
1949 if(MUTATOR_RETURNVALUE) // command was already handled?
1952 entity player = M_ARGV(0, entity);
1953 string cmd_name = M_ARGV(1, string);
1954 int cmd_argc = M_ARGV(2, int);
1956 if ( cmd_name == "ons_spawn" )
1958 vector pos = player.origin;
1960 pos_x = stof(argv(1));
1962 pos_y = stof(argv(2));
1964 pos_z = stof(argv(3));
1966 if ( IS_PLAYER(player) )
1968 if ( !STAT(FROZEN, player) )
1970 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
1972 if ( !source_point && GetResource(player, RES_HEALTH) > 0 )
1974 sprint(player, "\nYou need to be next to a control point\n");
1979 entity closest_target = ons_Nearest_ControlPoint_2D(player, pos, autocvar_g_onslaught_click_radius);
1981 if ( closest_target == NULL )
1983 sprint(player, "\nNo control point found\n");
1987 if ( GetResource(player, RES_HEALTH) <= 0 )
1989 player.ons_spawn_by = closest_target;
1990 player.respawn_flags = player.respawn_flags | RESPAWN_FORCE;
1994 if ( source_point == closest_target )
1996 sprint(player, "\nTeleporting to the same point\n");
2000 if ( !ons_Teleport(player,closest_target,autocvar_g_onslaught_teleport_radius,true) )
2001 sprint(player, "\nUnable to teleport there\n");
2007 sprint(player, "\nNo teleportation for you\n");
2015 MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
2017 if(MUTATOR_RETURNVALUE || game_stopped) return false;
2019 entity player = M_ARGV(0, entity);
2021 if((time > player.teleport_antispam) && (!IS_DEAD(player)) && !player.vehicle)
2023 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
2026 stuffcmd(player, "qc_cmd_cl hud clickradar\n");
2032 MUTATOR_HOOKFUNCTION(ons, PlayHitsound)
2034 entity frag_victim = M_ARGV(0, entity);
2036 return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
2037 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
2040 MUTATOR_HOOKFUNCTION(ons, SendWaypoint)
2042 entity wp = M_ARGV(0, entity);
2043 entity to = M_ARGV(1, entity);
2044 int sf = M_ARGV(2, int);
2045 int wp_flag = M_ARGV(3, int);
2049 if(wp.owner.classname == "onslaught_controlpoint")
2051 entity wp_owner = wp.owner;
2052 entity e = WaypointSprite_getviewentity(to);
2053 if(SAME_TEAM(e, wp_owner) && GetResource(wp_owner.goalentity, RES_HEALTH) >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
2054 if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; }
2056 if(wp.owner.classname == "onslaught_generator")
2058 entity wp_owner = wp.owner;
2059 if(wp_owner.isshielded && GetResource(wp_owner, RES_HEALTH) >= wp_owner.max_health) { wp_flag |= 2; }
2060 if(GetResource(wp_owner, RES_HEALTH) <= 0) { wp_flag |= 2; }
2064 M_ARGV(3, int) = wp_flag;
2067 MUTATOR_HOOKFUNCTION(ons, TurretValidateTarget)
2069 entity turret_target = M_ARGV(1, entity);
2071 if(substring(turret_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
2073 M_ARGV(3, float) = -3;
2080 MUTATOR_HOOKFUNCTION(ons, TurretThink)
2082 entity turret = M_ARGV(0, entity);
2084 // ONS uses somewhat backwards linking.
2087 entity e = find(NULL, targetname, turret.target);
2089 turret.team = e.team;
2092 if(turret.team != turret.tur_head.team)
2093 turret_respawn(turret);
2101 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
2102 Link between control points.
2104 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.
2107 "target" - first control point.
2108 "target2" - second control point.
2110 spawnfunc(onslaught_link)
2112 if(!g_onslaught) { delete(this); return; }
2114 if (this.target == "" || this.target2 == "")
2115 objerror(this, "target and target2 must be set\n");
2117 this.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
2118 ons_worldlinklist = this;
2120 InitializeEntity(this, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
2121 Net_LinkEntity(this, false, 0, ons_Link_Send);
2124 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
2125 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
2127 This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
2130 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2131 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
2132 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
2135 spawnfunc(onslaught_controlpoint)
2137 if(!g_onslaught) { delete(this); return; }
2139 ons_ControlPoint_Setup(this);
2142 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
2145 spawnfunc_onslaught_link entities can target this.
2148 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
2149 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2151 spawnfunc(onslaught_generator)
2153 if(!g_onslaught) { delete(this); return; }
2154 if(!this.team) { objerror(this, "team must be set"); }
2156 ons_GeneratorSetup(this);
2160 void ons_ScoreRules()
2162 entity balance = TeamBalance_CheckAllowedTeams(NULL);
2163 int teams = TeamBalance_GetAllowedTeams(balance);
2164 TeamBalance_Destroy(balance);
2165 GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
2166 field_team(ST_ONS_CAPS, "destroyed", SFL_SORT_PRIO_PRIMARY);
2167 field(SP_ONS_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
2168 field(SP_ONS_TAKES, "takes", 0);
2172 void ons_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up
2176 round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
2177 round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
2180 void ons_Initialize()
2183 ons_captureshield_force = autocvar_g_onslaught_shield_force;
2185 cam = new(objective_camera);
2187 InitializeEntity(NULL, ons_DelayedInit, INITPRIO_GAMETYPE);