1 #ifndef GAMEMODE_ONSLAUGHT_H
2 #define GAMEMODE_ONSLAUGHT_H
4 float autocvar_g_onslaught_point_limit;
7 REGISTER_MUTATOR(ons, false)
11 if (time > 1) // game loads at time 1
12 error("This is a game type and it cannot be added at runtime.");
16 SetLimits(autocvar_g_onslaught_point_limit, autocvar_leadlimit_override, autocvar_timelimit_override, -1);
17 have_team_spawns = -1; // request team spawns
20 MUTATOR_ONROLLBACK_OR_REMOVE
22 // we actually cannot roll back ons_Initialize here
23 // BUT: we don't need to! If this gets called, adding always
29 LOG_INFO("This is a game type and it cannot be removed at runtime.");
38 .entity ons_toucher; // player who touched the control point
40 // control point / generator constants
41 const float ONS_CP_THINKRATE = 0.2;
42 const float GEN_THINKRATE = 1;
43 #define CPGEN_SPAWN_OFFSET ('0 0 1' * (PL_MAX_CONST.z - 13))
44 const vector CPGEN_WAYPOINT_OFFSET = ('0 0 128');
45 const vector CPICON_OFFSET = ('0 0 96');
47 // list of generators on the map
48 entity ons_worldgeneratorlist;
49 .entity ons_worldgeneratornext;
50 .entity ons_stalegeneratornext;
52 // list of control points on the map
53 entity ons_worldcplist;
54 .entity ons_worldcpnext;
55 .entity ons_stalecpnext;
57 // list of links on the map
58 entity ons_worldlinklist;
59 .entity ons_worldlinknext;
60 .entity ons_stalelinknext;
77 .float teleport_antispam;
79 .bool ons_roundlost = _STAT(ROUNDLOST);
82 .entity bot_basewaypoint; // generator waypointsprite
84 .bool isgenneighbor[17];
85 .bool iscpneighbor[17];
86 float ons_notification_time[17];
88 .float ons_overtime_damagedelay;
94 // declarations for functions used outside gamemode_onslaught.qc
95 void ons_Generator_UpdateSprite(entity e);
96 void ons_ControlPoint_UpdateSprite(entity e);
97 bool ons_ControlPoint_Attackable(entity cp, int teamnumber);
99 // CaptureShield: Prevent capturing or destroying control point/generator if it is not available yet
100 float ons_captureshield_force; // push force of the shield
103 const int HAVOCBOT_ONS_ROLE_NONE = 0;
104 const int HAVOCBOT_ONS_ROLE_DEFENSE = 2;
105 const int HAVOCBOT_ONS_ROLE_ASSISTANT = 4;
106 const int HAVOCBOT_ONS_ROLE_OFFENSE = 8;
108 .entity havocbot_ons_target;
110 .int havocbot_role_flags;
111 .float havocbot_attack_time;
113 void havocbot_role_ons_defense(entity this);
114 void havocbot_role_ons_offense(entity this);
115 void havocbot_role_ons_assistant(entity this);
117 void havocbot_ons_reset_role(entity this);
118 void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius);
119 void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius);
121 // score rule declarations
122 const int ST_ONS_CAPS = 1;
127 #ifdef IMPLEMENTATION
129 #include "sv_controlpoint.qh"
130 #include "sv_generator.qh"
134 float autocvar_g_onslaught_teleport_wait;
135 bool autocvar_g_onslaught_spawn_at_controlpoints;
136 bool autocvar_g_onslaught_spawn_at_generator;
137 float autocvar_g_onslaught_cp_proxydecap;
138 float autocvar_g_onslaught_cp_proxydecap_distance = 512;
139 float autocvar_g_onslaught_cp_proxydecap_dps = 100;
140 float autocvar_g_onslaught_spawn_at_controlpoints_chance = 0.5;
141 float autocvar_g_onslaught_spawn_at_controlpoints_random;
142 float autocvar_g_onslaught_spawn_at_generator_chance;
143 float autocvar_g_onslaught_spawn_at_generator_random;
144 float autocvar_g_onslaught_cp_buildhealth;
145 float autocvar_g_onslaught_cp_buildtime;
146 float autocvar_g_onslaught_cp_health;
147 float autocvar_g_onslaught_cp_regen;
148 float autocvar_g_onslaught_gen_health;
149 float autocvar_g_onslaught_shield_force = 100;
150 float autocvar_g_onslaught_allow_vehicle_touch;
151 float autocvar_g_onslaught_round_timelimit;
152 float autocvar_g_onslaught_warmup;
153 float autocvar_g_onslaught_teleport_radius;
154 float autocvar_g_onslaught_spawn_choose;
155 float autocvar_g_onslaught_click_radius;
157 void FixSize(entity e);
159 // =======================
160 // CaptureShield Functions
161 // =======================
163 bool ons_CaptureShield_Customize(entity this, entity client)
165 entity e = WaypointSprite_getviewentity(client);
167 if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, e.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return false; }
168 if(SAME_TEAM(this, e)) { return false; }
173 void ons_CaptureShield_Touch(entity this, entity toucher)
175 if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, toucher.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return; }
176 if(!IS_PLAYER(toucher)) { return; }
177 if(SAME_TEAM(toucher, this)) { return; }
179 vector mymid = (this.absmin + this.absmax) * 0.5;
180 vector theirmid = (toucher.absmin + toucher.absmax) * 0.5;
182 Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, mymid, normalize(theirmid - mymid) * ons_captureshield_force);
184 if(IS_REAL_CLIENT(toucher))
186 play2(toucher, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
188 if(this.enemy.classname == "onslaught_generator")
189 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
191 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
195 void ons_CaptureShield_Reset(entity this)
197 this.colormap = this.enemy.colormap;
198 this.team = this.enemy.team;
201 void ons_CaptureShield_Spawn(entity generator, bool is_generator)
203 entity shield = new(ons_captureshield);
205 shield.enemy = generator;
206 shield.team = generator.team;
207 shield.colormap = generator.colormap;
208 shield.reset = ons_CaptureShield_Reset;
209 settouch(shield, ons_CaptureShield_Touch);
210 setcefc(shield, ons_CaptureShield_Customize);
211 shield.effects = EF_ADDITIVE;
212 set_movetype(shield, MOVETYPE_NOCLIP);
213 shield.solid = SOLID_TRIGGER;
214 shield.avelocity = '7 0 11';
216 shield.model = ((is_generator) ? "models/onslaught/generator_shield.md3" : "models/onslaught/controlpoint_shield.md3");
218 precache_model(shield.model);
219 setorigin(shield, generator.origin);
220 _setmodel(shield, shield.model);
221 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
229 void setmodel_fixsize(entity e, Model m)
235 void onslaught_updatelinks()
238 // first check if the game has ended
239 LOG_DEBUG("--- updatelinks ---\n");
240 // mark generators as being shielded and networked
241 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
244 LOG_DEBUG(strcat(etos(l), " (generator) belongs to team ", ftos(l.team), "\n"));
246 LOG_DEBUG(strcat(etos(l), " (generator) is destroyed\n"));
247 l.islinked = l.iscaptured;
248 l.isshielded = l.iscaptured;
249 l.sprite.SendFlags |= 16;
251 // mark points as shielded and not networked
252 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
257 for(i = 0; i < 17; ++i) { l.isgenneighbor[i] = false; l.iscpneighbor[i] = false; }
258 LOG_DEBUG(strcat(etos(l), " (point) belongs to team ", ftos(l.team), "\n"));
259 l.sprite.SendFlags |= 16;
261 // flow power outward from the generators through the network
266 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
268 // if both points are captured by the same team, and only one of
269 // them is powered, mark the other one as powered as well
270 if (l.enemy.iscaptured && l.goalentity.iscaptured)
271 if (l.enemy.islinked != l.goalentity.islinked)
272 if(SAME_TEAM(l.enemy, l.goalentity))
274 if (!l.goalentity.islinked)
277 l.goalentity.islinked = true;
278 LOG_DEBUG(strcat(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)\n"));
280 else if (!l.enemy.islinked)
283 l.enemy.islinked = true;
284 LOG_DEBUG(strcat(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)\n"));
289 // now that we know which points are powered we can mark their neighbors
290 // as unshielded if team differs
291 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
293 if (l.goalentity.islinked)
295 if(DIFF_TEAM(l.goalentity, l.enemy))
297 LOG_DEBUG(strcat(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)\n"));
298 l.enemy.isshielded = false;
300 if(l.goalentity.classname == "onslaught_generator")
301 l.enemy.isgenneighbor[l.goalentity.team] = true;
303 l.enemy.iscpneighbor[l.goalentity.team] = true;
305 if (l.enemy.islinked)
307 if(DIFF_TEAM(l.goalentity, l.enemy))
309 LOG_DEBUG(strcat(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)\n"));
310 l.goalentity.isshielded = false;
312 if(l.enemy.classname == "onslaught_generator")
313 l.goalentity.isgenneighbor[l.enemy.team] = true;
315 l.goalentity.iscpneighbor[l.enemy.team] = true;
318 // now update the generators
319 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
323 LOG_DEBUG(strcat(etos(l), " (generator) is shielded\n"));
324 l.takedamage = DAMAGE_NO;
325 l.bot_attack = false;
329 LOG_DEBUG(strcat(etos(l), " (generator) is not shielded\n"));
330 l.takedamage = DAMAGE_AIM;
334 ons_Generator_UpdateSprite(l);
336 // now update the takedamage and alpha variables on control point icons
337 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
341 LOG_DEBUG(strcat(etos(l), " (point) is shielded\n"));
344 l.goalentity.takedamage = DAMAGE_NO;
345 l.goalentity.bot_attack = false;
350 LOG_DEBUG(strcat(etos(l), " (point) is not shielded\n"));
353 l.goalentity.takedamage = DAMAGE_AIM;
354 l.goalentity.bot_attack = true;
357 ons_ControlPoint_UpdateSprite(l);
359 FOREACH_ENTITY_CLASS("ons_captureshield", true,
361 it.team = it.enemy.team;
362 it.colormap = it.enemy.colormap;
367 // ===================
368 // Main Link Functions
369 // ===================
371 bool ons_Link_Send(entity this, entity to, int sendflags)
373 WriteHeader(MSG_ENTITY, ENT_CLIENT_RADARLINK);
374 WriteByte(MSG_ENTITY, sendflags);
377 WriteCoord(MSG_ENTITY, this.goalentity.origin_x);
378 WriteCoord(MSG_ENTITY, this.goalentity.origin_y);
379 WriteCoord(MSG_ENTITY, this.goalentity.origin_z);
383 WriteCoord(MSG_ENTITY, this.enemy.origin_x);
384 WriteCoord(MSG_ENTITY, this.enemy.origin_y);
385 WriteCoord(MSG_ENTITY, this.enemy.origin_z);
389 WriteByte(MSG_ENTITY, this.clientcolors); // which is goalentity's color + enemy's color * 16
394 void ons_Link_CheckUpdate(entity this)
396 // TODO check if the two sides have moved (currently they won't move anyway)
397 float cc = 0, cc1 = 0, cc2 = 0;
399 if(this.goalentity.islinked || this.goalentity.iscaptured) { cc1 = (this.goalentity.team - 1) * 0x01; }
400 if(this.enemy.islinked || this.enemy.iscaptured) { cc2 = (this.enemy.team - 1) * 0x10; }
404 if(cc != this.clientcolors)
406 this.clientcolors = cc;
410 this.nextthink = time;
413 void ons_DelayedLinkSetup(entity this)
415 this.goalentity = find(NULL, targetname, this.target);
416 this.enemy = find(NULL, targetname, this.target2);
417 if(!this.goalentity) { objerror(this, "can not find target\n"); }
418 if(!this.enemy) { objerror(this, "can not find target2\n"); }
420 LOG_DEBUG(strcat(etos(this.goalentity), " linked with ", etos(this.enemy), "\n"));
422 setthink(this, ons_Link_CheckUpdate);
423 this.nextthink = time;
427 // =============================
428 // Main Control Point Functions
429 // =============================
431 int ons_ControlPoint_CanBeLinked(entity cp, int teamnumber)
433 if(cp.isgenneighbor[teamnumber]) { return 2; }
434 if(cp.iscpneighbor[teamnumber]) { return 1; }
439 int ons_ControlPoint_Attackable(entity cp, int teamnumber)
440 // -2: SAME TEAM, attackable by enemy!
445 // 3: attack it (HIGH PRIO)
446 // 4: touch it (HIGH PRIO)
454 else if(cp.goalentity)
456 // if there's already an icon built, nothing happens
457 if(cp.team == teamnumber)
459 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
460 if(a) // attackable by enemy?
461 return -2; // EMERGENCY!
464 // we know it can be linked, so no need to check
466 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
467 if(a == 2) // near our generator?
468 return 3; // EMERGENCY!
474 if(ons_ControlPoint_CanBeLinked(cp, teamnumber))
476 a = ons_ControlPoint_CanBeLinked(cp, teamnumber); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
478 return 4; // GET THIS ONE NOW!
480 return 2; // TOUCH ME
486 void ons_ControlPoint_Icon_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
488 if(damage <= 0) { return; }
490 if (this.owner.isshielded)
492 // this is protected by a shield, so ignore the damage
493 if (time > this.pain_finished)
494 if (IS_PLAYER(attacker))
496 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
497 this.pain_finished = time + 1;
498 attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
504 if(IS_PLAYER(attacker))
505 if(time - ons_notification_time[this.team] > 10)
507 play2team(this.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
508 ons_notification_time[this.team] = time;
511 this.health = this.health - damage;
512 if(this.owner.iscaptured)
513 WaypointSprite_UpdateHealth(this.owner.sprite, this.health);
515 WaypointSprite_UpdateBuildFinished(this.owner.sprite, time + (this.max_health - this.health) / (this.count / ONS_CP_THINKRATE));
516 this.pain_finished = time + 1;
517 // particles on every hit
518 pointparticles(EFFECT_SPARKS, hitloc, force*-1, 1);
521 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
523 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
527 sound(this, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
528 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
529 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED), this.owner.message, attacker.netname);
531 PlayerScore_Add(attacker, SP_ONS_TAKES, 1);
532 PlayerScore_Add(attacker, SP_SCORE, 10);
534 this.owner.goalentity = NULL;
535 this.owner.islinked = false;
536 this.owner.iscaptured = false;
538 this.owner.colormap = 1024;
540 WaypointSprite_UpdateMaxHealth(this.owner.sprite, 0);
542 onslaught_updatelinks();
544 // Use targets now (somebody make sure this is in the right place..)
545 SUB_UseTargets(this.owner, this, NULL);
547 this.owner.waslinked = this.owner.islinked;
548 if(this.owner.model != "models/onslaught/controlpoint_pad.md3")
549 setmodel_fixsize(this.owner, MDL_ONS_CP_PAD1);
550 //setsize(this, '-32 -32 0', '32 32 8');
555 this.SendFlags |= CPSF_STATUS;
558 void ons_ControlPoint_Icon_Think(entity this)
560 this.nextthink = time + ONS_CP_THINKRATE;
562 if(autocvar_g_onslaught_cp_proxydecap)
564 int _enemy_count = 0;
565 int _friendly_count = 0;
567 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
568 if(vdist(it.origin - this.origin, <, autocvar_g_onslaught_cp_proxydecap_distance))
570 if(SAME_TEAM(it, this))
577 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
578 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
580 this.health = bound(0, this.health + (_friendly_count - _enemy_count), this.max_health);
581 this.SendFlags |= CPSF_STATUS;
584 ons_ControlPoint_Icon_Damage(this, this, this, 1, 0, this.origin, '0 0 0');
589 if (time > this.pain_finished + 5)
591 if(this.health < this.max_health)
593 this.health = this.health + this.count;
594 if (this.health >= this.max_health)
595 this.health = this.max_health;
596 WaypointSprite_UpdateHealth(this.owner.sprite, this.health);
600 if(this.owner.islinked != this.owner.waslinked)
602 // unteam the spawnpoint if needed
603 int t = this.owner.team;
604 if(!this.owner.islinked)
607 SUB_UseTargets(this.owner, this, NULL);
611 this.owner.waslinked = this.owner.islinked;
615 if(random() < 0.6 - this.health / this.max_health)
617 Send_Effect(EFFECT_ELECTRIC_SPARKS, this.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
620 sound(this, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
621 else if (random() > 0.5)
622 sound(this, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
626 void ons_ControlPoint_Icon_BuildThink(entity this)
630 this.nextthink = time + ONS_CP_THINKRATE;
632 // only do this if there is power
633 a = ons_ControlPoint_CanBeLinked(this.owner, this.owner.team);
637 this.health = this.health + this.count;
639 this.SendFlags |= CPSF_STATUS;
641 if (this.health >= this.max_health)
643 this.health = this.max_health;
644 this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
645 setthink(this, ons_ControlPoint_Icon_Think);
646 sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
647 this.owner.iscaptured = true;
648 this.solid = SOLID_BBOX;
650 Send_Effect(EFFECT_CAP(this.owner.team), this.owner.origin, '0 0 0', 1);
652 WaypointSprite_UpdateMaxHealth(this.owner.sprite, this.max_health);
653 WaypointSprite_UpdateHealth(this.owner.sprite, this.health);
655 if(IS_PLAYER(this.owner.ons_toucher))
657 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, this.owner.ons_toucher.netname, this.owner.message);
658 Send_Notification(NOTIF_ALL_EXCEPT, this.owner.ons_toucher, MSG_CENTER, APP_TEAM_NUM(this.owner.ons_toucher.team, CENTER_ONS_CAPTURE), this.owner.message);
659 Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, this.owner.message);
660 PlayerScore_Add(this.owner.ons_toucher, SP_ONS_CAPS, 1);
661 PlayerTeamScore_AddScore(this.owner.ons_toucher, 10);
664 this.owner.ons_toucher = NULL;
666 onslaught_updatelinks();
668 // Use targets now (somebody make sure this is in the right place..)
669 SUB_UseTargets(this.owner, this, NULL);
671 this.SendFlags |= CPSF_SETUP;
673 if(this.owner.model != MDL_ONS_CP_PAD2.model_str())
674 setmodel_fixsize(this.owner, MDL_ONS_CP_PAD2);
676 if(random() < 0.9 - this.health / this.max_health)
677 Send_Effect(EFFECT_RAGE, this.origin + 10 * randomvec(), '0 0 -1', 1);
680 void onslaught_controlpoint_icon_link(entity e, void(entity this) spawnproc);
682 void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
684 entity e = new(onslaught_controlpoint_icon);
686 setsize(e, CPICON_MIN, CPICON_MAX);
687 setorigin(e, cp.origin + CPICON_OFFSET);
690 e.max_health = autocvar_g_onslaught_cp_health;
691 e.health = autocvar_g_onslaught_cp_buildhealth;
693 e.takedamage = DAMAGE_AIM;
695 e.event_damage = ons_ControlPoint_Icon_Damage;
696 e.team = player.team;
697 e.colormap = 1024 + (e.team - 1) * 17;
698 e.count = (e.max_health - e.health) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
700 sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
704 cp.colormap = e.colormap;
706 Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
708 WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - e.health) / (e.count / ONS_CP_THINKRATE));
709 WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
710 cp.sprite.SendFlags |= 16;
712 onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
715 entity ons_ControlPoint_Waypoint(entity e)
719 int a = ons_ControlPoint_Attackable(e, e.team);
721 if(a == -2) { return WP_OnsCPDefend; } // defend now
722 if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
723 if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
731 void ons_ControlPoint_UpdateSprite(entity e)
733 entity s1 = ons_ControlPoint_Waypoint(e);
734 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
737 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));
739 if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
741 if(e.iscaptured) // don't mess up build bars!
745 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
749 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
750 WaypointSprite_UpdateHealth(e.sprite, e.goalentity.health);
756 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
758 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
763 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
765 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
767 WaypointSprite_Ping(e.sprite);
769 e.lastteam = e.team + 2;
771 e.lastcaptured = e.iscaptured;
775 void ons_ControlPoint_Touch(entity this, entity toucher)
779 if(IS_VEHICLE(toucher) && toucher.owner)
780 if(autocvar_g_onslaught_allow_vehicle_touch)
781 toucher = toucher.owner;
785 if(!IS_PLAYER(toucher)) { return; }
786 if(STAT(FROZEN, toucher)) { return; }
787 if(IS_DEAD(toucher)) { return; }
789 if ( SAME_TEAM(this,toucher) )
790 if ( this.iscaptured )
792 if(time <= toucher.teleport_antispam)
793 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
795 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
798 attackable = ons_ControlPoint_Attackable(this, toucher.team);
799 if(attackable != 2 && attackable != 4)
801 // we've verified that this player has a legitimate claim to this point,
802 // so start building the captured point icon (which only captures this
803 // point if it successfully builds without being destroyed first)
804 ons_ControlPoint_Icon_Spawn(this, toucher);
806 this.ons_toucher = toucher;
808 onslaught_updatelinks();
811 void ons_ControlPoint_Think(entity this)
813 this.nextthink = time + ONS_CP_THINKRATE;
814 CSQCMODEL_AUTOUPDATE(this);
817 void ons_ControlPoint_Reset(entity this)
820 delete(this.goalentity);
822 this.goalentity = NULL;
824 this.colormap = 1024;
825 this.iscaptured = false;
826 this.islinked = false;
827 this.isshielded = true;
828 setthink(this, ons_ControlPoint_Think);
829 this.ons_toucher = NULL;
830 this.nextthink = time + ONS_CP_THINKRATE;
831 setmodel_fixsize(this, MDL_ONS_CP_PAD1);
833 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
834 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
836 onslaught_updatelinks();
838 SUB_UseTargets(this, this, NULL); // to reset the structures, playerspawns etc.
840 CSQCMODEL_AUTOUPDATE(this);
843 void ons_DelayedControlPoint_Setup(entity this)
845 onslaught_updatelinks();
847 // captureshield setup
848 ons_CaptureShield_Spawn(this, false);
850 CSQCMODEL_AUTOINIT(this);
853 void ons_ControlPoint_Setup(entity cp)
856 cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
857 ons_worldcplist = cp;
859 cp.netname = "Control point";
861 cp.solid = SOLID_BBOX;
862 set_movetype(cp, MOVETYPE_NONE);
863 settouch(cp, ons_ControlPoint_Touch);
864 setthink(cp, ons_ControlPoint_Think);
865 cp.nextthink = time + ONS_CP_THINKRATE;
866 cp.reset = ons_ControlPoint_Reset;
868 cp.iscaptured = false;
870 cp.isshielded = true;
872 if(cp.message == "") { cp.message = "a"; }
875 setmodel_fixsize(cp, MDL_ONS_CP_PAD1);
877 // control point placement
878 if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
881 set_movetype(cp, MOVETYPE_NONE);
883 else // drop to floor, automatically find a platform and set that as spawn origin
885 setorigin(cp, cp.origin + '0 0 20');
888 set_movetype(cp, MOVETYPE_TOSS);
892 WaypointSprite_SpawnFixed(WP_Null, cp.origin + CPGEN_WAYPOINT_OFFSET, cp, sprite, RADARICON_NONE);
893 WaypointSprite_UpdateRule(cp.sprite, cp.team, SPRITERULE_TEAMPLAY);
895 InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
899 // =========================
900 // Main Generator Functions
901 // =========================
903 entity ons_Generator_Waypoint(entity e)
906 return WP_OnsGenShielded;
910 void ons_Generator_UpdateSprite(entity e)
912 entity s1 = ons_Generator_Waypoint(e);
913 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
915 if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
917 e.lastteam = e.team + 2;
918 e.lastshielded = e.isshielded;
922 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
924 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
929 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
931 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
933 WaypointSprite_Ping(e.sprite);
937 void ons_GeneratorDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
939 if(damage <= 0) { return; }
940 if(warmup_stage || gameover) { return; }
941 if(!round_handler_IsRoundStarted()) { return; }
943 if (attacker != this)
947 // this is protected by a shield, so ignore the damage
948 if (time > this.pain_finished)
949 if (IS_PLAYER(attacker))
951 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
952 attacker.typehitsound += 1;
953 this.pain_finished = time + 1;
957 if (time > this.pain_finished)
959 this.pain_finished = time + 10;
960 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && SAME_TEAM(it, this), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK));
961 play2team(this.team, SND(ONS_GENERATOR_UNDERATTACK));
964 this.health = this.health - damage;
965 WaypointSprite_UpdateHealth(this.sprite, this.health);
966 // choose an animation frame based on health
967 this.frame = 10 * bound(0, (1 - this.health / this.max_health), 1);
968 // see if the generator is still functional, or dying
971 this.lasthealth = this.health;
975 if (attacker == this)
976 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME));
979 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED));
980 PlayerScore_Add(attacker, SP_SCORE, 100);
982 this.iscaptured = false;
983 this.islinked = false;
984 this.isshielded = false;
985 this.takedamage = DAMAGE_NO; // can't be hurt anymore
986 this.event_damage = func_null; // won't do anything if hurt
987 this.count = 0; // reset counter
988 setthink(this, func_null);
990 //this.think(); // do the first explosion now
992 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
993 WaypointSprite_Ping(this.sprite);
994 //WaypointSprite_Kill(this.sprite); // can't do this yet, code too poor
996 onslaught_updatelinks();
999 // Throw some flaming gibs on damage, more damage = more chance for gib
1000 if(random() < damage/220)
1002 sound(this, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
1006 // particles on every hit
1007 Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
1009 //sound on every hit
1011 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
1013 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
1016 this.SendFlags |= GSF_STATUS;
1019 void ons_GeneratorThink(entity this)
1021 this.nextthink = time + GEN_THINKRATE;
1024 if(!this.isshielded && this.wait < time)
1026 this.wait = time + 5;
1027 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
1028 if(SAME_TEAM(it, this))
1030 Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
1031 soundto(MSG_ONE, it, CHAN_AUTO, SND(KH_ALARM), VOL_BASE, ATTEN_NONE); // FIXME: unique sound?
1034 Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_ONS_NOTSHIELDED));
1040 void ons_GeneratorReset(entity this)
1042 this.team = this.team_saved;
1043 this.lasthealth = this.max_health = this.health = autocvar_g_onslaught_gen_health;
1044 this.takedamage = DAMAGE_AIM;
1045 this.bot_attack = true;
1046 this.iscaptured = true;
1047 this.islinked = true;
1048 this.isshielded = true;
1049 this.event_damage = ons_GeneratorDamage;
1050 setthink(this, ons_GeneratorThink);
1051 this.nextthink = time + GEN_THINKRATE;
1053 Net_LinkEntity(this, false, 0, generator_send);
1055 this.SendFlags = GSF_SETUP; // just incase
1056 this.SendFlags |= GSF_STATUS;
1058 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1059 WaypointSprite_UpdateHealth(this.sprite, this.health);
1060 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
1062 onslaught_updatelinks();
1065 void ons_DelayedGeneratorSetup(entity this)
1068 waypoint_spawnforitem_force(this, this.origin);
1069 this.nearestwaypointtimeout = 0; // activate waypointing again
1070 this.bot_basewaypoint = this.nearestwaypoint;
1072 // captureshield setup
1073 ons_CaptureShield_Spawn(this, true);
1075 onslaught_updatelinks();
1077 Net_LinkEntity(this, false, 0, generator_send);
1081 void onslaught_generator_touch(entity this, entity toucher)
1083 if ( IS_PLAYER(toucher) )
1084 if ( SAME_TEAM(this,toucher) )
1085 if ( this.iscaptured )
1087 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
1091 void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
1094 int teamnumber = gen.team;
1097 gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
1098 ons_worldgeneratorlist = gen;
1100 gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnumber));
1101 gen.classname = "onslaught_generator";
1102 gen.solid = SOLID_BBOX;
1103 gen.team_saved = teamnumber;
1104 set_movetype(gen, MOVETYPE_NONE);
1105 gen.lasthealth = gen.max_health = gen.health = autocvar_g_onslaught_gen_health;
1106 gen.takedamage = DAMAGE_AIM;
1107 gen.bot_attack = true;
1108 gen.event_damage = ons_GeneratorDamage;
1109 gen.reset = ons_GeneratorReset;
1110 setthink(gen, ons_GeneratorThink);
1111 gen.nextthink = time + GEN_THINKRATE;
1112 gen.iscaptured = true;
1113 gen.islinked = true;
1114 gen.isshielded = true;
1115 settouch(gen, onslaught_generator_touch);
1118 // model handled by CSQC
1119 setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
1120 setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
1121 gen.colormap = 1024 + (teamnumber - 1) * 17;
1123 // generator placement
1127 WaypointSprite_SpawnFixed(WP_Null, gen.origin + CPGEN_WAYPOINT_OFFSET, gen, sprite, RADARICON_NONE);
1128 WaypointSprite_UpdateRule(gen.sprite, gen.team, SPRITERULE_TEAMPLAY);
1129 WaypointSprite_UpdateMaxHealth(gen.sprite, gen.max_health);
1130 WaypointSprite_UpdateHealth(gen.sprite, gen.health);
1132 InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
1140 int total_generators;
1141 void Onslaught_count_generators()
1144 total_generators = redowned = blueowned = yellowowned = pinkowned = 0;
1145 for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
1148 redowned += (e.team == NUM_TEAM_1 && e.health > 0);
1149 blueowned += (e.team == NUM_TEAM_2 && e.health > 0);
1150 yellowowned += (e.team == NUM_TEAM_3 && e.health > 0);
1151 pinkowned += (e.team == NUM_TEAM_4 && e.health > 0);
1155 int Onslaught_GetWinnerTeam()
1157 int winner_team = 0;
1159 winner_team = NUM_TEAM_1;
1162 if(winner_team) return 0;
1163 winner_team = NUM_TEAM_2;
1167 if(winner_team) return 0;
1168 winner_team = NUM_TEAM_3;
1172 if(winner_team) return 0;
1173 winner_team = NUM_TEAM_4;
1177 return -1; // no generators left?
1180 void nades_Clear(entity e);
1182 #define ONS_OWNED_GENERATORS() ((redowned > 0) + (blueowned > 0) + (yellowowned > 0) + (pinkowned > 0))
1183 #define ONS_OWNED_GENERATORS_OK() (ONS_OWNED_GENERATORS() > 1)
1184 bool Onslaught_CheckWinner()
1186 if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
1188 ons_stalemate = true;
1190 if (!wpforenemy_announced)
1192 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
1193 sound(NULL, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE);
1195 wpforenemy_announced = true;
1198 entity tmp_entity; // temporary entity
1200 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay)
1202 // tmp_entity.max_health / 300 gives 5 minutes of overtime.
1203 // control points reduce the overtime duration.
1206 for(e = ons_worldcplist; e; e = e.ons_worldcpnext)
1208 if(DIFF_TEAM(e, tmp_entity))
1213 if(autocvar_g_campaign && autocvar__campaign_testrun)
1214 d = d * tmp_entity.max_health;
1216 d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
1218 Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, tmp_entity.origin, '0 0 0');
1220 tmp_entity.sprite.SendFlags |= 16;
1222 tmp_entity.ons_overtime_damagedelay = time + 1;
1225 else { wpforenemy_announced = false; ons_stalemate = false; }
1227 Onslaught_count_generators();
1229 if(ONS_OWNED_GENERATORS_OK())
1232 int winner_team = Onslaught_GetWinnerTeam();
1236 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
1237 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
1238 TeamScore_AddToTeam(winner_team, ST_ONS_CAPS, +1);
1240 else if(winner_team == -1)
1242 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
1243 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
1246 ons_stalemate = false;
1248 play2all(SND(CTF_CAPTURE(winner_team)));
1250 round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
1252 FOREACH_CLIENT(IS_PLAYER(it), {
1253 it.ons_roundlost = true;
1254 it.player_blocked = true;
1262 bool Onslaught_CheckPlayers()
1267 void Onslaught_RoundStart()
1270 FOREACH_CLIENT(IS_PLAYER(it), it.player_blocked = false);
1272 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1273 tmp_entity.sprite.SendFlags |= 16;
1275 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1276 tmp_entity.sprite.SendFlags |= 16;
1284 // NOTE: LEGACY CODE, needs to be re-written!
1286 void havocbot_goalrating_ons_offenseitems(entity this, float ratingscale, vector org, float sradius)
1288 bool needarmor = false, needweapons = false;
1290 // Needs armor/health?
1296 FOREACH(Weapons, it != WEP_Null, {
1297 if(this.weapons & (it.m_wepset))
1305 if(!needweapons && !needarmor)
1308 LOG_DEBUG(strcat(this.netname, " needs weapons ", ftos(needweapons) , "\n"));
1309 LOG_DEBUG(strcat(this.netname, " needs armor ", ftos(needarmor) , "\n"));
1311 // See what is around
1312 FOREACH_ENTITY_FLOAT(bot_pickup, true,
1314 // gather health and armor only
1316 if ( ((it.health || it.armorvalue) && needarmor) || (it.weapons && needweapons ) )
1317 if (vdist(it.origin - org, <, sradius))
1319 int t = it.bot_pickupevalfunc(this, it);
1321 navigation_routerating(this, it, t * ratingscale, 500);
1326 void havocbot_role_ons_setrole(entity this, int role)
1328 LOG_DEBUG(strcat(this.netname," switched to "));
1331 case HAVOCBOT_ONS_ROLE_DEFENSE:
1332 LOG_DEBUG("defense");
1333 this.havocbot_role = havocbot_role_ons_defense;
1334 this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_DEFENSE;
1335 this.havocbot_role_timeout = 0;
1337 case HAVOCBOT_ONS_ROLE_ASSISTANT:
1338 LOG_DEBUG("assistant");
1339 this.havocbot_role = havocbot_role_ons_assistant;
1340 this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_ASSISTANT;
1341 this.havocbot_role_timeout = 0;
1343 case HAVOCBOT_ONS_ROLE_OFFENSE:
1344 LOG_DEBUG("offense");
1345 this.havocbot_role = havocbot_role_ons_offense;
1346 this.havocbot_role_flags = HAVOCBOT_ONS_ROLE_OFFENSE;
1347 this.havocbot_role_timeout = 0;
1353 void havocbot_goalrating_ons_controlpoints_attack(entity this, float ratingscale)
1355 entity cp, cp1, cp2, best, wp;
1356 float radius, bestvalue;
1360 // Filter control points
1361 for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
1364 cp2.wpconsidered = false;
1369 // Ignore owned controlpoints
1370 if(!(cp2.isgenneighbor[this.team] || cp2.iscpneighbor[this.team]))
1373 // Count team mates interested in this control point
1374 // (easier and cleaner than keeping counters per cp and teams)
1375 FOREACH_CLIENT(IS_PLAYER(it), {
1376 if(SAME_TEAM(it, this))
1377 if(it.havocbot_role_flags & HAVOCBOT_ONS_ROLE_OFFENSE)
1378 if(it.havocbot_ons_target == cp2)
1382 // NOTE: probably decrease the cost of attackable control points
1384 cp2.wpconsidered = true;
1387 // We'll consider only the best case
1388 bestvalue = 99999999999;
1390 for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext)
1392 if (!cp1.wpconsidered)
1395 if(cp1.wpcost<bestvalue)
1397 bestvalue = cp1.wpcost;
1399 this.havocbot_ons_target = cp1;
1406 LOG_DEBUG(strcat(this.netname, " chose cp ranked ", ftos(bestvalue), "\n"));
1410 // Should be attacked
1411 // Rate waypoints near it
1414 bestvalue = 99999999999;
1415 for(radius=0; radius<1000 && !found; radius+=500)
1417 for(wp=findradius(cp.origin,radius); wp; wp=wp.chain)
1419 if(!(wp.wpflags & WAYPOINTFLAG_GENERATED))
1420 if(wp.classname=="waypoint")
1421 if(checkpvs(wp.origin,cp))
1424 if(wp.cnt<bestvalue)
1435 navigation_routerating(this, best, ratingscale, 10000);
1438 this.havocbot_attack_time = 0;
1439 if(checkpvs(this.view_ofs,cp))
1440 if(checkpvs(this.view_ofs,best))
1441 this.havocbot_attack_time = time + 2;
1445 navigation_routerating(this, cp, ratingscale, 10000);
1447 LOG_DEBUG(strcat(this.netname, " found an attackable controlpoint at ", vtos(cp.origin) ,"\n"));
1451 // Should be touched
1452 LOG_DEBUG(strcat(this.netname, " found a touchable controlpoint at ", vtos(cp.origin) ,"\n"));
1455 // Look for auto generated waypoint
1456 if (!bot_waypoints_for_items)
1457 for (wp = findradius(cp.origin,100); wp; wp = wp.chain)
1459 if(wp.classname=="waypoint")
1461 navigation_routerating(this, wp, ratingscale, 10000);
1466 // Nothing found, rate the controlpoint itself
1468 navigation_routerating(this, cp, ratingscale, 10000);
1472 bool havocbot_goalrating_ons_generator_attack(entity this, float ratingscale)
1474 entity g, wp, bestwp;
1478 for(g = ons_worldgeneratorlist; g; g = g.ons_worldgeneratornext)
1480 if(SAME_TEAM(g, this) || g.isshielded)
1483 // Should be attacked
1484 // Rate waypoints near it
1489 for(wp=findradius(g.origin,400); wp; wp=wp.chain)
1491 if(wp.classname=="waypoint")
1492 if(checkpvs(wp.origin,g))
1505 LOG_DEBUG("waypoints found around generator\n");
1506 navigation_routerating(this, bestwp, ratingscale, 10000);
1509 this.havocbot_attack_time = 0;
1510 if(checkpvs(this.view_ofs,g))
1511 if(checkpvs(this.view_ofs,bestwp))
1512 this.havocbot_attack_time = time + 5;
1518 LOG_DEBUG("generator found without waypoints around\n");
1519 // if there aren't waypoints near the generator go straight to it
1520 navigation_routerating(this, g, ratingscale, 10000);
1521 this.havocbot_attack_time = 0;
1528 void havocbot_role_ons_offense(entity this)
1532 this.havocbot_attack_time = 0;
1533 havocbot_ons_reset_role(this);
1537 // Set the role timeout if necessary
1538 if (!this.havocbot_role_timeout)
1539 this.havocbot_role_timeout = time + 120;
1541 if (time > this.havocbot_role_timeout)
1543 havocbot_ons_reset_role(this);
1547 if(this.havocbot_attack_time>time)
1550 if (this.bot_strategytime < time)
1552 navigation_goalrating_start(this);
1553 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
1554 if(!havocbot_goalrating_ons_generator_attack(this, 20000))
1555 havocbot_goalrating_ons_controlpoints_attack(this, 20000);
1556 havocbot_goalrating_ons_offenseitems(this, 10000, this.origin, 10000);
1557 navigation_goalrating_end(this);
1559 this.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1563 void havocbot_role_ons_assistant(entity this)
1565 havocbot_ons_reset_role(this);
1568 void havocbot_role_ons_defense(entity this)
1570 havocbot_ons_reset_role(this);
1573 void havocbot_ons_reset_role(entity this)
1578 this.havocbot_ons_target = NULL;
1580 // TODO: Defend control points or generator if necessary
1582 havocbot_role_ons_setrole(this, HAVOCBOT_ONS_ROLE_OFFENSE);
1587 * Find control point or generator owned by the same team self which is nearest to pos
1588 * if max_dist is positive, only control points within this range will be considered
1590 entity ons_Nearest_ControlPoint(entity this, vector pos, float max_dist)
1592 entity closest_target = NULL;
1593 FOREACH_ENTITY_CLASS("onslaught_controlpoint", true,
1595 if(SAME_TEAM(it, this))
1597 if(max_dist <= 0 || vdist(it.origin - pos, <=, max_dist))
1598 if(vlen2(it.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1599 closest_target = it;
1601 FOREACH_ENTITY_CLASS("onslaught_generator", true,
1603 if(SAME_TEAM(it, this))
1604 if(max_dist <= 0 || vdist(it.origin - pos, <, max_dist))
1605 if(vlen2(it.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1606 closest_target = it;
1609 return closest_target;
1613 * Find control point or generator owned by the same team self which is nearest to pos
1614 * if max_dist is positive, only control points within this range will be considered
1615 * This function only check distances on the XY plane, disregarding Z
1617 entity ons_Nearest_ControlPoint_2D(entity this, vector pos, float max_dist)
1619 entity closest_target = NULL;
1621 float smallest_distance = 0, distance;
1623 FOREACH_ENTITY_CLASS("onslaught_controlpoint", true,
1625 delta = it.origin - pos;
1627 distance = vlen(delta);
1629 if(SAME_TEAM(it, this))
1631 if(max_dist <= 0 || distance <= max_dist)
1632 if(closest_target == NULL || distance <= smallest_distance )
1634 closest_target = it;
1635 smallest_distance = distance;
1638 FOREACH_ENTITY_CLASS("onslaught_generator", true,
1640 delta = it.origin - pos;
1642 distance = vlen(delta);
1644 if(SAME_TEAM(it, this))
1645 if(max_dist <= 0 || distance <= max_dist)
1646 if(closest_target == NULL || distance <= smallest_distance )
1648 closest_target = it;
1649 smallest_distance = distance;
1653 return closest_target;
1656 * find the number of control points and generators in the same team as this
1658 int ons_Count_SelfControlPoints(entity this)
1661 FOREACH_ENTITY_CLASS("onslaught_controlpoint", true,
1663 if(SAME_TEAM(it, this))
1667 FOREACH_ENTITY_CLASS("onslaught_generator", true,
1669 if(SAME_TEAM(it, this))
1676 * Teleport player to a random position near tele_target
1677 * if tele_effects is true, teleport sound+particles are created
1678 * return false on failure
1680 bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects)
1688 // narrow the range for each iteration to increase chances that a spawnpoint
1689 // can be found even if there's little room around the control point
1690 float iteration_scale = 1;
1691 for(i = 0; i < 16; ++i)
1693 iteration_scale -= i / 16;
1694 theta = random() * 2 * M_PI;
1698 loc *= random() * range * iteration_scale;
1700 loc += tele_target.origin + '0 0 128' * iteration_scale;
1702 tracebox(loc, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), loc, MOVE_NORMAL, player);
1703 if(trace_fraction == 1.0 && !trace_startsolid)
1705 traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the NULL
1706 if(trace_fraction == 1.0 && !trace_startsolid)
1710 Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
1711 sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
1713 setorigin(player, loc);
1714 player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
1715 makevectors(player.angles);
1716 player.fixangle = true;
1717 player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
1720 Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
1733 MUTATOR_HOOKFUNCTION(ons, reset_map_global)
1735 FOREACH_CLIENT(IS_PLAYER(it), {
1736 it.ons_roundlost = false;
1737 it.ons_deathloc = '0 0 0';
1738 PutClientInServer(it);
1743 MUTATOR_HOOKFUNCTION(ons, ClientDisconnect)
1745 entity player = M_ARGV(0, entity);
1747 player.ons_deathloc = '0 0 0';
1750 MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver)
1752 entity player = M_ARGV(0, entity);
1754 player.ons_deathloc = '0 0 0';
1757 MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
1759 entity player = M_ARGV(0, entity);
1761 if(!round_handler_IsRoundStarted())
1763 player.player_blocked = true;
1768 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1770 l.sprite.SendFlags |= 16;
1772 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1774 l.sprite.SendFlags |= 16;
1777 if(ons_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
1779 if ( autocvar_g_onslaught_spawn_choose )
1780 if ( player.ons_spawn_by )
1781 if ( ons_Teleport(player,player.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
1783 player.ons_spawn_by = NULL;
1787 if(autocvar_g_onslaught_spawn_at_controlpoints)
1788 if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
1790 float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
1791 entity tmp_entity, closest_target = NULL;
1792 vector spawn_loc = player.ons_deathloc;
1794 // new joining player or round reset, don't bother checking
1795 if(spawn_loc == '0 0 0') { return false; }
1797 if(random_target) { RandomSelection_Init(); }
1799 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1801 if(SAME_TEAM(tmp_entity, player))
1803 RandomSelection_Add(tmp_entity, 0, string_null, 1, 1);
1804 else if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1805 closest_target = tmp_entity;
1808 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1814 float iteration_scale = 1;
1815 for(i = 0; i < 10; ++i)
1817 iteration_scale -= i / 10;
1818 loc = closest_target.origin + '0 0 96' * iteration_scale;
1819 loc += ('0 1 0' * random()) * 128 * iteration_scale;
1820 tracebox(loc, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), loc, MOVE_NORMAL, player);
1821 if(trace_fraction == 1.0 && !trace_startsolid)
1823 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1824 if(trace_fraction == 1.0 && !trace_startsolid)
1826 setorigin(player, loc);
1827 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1835 if(autocvar_g_onslaught_spawn_at_generator)
1836 if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
1838 float random_target = autocvar_g_onslaught_spawn_at_generator_random;
1839 entity tmp_entity, closest_target = NULL;
1840 vector spawn_loc = player.ons_deathloc;
1842 // new joining player or round reset, don't bother checking
1843 if(spawn_loc == '0 0 0') { return false; }
1845 if(random_target) { RandomSelection_Init(); }
1847 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1850 RandomSelection_Add(tmp_entity, 0, string_null, 1, 1);
1853 if(SAME_TEAM(tmp_entity, player))
1854 if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1855 closest_target = tmp_entity;
1859 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1865 float iteration_scale = 1;
1866 for(i = 0; i < 10; ++i)
1868 iteration_scale -= i / 10;
1869 loc = closest_target.origin + '0 0 128' * iteration_scale;
1870 loc += ('0 1 0' * random()) * 256 * iteration_scale;
1871 tracebox(loc, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), loc, MOVE_NORMAL, player);
1872 if(trace_fraction == 1.0 && !trace_startsolid)
1874 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1875 if(trace_fraction == 1.0 && !trace_startsolid)
1877 setorigin(player, loc);
1878 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1889 MUTATOR_HOOKFUNCTION(ons, PlayerDies)
1891 entity frag_target = M_ARGV(2, entity);
1893 frag_target.ons_deathloc = frag_target.origin;
1895 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1897 l.sprite.SendFlags |= 16;
1899 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1901 l.sprite.SendFlags |= 16;
1904 if ( autocvar_g_onslaught_spawn_choose )
1905 if ( ons_Count_SelfControlPoints(frag_target) > 1 )
1906 stuffcmd(frag_target, "qc_cmd_cl hud clickradar\n");
1911 MUTATOR_HOOKFUNCTION(ons, MonsterMove)
1913 entity mon = M_ARGV(0, entity);
1915 entity e = find(NULL, targetname, mon.target);
1920 void ons_MonsterSpawn_Delayed(entity this)
1922 entity own = this.owner;
1924 if(!own) { delete(this); return; }
1928 entity e = find(NULL, target, own.targetname);
1933 own.use(own, e, NULL);
1940 MUTATOR_HOOKFUNCTION(ons, MonsterSpawn)
1942 entity mon = M_ARGV(0, entity);
1946 InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
1949 void ons_TurretSpawn_Delayed(entity this)
1951 entity own = this.owner;
1953 if(!own) { delete(this); return; }
1957 entity e = find(NULL, target, own.targetname);
1961 own.active = ACTIVE_NOT;
1963 own.use(own, e, NULL);
1970 MUTATOR_HOOKFUNCTION(ons, TurretSpawn)
1972 entity turret = M_ARGV(0, entity);
1976 InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
1981 MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole)
1983 entity bot = M_ARGV(0, entity);
1985 havocbot_ons_reset_role(bot);
1989 MUTATOR_HOOKFUNCTION(ons, GetTeamCount)
1991 // onslaught is special
1992 for(entity tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1994 switch(tmp_entity.team)
1996 case NUM_TEAM_1: c1 = 0; break;
1997 case NUM_TEAM_2: c2 = 0; break;
1998 case NUM_TEAM_3: c3 = 0; break;
1999 case NUM_TEAM_4: c4 = 0; break;
2006 MUTATOR_HOOKFUNCTION(ons, SpectateCopy)
2008 entity spectatee = M_ARGV(0, entity);
2009 entity client = M_ARGV(1, entity);
2011 client.ons_roundlost = spectatee.ons_roundlost; // make spectators see it too
2014 MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
2016 if(MUTATOR_RETURNVALUE) // command was already handled?
2019 entity player = M_ARGV(0, entity);
2020 string cmd_name = M_ARGV(1, string);
2021 int cmd_argc = M_ARGV(2, int);
2023 if ( cmd_name == "ons_spawn" )
2025 vector pos = player.origin;
2027 pos_x = stof(argv(1));
2029 pos_y = stof(argv(2));
2031 pos_z = stof(argv(3));
2033 if ( IS_PLAYER(player) )
2035 if ( !STAT(FROZEN, player) )
2037 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
2039 if ( !source_point && player.health > 0 )
2041 sprint(player, "\nYou need to be next to a control point\n");
2046 entity closest_target = ons_Nearest_ControlPoint_2D(player, pos, autocvar_g_onslaught_click_radius);
2048 if ( closest_target == NULL )
2050 sprint(player, "\nNo control point found\n");
2054 if ( player.health <= 0 )
2056 player.ons_spawn_by = closest_target;
2057 player.respawn_flags = player.respawn_flags | RESPAWN_FORCE;
2061 if ( source_point == closest_target )
2063 sprint(player, "\nTeleporting to the same point\n");
2067 if ( !ons_Teleport(player,closest_target,autocvar_g_onslaught_teleport_radius,true) )
2068 sprint(player, "\nUnable to teleport there\n");
2074 sprint(player, "\nNo teleportation for you\n");
2082 MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
2084 if(MUTATOR_RETURNVALUE || gameover) { return false; }
2086 entity player = M_ARGV(0, entity);
2088 if((time > player.teleport_antispam) && (!IS_DEAD(player)) && !player.vehicle)
2090 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
2093 stuffcmd(player, "qc_cmd_cl hud clickradar\n");
2099 MUTATOR_HOOKFUNCTION(ons, PlayHitsound)
2101 entity frag_victim = M_ARGV(0, entity);
2103 return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
2104 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
2107 MUTATOR_HOOKFUNCTION(ons, SendWaypoint)
2109 entity wp = M_ARGV(0, entity);
2110 entity to = M_ARGV(1, entity);
2111 int sf = M_ARGV(2, int);
2112 int wp_flag = M_ARGV(3, int);
2116 if(wp.owner.classname == "onslaught_controlpoint")
2118 entity wp_owner = wp.owner;
2119 entity e = WaypointSprite_getviewentity(to);
2120 if(SAME_TEAM(e, wp_owner) && wp_owner.goalentity.health >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
2121 if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; }
2123 if(wp.owner.classname == "onslaught_generator")
2125 entity wp_owner = wp.owner;
2126 if(wp_owner.isshielded && wp_owner.health >= wp_owner.max_health) { wp_flag |= 2; }
2127 if(wp_owner.health <= 0) { wp_flag |= 2; }
2131 M_ARGV(3, int) = wp_flag;
2134 MUTATOR_HOOKFUNCTION(ons, TurretValidateTarget)
2136 entity turret_target = M_ARGV(1, entity);
2138 if(substring(turret_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
2140 M_ARGV(3, float) = -3;
2147 MUTATOR_HOOKFUNCTION(ons, TurretThink)
2149 entity turret = M_ARGV(0, entity);
2151 // ONS uses somewhat backwards linking.
2154 entity e = find(NULL, targetname, turret.target);
2156 turret.team = e.team;
2159 if(turret.team != turret.tur_head.team)
2160 turret_respawn(turret);
2168 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
2169 Link between control points.
2171 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.
2174 "target" - first control point.
2175 "target2" - second control point.
2177 spawnfunc(onslaught_link)
2179 if(!g_onslaught) { delete(this); return; }
2181 if (this.target == "" || this.target2 == "")
2182 objerror(this, "target and target2 must be set\n");
2184 this.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
2185 ons_worldlinklist = this;
2187 InitializeEntity(this, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
2188 Net_LinkEntity(this, false, 0, ons_Link_Send);
2191 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
2192 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
2194 This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
2197 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2198 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
2199 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
2202 spawnfunc(onslaught_controlpoint)
2204 if(!g_onslaught) { delete(this); return; }
2206 ons_ControlPoint_Setup(this);
2209 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
2212 spawnfunc_onslaught_link entities can target this.
2215 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
2216 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2218 spawnfunc(onslaught_generator)
2220 if(!g_onslaught) { delete(this); return; }
2221 if(!this.team) { objerror(this, "team must be set"); }
2223 ons_GeneratorSetup(this);
2227 void ons_ScoreRules()
2229 CheckAllowedTeams(NULL);
2231 if(c1 >= 0) teams |= BIT(0);
2232 if(c2 >= 0) teams |= BIT(1);
2233 if(c3 >= 0) teams |= BIT(2);
2234 if(c4 >= 0) teams |= BIT(3);
2235 ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, 0, true);
2236 ScoreInfo_SetLabel_TeamScore (ST_ONS_CAPS, "destroyed", SFL_SORT_PRIO_PRIMARY);
2237 ScoreInfo_SetLabel_PlayerScore(SP_ONS_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
2238 ScoreInfo_SetLabel_PlayerScore(SP_ONS_TAKES, "takes", 0);
2239 ScoreRules_basics_end();
2242 void ons_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up
2246 round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
2247 round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
2250 void ons_Initialize()
2253 ons_captureshield_force = autocvar_g_onslaught_shield_force;
2255 InitializeEntity(NULL, ons_DelayedInit, INITPRIO_GAMETYPE);