1 #include "sv_onslaught.qh"
2 #include "sv_controlpoint.qh"
3 #include "sv_generator.qh"
7 float autocvar_g_onslaught_teleport_wait;
8 bool autocvar_g_onslaught_spawn_at_controlpoints;
9 bool autocvar_g_onslaught_spawn_at_generator;
10 float autocvar_g_onslaught_cp_proxydecap;
11 float autocvar_g_onslaught_cp_proxydecap_distance = 512;
12 float autocvar_g_onslaught_cp_proxydecap_dps = 100;
13 float autocvar_g_onslaught_spawn_at_controlpoints_chance = 0.5;
14 float autocvar_g_onslaught_spawn_at_controlpoints_random;
15 float autocvar_g_onslaught_spawn_at_generator_chance;
16 float autocvar_g_onslaught_spawn_at_generator_random;
17 float autocvar_g_onslaught_cp_buildhealth;
18 float autocvar_g_onslaught_cp_buildtime;
19 float autocvar_g_onslaught_cp_health;
20 float autocvar_g_onslaught_cp_regen;
21 float autocvar_g_onslaught_gen_health;
22 float autocvar_g_onslaught_shield_force = 100;
23 float autocvar_g_onslaught_allow_vehicle_touch;
24 float autocvar_g_onslaught_round_timelimit;
25 float autocvar_g_onslaught_warmup;
26 float autocvar_g_onslaught_teleport_radius;
27 float autocvar_g_onslaught_spawn_choose;
28 float autocvar_g_onslaught_click_radius;
30 void FixSize(entity e);
33 // =======================
34 // CaptureShield Functions
35 // =======================
37 bool clientcamera_send(entity this, entity to, int sf)
39 WriteHeader(MSG_ENTITY, ENT_ONSCAMERA);
41 WriteVector(MSG_ENTITY, this.origin);
43 WriteAngle(MSG_ENTITY, this.angles_x);
44 WriteAngle(MSG_ENTITY, this.angles_y);
45 WriteAngle(MSG_ENTITY, this.angles_z);
50 bool ons_CaptureShield_Customize(entity this, entity client)
52 entity e = WaypointSprite_getviewentity(client);
54 if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, e.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return false; }
55 if(SAME_TEAM(this, e)) { return false; }
60 void ons_CaptureShield_Touch(entity this, entity toucher)
62 if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, toucher.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return; }
63 if(!IS_PLAYER(toucher)) { return; }
64 if(SAME_TEAM(toucher, this)) { return; }
66 vector mymid = (this.absmin + this.absmax) * 0.5;
67 vector theirmid = (toucher.absmin + toucher.absmax) * 0.5;
69 Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, mymid, normalize(theirmid - mymid) * ons_captureshield_force);
71 if(IS_REAL_CLIENT(toucher))
73 play2(toucher, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
75 if(this.enemy.classname == "onslaught_generator")
76 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
78 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
82 void ons_CaptureShield_Reset(entity this)
84 this.colormap = this.enemy.colormap;
85 this.team = this.enemy.team;
88 void ons_CaptureShield_Spawn(entity generator, bool is_generator)
90 entity shield = new(ons_captureshield);
91 IL_PUSH(g_onsshields, shield);
93 shield.enemy = generator;
94 shield.team = generator.team;
95 shield.colormap = generator.colormap;
96 shield.reset = ons_CaptureShield_Reset;
97 settouch(shield, ons_CaptureShield_Touch);
98 setcefc(shield, ons_CaptureShield_Customize);
99 shield.effects = EF_ADDITIVE;
100 set_movetype(shield, MOVETYPE_NOCLIP);
101 shield.solid = SOLID_TRIGGER;
102 shield.avelocity = '7 0 11';
104 shield.model = ((is_generator) ? "models/onslaught/generator_shield.md3" : "models/onslaught/controlpoint_shield.md3");
106 precache_model(shield.model);
107 setorigin(shield, generator.origin);
108 _setmodel(shield, shield.model);
109 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
117 void setmodel_fixsize(entity e, Model m)
123 void onslaught_updatelinks()
126 // first check if the game has ended
127 LOG_DEBUG("--- updatelinks ---");
128 // mark generators as being shielded and networked
129 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
132 LOG_DEBUG(etos(l), " (generator) belongs to team ", ftos(l.team));
134 LOG_DEBUG(etos(l), " (generator) is destroyed");
135 l.islinked = l.iscaptured;
136 l.isshielded = l.iscaptured;
137 l.sprite.SendFlags |= 16;
139 // mark points as shielded and not networked
140 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
144 l.aregensneighbor = 0;
145 l.arecpsneighbor = 0;
146 LOG_DEBUG(etos(l), " (point) belongs to team ", ftos(l.team));
147 l.sprite.SendFlags |= 16;
149 // flow power outward from the generators through the network
154 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
156 // if both points are captured by the same team, and only one of
157 // them is powered, mark the other one as powered as well
158 if (l.enemy.iscaptured && l.goalentity.iscaptured)
159 if (l.enemy.islinked != l.goalentity.islinked)
160 if(SAME_TEAM(l.enemy, l.goalentity))
162 if (!l.goalentity.islinked)
165 l.goalentity.islinked = true;
166 LOG_DEBUG(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)");
168 else if (!l.enemy.islinked)
171 l.enemy.islinked = true;
172 LOG_DEBUG(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)");
177 // now that we know which points are powered we can mark their neighbors
178 // as unshielded if team differs
179 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
181 if (l.goalentity.islinked)
183 if(DIFF_TEAM(l.goalentity, l.enemy))
185 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)");
186 l.enemy.isshielded = false;
188 if(l.goalentity.classname == "onslaught_generator")
189 l.enemy.aregensneighbor |= BIT(l.goalentity.team);
191 l.enemy.arecpsneighbor |= BIT(l.goalentity.team);
193 if (l.enemy.islinked)
195 if(DIFF_TEAM(l.goalentity, l.enemy))
197 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)");
198 l.goalentity.isshielded = false;
200 if(l.enemy.classname == "onslaught_generator")
201 l.goalentity.aregensneighbor |= BIT(l.enemy.team);
203 l.goalentity.arecpsneighbor |= BIT(l.enemy.team);
206 // now update the generators
207 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
211 LOG_DEBUG(etos(l), " (generator) is shielded");
212 l.takedamage = DAMAGE_NO;
214 IL_REMOVE(g_bot_targets, l);
215 l.bot_attack = false;
219 LOG_DEBUG(etos(l), " (generator) is not shielded");
220 l.takedamage = DAMAGE_AIM;
222 IL_PUSH(g_bot_targets, l);
226 ons_Generator_UpdateSprite(l);
228 // now update the takedamage and alpha variables on control point icons
229 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
233 LOG_DEBUG(etos(l), " (point) is shielded");
236 l.goalentity.takedamage = DAMAGE_NO;
237 if(l.goalentity.bot_attack)
238 IL_REMOVE(g_bot_targets, l.goalentity);
239 l.goalentity.bot_attack = false;
244 LOG_DEBUG(etos(l), " (point) is not shielded");
247 l.goalentity.takedamage = DAMAGE_AIM;
248 if(!l.goalentity.bot_attack)
249 IL_PUSH(g_bot_targets, l.goalentity);
250 l.goalentity.bot_attack = true;
253 ons_ControlPoint_UpdateSprite(l);
255 IL_EACH(g_onsshields, true,
257 it.team = it.enemy.team;
258 it.colormap = it.enemy.colormap;
263 // ===================
264 // Main Link Functions
265 // ===================
267 bool ons_Link_Send(entity this, entity to, int sendflags)
269 WriteHeader(MSG_ENTITY, ENT_CLIENT_RADARLINK);
270 WriteByte(MSG_ENTITY, sendflags);
273 WriteVector(MSG_ENTITY, this.goalentity.origin);
277 WriteVector(MSG_ENTITY, this.enemy.origin);
281 WriteByte(MSG_ENTITY, this.clientcolors); // which is goalentity's color + enemy's color * 16
286 void ons_Link_CheckUpdate(entity this)
288 // TODO check if the two sides have moved (currently they won't move anyway)
289 float cc = 0, cc1 = 0, cc2 = 0;
291 if(this.goalentity.islinked || this.goalentity.iscaptured) { cc1 = (this.goalentity.team - 1) * 0x01; }
292 if(this.enemy.islinked || this.enemy.iscaptured) { cc2 = (this.enemy.team - 1) * 0x10; }
296 if(cc != this.clientcolors)
298 this.clientcolors = cc;
302 this.nextthink = time;
305 void ons_DelayedLinkSetup(entity this)
307 this.goalentity = find(NULL, targetname, this.target);
308 this.enemy = find(NULL, targetname, this.target2);
309 if(!this.goalentity) { objerror(this, "can not find target\n"); }
310 if(!this.enemy) { objerror(this, "can not find target2\n"); }
312 LOG_DEBUG(etos(this.goalentity), " linked with ", etos(this.enemy));
314 setthink(this, ons_Link_CheckUpdate);
315 this.nextthink = time;
319 // =============================
320 // Main Control Point Functions
321 // =============================
323 int ons_ControlPoint_CanBeLinked(entity cp, int teamnumber)
325 if(cp.aregensneighbor & BIT(teamnumber)) return 2;
326 if(cp.arecpsneighbor & BIT(teamnumber)) return 1;
331 int ons_ControlPoint_Attackable(entity cp, int teamnumber)
332 // -2: SAME TEAM, attackable by enemy!
337 // 3: attack it (HIGH PRIO)
338 // 4: touch it (HIGH PRIO)
346 else if(cp.goalentity)
348 // if there's already an icon built, nothing happens
349 if(cp.team == teamnumber)
351 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
352 if(a) // attackable by enemy?
353 return -2; // EMERGENCY!
356 // we know it can be linked, so no need to check
358 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
359 if(a == 2) // near our generator?
360 return 3; // EMERGENCY!
366 if(ons_ControlPoint_CanBeLinked(cp, teamnumber))
368 a = ons_ControlPoint_CanBeLinked(cp, teamnumber); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
370 return 4; // GET THIS ONE NOW!
372 return 2; // TOUCH ME
378 void ons_ControlPoint_Icon_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
380 if(damage <= 0) { return; }
382 if (this.owner.isshielded)
384 // this is protected by a shield, so ignore the damage
385 if (time > this.pain_finished)
386 if (IS_PLAYER(attacker))
388 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
389 this.pain_finished = time + 1;
390 attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
396 if(IS_PLAYER(attacker))
397 if(time - ons_notification_time[this.team] > 10)
399 play2team(this.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
400 ons_notification_time[this.team] = time;
403 TakeResource(this, RESOURCE_HEALTH, damage);
404 if(this.owner.iscaptured)
405 WaypointSprite_UpdateHealth(this.owner.sprite, GetResourceAmount(this, RESOURCE_HEALTH));
407 WaypointSprite_UpdateBuildFinished(this.owner.sprite, time + (this.max_health - GetResourceAmount(this, RESOURCE_HEALTH)) / (this.count / ONS_CP_THINKRATE));
408 this.pain_finished = time + 1;
409 // particles on every hit
410 pointparticles(EFFECT_SPARKS, hitloc, force*-1, 1);
413 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
415 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
417 if (GetResourceAmount(this, RESOURCE_HEALTH) < 0)
419 sound(this, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
420 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
421 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED), this.owner.message, attacker.netname);
423 GameRules_scoring_add(attacker, ONS_TAKES, 1);
424 GameRules_scoring_add(attacker, SCORE, 10);
426 this.owner.goalentity = NULL;
427 this.owner.islinked = false;
428 this.owner.iscaptured = false;
430 this.owner.colormap = 1024;
432 WaypointSprite_UpdateMaxHealth(this.owner.sprite, 0);
434 onslaught_updatelinks();
436 // Use targets now (somebody make sure this is in the right place..)
437 SUB_UseTargets(this.owner, this, NULL);
439 this.owner.waslinked = this.owner.islinked;
440 if(this.owner.model != "models/onslaught/controlpoint_pad.md3")
441 setmodel_fixsize(this.owner, MDL_ONS_CP_PAD1);
442 //setsize(this, '-32 -32 0', '32 32 8');
447 this.SendFlags |= CPSF_STATUS;
450 bool ons_ControlPoint_Icon_Heal(entity targ, entity inflictor, float amount, float limit)
452 float hlth = GetResourceAmount(targ, RESOURCE_HEALTH);
453 float true_limit = ((limit != RESOURCE_LIMIT_NONE) ? limit : targ.max_health);
454 if (hlth <= 0 || hlth >= true_limit)
457 GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, true_limit);
458 hlth = GetResourceAmount(targ, RESOURCE_HEALTH);
459 if(targ.owner.iscaptured)
460 WaypointSprite_UpdateHealth(targ.owner.sprite, hlth);
462 WaypointSprite_UpdateBuildFinished(targ.owner.sprite, time + (targ.max_health - hlth) / (targ.count / ONS_CP_THINKRATE));
463 targ.SendFlags |= CPSF_STATUS;
467 void ons_ControlPoint_Icon_Think(entity this)
469 this.nextthink = time + ONS_CP_THINKRATE;
471 if(autocvar_g_onslaught_cp_proxydecap)
473 int _enemy_count = 0;
474 int _friendly_count = 0;
476 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
477 if(vdist(it.origin - this.origin, <, autocvar_g_onslaught_cp_proxydecap_distance))
479 if(SAME_TEAM(it, this))
486 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
487 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
489 GiveResourceWithLimit(this, RESOURCE_HEALTH, (_friendly_count - _enemy_count), this.max_health);
490 this.SendFlags |= CPSF_STATUS;
491 if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
493 ons_ControlPoint_Icon_Damage(this, this, this, 1, 0, DMG_NOWEP, this.origin, '0 0 0');
498 if (time > this.pain_finished + 5)
500 if(GetResourceAmount(this, RESOURCE_HEALTH) < this.max_health)
502 GiveResourceWithLimit(this, RESOURCE_HEALTH, this.count, this.max_health);
503 WaypointSprite_UpdateHealth(this.owner.sprite, GetResourceAmount(this, RESOURCE_HEALTH));
507 if(this.owner.islinked != this.owner.waslinked)
509 // unteam the spawnpoint if needed
510 int t = this.owner.team;
511 if(!this.owner.islinked)
514 SUB_UseTargets(this.owner, this, NULL);
518 this.owner.waslinked = this.owner.islinked;
522 if(random() < 0.6 - GetResourceAmount(this, RESOURCE_HEALTH) / this.max_health)
524 Send_Effect(EFFECT_ELECTRIC_SPARKS, this.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
527 sound(this, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
528 else if (random() > 0.5)
529 sound(this, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
533 void ons_ControlPoint_Icon_BuildThink(entity this)
537 this.nextthink = time + ONS_CP_THINKRATE;
539 // only do this if there is power
540 a = ons_ControlPoint_CanBeLinked(this.owner, this.owner.team);
544 GiveResource(this, RESOURCE_HEALTH, this.count);
546 this.SendFlags |= CPSF_STATUS;
548 if (GetResourceAmount(this, RESOURCE_HEALTH) >= this.max_health)
550 SetResourceAmountExplicit(this, RESOURCE_HEALTH, this.max_health);
551 this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
552 setthink(this, ons_ControlPoint_Icon_Think);
553 sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
554 this.owner.iscaptured = true;
555 this.solid = SOLID_BBOX;
557 Send_Effect(EFFECT_CAP(this.owner.team), this.owner.origin, '0 0 0', 1);
559 WaypointSprite_UpdateMaxHealth(this.owner.sprite, this.max_health);
560 WaypointSprite_UpdateHealth(this.owner.sprite, GetResourceAmount(this, RESOURCE_HEALTH));
562 if(IS_PLAYER(this.owner.ons_toucher))
564 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, this.owner.ons_toucher.netname, this.owner.message);
565 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);
566 Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, this.owner.message);
567 GameRules_scoring_add(this.owner.ons_toucher, ONS_CAPS, 1);
568 GameRules_scoring_add_team(this.owner.ons_toucher, SCORE, 10);
571 this.owner.ons_toucher = NULL;
573 onslaught_updatelinks();
575 // Use targets now (somebody make sure this is in the right place..)
576 SUB_UseTargets(this.owner, this, NULL);
578 this.SendFlags |= CPSF_SETUP;
580 if(this.owner.model != MDL_ONS_CP_PAD2.model_str())
581 setmodel_fixsize(this.owner, MDL_ONS_CP_PAD2);
583 if(random() < 0.9 - GetResourceAmount(this, RESOURCE_HEALTH) / this.max_health)
584 Send_Effect(EFFECT_RAGE, this.origin + 10 * randomvec(), '0 0 -1', 1);
587 void onslaught_controlpoint_icon_link(entity e, void(entity this) spawnproc);
589 void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
591 entity e = new(onslaught_controlpoint_icon);
593 setsize(e, CPICON_MIN, CPICON_MAX);
594 setorigin(e, cp.origin + CPICON_OFFSET);
597 e.max_health = autocvar_g_onslaught_cp_health;
598 SetResourceAmountExplicit(e, RESOURCE_HEALTH, autocvar_g_onslaught_cp_buildhealth);
600 e.takedamage = DAMAGE_AIM;
602 IL_PUSH(g_bot_targets, e);
603 e.event_damage = ons_ControlPoint_Icon_Damage;
604 e.event_heal = ons_ControlPoint_Icon_Heal;
605 e.team = player.team;
606 e.colormap = 1024 + (e.team - 1) * 17;
607 e.count = (e.max_health - GetResourceAmount(e, RESOURCE_HEALTH)) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
609 sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
613 cp.colormap = e.colormap;
615 Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
617 WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - GetResourceAmount(e, RESOURCE_HEALTH)) / (e.count / ONS_CP_THINKRATE));
618 WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
619 cp.sprite.SendFlags |= 16;
621 onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
624 entity ons_ControlPoint_Waypoint(entity e)
628 int a = ons_ControlPoint_Attackable(e, e.team);
630 if(a == -2) { return WP_OnsCPDefend; } // defend now
631 if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
632 if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
640 void ons_ControlPoint_UpdateSprite(entity e)
642 entity s1 = ons_ControlPoint_Waypoint(e);
643 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
646 sh = !(ons_ControlPoint_CanBeLinked(e, NUM_TEAM_1) || ons_ControlPoint_CanBeLinked(e, NUM_TEAM_2) || ons_ControlPoint_CanBeLinked(e, NUM_TEAM_3) || ons_ControlPoint_CanBeLinked(e, NUM_TEAM_4));
648 if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
650 if(e.iscaptured) // don't mess up build bars!
654 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
658 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
659 WaypointSprite_UpdateHealth(e.sprite, GetResourceAmount(e.goalentity, RESOURCE_HEALTH));
665 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
667 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
672 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
674 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
676 WaypointSprite_Ping(e.sprite);
678 e.lastteam = e.team + 2;
680 e.lastcaptured = e.iscaptured;
684 void ons_ControlPoint_Touch(entity this, entity toucher)
688 if(IS_VEHICLE(toucher) && toucher.owner)
689 if(autocvar_g_onslaught_allow_vehicle_touch)
690 toucher = toucher.owner;
694 if(!IS_PLAYER(toucher)) { return; }
695 if(STAT(FROZEN, toucher)) { return; }
696 if(IS_DEAD(toucher)) { return; }
698 if ( SAME_TEAM(this,toucher) )
699 if ( this.iscaptured )
701 if(time <= toucher.teleport_antispam)
702 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
704 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
707 attackable = ons_ControlPoint_Attackable(this, toucher.team);
708 if(attackable != 2 && attackable != 4)
710 // we've verified that this player has a legitimate claim to this point,
711 // so start building the captured point icon (which only captures this
712 // point if it successfully builds without being destroyed first)
713 ons_ControlPoint_Icon_Spawn(this, toucher);
715 this.ons_toucher = toucher;
717 onslaught_updatelinks();
720 void ons_ControlPoint_Think(entity this)
722 this.nextthink = time + ONS_CP_THINKRATE;
723 CSQCMODEL_AUTOUPDATE(this);
726 void ons_ControlPoint_Reset(entity this)
729 delete(this.goalentity);
731 this.goalentity = NULL;
733 this.colormap = 1024;
734 this.iscaptured = false;
735 this.islinked = false;
736 this.isshielded = true;
737 setthink(this, ons_ControlPoint_Think);
738 this.ons_toucher = NULL;
739 this.nextthink = time + ONS_CP_THINKRATE;
740 setmodel_fixsize(this, MDL_ONS_CP_PAD1);
742 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
743 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
745 onslaught_updatelinks();
747 SUB_UseTargets(this, this, NULL); // to reset the structures, playerspawns etc.
749 CSQCMODEL_AUTOUPDATE(this);
752 void ons_DelayedControlPoint_Setup(entity this)
754 onslaught_updatelinks();
756 // captureshield setup
757 ons_CaptureShield_Spawn(this, false);
759 CSQCMODEL_AUTOINIT(this);
762 void ons_ControlPoint_Setup(entity cp)
765 cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
766 ons_worldcplist = cp;
768 cp.netname = "Control point";
770 cp.solid = SOLID_BBOX;
771 set_movetype(cp, MOVETYPE_NONE);
772 settouch(cp, ons_ControlPoint_Touch);
773 setthink(cp, ons_ControlPoint_Think);
774 cp.nextthink = time + ONS_CP_THINKRATE;
775 cp.reset = ons_ControlPoint_Reset;
777 cp.iscaptured = false;
779 cp.isshielded = true;
781 if(cp.message == "") { cp.message = "a"; }
784 setmodel_fixsize(cp, MDL_ONS_CP_PAD1);
786 // control point placement
787 if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
790 set_movetype(cp, MOVETYPE_NONE);
792 else // drop to floor, automatically find a platform and set that as spawn origin
794 setorigin(cp, cp.origin + '0 0 20');
797 set_movetype(cp, MOVETYPE_TOSS);
801 WaypointSprite_SpawnFixed(WP_Null, cp.origin + CPGEN_WAYPOINT_OFFSET, cp, sprite, RADARICON_NONE);
802 WaypointSprite_UpdateRule(cp.sprite, cp.team, SPRITERULE_TEAMPLAY);
804 InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
808 // =========================
809 // Main Generator Functions
810 // =========================
812 entity ons_Generator_Waypoint(entity e)
815 return WP_OnsGenShielded;
819 void ons_Generator_UpdateSprite(entity e)
821 entity s1 = ons_Generator_Waypoint(e);
822 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
824 if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
826 e.lastteam = e.team + 2;
827 e.lastshielded = e.isshielded;
831 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
833 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
838 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
840 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
842 WaypointSprite_Ping(e.sprite);
846 void ons_camSetup(entity this)
849 vector ang = '0 0 0';
850 vector best_ang = '0 0 0';
851 float best_trace_fraction = 0;
854 dir = vec2(cos(ang.y * DEG2RAD), sin(ang.y * DEG2RAD));
856 traceline(this.origin, this.origin - dir, MOVE_WORLDONLY, this);
857 if(trace_fraction > best_trace_fraction)
859 best_trace_fraction = trace_fraction;
861 if(trace_fraction == 1)
868 cam.origin = this.origin;
869 setorigin(cam, cam.origin);
870 cam.angles = best_ang;
871 Net_LinkEntity(cam, false, 0, clientcamera_send);
873 FOREACH_CLIENT(true, it.clientcamera = cam;);
875 WriteByte(MSG_ALL, SVC_SETVIEWANGLES);
876 WriteAngle(MSG_ALL, cam.angles_x);
877 WriteAngle(MSG_ALL, cam.angles_y);
878 WriteAngle(MSG_ALL, cam.angles_z);
881 void ons_GeneratorDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
883 if(damage <= 0) return;
884 if(warmup_stage || game_stopped) return;
885 if(!round_handler_IsRoundStarted()) return;
887 if (attacker != this)
891 // generator is protected by a shield, so ignore the damage
892 if (time > this.pain_finished)
893 if (IS_PLAYER(attacker))
895 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
896 attacker.typehitsound += 1;
897 this.pain_finished = time + 1;
901 if (time > this.pain_finished)
903 this.pain_finished = time + 10;
904 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && SAME_TEAM(it, this), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK));
905 play2team(this.team, SND(ONS_GENERATOR_UNDERATTACK));
908 TakeResource(this, RESOURCE_HEALTH, damage);
909 float hlth = GetResourceAmount(this, RESOURCE_HEALTH);
910 WaypointSprite_UpdateHealth(this.sprite, hlth);
911 // choose an animation frame based on health
912 this.frame = 10 * bound(0, (1 - hlth / this.max_health), 1);
913 // see if the generator is still functional, or dying
916 this.lasthealth = hlth;
920 if (attacker == this)
921 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME));
924 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED));
925 GameRules_scoring_add(attacker, SCORE, 100);
927 this.iscaptured = false;
928 this.islinked = false;
929 this.isshielded = false;
930 this.takedamage = DAMAGE_NO; // can't be hurt anymore
931 this.event_damage = func_null; // won't do anything if hurt
932 this.event_heal = func_null;
933 this.count = 0; // reset counter
934 setthink(this, func_null);
936 //this.think(); // do the first explosion now
938 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
939 WaypointSprite_Ping(this.sprite);
940 //WaypointSprite_Kill(this.sprite); // can't do this yet, code too poor
942 onslaught_updatelinks();
947 // Throw some flaming gibs on damage, more damage = more chance for gib
948 if(random() < damage/220)
950 sound(this, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
954 // particles on every hit
955 Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
959 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
961 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
964 this.SendFlags |= GSF_STATUS;
967 bool ons_GeneratorHeal(entity targ, entity inflictor, float amount, float limit)
969 float true_limit = ((limit != RESOURCE_LIMIT_NONE) ? limit : targ.max_health);
970 float hlth = GetResourceAmount(targ, RESOURCE_HEALTH);
971 if (hlth <= 0 || hlth >= true_limit)
974 GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, true_limit);
975 hlth = GetResourceAmount(targ, RESOURCE_HEALTH);
976 WaypointSprite_UpdateHealth(targ.sprite, hlth);
977 targ.frame = 10 * bound(0, (1 - hlth / targ.max_health), 1);
978 targ.lasthealth = hlth;
979 targ.SendFlags |= GSF_STATUS;
983 void ons_GeneratorThink(entity this)
985 this.nextthink = time + GEN_THINKRATE;
987 if (game_stopped || this.isshielded || time < this.wait)
990 this.wait = time + 5;
991 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it),
993 if (SAME_TEAM(it, this))
995 Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
997 soundto(MSG_ONE, this, CHAN_AUTO, SND(KH_ALARM), VOL_BASE, ATTEN_NONE); // FIXME: unique sound?
1000 Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_ONS_NOTSHIELDED));
1004 void ons_GeneratorReset(entity this)
1006 this.team = this.team_saved;
1007 SetResourceAmountExplicit(this, RESOURCE_HEALTH, autocvar_g_onslaught_gen_health);
1008 this.lasthealth = this.max_health = autocvar_g_onslaught_gen_health;
1009 this.takedamage = DAMAGE_AIM;
1010 this.bot_attack = true;
1011 if(!IL_CONTAINS(g_bot_targets, this))
1012 IL_PUSH(g_bot_targets, this);
1013 this.iscaptured = true;
1014 this.islinked = true;
1015 this.isshielded = true;
1016 this.event_damage = ons_GeneratorDamage;
1017 this.event_heal = ons_GeneratorHeal;
1018 setthink(this, ons_GeneratorThink);
1019 this.nextthink = time + GEN_THINKRATE;
1021 Net_LinkEntity(this, false, 0, generator_send);
1023 this.SendFlags = GSF_SETUP; // just incase
1024 this.SendFlags |= GSF_STATUS;
1026 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1027 WaypointSprite_UpdateHealth(this.sprite, GetResourceAmount(this, RESOURCE_HEALTH));
1028 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
1030 onslaught_updatelinks();
1033 void ons_DelayedGeneratorSetup(entity this)
1036 waypoint_spawnforitem_force(this, this.origin);
1037 this.nearestwaypointtimeout = 0; // activate waypointing again
1038 this.bot_basewaypoint = this.nearestwaypoint;
1040 // captureshield setup
1041 ons_CaptureShield_Spawn(this, true);
1043 onslaught_updatelinks();
1045 Net_LinkEntity(this, false, 0, generator_send);
1049 void onslaught_generator_touch(entity this, entity toucher)
1051 if ( IS_PLAYER(toucher) )
1052 if ( SAME_TEAM(this,toucher) )
1053 if ( this.iscaptured )
1055 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
1059 void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
1062 int teamnumber = gen.team;
1065 gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
1066 ons_worldgeneratorlist = gen;
1068 gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnumber));
1069 gen.classname = "onslaught_generator";
1070 gen.solid = SOLID_BBOX;
1071 gen.team_saved = teamnumber;
1072 IL_PUSH(g_saved_team, gen);
1073 set_movetype(gen, MOVETYPE_NONE);
1074 gen.lasthealth = gen.max_health = autocvar_g_onslaught_gen_health;
1075 SetResourceAmountExplicit(gen, RESOURCE_HEALTH, autocvar_g_onslaught_gen_health);
1076 gen.takedamage = DAMAGE_AIM;
1077 gen.bot_attack = true;
1078 IL_PUSH(g_bot_targets, gen);
1079 gen.event_damage = ons_GeneratorDamage;
1080 gen.event_heal = ons_GeneratorHeal;
1081 gen.reset = ons_GeneratorReset;
1082 setthink(gen, ons_GeneratorThink);
1083 gen.nextthink = time + GEN_THINKRATE;
1084 gen.iscaptured = true;
1085 gen.islinked = true;
1086 gen.isshielded = true;
1087 settouch(gen, onslaught_generator_touch);
1090 // model handled by CSQC
1091 setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
1092 setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
1093 gen.colormap = 1024 + (teamnumber - 1) * 17;
1095 // generator placement
1099 WaypointSprite_SpawnFixed(WP_Null, gen.origin + CPGEN_WAYPOINT_OFFSET, gen, sprite, RADARICON_NONE);
1100 WaypointSprite_UpdateRule(gen.sprite, gen.team, SPRITERULE_TEAMPLAY);
1101 WaypointSprite_UpdateMaxHealth(gen.sprite, gen.max_health);
1102 WaypointSprite_UpdateHealth(gen.sprite, GetResourceAmount(gen, RESOURCE_HEALTH));
1104 InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
1112 int total_generators;
1113 void Onslaught_count_generators()
1116 total_generators = 0;
1117 for (int i = 1; i <= NUM_TEAMS; ++i)
1119 Team_SetNumberOfControlPoints(Team_GetTeamFromIndex(i), 0);
1121 for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
1124 if (GetResourceAmount(e, RESOURCE_HEALTH) < 1)
1128 entity team_ = Entity_GetTeam(e);
1129 int num_control_points = Team_GetNumberOfControlPoints(team_);
1130 ++num_control_points;
1131 Team_SetNumberOfControlPoints(team_, num_control_points);
1135 int Onslaught_GetWinnerTeam()
1137 int winner_team = 0;
1138 if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(1)) >= 1)
1140 winner_team = NUM_TEAM_1;
1142 for (int i = 2; i <= NUM_TEAMS; ++i)
1144 if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(i)) >= 1)
1146 if (winner_team != 0)
1150 winner_team = Team_IndexToTeam(i);
1157 return -1; // no generators left?
1160 void nades_Clear(entity e);
1162 bool Onslaught_CheckWinner()
1164 if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
1166 ons_stalemate = true;
1168 if (!wpforenemy_announced)
1170 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
1171 sound(NULL, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE);
1173 wpforenemy_announced = true;
1176 entity tmp_entity; // temporary entity
1178 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay)
1180 // tmp_entity.max_health / 300 gives 5 minutes of overtime.
1181 // control points reduce the overtime duration.
1184 for(e = ons_worldcplist; e; e = e.ons_worldcpnext)
1186 if(DIFF_TEAM(e, tmp_entity))
1191 if(autocvar_g_campaign && autocvar__campaign_testrun)
1192 d = d * tmp_entity.max_health;
1194 d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
1196 Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, tmp_entity.origin, '0 0 0');
1198 tmp_entity.sprite.SendFlags |= 16;
1200 tmp_entity.ons_overtime_damagedelay = time + 1;
1203 else { wpforenemy_announced = false; ons_stalemate = false; }
1205 Onslaught_count_generators();
1207 if (Team_GetNumberOfTeamsWithControlPoints() > 1)
1212 int winner_team = Onslaught_GetWinnerTeam();
1216 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
1217 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
1218 TeamScore_AddToTeam(winner_team, ST_ONS_CAPS, +1);
1220 else if(winner_team == -1)
1222 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
1223 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
1226 ons_stalemate = false;
1228 play2all(SND(CTF_CAPTURE(winner_team)));
1230 round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
1232 FOREACH_CLIENT(IS_PLAYER(it), {
1233 STAT(ROUNDLOST, it) = true;
1234 it.player_blocked = true;
1239 game_stopped = true;
1243 bool Onslaught_CheckPlayers()
1248 void Onslaught_RoundStart()
1251 FOREACH_CLIENT(IS_PLAYER(it), it.player_blocked = false);
1253 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1254 tmp_entity.sprite.SendFlags |= 16;
1256 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1257 tmp_entity.sprite.SendFlags |= 16;
1265 // NOTE: LEGACY CODE, needs to be re-written!
1267 void havocbot_role_ons_setrole(entity this, int role)
1271 case HAVOCBOT_ONS_ROLE_DEFENSE:
1272 LOG_DEBUG(this.netname, " switched to defense");
1273 this.havocbot_role = havocbot_role_ons_defense;
1274 this.havocbot_role_timeout = 0;
1276 case HAVOCBOT_ONS_ROLE_ASSISTANT:
1277 LOG_DEBUG(this.netname, " switched to assistant");
1278 this.havocbot_role = havocbot_role_ons_assistant;
1279 this.havocbot_role_timeout = 0;
1281 case HAVOCBOT_ONS_ROLE_OFFENSE:
1282 LOG_DEBUG(this.netname, " switched to offense");
1283 this.havocbot_role = havocbot_role_ons_offense;
1284 this.havocbot_role_timeout = 0;
1289 void havocbot_goalrating_ons_controlpoints_attack(entity this, float ratingscale)
1291 entity cp, cp1, cp2, best, wp;
1292 float radius, bestvalue;
1296 // Filter control points
1297 for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
1300 cp2.wpconsidered = false;
1305 // Ignore owned controlpoints
1306 if(!((cp2.aregensneighbor & BIT(this.team)) || (cp2.arecpsneighbor & BIT(this.team))))
1309 // Count team mates interested in this control point
1310 // (easier and cleaner than keeping counters per cp and teams)
1311 FOREACH_CLIENT(it != this && IS_PLAYER(it), {
1312 if(SAME_TEAM(it, this))
1313 if(it.havocbot_role == havocbot_role_ons_offense)
1314 if(it.havocbot_ons_target == cp2)
1318 // NOTE: probably decrease the cost of attackable control points
1320 cp2.wpconsidered = true;
1323 // We'll consider only the best case
1324 bestvalue = FLOAT_MAX;
1326 for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext)
1328 if (!cp1.wpconsidered)
1331 if(cp1.wpcost<bestvalue)
1333 bestvalue = cp1.wpcost;
1335 this.havocbot_ons_target = cp1;
1342 LOG_DEBUG(this.netname, " chose cp ranked ", ftos(bestvalue));
1346 // Should be attacked
1347 // Rate waypoints near it
1350 bestvalue = FLOAT_MAX;
1351 for (radius = 500; radius <= 1000 && !found; radius += 500)
1353 IL_EACH(g_waypoints, vdist(cp.origin - it.origin, <, radius),
1355 if (!(it.wpflags & WAYPOINTFLAG_GENERATED) && checkpvs(it.origin, cp))
1358 if (it.cnt < bestvalue)
1369 navigation_routerating(this, best, ratingscale, 10000);
1372 this.havocbot_attack_time = 0;
1373 if(checkpvs(this.origin + this.view_ofs, cp))
1374 if(checkpvs(this.origin + this.view_ofs, best))
1375 this.havocbot_attack_time = time + 2;
1379 navigation_routerating(this, cp, ratingscale, 10000);
1381 LOG_DEBUG(this.netname, " found an attackable controlpoint at ", vtos(cp.origin));
1385 // Should be touched
1386 LOG_DEBUG(this.netname, " found a touchable controlpoint at ", vtos(cp.origin));
1387 navigation_routerating(this, cp, ratingscale * 2, 10000);
1391 bool havocbot_goalrating_ons_generator_attack(entity this, float ratingscale)
1393 entity g, wp, bestwp;
1397 for(g = ons_worldgeneratorlist; g; g = g.ons_worldgeneratornext)
1399 if(SAME_TEAM(g, this) || g.isshielded)
1402 // Should be attacked
1403 // Rate waypoints near it
1406 bestvalue = FLOAT_MAX;
1408 IL_EACH(g_waypoints, vdist(g.origin - it.origin, <, 400),
1410 if (checkpvs(it.origin, g))
1413 if (it.cnt < bestvalue)
1423 LOG_DEBUG("waypoints found around generator");
1424 navigation_routerating(this, bestwp, ratingscale, 10000);
1427 this.havocbot_attack_time = 0;
1428 if(checkpvs(this.origin + this.view_ofs, g))
1429 if(checkpvs(this.origin + this.view_ofs, bestwp))
1430 this.havocbot_attack_time = time + 5;
1436 LOG_DEBUG("generator found without waypoints around");
1437 // if there aren't waypoints near the generator go straight to it
1438 navigation_routerating(this, g, ratingscale, 10000);
1439 this.havocbot_attack_time = 0;
1446 void havocbot_role_ons_offense(entity this)
1450 this.havocbot_attack_time = 0;
1451 havocbot_ons_reset_role(this);
1455 // Set the role timeout if necessary
1456 if (!this.havocbot_role_timeout)
1457 this.havocbot_role_timeout = time + 120;
1459 if (time > this.havocbot_role_timeout)
1461 havocbot_ons_reset_role(this);
1465 if(this.havocbot_attack_time>time)
1468 if (navigation_goalrating_timeout(this))
1470 navigation_goalrating_start(this);
1471 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
1472 if(!havocbot_goalrating_ons_generator_attack(this, 10000))
1473 havocbot_goalrating_ons_controlpoints_attack(this, 10000);
1474 havocbot_goalrating_items(this, 25000, this.origin, 10000);
1475 navigation_goalrating_end(this);
1477 navigation_goalrating_timeout_set(this);
1481 void havocbot_role_ons_assistant(entity this)
1483 havocbot_ons_reset_role(this);
1486 void havocbot_role_ons_defense(entity this)
1488 havocbot_ons_reset_role(this);
1491 void havocbot_ons_reset_role(entity this)
1496 this.havocbot_ons_target = NULL;
1498 // TODO: Defend control points or generator if necessary
1500 havocbot_role_ons_setrole(this, HAVOCBOT_ONS_ROLE_OFFENSE);
1505 * Find control point or generator owned by the same team self which is nearest to pos
1506 * if max_dist is positive, only control points within this range will be considered
1508 entity ons_Nearest_ControlPoint(entity this, vector pos, float max_dist)
1510 entity closest_target = NULL;
1511 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1513 if(SAME_TEAM(cp, this))
1515 if(max_dist <= 0 || vdist(cp.origin - pos, <=, max_dist))
1516 if(vlen2(cp.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1517 closest_target = cp;
1519 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1521 if(SAME_TEAM(gen, this))
1522 if(max_dist <= 0 || vdist(gen.origin - pos, <, max_dist))
1523 if(vlen2(gen.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1524 closest_target = gen;
1527 return closest_target;
1531 * Find control point or generator owned by the same team self which is nearest to pos
1532 * if max_dist is positive, only control points within this range will be considered
1533 * This function only check distances on the XY plane, disregarding Z
1535 entity ons_Nearest_ControlPoint_2D(entity this, vector pos, float max_dist)
1537 entity closest_target = NULL;
1539 float smallest_distance = 0, distance;
1541 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1543 delta = cp.origin - pos;
1545 distance = vlen(delta);
1547 if(SAME_TEAM(cp, this))
1549 if(max_dist <= 0 || distance <= max_dist)
1550 if(closest_target == NULL || distance <= smallest_distance )
1552 closest_target = cp;
1553 smallest_distance = distance;
1556 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1558 delta = gen.origin - pos;
1560 distance = vlen(delta);
1562 if(SAME_TEAM(gen, this))
1563 if(max_dist <= 0 || distance <= max_dist)
1564 if(closest_target == NULL || distance <= smallest_distance )
1566 closest_target = gen;
1567 smallest_distance = distance;
1571 return closest_target;
1574 * find the number of control points and generators in the same team as this
1576 int ons_Count_SelfControlPoints(entity this)
1579 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1581 if(SAME_TEAM(cp, this))
1585 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1587 if(SAME_TEAM(gen, this))
1594 * Teleport player to a random position near tele_target
1595 * if tele_effects is true, teleport sound+particles are created
1596 * return false on failure
1598 bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects)
1606 // narrow the range for each iteration to increase chances that a spawnpoint
1607 // can be found even if there's little room around the control point
1608 float iteration_scale = 1;
1609 for(i = 0; i < 16; ++i)
1611 iteration_scale -= i / 16;
1612 theta = random() * 2 * M_PI;
1616 loc *= random() * range * iteration_scale;
1618 loc += tele_target.origin + '0 0 128' * iteration_scale;
1620 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1621 if(trace_fraction == 1.0 && !trace_startsolid)
1623 traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the NULL
1624 if(trace_fraction == 1.0 && !trace_startsolid)
1628 Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
1629 sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
1631 setorigin(player, loc);
1632 player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
1633 makevectors(player.angles);
1634 player.fixangle = true;
1635 player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
1638 Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
1651 MUTATOR_HOOKFUNCTION(ons, reset_map_global)
1653 FOREACH_CLIENT(IS_PLAYER(it), {
1654 STAT(ROUNDLOST, it) = false;
1655 it.ons_deathloc = '0 0 0';
1656 PutClientInServer(it);
1657 it.clientcamera = it;
1662 MUTATOR_HOOKFUNCTION(ons, ClientDisconnect)
1664 entity player = M_ARGV(0, entity);
1666 player.ons_deathloc = '0 0 0';
1669 MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver)
1671 entity player = M_ARGV(0, entity);
1673 player.ons_deathloc = '0 0 0';
1676 MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
1678 entity player = M_ARGV(0, entity);
1680 if(!round_handler_IsRoundStarted())
1682 player.player_blocked = true;
1687 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1689 l.sprite.SendFlags |= 16;
1691 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1693 l.sprite.SendFlags |= 16;
1696 if(ons_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
1698 if ( autocvar_g_onslaught_spawn_choose )
1699 if ( player.ons_spawn_by )
1700 if ( ons_Teleport(player,player.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
1702 player.ons_spawn_by = NULL;
1706 if(autocvar_g_onslaught_spawn_at_controlpoints)
1707 if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
1709 float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
1710 entity tmp_entity, closest_target = NULL;
1711 vector spawn_loc = player.ons_deathloc;
1713 // new joining player or round reset, don't bother checking
1714 if(spawn_loc == '0 0 0') { return false; }
1716 if(random_target) { RandomSelection_Init(); }
1718 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1720 if(SAME_TEAM(tmp_entity, player))
1722 RandomSelection_AddEnt(tmp_entity, 1, 1);
1723 else if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1724 closest_target = tmp_entity;
1727 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1733 float iteration_scale = 1;
1734 for(i = 0; i < 10; ++i)
1736 iteration_scale -= i / 10;
1737 loc = closest_target.origin + '0 0 96' * iteration_scale;
1738 loc += ('0 1 0' * random()) * 128 * iteration_scale;
1739 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1740 if(trace_fraction == 1.0 && !trace_startsolid)
1742 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1743 if(trace_fraction == 1.0 && !trace_startsolid)
1745 setorigin(player, loc);
1746 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1754 if(autocvar_g_onslaught_spawn_at_generator)
1755 if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
1757 float random_target = autocvar_g_onslaught_spawn_at_generator_random;
1758 entity tmp_entity, closest_target = NULL;
1759 vector spawn_loc = player.ons_deathloc;
1761 // new joining player or round reset, don't bother checking
1762 if(spawn_loc == '0 0 0') { return false; }
1764 if(random_target) { RandomSelection_Init(); }
1766 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1769 RandomSelection_AddEnt(tmp_entity, 1, 1);
1772 if(SAME_TEAM(tmp_entity, player))
1773 if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1774 closest_target = tmp_entity;
1778 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1784 float iteration_scale = 1;
1785 for(i = 0; i < 10; ++i)
1787 iteration_scale -= i / 10;
1788 loc = closest_target.origin + '0 0 128' * iteration_scale;
1789 loc += ('0 1 0' * random()) * 256 * iteration_scale;
1790 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1791 if(trace_fraction == 1.0 && !trace_startsolid)
1793 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1794 if(trace_fraction == 1.0 && !trace_startsolid)
1796 setorigin(player, loc);
1797 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1808 MUTATOR_HOOKFUNCTION(ons, PlayerDies)
1810 entity frag_target = M_ARGV(2, entity);
1812 frag_target.ons_deathloc = frag_target.origin;
1814 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1816 l.sprite.SendFlags |= 16;
1818 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1820 l.sprite.SendFlags |= 16;
1823 if ( autocvar_g_onslaught_spawn_choose )
1824 if ( ons_Count_SelfControlPoints(frag_target) > 1 )
1825 stuffcmd(frag_target, "qc_cmd_cl hud clickradar\n");
1830 MUTATOR_HOOKFUNCTION(ons, MonsterMove)
1832 entity mon = M_ARGV(0, entity);
1834 entity e = find(NULL, targetname, mon.target);
1839 void ons_MonsterSpawn_Delayed(entity this)
1841 entity own = this.owner;
1843 if(!own) { delete(this); return; }
1847 entity e = find(NULL, target, own.targetname);
1852 own.use(own, e, NULL);
1859 MUTATOR_HOOKFUNCTION(ons, MonsterSpawn)
1861 entity mon = M_ARGV(0, entity);
1865 InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
1868 void ons_TurretSpawn_Delayed(entity this)
1870 entity own = this.owner;
1872 if(!own) { delete(this); return; }
1876 entity e = find(NULL, target, own.targetname);
1880 own.active = ACTIVE_NOT;
1882 own.use(own, e, NULL);
1889 MUTATOR_HOOKFUNCTION(ons, TurretSpawn)
1891 entity turret = M_ARGV(0, entity);
1895 InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
1900 MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole)
1902 entity bot = M_ARGV(0, entity);
1904 havocbot_ons_reset_role(bot);
1908 MUTATOR_HOOKFUNCTION(ons, TeamBalance_CheckAllowedTeams)
1910 // onslaught is special
1911 for(entity tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1913 if (Team_IsValidTeam(tmp_entity.team))
1915 M_ARGV(0, float) |= Team_TeamToBit(tmp_entity.team);
1922 MUTATOR_HOOKFUNCTION(ons, SpectateCopy)
1924 entity spectatee = M_ARGV(0, entity);
1925 entity client = M_ARGV(1, entity);
1927 STAT(ROUNDLOST, client) = STAT(ROUNDLOST, spectatee); // make spectators see it too
1930 MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
1932 if(MUTATOR_RETURNVALUE) // command was already handled?
1935 entity player = M_ARGV(0, entity);
1936 string cmd_name = M_ARGV(1, string);
1937 int cmd_argc = M_ARGV(2, int);
1939 if ( cmd_name == "ons_spawn" )
1941 vector pos = player.origin;
1943 pos_x = stof(argv(1));
1945 pos_y = stof(argv(2));
1947 pos_z = stof(argv(3));
1949 if ( IS_PLAYER(player) )
1951 if ( !STAT(FROZEN, player) )
1953 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
1955 if ( !source_point && GetResourceAmount(player, RESOURCE_HEALTH) > 0 )
1957 sprint(player, "\nYou need to be next to a control point\n");
1962 entity closest_target = ons_Nearest_ControlPoint_2D(player, pos, autocvar_g_onslaught_click_radius);
1964 if ( closest_target == NULL )
1966 sprint(player, "\nNo control point found\n");
1970 if ( GetResourceAmount(player, RESOURCE_HEALTH) <= 0 )
1972 player.ons_spawn_by = closest_target;
1973 player.respawn_flags = player.respawn_flags | RESPAWN_FORCE;
1977 if ( source_point == closest_target )
1979 sprint(player, "\nTeleporting to the same point\n");
1983 if ( !ons_Teleport(player,closest_target,autocvar_g_onslaught_teleport_radius,true) )
1984 sprint(player, "\nUnable to teleport there\n");
1990 sprint(player, "\nNo teleportation for you\n");
1998 MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
2000 if(MUTATOR_RETURNVALUE || game_stopped) return false;
2002 entity player = M_ARGV(0, entity);
2004 if((time > player.teleport_antispam) && (!IS_DEAD(player)) && !player.vehicle)
2006 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
2009 stuffcmd(player, "qc_cmd_cl hud clickradar\n");
2015 MUTATOR_HOOKFUNCTION(ons, PlayHitsound)
2017 entity frag_victim = M_ARGV(0, entity);
2019 return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
2020 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
2023 MUTATOR_HOOKFUNCTION(ons, SendWaypoint)
2025 entity wp = M_ARGV(0, entity);
2026 entity to = M_ARGV(1, entity);
2027 int sf = M_ARGV(2, int);
2028 int wp_flag = M_ARGV(3, int);
2032 if(wp.owner.classname == "onslaught_controlpoint")
2034 entity wp_owner = wp.owner;
2035 entity e = WaypointSprite_getviewentity(to);
2036 if(SAME_TEAM(e, wp_owner) && GetResourceAmount(wp_owner.goalentity, RESOURCE_HEALTH) >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
2037 if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; }
2039 if(wp.owner.classname == "onslaught_generator")
2041 entity wp_owner = wp.owner;
2042 if(wp_owner.isshielded && GetResourceAmount(wp_owner, RESOURCE_HEALTH) >= wp_owner.max_health) { wp_flag |= 2; }
2043 if(GetResourceAmount(wp_owner, RESOURCE_HEALTH) <= 0) { wp_flag |= 2; }
2047 M_ARGV(3, int) = wp_flag;
2050 MUTATOR_HOOKFUNCTION(ons, TurretValidateTarget)
2052 entity turret_target = M_ARGV(1, entity);
2054 if(substring(turret_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
2056 M_ARGV(3, float) = -3;
2063 MUTATOR_HOOKFUNCTION(ons, TurretThink)
2065 entity turret = M_ARGV(0, entity);
2067 // ONS uses somewhat backwards linking.
2070 entity e = find(NULL, targetname, turret.target);
2072 turret.team = e.team;
2075 if(turret.team != turret.tur_head.team)
2076 turret_respawn(turret);
2084 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
2085 Link between control points.
2087 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.
2090 "target" - first control point.
2091 "target2" - second control point.
2093 spawnfunc(onslaught_link)
2095 if(!g_onslaught) { delete(this); return; }
2097 if (this.target == "" || this.target2 == "")
2098 objerror(this, "target and target2 must be set\n");
2100 this.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
2101 ons_worldlinklist = this;
2103 InitializeEntity(this, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
2104 Net_LinkEntity(this, false, 0, ons_Link_Send);
2107 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
2108 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
2110 This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
2113 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2114 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
2115 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
2118 spawnfunc(onslaught_controlpoint)
2120 if(!g_onslaught) { delete(this); return; }
2122 ons_ControlPoint_Setup(this);
2125 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
2128 spawnfunc_onslaught_link entities can target this.
2131 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
2132 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2134 spawnfunc(onslaught_generator)
2136 if(!g_onslaught) { delete(this); return; }
2137 if(!this.team) { objerror(this, "team must be set"); }
2139 ons_GeneratorSetup(this);
2143 void ons_ScoreRules()
2145 entity balance = TeamBalance_CheckAllowedTeams(NULL);
2146 int teams = TeamBalance_GetAllowedTeams(balance);
2147 TeamBalance_Destroy(balance);
2148 GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
2149 field_team(ST_ONS_CAPS, "destroyed", SFL_SORT_PRIO_PRIMARY);
2150 field(SP_ONS_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
2151 field(SP_ONS_TAKES, "takes", 0);
2155 void ons_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up
2159 round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
2160 round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
2163 void ons_Initialize()
2166 ons_captureshield_force = autocvar_g_onslaught_shield_force;
2168 cam = new(objective_camera);
2170 InitializeEntity(NULL, ons_DelayedInit, INITPRIO_GAMETYPE);