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;
32 // =======================
33 // CaptureShield Functions
34 // =======================
36 bool clientcamera_send(entity this, entity to, int sf)
38 WriteHeader(MSG_ENTITY, ENT_ONSCAMERA);
40 WriteVector(MSG_ENTITY, this.origin);
42 WriteAngleVector(MSG_ENTITY, this.angles);
47 bool ons_CaptureShield_Customize(entity this, entity client)
49 entity e = WaypointSprite_getviewentity(client);
51 if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, e.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return false; }
52 if(SAME_TEAM(this, e)) { return false; }
57 void ons_CaptureShield_Touch(entity this, entity toucher)
59 if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, toucher.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return; }
60 if(!IS_PLAYER(toucher)) { return; }
61 if(SAME_TEAM(toucher, this)) { return; }
63 vector mymid = (this.absmin + this.absmax) * 0.5;
64 vector theirmid = (toucher.absmin + toucher.absmax) * 0.5;
66 Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, mymid, normalize(theirmid - mymid) * ons_captureshield_force);
68 if(IS_REAL_CLIENT(toucher))
70 play2(toucher, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
72 if(this.enemy.classname == "onslaught_generator")
73 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
75 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
79 void ons_CaptureShield_Reset(entity this)
81 this.colormap = this.enemy.colormap;
82 this.team = this.enemy.team;
85 void ons_CaptureShield_Spawn(entity generator, bool is_generator)
87 entity shield = new(ons_captureshield);
88 IL_PUSH(g_onsshields, shield);
90 shield.enemy = generator;
91 shield.team = generator.team;
92 shield.colormap = generator.colormap;
93 shield.reset = ons_CaptureShield_Reset;
94 settouch(shield, ons_CaptureShield_Touch);
95 setcefc(shield, ons_CaptureShield_Customize);
96 shield.effects = EF_ADDITIVE;
97 set_movetype(shield, MOVETYPE_NOCLIP);
98 shield.solid = SOLID_TRIGGER;
99 shield.avelocity = '7 0 11';
101 shield.model = ((is_generator) ? "models/onslaught/generator_shield.md3" : "models/onslaught/controlpoint_shield.md3");
103 precache_model(shield.model);
104 setorigin(shield, generator.origin);
105 _setmodel(shield, shield.model);
106 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
114 void onslaught_updatelinks()
117 // first check if the game has ended
118 LOG_DEBUG("--- updatelinks ---");
119 // mark generators as being shielded and networked
120 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
123 LOG_DEBUG(etos(l), " (generator) belongs to team ", ftos(l.team));
125 LOG_DEBUG(etos(l), " (generator) is destroyed");
126 l.islinked = l.iscaptured;
127 l.isshielded = l.iscaptured;
128 l.sprite.SendFlags |= 16;
130 // mark points as shielded and not networked
131 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
135 l.aregensneighbor = 0;
136 l.arecpsneighbor = 0;
137 LOG_DEBUG(etos(l), " (point) belongs to team ", ftos(l.team));
138 l.sprite.SendFlags |= 16;
140 // flow power outward from the generators through the network
145 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
147 // if both points are captured by the same team, and only one of
148 // them is powered, mark the other one as powered as well
149 if (l.enemy.iscaptured && l.goalentity.iscaptured)
150 if (l.enemy.islinked != l.goalentity.islinked)
151 if(SAME_TEAM(l.enemy, l.goalentity))
153 if (!l.goalentity.islinked)
156 l.goalentity.islinked = true;
157 LOG_DEBUG(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)");
159 else if (!l.enemy.islinked)
162 l.enemy.islinked = true;
163 LOG_DEBUG(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)");
168 // now that we know which points are powered we can mark their neighbors
169 // as unshielded if team differs
170 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
172 if (l.goalentity.islinked)
174 if(DIFF_TEAM(l.goalentity, l.enemy))
176 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)");
177 l.enemy.isshielded = false;
179 if(l.goalentity.classname == "onslaught_generator")
180 l.enemy.aregensneighbor |= BIT(l.goalentity.team);
182 l.enemy.arecpsneighbor |= BIT(l.goalentity.team);
184 if (l.enemy.islinked)
186 if(DIFF_TEAM(l.goalentity, l.enemy))
188 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)");
189 l.goalentity.isshielded = false;
191 if(l.enemy.classname == "onslaught_generator")
192 l.goalentity.aregensneighbor |= BIT(l.enemy.team);
194 l.goalentity.arecpsneighbor |= BIT(l.enemy.team);
197 // now update the generators
198 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
202 LOG_DEBUG(etos(l), " (generator) is shielded");
203 l.takedamage = DAMAGE_NO;
205 IL_REMOVE(g_bot_targets, l);
206 l.bot_attack = false;
210 LOG_DEBUG(etos(l), " (generator) is not shielded");
211 l.takedamage = DAMAGE_AIM;
213 IL_PUSH(g_bot_targets, l);
217 ons_Generator_UpdateSprite(l);
219 // now update the takedamage and alpha variables on control point icons
220 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
224 LOG_DEBUG(etos(l), " (point) is shielded");
227 l.goalentity.takedamage = DAMAGE_NO;
228 if(l.goalentity.bot_attack)
229 IL_REMOVE(g_bot_targets, l.goalentity);
230 l.goalentity.bot_attack = false;
235 LOG_DEBUG(etos(l), " (point) is not shielded");
238 l.goalentity.takedamage = DAMAGE_AIM;
239 if(!l.goalentity.bot_attack)
240 IL_PUSH(g_bot_targets, l.goalentity);
241 l.goalentity.bot_attack = true;
244 ons_ControlPoint_UpdateSprite(l);
246 IL_EACH(g_onsshields, true,
248 it.team = it.enemy.team;
249 it.colormap = it.enemy.colormap;
254 // ===================
255 // Main Link Functions
256 // ===================
258 bool ons_Link_Send(entity this, entity to, int sendflags)
260 WriteHeader(MSG_ENTITY, ENT_CLIENT_RADARLINK);
261 WriteByte(MSG_ENTITY, sendflags);
264 WriteVector(MSG_ENTITY, this.goalentity.origin);
268 WriteVector(MSG_ENTITY, this.enemy.origin);
272 WriteByte(MSG_ENTITY, this.clientcolors); // which is goalentity's color + enemy's color * 16
277 void ons_Link_CheckUpdate(entity this)
279 // TODO check if the two sides have moved (currently they won't move anyway)
280 float cc = 0, cc1 = 0, cc2 = 0;
282 if(this.goalentity.islinked || this.goalentity.iscaptured) { cc1 = (this.goalentity.team - 1) * 0x01; }
283 if(this.enemy.islinked || this.enemy.iscaptured) { cc2 = (this.enemy.team - 1) * 0x10; }
287 if(cc != this.clientcolors)
289 this.clientcolors = cc;
293 this.nextthink = time;
296 void ons_DelayedLinkSetup(entity this)
298 this.goalentity = find(NULL, targetname, this.target);
299 this.enemy = find(NULL, targetname, this.target2);
300 if(!this.goalentity) { objerror(this, "can not find target\n"); }
301 if(!this.enemy) { objerror(this, "can not find target2\n"); }
303 LOG_DEBUG(etos(this.goalentity), " linked with ", etos(this.enemy));
305 setthink(this, ons_Link_CheckUpdate);
306 this.nextthink = time;
310 // =============================
311 // Main Control Point Functions
312 // =============================
314 int ons_ControlPoint_CanBeLinked(entity cp, int teamnum)
316 if(cp.aregensneighbor & BIT(teamnum)) return 2;
317 if(cp.arecpsneighbor & BIT(teamnum)) return 1;
322 int ons_ControlPoint_Attackable(entity cp, int teamnum)
323 // -2: SAME TEAM, attackable by enemy!
328 // 3: attack it (HIGH PRIO)
329 // 4: touch it (HIGH PRIO)
337 else if(cp.goalentity)
339 // if there's already an icon built, nothing happens
340 if(cp.team == teamnum)
342 a = ons_ControlPoint_CanBeLinked(cp, teamnum);
343 if(a) // attackable by enemy?
344 return -2; // EMERGENCY!
347 // we know it can be linked, so no need to check
349 a = ons_ControlPoint_CanBeLinked(cp, teamnum);
350 if(a == 2) // near our generator?
351 return 3; // EMERGENCY!
357 if(ons_ControlPoint_CanBeLinked(cp, teamnum))
359 a = ons_ControlPoint_CanBeLinked(cp, teamnum); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
361 return 4; // GET THIS ONE NOW!
363 return 2; // TOUCH ME
369 void ons_ControlPoint_Icon_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
371 if(damage <= 0) { return; }
373 if (this.owner.isshielded)
375 // this is protected by a shield, so ignore the damage
376 if (time > this.pain_finished)
377 if (IS_PLAYER(attacker))
379 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
380 this.pain_finished = time + 1;
381 attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
387 if(IS_PLAYER(attacker))
388 if(time - ons_notification_time[this.team] > 10)
390 play2team(this.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
391 ons_notification_time[this.team] = time;
394 TakeResource(this, RES_HEALTH, damage);
395 if(this.owner.iscaptured)
396 WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
398 WaypointSprite_UpdateBuildFinished(this.owner.sprite, time + (this.max_health - GetResource(this, RES_HEALTH)) / (this.count / ONS_CP_THINKRATE));
399 this.pain_finished = time + 1;
400 // particles on every hit
401 pointparticles(EFFECT_SPARKS, hitloc, force*-1, 1);
404 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
406 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
408 if (GetResource(this, RES_HEALTH) < 0)
410 sound(this, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
411 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
412 if (this.owner.message != "")
413 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED), this.owner.message, attacker.netname);
415 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED_NONAME), attacker.netname);
417 GameRules_scoring_add(attacker, ONS_TAKES, 1);
418 GameRules_scoring_add(attacker, SCORE, 10);
420 this.owner.goalentity = NULL;
421 this.owner.islinked = false;
422 this.owner.iscaptured = false;
424 this.owner.colormap = 1024;
426 WaypointSprite_UpdateMaxHealth(this.owner.sprite, 0);
428 onslaught_updatelinks();
430 // Use targets now (somebody make sure this is in the right place..)
431 SUB_UseTargets(this.owner, this, NULL);
433 this.owner.waslinked = this.owner.islinked;
434 if(this.owner.model != "models/onslaught/controlpoint_pad.md3")
435 setmodel(this.owner, MDL_ONS_CP_PAD1);
436 //setsize(this, '-32 -32 0', '32 32 8');
441 this.SendFlags |= CPSF_STATUS;
444 bool ons_ControlPoint_Icon_Heal(entity targ, entity inflictor, float amount, float limit)
446 float hlth = GetResource(targ, RES_HEALTH);
447 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
448 if (hlth <= 0 || hlth >= true_limit)
451 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
452 hlth = GetResource(targ, RES_HEALTH);
453 if(targ.owner.iscaptured)
454 WaypointSprite_UpdateHealth(targ.owner.sprite, hlth);
456 WaypointSprite_UpdateBuildFinished(targ.owner.sprite, time + (targ.max_health - hlth) / (targ.count / ONS_CP_THINKRATE));
457 targ.SendFlags |= CPSF_STATUS;
461 void ons_ControlPoint_Icon_Think(entity this)
463 this.nextthink = time + ONS_CP_THINKRATE;
465 if(autocvar_g_onslaught_cp_proxydecap)
467 int _enemy_count = 0;
468 int _friendly_count = 0;
470 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
471 if(vdist(it.origin - this.origin, <, autocvar_g_onslaught_cp_proxydecap_distance))
473 if(SAME_TEAM(it, this))
480 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
481 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
483 GiveResourceWithLimit(this, RES_HEALTH, (_friendly_count - _enemy_count), this.max_health);
484 this.SendFlags |= CPSF_STATUS;
485 if(GetResource(this, RES_HEALTH) <= 0)
487 ons_ControlPoint_Icon_Damage(this, this, this, 1, 0, DMG_NOWEP, this.origin, '0 0 0');
492 if (time > this.pain_finished + 5)
494 if(GetResource(this, RES_HEALTH) < this.max_health)
496 GiveResourceWithLimit(this, RES_HEALTH, this.count, this.max_health);
497 WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
501 if(this.owner.islinked != this.owner.waslinked)
503 // unteam the spawnpoint if needed
504 int t = this.owner.team;
505 if(!this.owner.islinked)
508 SUB_UseTargets(this.owner, this, NULL);
512 this.owner.waslinked = this.owner.islinked;
516 if(random() < 0.6 - GetResource(this, RES_HEALTH) / this.max_health)
518 Send_Effect(EFFECT_ELECTRIC_SPARKS, this.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
521 sound(this, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
522 else if (random() > 0.5)
523 sound(this, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
527 void ons_ControlPoint_Icon_BuildThink(entity this)
531 this.nextthink = time + ONS_CP_THINKRATE;
533 // only do this if there is power
534 a = ons_ControlPoint_CanBeLinked(this.owner, this.owner.team);
538 GiveResource(this, RES_HEALTH, this.count);
540 this.SendFlags |= CPSF_STATUS;
542 if (GetResource(this, RES_HEALTH) >= this.max_health)
544 SetResourceExplicit(this, RES_HEALTH, this.max_health);
545 this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
546 setthink(this, ons_ControlPoint_Icon_Think);
547 sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
548 this.owner.iscaptured = true;
549 this.solid = SOLID_BBOX;
551 Send_Effect(EFFECT_CAP(this.owner.team), this.owner.origin, '0 0 0', 1);
553 WaypointSprite_UpdateMaxHealth(this.owner.sprite, this.max_health);
554 WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
556 if(IS_PLAYER(this.owner.ons_toucher))
558 if(this.owner.message != "")
560 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, this.owner.ons_toucher.netname, this.owner.message);
561 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);
562 Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, this.owner.message);
566 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE_NONAME, this.owner.ons_toucher.netname);
567 Send_Notification(NOTIF_ALL_EXCEPT, this.owner.ons_toucher, MSG_CENTER, APP_TEAM_NUM(this.owner.ons_toucher.team, CENTER_ONS_CAPTURE_TEAM_NONAME));
568 Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE_NONAME);
570 GameRules_scoring_add(this.owner.ons_toucher, ONS_CAPS, 1);
571 GameRules_scoring_add_team(this.owner.ons_toucher, SCORE, 10);
574 this.owner.ons_toucher = NULL;
576 onslaught_updatelinks();
578 // Use targets now (somebody make sure this is in the right place..)
579 SUB_UseTargets(this.owner, this, NULL);
581 this.SendFlags |= CPSF_SETUP;
583 if(this.owner.model != MDL_ONS_CP_PAD2.model_str())
584 setmodel(this.owner, MDL_ONS_CP_PAD2);
586 if(random() < 0.9 - GetResource(this, RES_HEALTH) / this.max_health)
587 Send_Effect(EFFECT_RAGE, this.origin + 10 * randomvec(), '0 0 -1', 1);
590 void onslaught_controlpoint_icon_link(entity e, void(entity this) spawnproc);
592 void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
594 entity e = new(onslaught_controlpoint_icon);
596 setsize(e, CPICON_MIN, CPICON_MAX);
597 setorigin(e, cp.origin + CPICON_OFFSET);
600 e.max_health = autocvar_g_onslaught_cp_health;
601 SetResourceExplicit(e, RES_HEALTH, autocvar_g_onslaught_cp_buildhealth);
603 e.takedamage = DAMAGE_AIM;
605 IL_PUSH(g_bot_targets, e);
606 e.event_damage = ons_ControlPoint_Icon_Damage;
607 e.event_heal = ons_ControlPoint_Icon_Heal;
608 e.team = player.team;
609 e.colormap = 1024 + (e.team - 1) * 17;
610 e.count = (e.max_health - GetResource(e, RES_HEALTH)) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
612 sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
616 cp.colormap = e.colormap;
618 Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
620 WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - GetResource(e, RES_HEALTH)) / (e.count / ONS_CP_THINKRATE));
621 WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
622 cp.sprite.SendFlags |= 16;
624 onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
627 entity ons_ControlPoint_Waypoint(entity e)
631 int a = ons_ControlPoint_Attackable(e, e.team);
633 if(a == -2) { return WP_OnsCPDefend; } // defend now
634 if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
635 if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
643 void ons_ControlPoint_UpdateSprite(entity e)
645 entity s1 = ons_ControlPoint_Waypoint(e);
646 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
649 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));
651 if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
653 if(e.iscaptured) // don't mess up build bars!
657 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
661 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
662 WaypointSprite_UpdateHealth(e.sprite, GetResource(e.goalentity, RES_HEALTH));
668 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
670 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
675 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
677 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
679 WaypointSprite_Ping(e.sprite);
681 e.lastteam = e.team + 2;
683 e.lastcaptured = e.iscaptured;
687 void ons_ControlPoint_Touch(entity this, entity toucher)
691 if(IS_VEHICLE(toucher) && toucher.owner)
693 if (!autocvar_g_onslaught_allow_vehicle_touch)
695 toucher = toucher.owner;
698 if(!IS_PLAYER(toucher)) { return; }
699 if(STAT(FROZEN, toucher)) { return; }
700 if(IS_DEAD(toucher)) { return; }
702 if ( SAME_TEAM(this,toucher) )
703 if ( this.iscaptured )
705 if(time <= toucher.teleport_antispam)
706 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
708 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
711 attackable = ons_ControlPoint_Attackable(this, toucher.team);
712 if(attackable != 2 && attackable != 4)
714 // we've verified that this player has a legitimate claim to this point,
715 // so start building the captured point icon (which only captures this
716 // point if it successfully builds without being destroyed first)
717 ons_ControlPoint_Icon_Spawn(this, toucher);
719 this.ons_toucher = toucher;
721 onslaught_updatelinks();
724 void ons_ControlPoint_Think(entity this)
726 this.nextthink = time + ONS_CP_THINKRATE;
727 CSQCMODEL_AUTOUPDATE(this);
730 void ons_ControlPoint_Reset(entity this)
733 delete(this.goalentity);
735 this.goalentity = NULL;
737 this.colormap = 1024;
738 this.iscaptured = false;
739 this.islinked = false;
740 this.isshielded = true;
741 setthink(this, ons_ControlPoint_Think);
742 this.ons_toucher = NULL;
743 this.nextthink = time + ONS_CP_THINKRATE;
744 setmodel(this, MDL_ONS_CP_PAD1);
746 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
747 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
749 onslaught_updatelinks();
751 SUB_UseTargets(this, this, NULL); // to reset the structures, playerspawns etc.
753 CSQCMODEL_AUTOUPDATE(this);
756 void ons_DelayedControlPoint_Setup(entity this)
758 onslaught_updatelinks();
760 // captureshield setup
761 ons_CaptureShield_Spawn(this, false);
763 CSQCMODEL_AUTOINIT(this);
766 void ons_ControlPoint_Setup(entity cp)
769 cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
770 ons_worldcplist = cp;
772 cp.netname = "Control point";
774 cp.solid = SOLID_BBOX;
775 set_movetype(cp, MOVETYPE_NONE);
776 settouch(cp, ons_ControlPoint_Touch);
777 setthink(cp, ons_ControlPoint_Think);
778 cp.nextthink = time + ONS_CP_THINKRATE;
779 cp.reset = ons_ControlPoint_Reset;
781 cp.iscaptured = false;
783 cp.isshielded = true;
786 setmodel(cp, MDL_ONS_CP_PAD1);
788 // control point placement
789 if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
792 set_movetype(cp, MOVETYPE_NONE);
794 else // drop to floor, automatically find a platform and set that as spawn origin
796 setorigin(cp, cp.origin + '0 0 20');
799 set_movetype(cp, MOVETYPE_TOSS);
803 WaypointSprite_SpawnFixed(WP_Null, cp.origin + CPGEN_WAYPOINT_OFFSET, cp, sprite, RADARICON_NONE);
804 WaypointSprite_UpdateRule(cp.sprite, cp.team, SPRITERULE_TEAMPLAY);
806 InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
810 // =========================
811 // Main Generator Functions
812 // =========================
814 entity ons_Generator_Waypoint(entity e)
817 return WP_OnsGenShielded;
821 void ons_Generator_UpdateSprite(entity e)
823 entity s1 = ons_Generator_Waypoint(e);
824 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
826 if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
828 e.lastteam = e.team + 2;
829 e.lastshielded = e.isshielded;
833 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
835 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
840 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
842 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
844 WaypointSprite_Ping(e.sprite);
848 void ons_camSetup(entity this)
851 vector ang = '0 0 0';
852 vector best_ang = '0 0 0';
853 float best_trace_fraction = 0;
856 dir = vec2(cos(ang.y * DEG2RAD), sin(ang.y * DEG2RAD));
858 traceline(this.origin, this.origin - dir, MOVE_WORLDONLY, this);
859 if(trace_fraction > best_trace_fraction)
861 best_trace_fraction = trace_fraction;
863 if(trace_fraction == 1)
870 cam.origin = this.origin;
871 setorigin(cam, cam.origin);
872 cam.angles = best_ang;
873 Net_LinkEntity(cam, false, 0, clientcamera_send);
875 FOREACH_CLIENT(true, it.clientcamera = cam;);
877 // NOTE: engine networked
878 WriteByte(MSG_ALL, SVC_SETVIEWANGLES);
879 WriteAngle(MSG_ALL, cam.angles_x);
880 WriteAngle(MSG_ALL, cam.angles_y);
881 WriteAngle(MSG_ALL, cam.angles_z);
884 void ons_GeneratorDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
886 if(damage <= 0) return;
887 if(warmup_stage || game_stopped) return;
888 if(!round_handler_IsRoundStarted()) return;
890 if (attacker != this)
894 // generator is protected by a shield, so ignore the damage
895 if (time > this.pain_finished)
896 if (IS_PLAYER(attacker))
898 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
899 attacker.typehitsound += 1;
900 this.pain_finished = time + 1;
904 if (time > this.pain_finished)
906 this.pain_finished = time + 10;
907 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && SAME_TEAM(it, this), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK));
908 play2team(this.team, SND(ONS_GENERATOR_UNDERATTACK));
911 TakeResource(this, RES_HEALTH, damage);
912 float hlth = GetResource(this, RES_HEALTH);
913 WaypointSprite_UpdateHealth(this.sprite, hlth);
914 // choose an animation frame based on health
915 this.frame = 10 * bound(0, (1 - hlth / this.max_health), 1);
916 // see if the generator is still functional, or dying
919 this.lasthealth = hlth;
923 if (attacker == this)
924 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME));
927 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED));
928 GameRules_scoring_add(attacker, SCORE, 100);
930 this.iscaptured = false;
931 this.islinked = false;
932 this.isshielded = false;
933 this.takedamage = DAMAGE_NO; // can't be hurt anymore
934 this.event_damage = func_null; // won't do anything if hurt
935 this.event_heal = func_null;
936 this.count = 0; // reset counter
937 setthink(this, func_null);
939 //this.think(); // do the first explosion now
941 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
942 WaypointSprite_Ping(this.sprite);
943 //WaypointSprite_Kill(this.sprite); // can't do this yet, code too poor
945 onslaught_updatelinks();
950 // Throw some flaming gibs on damage, more damage = more chance for gib
951 if(random() < damage/220)
953 sound(this, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
957 // particles on every hit
958 Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
962 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
964 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
967 this.SendFlags |= GSF_STATUS;
970 bool ons_GeneratorHeal(entity targ, entity inflictor, float amount, float limit)
972 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
973 float hlth = GetResource(targ, RES_HEALTH);
974 if (hlth <= 0 || hlth >= true_limit)
977 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
978 hlth = GetResource(targ, RES_HEALTH);
979 WaypointSprite_UpdateHealth(targ.sprite, hlth);
980 targ.frame = 10 * bound(0, (1 - hlth / targ.max_health), 1);
981 targ.lasthealth = hlth;
982 targ.SendFlags |= GSF_STATUS;
986 void ons_GeneratorThink(entity this)
988 this.nextthink = time + GEN_THINKRATE;
990 if (game_stopped || this.isshielded || time < this.wait)
993 this.wait = time + 5;
994 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it),
996 if (SAME_TEAM(it, this))
998 Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
1000 soundto(MSG_ONE, this, CHAN_AUTO, SND(ONS_GENERATOR_ALARM), VOL_BASE, ATTEN_NONE, 0);
1003 Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_ONS_NOTSHIELDED));
1007 void ons_GeneratorReset(entity this)
1009 this.team = this.team_saved;
1010 SetResourceExplicit(this, RES_HEALTH, autocvar_g_onslaught_gen_health);
1011 this.lasthealth = this.max_health = autocvar_g_onslaught_gen_health;
1012 this.takedamage = DAMAGE_AIM;
1013 this.bot_attack = true;
1014 if(!IL_CONTAINS(g_bot_targets, this))
1015 IL_PUSH(g_bot_targets, this);
1016 this.iscaptured = true;
1017 this.islinked = true;
1018 this.isshielded = true;
1019 this.event_damage = ons_GeneratorDamage;
1020 this.event_heal = ons_GeneratorHeal;
1021 setthink(this, ons_GeneratorThink);
1022 this.nextthink = time + GEN_THINKRATE;
1024 Net_LinkEntity(this, false, 0, generator_send);
1026 this.SendFlags = GSF_SETUP; // just incase
1027 this.SendFlags |= GSF_STATUS;
1029 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1030 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1031 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
1033 onslaught_updatelinks();
1036 void ons_DelayedGeneratorSetup(entity this)
1039 waypoint_spawnforitem_force(this, this.origin);
1040 this.nearestwaypointtimeout = 0; // activate waypointing again
1041 this.bot_basewaypoint = this.nearestwaypoint;
1043 // captureshield setup
1044 ons_CaptureShield_Spawn(this, true);
1046 onslaught_updatelinks();
1048 Net_LinkEntity(this, false, 0, generator_send);
1052 void onslaught_generator_touch(entity this, entity toucher)
1054 if ( IS_PLAYER(toucher) )
1055 if ( SAME_TEAM(this,toucher) )
1056 if ( this.iscaptured )
1058 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
1062 void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
1065 int teamnum = gen.team;
1068 gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
1069 ons_worldgeneratorlist = gen;
1071 gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnum));
1072 gen.classname = "onslaught_generator";
1073 gen.solid = SOLID_BBOX;
1074 gen.team_saved = teamnum;
1075 IL_PUSH(g_saved_team, gen);
1076 set_movetype(gen, MOVETYPE_NONE);
1077 gen.lasthealth = gen.max_health = autocvar_g_onslaught_gen_health;
1078 SetResourceExplicit(gen, RES_HEALTH, autocvar_g_onslaught_gen_health);
1079 gen.takedamage = DAMAGE_AIM;
1080 gen.bot_attack = true;
1081 IL_PUSH(g_bot_targets, gen);
1082 gen.event_damage = ons_GeneratorDamage;
1083 gen.event_heal = ons_GeneratorHeal;
1084 gen.reset = ons_GeneratorReset;
1085 setthink(gen, ons_GeneratorThink);
1086 gen.nextthink = time + GEN_THINKRATE;
1087 gen.iscaptured = true;
1088 gen.islinked = true;
1089 gen.isshielded = true;
1090 settouch(gen, onslaught_generator_touch);
1093 // model handled by CSQC
1094 setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
1095 setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
1096 gen.colormap = 1024 + (teamnum - 1) * 17;
1098 // generator placement
1102 WaypointSprite_SpawnFixed(WP_Null, gen.origin + CPGEN_WAYPOINT_OFFSET, gen, sprite, RADARICON_NONE);
1103 WaypointSprite_UpdateRule(gen.sprite, gen.team, SPRITERULE_TEAMPLAY);
1104 WaypointSprite_UpdateMaxHealth(gen.sprite, gen.max_health);
1105 WaypointSprite_UpdateHealth(gen.sprite, GetResource(gen, RES_HEALTH));
1107 InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
1115 int total_generators;
1116 void Onslaught_count_generators()
1119 total_generators = 0;
1120 for (int i = 1; i <= NUM_TEAMS; ++i)
1122 Team_SetNumberOfControlPoints(Team_GetTeamFromIndex(i), 0);
1124 for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
1127 if (GetResource(e, RES_HEALTH) < 1)
1131 entity team_ = Entity_GetTeam(e);
1132 int num_control_points = Team_GetNumberOfControlPoints(team_);
1133 ++num_control_points;
1134 Team_SetNumberOfControlPoints(team_, num_control_points);
1138 int Onslaught_GetWinnerTeam()
1140 int winner_team = 0;
1141 if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(1)) >= 1)
1143 winner_team = NUM_TEAM_1;
1145 for (int i = 2; i <= NUM_TEAMS; ++i)
1147 if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(i)) >= 1)
1149 if (winner_team != 0)
1153 winner_team = Team_IndexToTeam(i);
1160 return -1; // no generators left?
1163 void nades_Clear(entity e);
1165 bool Onslaught_CheckWinner()
1167 if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
1169 ons_stalemate = true;
1171 if (!wpforenemy_announced)
1173 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
1174 sound(NULL, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE);
1176 wpforenemy_announced = true;
1179 entity tmp_entity; // temporary entity
1181 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay)
1183 // tmp_entity.max_health / 300 gives 5 minutes of overtime.
1184 // control points reduce the overtime duration.
1187 for(e = ons_worldcplist; e; e = e.ons_worldcpnext)
1189 if(DIFF_TEAM(e, tmp_entity))
1194 if(autocvar_g_campaign && autocvar__campaign_testrun)
1195 d = d * tmp_entity.max_health;
1197 d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
1199 Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, tmp_entity.origin, '0 0 0');
1201 tmp_entity.sprite.SendFlags |= 16;
1203 tmp_entity.ons_overtime_damagedelay = time + 1;
1206 else { wpforenemy_announced = false; ons_stalemate = false; }
1208 Onslaught_count_generators();
1210 if (Team_GetNumberOfTeamsWithControlPoints() > 1)
1215 int winner_team = Onslaught_GetWinnerTeam();
1219 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
1220 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
1221 TeamScore_AddToTeam(winner_team, ST_ONS_CAPS, +1);
1223 else if(winner_team == -1)
1225 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
1226 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
1229 ons_stalemate = false;
1231 play2all(SND(CTF_CAPTURE(winner_team)));
1233 round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
1235 FOREACH_CLIENT(IS_PLAYER(it), {
1236 STAT(ROUNDLOST, it) = true;
1237 it.player_blocked = true;
1242 game_stopped = true;
1246 bool Onslaught_CheckPlayers()
1251 void Onslaught_RoundStart()
1254 FOREACH_CLIENT(IS_PLAYER(it), it.player_blocked = false);
1256 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1257 tmp_entity.sprite.SendFlags |= 16;
1259 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1260 tmp_entity.sprite.SendFlags |= 16;
1268 // NOTE: LEGACY CODE, needs to be re-written!
1270 void havocbot_role_ons_setrole(entity this, int role)
1274 case HAVOCBOT_ONS_ROLE_DEFENSE:
1275 LOG_DEBUG(this.netname, " switched to defense");
1276 this.havocbot_role = havocbot_role_ons_defense;
1277 this.havocbot_role_timeout = 0;
1279 case HAVOCBOT_ONS_ROLE_ASSISTANT:
1280 LOG_DEBUG(this.netname, " switched to assistant");
1281 this.havocbot_role = havocbot_role_ons_assistant;
1282 this.havocbot_role_timeout = 0;
1284 case HAVOCBOT_ONS_ROLE_OFFENSE:
1285 LOG_DEBUG(this.netname, " switched to offense");
1286 this.havocbot_role = havocbot_role_ons_offense;
1287 this.havocbot_role_timeout = 0;
1292 void havocbot_goalrating_ons_controlpoints_attack(entity this, float ratingscale)
1294 entity cp, cp1, cp2, best, wp;
1295 float radius, bestvalue;
1299 // Filter control points
1300 for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
1303 cp2.wpconsidered = false;
1308 // Ignore owned controlpoints
1309 if(!((cp2.aregensneighbor & BIT(this.team)) || (cp2.arecpsneighbor & BIT(this.team))))
1312 // Count team mates interested in this control point
1313 // (easier and cleaner than keeping counters per cp and teams)
1314 FOREACH_CLIENT(it != this && IS_PLAYER(it), {
1315 if(SAME_TEAM(it, this))
1316 if(it.havocbot_role == havocbot_role_ons_offense)
1317 if(it.havocbot_ons_target == cp2)
1321 // NOTE: probably decrease the cost of attackable control points
1323 cp2.wpconsidered = true;
1326 // We'll consider only the best case
1327 bestvalue = FLOAT_MAX;
1329 for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext)
1331 if (!cp1.wpconsidered)
1334 if(cp1.wpcost<bestvalue)
1336 bestvalue = cp1.wpcost;
1338 this.havocbot_ons_target = cp1;
1345 LOG_DEBUG(this.netname, " chose cp ranked ", ftos(bestvalue));
1349 // Should be attacked
1350 // Rate waypoints near it
1353 bestvalue = FLOAT_MAX;
1354 for (radius = 500; radius <= 1000 && !found; radius += 500)
1356 IL_EACH(g_waypoints, vdist(cp.origin - it.origin, <, radius),
1358 if (!(it.wpflags & WAYPOINTFLAG_GENERATED) && checkpvs(it.origin, cp))
1361 if (it.cnt < bestvalue)
1372 navigation_routerating(this, best, ratingscale, 10000);
1375 this.havocbot_attack_time = 0;
1376 if(checkpvs(this.origin + this.view_ofs, cp))
1377 if(checkpvs(this.origin + this.view_ofs, best))
1378 this.havocbot_attack_time = time + 2;
1382 navigation_routerating(this, cp, ratingscale, 10000);
1384 LOG_DEBUG(this.netname, " found an attackable controlpoint at ", vtos(cp.origin));
1388 // Should be touched
1389 LOG_DEBUG(this.netname, " found a touchable controlpoint at ", vtos(cp.origin));
1390 navigation_routerating(this, cp, ratingscale * 2, 10000);
1394 bool havocbot_goalrating_ons_generator_attack(entity this, float ratingscale)
1396 entity g, wp, bestwp;
1400 for(g = ons_worldgeneratorlist; g; g = g.ons_worldgeneratornext)
1402 if(SAME_TEAM(g, this) || g.isshielded)
1405 // Should be attacked
1406 // Rate waypoints near it
1409 bestvalue = FLOAT_MAX;
1411 IL_EACH(g_waypoints, vdist(g.origin - it.origin, <, 400),
1413 if (checkpvs(it.origin, g))
1416 if (it.cnt < bestvalue)
1426 LOG_DEBUG("waypoints found around generator");
1427 navigation_routerating(this, bestwp, ratingscale, 10000);
1430 this.havocbot_attack_time = 0;
1431 if(checkpvs(this.origin + this.view_ofs, g))
1432 if(checkpvs(this.origin + this.view_ofs, bestwp))
1433 this.havocbot_attack_time = time + 5;
1439 LOG_DEBUG("generator found without waypoints around");
1440 // if there aren't waypoints near the generator go straight to it
1441 navigation_routerating(this, g, ratingscale, 10000);
1442 this.havocbot_attack_time = 0;
1449 void havocbot_role_ons_offense(entity this)
1453 this.havocbot_attack_time = 0;
1454 havocbot_ons_reset_role(this);
1458 // Set the role timeout if necessary
1459 if (!this.havocbot_role_timeout)
1460 this.havocbot_role_timeout = time + 120;
1462 if (time > this.havocbot_role_timeout)
1464 havocbot_ons_reset_role(this);
1468 if(this.havocbot_attack_time>time)
1471 if (navigation_goalrating_timeout(this))
1473 navigation_goalrating_start(this);
1474 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
1475 if(!havocbot_goalrating_ons_generator_attack(this, 10000))
1476 havocbot_goalrating_ons_controlpoints_attack(this, 10000);
1477 havocbot_goalrating_items(this, 25000, this.origin, 10000);
1478 navigation_goalrating_end(this);
1480 navigation_goalrating_timeout_set(this);
1484 void havocbot_role_ons_assistant(entity this)
1486 havocbot_ons_reset_role(this);
1489 void havocbot_role_ons_defense(entity this)
1491 havocbot_ons_reset_role(this);
1494 void havocbot_ons_reset_role(entity this)
1499 this.havocbot_ons_target = NULL;
1501 // TODO: Defend control points or generator if necessary
1503 havocbot_role_ons_setrole(this, HAVOCBOT_ONS_ROLE_OFFENSE);
1508 * Find control point or generator owned by the same team self which is nearest to pos
1509 * if max_dist is positive, only control points within this range will be considered
1511 entity ons_Nearest_ControlPoint(entity this, vector pos, float max_dist)
1513 entity closest_target = NULL;
1514 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1516 if(SAME_TEAM(cp, this))
1518 if(max_dist <= 0 || vdist(cp.origin - pos, <=, max_dist))
1519 if(vlen2(cp.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1520 closest_target = cp;
1522 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1524 if(SAME_TEAM(gen, this))
1525 if(max_dist <= 0 || vdist(gen.origin - pos, <, max_dist))
1526 if(vlen2(gen.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1527 closest_target = gen;
1530 return closest_target;
1534 * Find control point or generator owned by the same team self which is nearest to pos
1535 * if max_dist is positive, only control points within this range will be considered
1536 * This function only check distances on the XY plane, disregarding Z
1538 entity ons_Nearest_ControlPoint_2D(entity this, vector pos, float max_dist)
1540 entity closest_target = NULL;
1542 float smallest_distance = 0, distance;
1544 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1546 delta = cp.origin - pos;
1548 distance = vlen(delta);
1550 if(SAME_TEAM(cp, this))
1552 if(max_dist <= 0 || distance <= max_dist)
1553 if(closest_target == NULL || distance <= smallest_distance )
1555 closest_target = cp;
1556 smallest_distance = distance;
1559 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1561 delta = gen.origin - pos;
1563 distance = vlen(delta);
1565 if(SAME_TEAM(gen, this))
1566 if(max_dist <= 0 || distance <= max_dist)
1567 if(closest_target == NULL || distance <= smallest_distance )
1569 closest_target = gen;
1570 smallest_distance = distance;
1574 return closest_target;
1577 * find the number of control points and generators in the same team as this
1579 int ons_Count_SelfControlPoints(entity this)
1582 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1584 if(SAME_TEAM(cp, this))
1588 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1590 if(SAME_TEAM(gen, this))
1597 * Teleport player to a random position near tele_target
1598 * if tele_effects is true, teleport sound+particles are created
1599 * return false on failure
1601 bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects)
1609 // narrow the range for each iteration to increase chances that a spawnpoint
1610 // can be found even if there's little room around the control point
1611 float iteration_scale = 1;
1612 for(i = 0; i < 16; ++i)
1614 iteration_scale -= i / 16;
1615 theta = random() * 2 * M_PI;
1619 loc *= random() * range * iteration_scale;
1621 loc += tele_target.origin + '0 0 128' * iteration_scale;
1623 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1624 if(trace_fraction == 1.0 && !trace_startsolid)
1626 traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the NULL
1627 if(trace_fraction == 1.0 && !trace_startsolid)
1631 Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
1632 sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
1634 setorigin(player, loc);
1635 player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
1636 makevectors(player.angles);
1637 player.fixangle = true;
1638 if (IS_BOT_CLIENT(player))
1640 player.v_angle = player.angles;
1641 bot_aim_reset(player);
1643 player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
1646 Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
1659 MUTATOR_HOOKFUNCTION(ons, reset_map_global)
1661 FOREACH_CLIENT(IS_PLAYER(it), {
1662 STAT(ROUNDLOST, it) = false;
1663 it.ons_deathloc = '0 0 0';
1664 PutClientInServer(it);
1665 it.clientcamera = it;
1670 MUTATOR_HOOKFUNCTION(ons, ClientDisconnect)
1672 entity player = M_ARGV(0, entity);
1674 player.ons_deathloc = '0 0 0';
1677 MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver)
1679 entity player = M_ARGV(0, entity);
1681 player.ons_deathloc = '0 0 0';
1684 MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
1686 entity player = M_ARGV(0, entity);
1688 if(!round_handler_IsRoundStarted())
1690 player.player_blocked = true;
1695 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1697 l.sprite.SendFlags |= 16;
1699 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1701 l.sprite.SendFlags |= 16;
1704 if(ons_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
1706 if ( autocvar_g_onslaught_spawn_choose )
1707 if ( player.ons_spawn_by )
1708 if ( ons_Teleport(player,player.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
1710 player.ons_spawn_by = NULL;
1714 if(autocvar_g_onslaught_spawn_at_controlpoints)
1715 if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
1717 float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
1718 entity tmp_entity, closest_target = NULL;
1719 vector spawn_loc = player.ons_deathloc;
1721 // new joining player or round reset, don't bother checking
1722 if(spawn_loc == '0 0 0') { return false; }
1724 if(random_target) { RandomSelection_Init(); }
1726 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1728 if(SAME_TEAM(tmp_entity, player))
1731 RandomSelection_AddEnt(tmp_entity, 1, 1);
1732 else if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1733 closest_target = tmp_entity;
1737 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1743 float iteration_scale = 1;
1744 for(i = 0; i < 10; ++i)
1746 iteration_scale -= i / 10;
1747 loc = closest_target.origin + '0 0 96' * iteration_scale;
1748 loc += ('0 1 0' * random()) * 128 * iteration_scale;
1749 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1750 if(trace_fraction == 1.0 && !trace_startsolid)
1752 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1753 if(trace_fraction == 1.0 && !trace_startsolid)
1755 setorigin(player, loc);
1756 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1764 if(autocvar_g_onslaught_spawn_at_generator)
1765 if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
1767 float random_target = autocvar_g_onslaught_spawn_at_generator_random;
1768 entity tmp_entity, closest_target = NULL;
1769 vector spawn_loc = player.ons_deathloc;
1771 // new joining player or round reset, don't bother checking
1772 if(spawn_loc == '0 0 0') { return false; }
1774 if(random_target) { RandomSelection_Init(); }
1776 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1779 RandomSelection_AddEnt(tmp_entity, 1, 1);
1782 if(SAME_TEAM(tmp_entity, player))
1783 if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1784 closest_target = tmp_entity;
1788 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1794 float iteration_scale = 1;
1795 for(i = 0; i < 10; ++i)
1797 iteration_scale -= i / 10;
1798 loc = closest_target.origin + '0 0 128' * iteration_scale;
1799 loc += ('0 1 0' * random()) * 256 * iteration_scale;
1800 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1801 if(trace_fraction == 1.0 && !trace_startsolid)
1803 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1804 if(trace_fraction == 1.0 && !trace_startsolid)
1806 setorigin(player, loc);
1807 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1818 MUTATOR_HOOKFUNCTION(ons, PlayerDies)
1820 entity frag_target = M_ARGV(2, entity);
1822 frag_target.ons_deathloc = frag_target.origin;
1824 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1826 l.sprite.SendFlags |= 16;
1828 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1830 l.sprite.SendFlags |= 16;
1833 if ( autocvar_g_onslaught_spawn_choose )
1834 if ( ons_Count_SelfControlPoints(frag_target) > 1 )
1835 stuffcmd(frag_target, "qc_cmd_cl hud clickradar\n");
1840 MUTATOR_HOOKFUNCTION(ons, MonsterMove)
1842 entity mon = M_ARGV(0, entity);
1844 entity e = find(NULL, targetname, mon.target);
1849 void ons_MonsterSpawn_Delayed(entity this)
1851 entity own = this.owner;
1853 if(!own) { delete(this); return; }
1857 entity e = find(NULL, target, own.targetname);
1862 own.use(own, e, NULL);
1869 MUTATOR_HOOKFUNCTION(ons, MonsterSpawn)
1871 entity mon = M_ARGV(0, entity);
1875 InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
1878 void ons_TurretSpawn_Delayed(entity this)
1880 entity own = this.owner;
1882 if(!own) { delete(this); return; }
1886 entity e = find(NULL, target, own.targetname);
1890 own.active = ACTIVE_NOT;
1892 own.use(own, e, NULL);
1899 MUTATOR_HOOKFUNCTION(ons, TurretSpawn)
1901 entity turret = M_ARGV(0, entity);
1905 InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
1910 MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole)
1912 entity bot = M_ARGV(0, entity);
1914 havocbot_ons_reset_role(bot);
1918 MUTATOR_HOOKFUNCTION(ons, TeamBalance_CheckAllowedTeams)
1920 // onslaught is special
1921 for(entity tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1923 if (Team_IsValidTeam(tmp_entity.team))
1925 M_ARGV(0, float) |= Team_TeamToBit(tmp_entity.team);
1932 MUTATOR_HOOKFUNCTION(ons, SpectateCopy)
1934 entity spectatee = M_ARGV(0, entity);
1935 entity client = M_ARGV(1, entity);
1937 STAT(ROUNDLOST, client) = STAT(ROUNDLOST, spectatee); // make spectators see it too
1940 MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
1942 if(MUTATOR_RETURNVALUE) // command was already handled?
1945 entity player = M_ARGV(0, entity);
1946 string cmd_name = M_ARGV(1, string);
1947 int cmd_argc = M_ARGV(2, int);
1949 if ( cmd_name == "ons_spawn" )
1951 vector pos = player.origin;
1953 pos_x = stof(argv(1));
1955 pos_y = stof(argv(2));
1957 pos_z = stof(argv(3));
1959 if ( IS_PLAYER(player) )
1961 if ( !STAT(FROZEN, player) )
1963 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
1965 if ( !source_point && GetResource(player, RES_HEALTH) > 0 )
1967 sprint(player, "\nYou need to be next to a control point\n");
1972 entity closest_target = ons_Nearest_ControlPoint_2D(player, pos, autocvar_g_onslaught_click_radius);
1974 if ( closest_target == NULL )
1976 sprint(player, "\nNo control point found\n");
1980 if ( GetResource(player, RES_HEALTH) <= 0 )
1982 player.ons_spawn_by = closest_target;
1983 player.respawn_flags = player.respawn_flags | RESPAWN_FORCE;
1987 if ( source_point == closest_target )
1989 sprint(player, "\nTeleporting to the same point\n");
1993 if ( !ons_Teleport(player,closest_target,autocvar_g_onslaught_teleport_radius,true) )
1994 sprint(player, "\nUnable to teleport there\n");
2000 sprint(player, "\nNo teleportation for you\n");
2008 MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
2010 if(MUTATOR_RETURNVALUE || game_stopped) return false;
2012 entity player = M_ARGV(0, entity);
2014 if((time > player.teleport_antispam) && (!IS_DEAD(player)) && !player.vehicle)
2016 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
2019 stuffcmd(player, "qc_cmd_cl hud clickradar\n");
2025 MUTATOR_HOOKFUNCTION(ons, PlayHitsound)
2027 entity frag_victim = M_ARGV(0, entity);
2029 return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
2030 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
2033 MUTATOR_HOOKFUNCTION(ons, SendWaypoint)
2035 entity wp = M_ARGV(0, entity);
2036 entity to = M_ARGV(1, entity);
2037 int sf = M_ARGV(2, int);
2038 int wp_flag = M_ARGV(3, int);
2042 if(wp.owner.classname == "onslaught_controlpoint")
2044 entity wp_owner = wp.owner;
2045 entity e = WaypointSprite_getviewentity(to);
2046 if(SAME_TEAM(e, wp_owner) && GetResource(wp_owner.goalentity, RES_HEALTH) >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
2047 if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; }
2049 if(wp.owner.classname == "onslaught_generator")
2051 entity wp_owner = wp.owner;
2052 if(wp_owner.isshielded && GetResource(wp_owner, RES_HEALTH) >= wp_owner.max_health) { wp_flag |= 2; }
2053 if(GetResource(wp_owner, RES_HEALTH) <= 0) { wp_flag |= 2; }
2057 M_ARGV(3, int) = wp_flag;
2060 MUTATOR_HOOKFUNCTION(ons, TurretValidateTarget)
2062 entity turret_target = M_ARGV(1, entity);
2064 if(substring(turret_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
2066 M_ARGV(3, float) = -3;
2073 MUTATOR_HOOKFUNCTION(ons, TurretThink)
2075 entity turret = M_ARGV(0, entity);
2077 // ONS uses somewhat backwards linking.
2080 entity e = find(NULL, targetname, turret.target);
2082 turret.team = e.team;
2085 if(turret.team != turret.tur_head.team)
2086 turret_respawn(turret);
2094 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
2095 Link between control points.
2097 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.
2100 "target" - first control point.
2101 "target2" - second control point.
2103 spawnfunc(onslaught_link)
2105 if(!g_onslaught) { delete(this); return; }
2107 if (this.target == "" || this.target2 == "")
2108 objerror(this, "target and target2 must be set\n");
2110 this.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
2111 ons_worldlinklist = this;
2113 InitializeEntity(this, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
2114 Net_LinkEntity(this, false, 0, ons_Link_Send);
2117 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
2118 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
2120 This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
2123 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2124 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
2125 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
2128 spawnfunc(onslaught_controlpoint)
2130 if(!g_onslaught) { delete(this); return; }
2132 ons_ControlPoint_Setup(this);
2135 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
2138 spawnfunc_onslaught_link entities can target this.
2141 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
2142 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2144 spawnfunc(onslaught_generator)
2146 if(!g_onslaught) { delete(this); return; }
2147 if(!this.team) { objerror(this, "team must be set"); }
2149 ons_GeneratorSetup(this);
2153 void ons_ScoreRules()
2155 entity balance = TeamBalance_CheckAllowedTeams(NULL);
2156 int teams = TeamBalance_GetAllowedTeams(balance);
2157 TeamBalance_Destroy(balance);
2158 GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
2159 field_team(ST_ONS_CAPS, "destroyed", SFL_SORT_PRIO_PRIMARY);
2160 field(SP_ONS_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
2161 field(SP_ONS_TAKES, "takes", 0);
2165 void ons_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up
2169 round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
2170 round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
2173 void ons_Initialize()
2176 ons_captureshield_force = autocvar_g_onslaught_shield_force;
2178 cam = new(objective_camera);
2180 InitializeEntity(NULL, ons_DelayedInit, INITPRIO_GAMETYPE);