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, -1, -1, -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();
114 void havocbot_role_ons_offense();
115 void havocbot_role_ons_assistant();
117 void havocbot_ons_reset_role(entity bot);
118 void havocbot_goalrating_items(float ratingscale, vector org, float sradius);
119 void havocbot_goalrating_enemyplayers(float ratingscale, vector org, float sradius);
121 // score rule declarations
122 const int ST_ONS_CAPS = 1;
123 const int SP_ONS_CAPS = 4;
124 const int SP_ONS_TAKES = 6;
129 #ifdef IMPLEMENTATION
131 #include "sv_controlpoint.qh"
132 #include "sv_generator.qh"
136 float autocvar_g_onslaught_debug;
137 float autocvar_g_onslaught_teleport_wait;
138 bool autocvar_g_onslaught_spawn_at_controlpoints;
139 bool autocvar_g_onslaught_spawn_at_generator;
140 float autocvar_g_onslaught_cp_proxydecap;
141 float autocvar_g_onslaught_cp_proxydecap_distance = 512;
142 float autocvar_g_onslaught_cp_proxydecap_dps = 100;
143 float autocvar_g_onslaught_spawn_at_controlpoints_chance = 0.5;
144 float autocvar_g_onslaught_spawn_at_controlpoints_random;
145 float autocvar_g_onslaught_spawn_at_generator_chance;
146 float autocvar_g_onslaught_spawn_at_generator_random;
147 float autocvar_g_onslaught_cp_buildhealth;
148 float autocvar_g_onslaught_cp_buildtime;
149 float autocvar_g_onslaught_cp_health;
150 float autocvar_g_onslaught_cp_regen;
151 float autocvar_g_onslaught_gen_health;
152 float autocvar_g_onslaught_shield_force = 100;
153 float autocvar_g_onslaught_allow_vehicle_touch;
154 float autocvar_g_onslaught_round_timelimit;
155 float autocvar_g_onslaught_warmup;
156 float autocvar_g_onslaught_teleport_radius;
157 float autocvar_g_onslaught_spawn_choose;
158 float autocvar_g_onslaught_click_radius;
160 void FixSize(entity e);
162 // =======================
163 // CaptureShield Functions
164 // =======================
166 bool ons_CaptureShield_Customize()
168 entity e = WaypointSprite_getviewentity(other);
170 if(!self.enemy.isshielded && (ons_ControlPoint_Attackable(self.enemy, e.team) > 0 || self.enemy.classname != "onslaught_controlpoint")) { return false; }
171 if(SAME_TEAM(self, e)) { return false; }
176 void ons_CaptureShield_Touch()
178 if(!self.enemy.isshielded && (ons_ControlPoint_Attackable(self.enemy, other.team) > 0 || self.enemy.classname != "onslaught_controlpoint")) { return; }
179 if(!IS_PLAYER(other)) { return; }
180 if(SAME_TEAM(other, self)) { return; }
182 vector mymid = (self.absmin + self.absmax) * 0.5;
183 vector othermid = (other.absmin + other.absmax) * 0.5;
185 Damage(other, self, self, 0, DEATH_HURTTRIGGER.m_id, mymid, normalize(othermid - mymid) * ons_captureshield_force);
187 if(IS_REAL_CLIENT(other))
189 play2(other, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
191 if(self.enemy.classname == "onslaught_generator")
192 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
194 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
198 void ons_CaptureShield_Reset(entity this)
200 this.colormap = this.enemy.colormap;
201 this.team = this.enemy.team;
204 void ons_CaptureShield_Spawn(entity generator, bool is_generator)
206 entity shield = new(ons_captureshield);
208 shield.enemy = generator;
209 shield.team = generator.team;
210 shield.colormap = generator.colormap;
211 shield.reset = ons_CaptureShield_Reset;
212 shield.touch = ons_CaptureShield_Touch;
213 shield.customizeentityforclient = ons_CaptureShield_Customize;
214 shield.effects = EF_ADDITIVE;
215 shield.movetype = MOVETYPE_NOCLIP;
216 shield.solid = SOLID_TRIGGER;
217 shield.avelocity = '7 0 11';
219 shield.model = ((is_generator) ? "models/onslaught/generator_shield.md3" : "models/onslaught/controlpoint_shield.md3");
221 precache_model(shield.model);
222 setorigin(shield, generator.origin);
223 _setmodel(shield, shield.model);
224 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
232 void ons_debug(string input)
234 switch(autocvar_g_onslaught_debug)
236 case 1: LOG_TRACE(input); break;
237 case 2: LOG_INFO(input); break;
241 void setmodel_fixsize(entity e, Model m)
247 void onslaught_updatelinks()
250 // first check if the game has ended
251 ons_debug("--- updatelinks ---\n");
252 // mark generators as being shielded and networked
253 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
256 ons_debug(strcat(etos(l), " (generator) belongs to team ", ftos(l.team), "\n"));
258 ons_debug(strcat(etos(l), " (generator) is destroyed\n"));
259 l.islinked = l.iscaptured;
260 l.isshielded = l.iscaptured;
261 l.sprite.SendFlags |= 16;
263 // mark points as shielded and not networked
264 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
269 for(i = 0; i < 17; ++i) { l.isgenneighbor[i] = false; l.iscpneighbor[i] = false; }
270 ons_debug(strcat(etos(l), " (point) belongs to team ", ftos(l.team), "\n"));
271 l.sprite.SendFlags |= 16;
273 // flow power outward from the generators through the network
278 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
280 // if both points are captured by the same team, and only one of
281 // them is powered, mark the other one as powered as well
282 if (l.enemy.iscaptured && l.goalentity.iscaptured)
283 if (l.enemy.islinked != l.goalentity.islinked)
284 if(SAME_TEAM(l.enemy, l.goalentity))
286 if (!l.goalentity.islinked)
289 l.goalentity.islinked = true;
290 ons_debug(strcat(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)\n"));
292 else if (!l.enemy.islinked)
295 l.enemy.islinked = true;
296 ons_debug(strcat(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)\n"));
301 // now that we know which points are powered we can mark their neighbors
302 // as unshielded if team differs
303 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
305 if (l.goalentity.islinked)
307 if(DIFF_TEAM(l.goalentity, l.enemy))
309 ons_debug(strcat(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)\n"));
310 l.enemy.isshielded = false;
312 if(l.goalentity.classname == "onslaught_generator")
313 l.enemy.isgenneighbor[l.goalentity.team] = true;
315 l.enemy.iscpneighbor[l.goalentity.team] = true;
317 if (l.enemy.islinked)
319 if(DIFF_TEAM(l.goalentity, l.enemy))
321 ons_debug(strcat(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)\n"));
322 l.goalentity.isshielded = false;
324 if(l.enemy.classname == "onslaught_generator")
325 l.goalentity.isgenneighbor[l.enemy.team] = true;
327 l.goalentity.iscpneighbor[l.enemy.team] = true;
330 // now update the generators
331 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
335 ons_debug(strcat(etos(l), " (generator) is shielded\n"));
336 l.takedamage = DAMAGE_NO;
337 l.bot_attack = false;
341 ons_debug(strcat(etos(l), " (generator) is not shielded\n"));
342 l.takedamage = DAMAGE_AIM;
346 ons_Generator_UpdateSprite(l);
348 // now update the takedamage and alpha variables on control point icons
349 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
353 ons_debug(strcat(etos(l), " (point) is shielded\n"));
356 l.goalentity.takedamage = DAMAGE_NO;
357 l.goalentity.bot_attack = false;
362 ons_debug(strcat(etos(l), " (point) is not shielded\n"));
365 l.goalentity.takedamage = DAMAGE_AIM;
366 l.goalentity.bot_attack = true;
369 ons_ControlPoint_UpdateSprite(l);
371 l = findchain(classname, "ons_captureshield");
374 l.team = l.enemy.team;
375 l.colormap = l.enemy.colormap;
381 // ===================
382 // Main Link Functions
383 // ===================
385 bool ons_Link_Send(entity this, entity to, int sendflags)
387 WriteHeader(MSG_ENTITY, ENT_CLIENT_RADARLINK);
388 WriteByte(MSG_ENTITY, sendflags);
391 WriteCoord(MSG_ENTITY, self.goalentity.origin_x);
392 WriteCoord(MSG_ENTITY, self.goalentity.origin_y);
393 WriteCoord(MSG_ENTITY, self.goalentity.origin_z);
397 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
398 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
399 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
403 WriteByte(MSG_ENTITY, self.clientcolors); // which is goalentity's color + enemy's color * 16
408 void ons_Link_CheckUpdate()
410 // TODO check if the two sides have moved (currently they won't move anyway)
411 float cc = 0, cc1 = 0, cc2 = 0;
413 if(self.goalentity.islinked || self.goalentity.iscaptured) { cc1 = (self.goalentity.team - 1) * 0x01; }
414 if(self.enemy.islinked || self.enemy.iscaptured) { cc2 = (self.enemy.team - 1) * 0x10; }
418 if(cc != self.clientcolors)
420 self.clientcolors = cc;
424 self.nextthink = time;
427 void ons_DelayedLinkSetup()
429 self.goalentity = find(world, targetname, self.target);
430 self.enemy = find(world, targetname, self.target2);
431 if(!self.goalentity) { objerror("can not find target\n"); }
432 if(!self.enemy) { objerror("can not find target2\n"); }
434 ons_debug(strcat(etos(self.goalentity), " linked with ", etos(self.enemy), "\n"));
436 self.think = ons_Link_CheckUpdate;
437 self.nextthink = time;
441 // =============================
442 // Main Control Point Functions
443 // =============================
445 int ons_ControlPoint_CanBeLinked(entity cp, int teamnumber)
447 if(cp.isgenneighbor[teamnumber]) { return 2; }
448 if(cp.iscpneighbor[teamnumber]) { return 1; }
453 int ons_ControlPoint_Attackable(entity cp, int teamnumber)
454 // -2: SAME TEAM, attackable by enemy!
459 // 3: attack it (HIGH PRIO)
460 // 4: touch it (HIGH PRIO)
468 else if(cp.goalentity)
470 // if there's already an icon built, nothing happens
471 if(cp.team == teamnumber)
473 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
474 if(a) // attackable by enemy?
475 return -2; // EMERGENCY!
478 // we know it can be linked, so no need to check
480 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
481 if(a == 2) // near our generator?
482 return 3; // EMERGENCY!
488 if(ons_ControlPoint_CanBeLinked(cp, teamnumber))
490 a = ons_ControlPoint_CanBeLinked(cp, teamnumber); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
492 return 4; // GET THIS ONE NOW!
494 return 2; // TOUCH ME
500 void ons_ControlPoint_Icon_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
502 if(damage <= 0) { return; }
504 if (self.owner.isshielded)
506 // this is protected by a shield, so ignore the damage
507 if (time > self.pain_finished)
508 if (IS_PLAYER(attacker))
510 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
511 self.pain_finished = time + 1;
512 attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
518 if(IS_PLAYER(attacker))
519 if(time - ons_notification_time[self.team] > 10)
521 play2team(self.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
522 ons_notification_time[self.team] = time;
525 self.health = self.health - damage;
526 if(self.owner.iscaptured)
527 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
529 WaypointSprite_UpdateBuildFinished(self.owner.sprite, time + (self.max_health - self.health) / (self.count / ONS_CP_THINKRATE));
530 self.pain_finished = time + 1;
531 // particles on every hit
532 pointparticles(EFFECT_SPARKS, hitloc, force*-1, 1);
535 sound(self, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
537 sound(self, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
541 sound(self, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
542 pointparticles(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
543 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(self.team, INFO_ONSLAUGHT_CPDESTROYED_), self.owner.message, attacker.netname);
545 PlayerScore_Add(attacker, SP_ONS_TAKES, 1);
546 PlayerScore_Add(attacker, SP_SCORE, 10);
548 self.owner.goalentity = world;
549 self.owner.islinked = false;
550 self.owner.iscaptured = false;
552 self.owner.colormap = 1024;
554 WaypointSprite_UpdateMaxHealth(self.owner.sprite, 0);
556 onslaught_updatelinks();
558 // Use targets now (somebody make sure this is in the right place..)
564 self.owner.waslinked = self.owner.islinked;
565 if(self.owner.model != "models/onslaught/controlpoint_pad.md3")
566 setmodel_fixsize(self.owner, MDL_ONS_CP_PAD1);
567 //setsize(self, '-32 -32 0', '32 32 8');
572 self.SendFlags |= CPSF_STATUS;
575 void ons_ControlPoint_Icon_Think()
577 self.nextthink = time + ONS_CP_THINKRATE;
579 if(autocvar_g_onslaught_cp_proxydecap)
581 int _enemy_count = 0;
582 int _friendly_count = 0;
586 FOR_EACH_PLAYER(_player)
588 if(!_player.deadflag)
590 _dist = vlen(_player.origin - self.origin);
591 if(_dist < autocvar_g_onslaught_cp_proxydecap_distance)
593 if(SAME_TEAM(_player, self))
601 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
602 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
604 self.health = bound(0, self.health + (_friendly_count - _enemy_count), self.max_health);
605 self.SendFlags |= CPSF_STATUS;
608 ons_ControlPoint_Icon_Damage(self, self, 1, 0, self.origin, '0 0 0');
613 if (time > self.pain_finished + 5)
615 if(self.health < self.max_health)
617 self.health = self.health + self.count;
618 if (self.health >= self.max_health)
619 self.health = self.max_health;
620 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
624 if(self.owner.islinked != self.owner.waslinked)
626 // unteam the spawnpoint if needed
627 int t = self.owner.team;
628 if(!self.owner.islinked)
638 self.owner.waslinked = self.owner.islinked;
642 if(random() < 0.6 - self.health / self.max_health)
644 Send_Effect(EFFECT_ELECTRIC_SPARKS, self.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
647 sound(self, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
648 else if (random() > 0.5)
649 sound(self, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
653 void ons_ControlPoint_Icon_BuildThink()
657 self.nextthink = time + ONS_CP_THINKRATE;
659 // only do this if there is power
660 a = ons_ControlPoint_CanBeLinked(self.owner, self.owner.team);
664 self.health = self.health + self.count;
666 self.SendFlags |= CPSF_STATUS;
668 if (self.health >= self.max_health)
670 self.health = self.max_health;
671 self.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
672 self.think = ons_ControlPoint_Icon_Think;
673 sound(self, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
674 self.owner.iscaptured = true;
675 self.solid = SOLID_BBOX;
677 Send_Effect(EFFECT_CAP(self.owner.team), self.owner.origin, '0 0 0', 1);
679 WaypointSprite_UpdateMaxHealth(self.owner.sprite, self.max_health);
680 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
682 if(IS_PLAYER(self.owner.ons_toucher))
684 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, self.owner.ons_toucher.netname, self.owner.message);
685 Send_Notification(NOTIF_ALL_EXCEPT, self.owner.ons_toucher, MSG_CENTER, APP_TEAM_ENT_4(self.owner.ons_toucher, CENTER_ONS_CAPTURE_), self.owner.message);
686 Send_Notification(NOTIF_ONE, self.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, self.owner.message);
687 PlayerScore_Add(self.owner.ons_toucher, SP_ONS_CAPS, 1);
688 PlayerTeamScore_AddScore(self.owner.ons_toucher, 10);
691 self.owner.ons_toucher = world;
693 onslaught_updatelinks();
695 // Use targets now (somebody make sure this is in the right place..)
701 self.SendFlags |= CPSF_SETUP;
703 if(self.owner.model != MDL_ONS_CP_PAD2.model_str())
704 setmodel_fixsize(self.owner, MDL_ONS_CP_PAD2);
706 if(random() < 0.9 - self.health / self.max_health)
707 Send_Effect(EFFECT_RAGE, self.origin + 10 * randomvec(), '0 0 -1', 1);
710 void onslaught_controlpoint_icon_link(entity e, void() spawnproc);
712 void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
714 entity e = new(onslaught_controlpoint_icon);
716 setsize(e, CPICON_MIN, CPICON_MAX);
717 setorigin(e, cp.origin + CPICON_OFFSET);
720 e.max_health = autocvar_g_onslaught_cp_health;
721 e.health = autocvar_g_onslaught_cp_buildhealth;
723 e.takedamage = DAMAGE_AIM;
725 e.event_damage = ons_ControlPoint_Icon_Damage;
726 e.team = player.team;
727 e.colormap = 1024 + (e.team - 1) * 17;
728 e.count = (e.max_health - e.health) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
730 sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
734 cp.colormap = e.colormap;
736 Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
738 WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - e.health) / (e.count / ONS_CP_THINKRATE));
739 WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
740 cp.sprite.SendFlags |= 16;
742 onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
745 entity ons_ControlPoint_Waypoint(entity e)
749 int a = ons_ControlPoint_Attackable(e, e.team);
751 if(a == -2) { return WP_OnsCPDefend; } // defend now
752 if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
753 if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
761 void ons_ControlPoint_UpdateSprite(entity e)
763 entity s1 = ons_ControlPoint_Waypoint(e);
764 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
767 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));
769 if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
771 if(e.iscaptured) // don't mess up build bars!
775 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
779 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
780 WaypointSprite_UpdateHealth(e.sprite, e.goalentity.health);
786 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
788 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
793 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
795 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
797 WaypointSprite_Ping(e.sprite);
799 e.lastteam = e.team + 2;
801 e.lastcaptured = e.iscaptured;
805 void ons_ControlPoint_Touch()
807 entity toucher = other;
810 if(IS_VEHICLE(toucher) && toucher.owner)
811 if(autocvar_g_onslaught_allow_vehicle_touch)
812 toucher = toucher.owner;
816 if(!IS_PLAYER(toucher)) { return; }
817 if(toucher.frozen) { return; }
818 if(toucher.deadflag != DEAD_NO) { return; }
820 if ( SAME_TEAM(self,toucher) )
821 if ( self.iscaptured )
823 if(time <= toucher.teleport_antispam)
824 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
826 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
829 attackable = ons_ControlPoint_Attackable(self, toucher.team);
830 if(attackable != 2 && attackable != 4)
832 // we've verified that this player has a legitimate claim to this point,
833 // so start building the captured point icon (which only captures this
834 // point if it successfully builds without being destroyed first)
835 ons_ControlPoint_Icon_Spawn(self, toucher);
837 self.ons_toucher = toucher;
839 onslaught_updatelinks();
842 void ons_ControlPoint_Think()
844 self.nextthink = time + ONS_CP_THINKRATE;
845 CSQCMODEL_AUTOUPDATE(self);
848 void ons_ControlPoint_Reset(entity this)
851 remove(this.goalentity);
853 this.goalentity = world;
855 this.colormap = 1024;
856 this.iscaptured = false;
857 this.islinked = false;
858 this.isshielded = true;
859 this.think = ons_ControlPoint_Think;
860 this.ons_toucher = world;
861 this.nextthink = time + ONS_CP_THINKRATE;
862 setmodel_fixsize(this, MDL_ONS_CP_PAD1);
864 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
865 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
867 onslaught_updatelinks();
870 SUB_UseTargets(); // to reset the structures, playerspawns etc.
872 CSQCMODEL_AUTOUPDATE(this);
875 void ons_DelayedControlPoint_Setup()
877 onslaught_updatelinks();
879 // captureshield setup
880 ons_CaptureShield_Spawn(self, false);
882 CSQCMODEL_AUTOINIT(self);
885 void ons_ControlPoint_Setup(entity cp)
888 setself(cp); // for later usage with droptofloor()
891 cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
892 ons_worldcplist = cp;
894 cp.netname = "Control point";
896 cp.solid = SOLID_BBOX;
897 cp.movetype = MOVETYPE_NONE;
898 cp.touch = ons_ControlPoint_Touch;
899 cp.think = ons_ControlPoint_Think;
900 cp.nextthink = time + ONS_CP_THINKRATE;
901 cp.reset = ons_ControlPoint_Reset;
903 cp.iscaptured = false;
905 cp.isshielded = true;
907 if(cp.message == "") { cp.message = "a"; }
910 setmodel_fixsize(cp, MDL_ONS_CP_PAD1);
912 // control point placement
913 if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
916 cp.movetype = MOVETYPE_NONE;
918 else // drop to floor, automatically find a platform and set that as spawn origin
920 setorigin(cp, cp.origin + '0 0 20');
924 cp.movetype = MOVETYPE_TOSS;
928 WaypointSprite_SpawnFixed(WP_Null, self.origin + CPGEN_WAYPOINT_OFFSET, self, sprite, RADARICON_NONE);
929 WaypointSprite_UpdateRule(self.sprite, self.team, SPRITERULE_TEAMPLAY);
931 InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
935 // =========================
936 // Main Generator Functions
937 // =========================
939 entity ons_Generator_Waypoint(entity e)
942 return WP_OnsGenShielded;
946 void ons_Generator_UpdateSprite(entity e)
948 entity s1 = ons_Generator_Waypoint(e);
949 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
951 if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
953 e.lastteam = e.team + 2;
954 e.lastshielded = e.isshielded;
958 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
960 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
965 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
967 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
969 WaypointSprite_Ping(e.sprite);
973 void ons_GeneratorDamage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
975 if(damage <= 0) { return; }
976 if(warmup_stage || gameover) { return; }
977 if(!round_handler_IsRoundStarted()) { return; }
979 if (attacker != self)
983 // this is protected by a shield, so ignore the damage
984 if (time > self.pain_finished)
985 if (IS_PLAYER(attacker))
987 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
988 attacker.typehitsound += 1;
989 self.pain_finished = time + 1;
993 if (time > self.pain_finished)
995 self.pain_finished = time + 10;
997 FOR_EACH_REALPLAYER(head) if(SAME_TEAM(head, self)) { Send_Notification(NOTIF_ONE, head, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK); }
998 play2team(self.team, SND(ONS_GENERATOR_UNDERATTACK));
1001 self.health = self.health - damage;
1002 WaypointSprite_UpdateHealth(self.sprite, self.health);
1003 // choose an animation frame based on health
1004 self.frame = 10 * bound(0, (1 - self.health / self.max_health), 1);
1005 // see if the generator is still functional, or dying
1006 if (self.health > 0)
1008 self.lasthealth = self.health;
1012 if (attacker == self)
1013 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(self.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME_));
1016 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(self.team, INFO_ONSLAUGHT_GENDESTROYED_));
1017 PlayerScore_Add(attacker, SP_SCORE, 100);
1019 self.iscaptured = false;
1020 self.islinked = false;
1021 self.isshielded = false;
1022 self.takedamage = DAMAGE_NO; // can't be hurt anymore
1023 self.event_damage = func_null; // won't do anything if hurt
1024 self.count = 0; // reset counter
1025 self.think = func_null;
1027 //self.think(); // do the first explosion now
1029 WaypointSprite_UpdateMaxHealth(self.sprite, 0);
1030 WaypointSprite_Ping(self.sprite);
1031 //WaypointSprite_Kill(self.sprite); // can't do this yet, code too poor
1033 onslaught_updatelinks();
1036 // Throw some flaming gibs on damage, more damage = more chance for gib
1037 if(random() < damage/220)
1039 sound(self, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
1043 // particles on every hit
1044 Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
1046 //sound on every hit
1048 sound(self, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
1050 sound(self, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
1053 self.SendFlags |= GSF_STATUS;
1056 void ons_GeneratorThink()
1059 self.nextthink = time + GEN_THINKRATE;
1062 if(!self.isshielded && self.wait < time)
1064 self.wait = time + 5;
1065 FOR_EACH_REALPLAYER(e)
1067 if(SAME_TEAM(e, self))
1069 Send_Notification(NOTIF_ONE, e, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
1070 soundto(MSG_ONE, e, CHAN_AUTO, SND(KH_ALARM), VOL_BASE, ATTEN_NONE); // FIXME: unique sound?
1073 Send_Notification(NOTIF_ONE, e, MSG_CENTER, APP_TEAM_NUM_4(self.team, CENTER_ONS_NOTSHIELDED_));
1079 void ons_GeneratorReset(entity this)
1081 this.team = this.team_saved;
1082 this.lasthealth = this.max_health = this.health = autocvar_g_onslaught_gen_health;
1083 this.takedamage = DAMAGE_AIM;
1084 this.bot_attack = true;
1085 this.iscaptured = true;
1086 this.islinked = true;
1087 this.isshielded = true;
1088 this.event_damage = ons_GeneratorDamage;
1089 this.think = ons_GeneratorThink;
1090 this.nextthink = time + GEN_THINKRATE;
1092 Net_LinkEntity(this, false, 0, generator_send);
1094 this.SendFlags = GSF_SETUP; // just incase
1095 this.SendFlags |= GSF_STATUS;
1097 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1098 WaypointSprite_UpdateHealth(this.sprite, this.health);
1099 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
1101 onslaught_updatelinks();
1104 void ons_DelayedGeneratorSetup()
1107 waypoint_spawnforitem_force(self, self.origin);
1108 self.nearestwaypointtimeout = 0; // activate waypointing again
1109 self.bot_basewaypoint = self.nearestwaypoint;
1111 // captureshield setup
1112 ons_CaptureShield_Spawn(self, true);
1114 onslaught_updatelinks();
1116 Net_LinkEntity(self, false, 0, generator_send);
1120 void onslaught_generator_touch()
1122 if ( IS_PLAYER(other) )
1123 if ( SAME_TEAM(self,other) )
1124 if ( self.iscaptured )
1126 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_TELEPORT);
1130 void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
1133 int teamnumber = gen.team;
1134 setself(gen); // for later usage with droptofloor()
1137 gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
1138 ons_worldgeneratorlist = gen;
1140 gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnumber));
1141 gen.classname = "onslaught_generator";
1142 gen.solid = SOLID_BBOX;
1143 gen.team_saved = teamnumber;
1144 gen.movetype = MOVETYPE_NONE;
1145 gen.lasthealth = gen.max_health = gen.health = autocvar_g_onslaught_gen_health;
1146 gen.takedamage = DAMAGE_AIM;
1147 gen.bot_attack = true;
1148 gen.event_damage = ons_GeneratorDamage;
1149 gen.reset = ons_GeneratorReset;
1150 gen.think = ons_GeneratorThink;
1151 gen.nextthink = time + GEN_THINKRATE;
1152 gen.iscaptured = true;
1153 gen.islinked = true;
1154 gen.isshielded = true;
1155 gen.touch = onslaught_generator_touch;
1158 // model handled by CSQC
1159 setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
1160 setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
1161 gen.colormap = 1024 + (teamnumber - 1) * 17;
1163 // generator placement
1168 WaypointSprite_SpawnFixed(WP_Null, self.origin + CPGEN_WAYPOINT_OFFSET, self, sprite, RADARICON_NONE);
1169 WaypointSprite_UpdateRule(self.sprite, self.team, SPRITERULE_TEAMPLAY);
1170 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
1171 WaypointSprite_UpdateHealth(self.sprite, self.health);
1173 InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
1181 int total_generators;
1182 void Onslaught_count_generators()
1185 total_generators = redowned = blueowned = yellowowned = pinkowned = 0;
1186 for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
1189 redowned += (e.team == NUM_TEAM_1 && e.health > 0);
1190 blueowned += (e.team == NUM_TEAM_2 && e.health > 0);
1191 yellowowned += (e.team == NUM_TEAM_3 && e.health > 0);
1192 pinkowned += (e.team == NUM_TEAM_4 && e.health > 0);
1196 int Onslaught_GetWinnerTeam()
1198 int winner_team = 0;
1200 winner_team = NUM_TEAM_1;
1203 if(winner_team) return 0;
1204 winner_team = NUM_TEAM_2;
1208 if(winner_team) return 0;
1209 winner_team = NUM_TEAM_3;
1213 if(winner_team) return 0;
1214 winner_team = NUM_TEAM_4;
1218 return -1; // no generators left?
1221 void nades_Clear(entity e);
1223 #define ONS_OWNED_GENERATORS() ((redowned > 0) + (blueowned > 0) + (yellowowned > 0) + (pinkowned > 0))
1224 #define ONS_OWNED_GENERATORS_OK() (ONS_OWNED_GENERATORS() > 1)
1225 bool Onslaught_CheckWinner()
1229 if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
1231 ons_stalemate = true;
1233 if (!wpforenemy_announced)
1235 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
1236 sound(world, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE);
1238 wpforenemy_announced = true;
1241 entity tmp_entity; // temporary entity
1243 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay)
1245 // tmp_entity.max_health / 300 gives 5 minutes of overtime.
1246 // control points reduce the overtime duration.
1248 for(e = ons_worldcplist; e; e = e.ons_worldcpnext)
1250 if(DIFF_TEAM(e, tmp_entity))
1255 if(autocvar_g_campaign && autocvar__campaign_testrun)
1256 d = d * tmp_entity.max_health;
1258 d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
1260 Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, tmp_entity.origin, '0 0 0');
1262 tmp_entity.sprite.SendFlags |= 16;
1264 tmp_entity.ons_overtime_damagedelay = time + 1;
1267 else { wpforenemy_announced = false; ons_stalemate = false; }
1269 Onslaught_count_generators();
1271 if(ONS_OWNED_GENERATORS_OK())
1274 int winner_team = Onslaught_GetWinnerTeam();
1278 Send_Notification(NOTIF_ALL, world, MSG_CENTER, APP_TEAM_NUM_4(winner_team, CENTER_ROUND_TEAM_WIN_));
1279 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(winner_team, INFO_ROUND_TEAM_WIN_));
1280 TeamScore_AddToTeam(winner_team, ST_ONS_CAPS, +1);
1282 else if(winner_team == -1)
1284 Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_TIED);
1285 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_TIED);
1288 ons_stalemate = false;
1290 play2all(SND(CTF_CAPTURE(winner_team)));
1292 round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
1296 e.ons_roundlost = true;
1297 e.player_blocked = true;
1305 bool Onslaught_CheckPlayers()
1310 void Onslaught_RoundStart()
1313 FOR_EACH_PLAYER(tmp_entity) { tmp_entity.player_blocked = false; }
1315 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1316 tmp_entity.sprite.SendFlags |= 16;
1318 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1319 tmp_entity.sprite.SendFlags |= 16;
1327 // NOTE: LEGACY CODE, needs to be re-written!
1329 void havocbot_goalrating_ons_offenseitems(float ratingscale, vector org, float sradius)
1334 bool needarmor = false, needweapons = false;
1336 // Needs armor/health?
1342 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
1345 if(self.weapons & WepSet_FromWeapon(i))
1353 if(!needweapons && !needarmor)
1356 ons_debug(strcat(self.netname, " needs weapons ", ftos(needweapons) , "\n"));
1357 ons_debug(strcat(self.netname, " needs armor ", ftos(needarmor) , "\n"));
1359 // See what is around
1360 head = findchainfloat(bot_pickup, true);
1363 // gather health and armor only
1365 if ( ((head.health || head.armorvalue) && needarmor) || (head.weapons && needweapons ) )
1366 if (vlen(head.origin - org) < sradius)
1368 t = head.bot_pickupevalfunc(self, head);
1370 navigation_routerating(head, t * ratingscale, 500);
1376 void havocbot_role_ons_setrole(entity bot, int role)
1378 ons_debug(strcat(bot.netname," switched to "));
1381 case HAVOCBOT_ONS_ROLE_DEFENSE:
1382 ons_debug("defense");
1383 bot.havocbot_role = havocbot_role_ons_defense;
1384 bot.havocbot_role_flags = HAVOCBOT_ONS_ROLE_DEFENSE;
1385 bot.havocbot_role_timeout = 0;
1387 case HAVOCBOT_ONS_ROLE_ASSISTANT:
1388 ons_debug("assistant");
1389 bot.havocbot_role = havocbot_role_ons_assistant;
1390 bot.havocbot_role_flags = HAVOCBOT_ONS_ROLE_ASSISTANT;
1391 bot.havocbot_role_timeout = 0;
1393 case HAVOCBOT_ONS_ROLE_OFFENSE:
1394 ons_debug("offense");
1395 bot.havocbot_role = havocbot_role_ons_offense;
1396 bot.havocbot_role_flags = HAVOCBOT_ONS_ROLE_OFFENSE;
1397 bot.havocbot_role_timeout = 0;
1403 int havocbot_ons_teamcount(entity bot, int role)
1408 FOR_EACH_PLAYER(head)
1409 if(SAME_TEAM(head, self))
1410 if(head.havocbot_role_flags & role)
1416 void havocbot_goalrating_ons_controlpoints_attack(float ratingscale)
1418 entity cp, cp1, cp2, best, pl, wp;
1419 float radius, bestvalue;
1423 // Filter control points
1424 for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
1427 cp2.wpconsidered = false;
1432 // Ignore owned controlpoints
1433 if(!(cp2.isgenneighbor[self.team] || cp2.iscpneighbor[self.team]))
1436 // Count team mates interested in this control point
1437 // (easier and cleaner than keeping counters per cp and teams)
1439 if(SAME_TEAM(pl, self))
1440 if(pl.havocbot_role_flags & HAVOCBOT_ONS_ROLE_OFFENSE)
1441 if(pl.havocbot_ons_target==cp2)
1444 // NOTE: probably decrease the cost of attackable control points
1446 cp2.wpconsidered = true;
1449 // We'll consider only the best case
1450 bestvalue = 99999999999;
1452 for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext)
1454 if (!cp1.wpconsidered)
1457 if(cp1.wpcost<bestvalue)
1459 bestvalue = cp1.wpcost;
1461 self.havocbot_ons_target = cp1;
1468 ons_debug(strcat(self.netname, " chose cp ranked ", ftos(bestvalue), "\n"));
1472 // Should be attacked
1473 // Rate waypoints near it
1476 bestvalue = 99999999999;
1477 for(radius=0; radius<1000 && !found; radius+=500)
1479 for(wp=findradius(cp.origin,radius); wp; wp=wp.chain)
1481 if(!(wp.wpflags & WAYPOINTFLAG_GENERATED))
1482 if(wp.classname=="waypoint")
1483 if(checkpvs(wp.origin,cp))
1486 if(wp.cnt<bestvalue)
1497 navigation_routerating(best, ratingscale, 10000);
1500 self.havocbot_attack_time = 0;
1501 if(checkpvs(self.view_ofs,cp))
1502 if(checkpvs(self.view_ofs,best))
1503 self.havocbot_attack_time = time + 2;
1507 navigation_routerating(cp, ratingscale, 10000);
1509 ons_debug(strcat(self.netname, " found an attackable controlpoint at ", vtos(cp.origin) ,"\n"));
1513 // Should be touched
1514 ons_debug(strcat(self.netname, " found a touchable controlpoint at ", vtos(cp.origin) ,"\n"));
1517 // Look for auto generated waypoint
1518 if (!bot_waypoints_for_items)
1519 for (wp = findradius(cp.origin,100); wp; wp = wp.chain)
1521 if(wp.classname=="waypoint")
1523 navigation_routerating(wp, ratingscale, 10000);
1528 // Nothing found, rate the controlpoint itself
1530 navigation_routerating(cp, ratingscale, 10000);
1534 bool havocbot_goalrating_ons_generator_attack(float ratingscale)
1536 entity g, wp, bestwp;
1540 for(g = ons_worldgeneratorlist; g; g = g.ons_worldgeneratornext)
1542 if(SAME_TEAM(g, self) || g.isshielded)
1545 // Should be attacked
1546 // Rate waypoints near it
1551 for(wp=findradius(g.origin,400); wp; wp=wp.chain)
1553 if(wp.classname=="waypoint")
1554 if(checkpvs(wp.origin,g))
1567 ons_debug("waypoints found around generator\n");
1568 navigation_routerating(bestwp, ratingscale, 10000);
1571 self.havocbot_attack_time = 0;
1572 if(checkpvs(self.view_ofs,g))
1573 if(checkpvs(self.view_ofs,bestwp))
1574 self.havocbot_attack_time = time + 5;
1580 ons_debug("generator found without waypoints around\n");
1581 // if there aren't waypoints near the generator go straight to it
1582 navigation_routerating(g, ratingscale, 10000);
1583 self.havocbot_attack_time = 0;
1590 void havocbot_role_ons_offense()
1592 if(self.deadflag != DEAD_NO)
1594 self.havocbot_attack_time = 0;
1595 havocbot_ons_reset_role(self);
1599 // Set the role timeout if necessary
1600 if (!self.havocbot_role_timeout)
1601 self.havocbot_role_timeout = time + 120;
1603 if (time > self.havocbot_role_timeout)
1605 havocbot_ons_reset_role(self);
1609 if(self.havocbot_attack_time>time)
1612 if (self.bot_strategytime < time)
1614 navigation_goalrating_start();
1615 havocbot_goalrating_enemyplayers(20000, self.origin, 650);
1616 if(!havocbot_goalrating_ons_generator_attack(20000))
1617 havocbot_goalrating_ons_controlpoints_attack(20000);
1618 havocbot_goalrating_ons_offenseitems(10000, self.origin, 10000);
1619 navigation_goalrating_end();
1621 self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
1625 void havocbot_role_ons_assistant()
1627 havocbot_ons_reset_role(self);
1630 void havocbot_role_ons_defense()
1632 havocbot_ons_reset_role(self);
1635 void havocbot_ons_reset_role(entity bot)
1640 if(self.deadflag != DEAD_NO)
1643 bot.havocbot_ons_target = world;
1645 // TODO: Defend control points or generator if necessary
1647 // if there is only me on the team switch to offense
1649 FOR_EACH_PLAYER(head)
1650 if(SAME_TEAM(head, self))
1655 havocbot_role_ons_setrole(bot, HAVOCBOT_ONS_ROLE_OFFENSE);
1659 havocbot_role_ons_setrole(bot, HAVOCBOT_ONS_ROLE_OFFENSE);
1664 * Find control point or generator owned by the same team self which is nearest to pos
1665 * if max_dist is positive, only control points within this range will be considered
1667 entity ons_Nearest_ControlPoint(vector pos, float max_dist)
1669 entity tmp_entity, closest_target = world;
1670 tmp_entity = findchain(classname, "onslaught_controlpoint");
1673 if(SAME_TEAM(tmp_entity, self))
1674 if(tmp_entity.iscaptured)
1675 if(max_dist <= 0 || vlen(tmp_entity.origin - pos) <= max_dist)
1676 if(vlen(tmp_entity.origin - pos) <= vlen(closest_target.origin - pos) || closest_target == world)
1677 closest_target = tmp_entity;
1678 tmp_entity = tmp_entity.chain;
1680 tmp_entity = findchain(classname, "onslaught_generator");
1683 if(SAME_TEAM(tmp_entity, self))
1684 if(max_dist <= 0 || vlen(tmp_entity.origin - pos) < max_dist)
1685 if(vlen(tmp_entity.origin - pos) <= vlen(closest_target.origin - pos) || closest_target == world)
1686 closest_target = tmp_entity;
1687 tmp_entity = tmp_entity.chain;
1690 return closest_target;
1694 * Find control point or generator owned by the same team self which is nearest to pos
1695 * if max_dist is positive, only control points within this range will be considered
1696 * This function only check distances on the XY plane, disregarding Z
1698 entity ons_Nearest_ControlPoint_2D(vector pos, float max_dist)
1700 entity tmp_entity, closest_target = world;
1702 float smallest_distance = 0, distance;
1704 tmp_entity = findchain(classname, "onslaught_controlpoint");
1707 delta = tmp_entity.origin - pos;
1709 distance = vlen(delta);
1711 if(SAME_TEAM(tmp_entity, self))
1712 if(tmp_entity.iscaptured)
1713 if(max_dist <= 0 || distance <= max_dist)
1714 if(closest_target == world || distance <= smallest_distance )
1716 closest_target = tmp_entity;
1717 smallest_distance = distance;
1720 tmp_entity = tmp_entity.chain;
1722 tmp_entity = findchain(classname, "onslaught_generator");
1725 delta = tmp_entity.origin - pos;
1727 distance = vlen(delta);
1729 if(SAME_TEAM(tmp_entity, self))
1730 if(max_dist <= 0 || distance <= max_dist)
1731 if(closest_target == world || distance <= smallest_distance )
1733 closest_target = tmp_entity;
1734 smallest_distance = distance;
1737 tmp_entity = tmp_entity.chain;
1740 return closest_target;
1743 * find the number of control points and generators in the same team as self
1745 int ons_Count_SelfControlPoints()
1748 tmp_entity = findchain(classname, "onslaught_controlpoint");
1752 if(SAME_TEAM(tmp_entity, self))
1753 if(tmp_entity.iscaptured)
1755 tmp_entity = tmp_entity.chain;
1757 tmp_entity = findchain(classname, "onslaught_generator");
1760 if(SAME_TEAM(tmp_entity, self))
1762 tmp_entity = tmp_entity.chain;
1768 * Teleport player to a random position near tele_target
1769 * if tele_effects is true, teleport sound+particles are created
1770 * return false on failure
1772 bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects)
1780 // narrow the range for each iteration to increase chances that a spawnpoint
1781 // can be found even if there's little room around the control point
1782 float iteration_scale = 1;
1783 for(i = 0; i < 16; ++i)
1785 iteration_scale -= i / 16;
1786 theta = random() * 2 * M_PI;
1790 loc *= random() * range * iteration_scale;
1792 loc += tele_target.origin + '0 0 128' * iteration_scale;
1794 tracebox(loc, PL_MIN, PL_MAX, loc, MOVE_NORMAL, player);
1795 if(trace_fraction == 1.0 && !trace_startsolid)
1797 traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the world
1798 if(trace_fraction == 1.0 && !trace_startsolid)
1802 Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
1803 sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
1805 setorigin(player, loc);
1806 player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
1807 makevectors(player.angles);
1808 player.fixangle = true;
1809 player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
1812 Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
1825 MUTATOR_HOOKFUNCTION(ons, reset_map_global)
1830 e.ons_roundlost = false;
1831 e.ons_deathloc = '0 0 0';
1832 WITH(entity, self, e, PutClientInServer());
1837 MUTATOR_HOOKFUNCTION(ons, ClientDisconnect)
1839 self.ons_deathloc = '0 0 0';
1843 MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver)
1845 self.ons_deathloc = '0 0 0';
1849 MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
1851 if(!round_handler_IsRoundStarted())
1853 self.player_blocked = true;
1858 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1860 l.sprite.SendFlags |= 16;
1862 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1864 l.sprite.SendFlags |= 16;
1867 if(ons_stalemate) { Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
1869 if ( autocvar_g_onslaught_spawn_choose )
1870 if ( self.ons_spawn_by )
1871 if ( ons_Teleport(self,self.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
1873 self.ons_spawn_by = world;
1877 if(autocvar_g_onslaught_spawn_at_controlpoints)
1878 if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
1880 float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
1881 entity tmp_entity, closest_target = world;
1882 vector spawn_loc = self.ons_deathloc;
1884 // new joining player or round reset, don't bother checking
1885 if(spawn_loc == '0 0 0') { return false; }
1887 if(random_target) { RandomSelection_Init(); }
1889 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1891 if(SAME_TEAM(tmp_entity, self))
1893 RandomSelection_Add(tmp_entity, 0, string_null, 1, 1);
1894 else if(vlen(tmp_entity.origin - spawn_loc) <= vlen(closest_target.origin - spawn_loc) || closest_target == world)
1895 closest_target = tmp_entity;
1898 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1904 float iteration_scale = 1;
1905 for(i = 0; i < 10; ++i)
1907 iteration_scale -= i / 10;
1908 loc = closest_target.origin + '0 0 96' * iteration_scale;
1909 loc += ('0 1 0' * random()) * 128 * iteration_scale;
1910 tracebox(loc, PL_MIN, PL_MAX, loc, MOVE_NORMAL, self);
1911 if(trace_fraction == 1.0 && !trace_startsolid)
1913 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the world
1914 if(trace_fraction == 1.0 && !trace_startsolid)
1916 setorigin(self, loc);
1917 self.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1925 if(autocvar_g_onslaught_spawn_at_generator)
1926 if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
1928 float random_target = autocvar_g_onslaught_spawn_at_generator_random;
1929 entity tmp_entity, closest_target = world;
1930 vector spawn_loc = self.ons_deathloc;
1932 // new joining player or round reset, don't bother checking
1933 if(spawn_loc == '0 0 0') { return false; }
1935 if(random_target) { RandomSelection_Init(); }
1937 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1940 RandomSelection_Add(tmp_entity, 0, string_null, 1, 1);
1943 if(SAME_TEAM(tmp_entity, self))
1944 if(vlen(tmp_entity.origin - spawn_loc) <= vlen(closest_target.origin - spawn_loc) || closest_target == world)
1945 closest_target = tmp_entity;
1949 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1955 float iteration_scale = 1;
1956 for(i = 0; i < 10; ++i)
1958 iteration_scale -= i / 10;
1959 loc = closest_target.origin + '0 0 128' * iteration_scale;
1960 loc += ('0 1 0' * random()) * 256 * iteration_scale;
1961 tracebox(loc, PL_MIN, PL_MAX, loc, MOVE_NORMAL, self);
1962 if(trace_fraction == 1.0 && !trace_startsolid)
1964 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the world
1965 if(trace_fraction == 1.0 && !trace_startsolid)
1967 setorigin(self, loc);
1968 self.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1979 MUTATOR_HOOKFUNCTION(ons, PlayerDies)
1981 frag_target.ons_deathloc = frag_target.origin;
1983 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1985 l.sprite.SendFlags |= 16;
1987 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1989 l.sprite.SendFlags |= 16;
1992 if ( autocvar_g_onslaught_spawn_choose )
1993 if ( ons_Count_SelfControlPoints() > 1 )
1994 stuffcmd(self, "qc_cmd_cl hud clickradar\n");
1999 MUTATOR_HOOKFUNCTION(ons, MonsterMove)
2001 entity e = find(world, targetname, self.target);
2008 void ons_MonsterSpawn_Delayed()
2010 entity e, own = self.owner;
2012 if(!own) { remove(self); return; }
2016 e = find(world, target, own.targetname);
2029 MUTATOR_HOOKFUNCTION(ons, MonsterSpawn)
2033 InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
2038 void ons_TurretSpawn_Delayed()
2040 entity e, own = self.owner;
2042 if(!own) { remove(self); return; }
2046 e = find(world, target, own.targetname);
2050 own.active = ACTIVE_NOT;
2060 MUTATOR_HOOKFUNCTION(ons, TurretSpawn)
2064 InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
2069 MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole)
2071 havocbot_ons_reset_role(self);
2075 MUTATOR_HOOKFUNCTION(ons, GetTeamCount)
2077 // onslaught is special
2078 for(entity tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
2080 switch(tmp_entity.team)
2082 case NUM_TEAM_1: c1 = 0; break;
2083 case NUM_TEAM_2: c2 = 0; break;
2084 case NUM_TEAM_3: c3 = 0; break;
2085 case NUM_TEAM_4: c4 = 0; break;
2092 MUTATOR_HOOKFUNCTION(ons, SpectateCopy)
2094 self.ons_roundlost = other.ons_roundlost; // make spectators see it too
2098 MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
2100 if(MUTATOR_RETURNVALUE) // command was already handled?
2103 if ( cmd_name == "ons_spawn" )
2105 vector pos = self.origin;
2107 pos_x = stof(argv(1));
2109 pos_y = stof(argv(2));
2111 pos_z = stof(argv(3));
2113 if ( IS_PLAYER(self) )
2117 entity source_point = ons_Nearest_ControlPoint(self.origin, autocvar_g_onslaught_teleport_radius);
2119 if ( !source_point && self.health > 0 )
2121 sprint(self, "\nYou need to be next to a control point\n");
2126 entity closest_target = ons_Nearest_ControlPoint_2D(pos, autocvar_g_onslaught_click_radius);
2128 if ( closest_target == world )
2130 sprint(self, "\nNo control point found\n");
2134 if ( self.health <= 0 )
2136 self.ons_spawn_by = closest_target;
2137 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
2141 if ( source_point == closest_target )
2143 sprint(self, "\nTeleporting to the same point\n");
2147 if ( !ons_Teleport(self,closest_target,autocvar_g_onslaught_teleport_radius,true) )
2148 sprint(self, "\nUnable to teleport there\n");
2154 sprint(self, "\nNo teleportation for you\n");
2162 MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
2164 if(MUTATOR_RETURNVALUE || gameover) { return false; }
2166 if((time > self.teleport_antispam) && (self.deadflag == DEAD_NO) && !self.vehicle)
2168 entity source_point = ons_Nearest_ControlPoint(self.origin, autocvar_g_onslaught_teleport_radius);
2171 stuffcmd(self, "qc_cmd_cl hud clickradar\n");
2179 MUTATOR_HOOKFUNCTION(ons, PlayHitsound)
2181 return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
2182 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
2185 MUTATOR_HOOKFUNCTION(ons, SendWaypoint)
2187 if(wp_sendflags & 16)
2189 if(self.owner.classname == "onslaught_controlpoint")
2191 entity wp_owner = self.owner;
2192 entity e = WaypointSprite_getviewentity(wp_sendto);
2193 if(SAME_TEAM(e, wp_owner) && wp_owner.goalentity.health >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
2194 if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; }
2196 if(self.owner.classname == "onslaught_generator")
2198 entity wp_owner = self.owner;
2199 if(wp_owner.isshielded && wp_owner.health >= wp_owner.max_health) { wp_flag |= 2; }
2200 if(wp_owner.health <= 0) { wp_flag |= 2; }
2207 MUTATOR_HOOKFUNCTION(ons, TurretValidateTarget)
2209 if(substring(turret_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
2218 MUTATOR_HOOKFUNCTION(ons, TurretThink)
2220 // ONS uses somewhat backwards linking.
2223 entity e = find(world, targetname, self.target);
2228 if(self.team != self.tur_head.team)
2239 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
2240 Link between control points.
2242 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.
2245 "target" - first control point.
2246 "target2" - second control point.
2248 spawnfunc(onslaught_link)
2250 if(!g_onslaught) { remove(self); return; }
2252 if (self.target == "" || self.target2 == "")
2253 objerror("target and target2 must be set\n");
2255 self.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
2256 ons_worldlinklist = self;
2258 InitializeEntity(self, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
2259 Net_LinkEntity(self, false, 0, ons_Link_Send);
2262 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
2263 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
2265 This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
2268 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2269 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
2270 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
2273 spawnfunc(onslaught_controlpoint)
2275 if(!g_onslaught) { remove(self); return; }
2277 ons_ControlPoint_Setup(self);
2280 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
2283 spawnfunc_onslaught_link entities can target this.
2286 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
2287 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2289 spawnfunc(onslaught_generator)
2291 if(!g_onslaught) { remove(self); return; }
2292 if(!self.team) { objerror("team must be set"); }
2294 ons_GeneratorSetup(self);
2298 void ons_ScoreRules()
2300 CheckAllowedTeams(world);
2301 ScoreRules_basics(((c4>=0) ? 4 : (c3>=0) ? 3 : 2), SFL_SORT_PRIO_PRIMARY, 0, true);
2302 ScoreInfo_SetLabel_TeamScore (ST_ONS_CAPS, "destroyed", SFL_SORT_PRIO_PRIMARY);
2303 ScoreInfo_SetLabel_PlayerScore(SP_ONS_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
2304 ScoreInfo_SetLabel_PlayerScore(SP_ONS_TAKES, "takes", 0);
2305 ScoreRules_basics_end();
2308 void ons_DelayedInit() // Do this check with a delay so we can wait for teams to be set up
2312 round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
2313 round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
2316 void ons_Initialize()
2319 ons_captureshield_force = autocvar_g_onslaught_shield_force;
2321 InitializeEntity(world, ons_DelayedInit, INITPRIO_GAMETYPE);