1 #ifndef GAMEMODE_ONSLAUGHT_H
2 #define GAMEMODE_ONSLAUGHT_H
4 float autocvar_g_onslaught_point_limit;
7 REGISTER_MUTATOR(ons, false)
10 SetLimits(autocvar_g_onslaught_point_limit, -1, -1, -1);
11 have_team_spawns = -1; // request team spawns
15 if (time > 1) // game loads at time 1
16 error("This is a game type and it cannot be added at runtime.");
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;
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 "../../controlpoint.qh"
132 #include "../../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()
200 self.colormap = self.enemy.colormap;
201 self.team = self.enemy.team;
204 void ons_CaptureShield_Spawn(entity generator, bool is_generator)
206 entity shield = spawn();
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.classname = "ons_captureshield";
215 shield.effects = EF_ADDITIVE;
216 shield.movetype = MOVETYPE_NOCLIP;
217 shield.solid = SOLID_TRIGGER;
218 shield.avelocity = '7 0 11';
220 shield.model = ((is_generator) ? "models/onslaught/generator_shield.md3" : "models/onslaught/controlpoint_shield.md3");
222 precache_model(shield.model);
223 setorigin(shield, generator.origin);
224 _setmodel(shield, shield.model);
225 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
233 void ons_debug(string input)
235 switch(autocvar_g_onslaught_debug)
237 case 1: LOG_TRACE(input); break;
238 case 2: LOG_INFO(input); break;
242 void setmodel_fixsize(entity e, Model m)
248 void onslaught_updatelinks()
251 // first check if the game has ended
252 ons_debug("--- updatelinks ---\n");
253 // mark generators as being shielded and networked
254 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
257 ons_debug(strcat(etos(l), " (generator) belongs to team ", ftos(l.team), "\n"));
259 ons_debug(strcat(etos(l), " (generator) is destroyed\n"));
260 l.islinked = l.iscaptured;
261 l.isshielded = l.iscaptured;
262 l.sprite.SendFlags |= 16;
264 // mark points as shielded and not networked
265 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
270 for(i = 0; i < 17; ++i) { l.isgenneighbor[i] = false; l.iscpneighbor[i] = false; }
271 ons_debug(strcat(etos(l), " (point) belongs to team ", ftos(l.team), "\n"));
272 l.sprite.SendFlags |= 16;
274 // flow power outward from the generators through the network
279 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
281 // if both points are captured by the same team, and only one of
282 // them is powered, mark the other one as powered as well
283 if (l.enemy.iscaptured && l.goalentity.iscaptured)
284 if (l.enemy.islinked != l.goalentity.islinked)
285 if(SAME_TEAM(l.enemy, l.goalentity))
287 if (!l.goalentity.islinked)
290 l.goalentity.islinked = true;
291 ons_debug(strcat(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)\n"));
293 else if (!l.enemy.islinked)
296 l.enemy.islinked = true;
297 ons_debug(strcat(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)\n"));
302 // now that we know which points are powered we can mark their neighbors
303 // as unshielded if team differs
304 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
306 if (l.goalentity.islinked)
308 if(DIFF_TEAM(l.goalentity, l.enemy))
310 ons_debug(strcat(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)\n"));
311 l.enemy.isshielded = false;
313 if(l.goalentity.classname == "onslaught_generator")
314 l.enemy.isgenneighbor[l.goalentity.team] = true;
316 l.enemy.iscpneighbor[l.goalentity.team] = true;
318 if (l.enemy.islinked)
320 if(DIFF_TEAM(l.goalentity, l.enemy))
322 ons_debug(strcat(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)\n"));
323 l.goalentity.isshielded = false;
325 if(l.enemy.classname == "onslaught_generator")
326 l.goalentity.isgenneighbor[l.enemy.team] = true;
328 l.goalentity.iscpneighbor[l.enemy.team] = true;
331 // now update the generators
332 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
336 ons_debug(strcat(etos(l), " (generator) is shielded\n"));
337 l.takedamage = DAMAGE_NO;
338 l.bot_attack = false;
342 ons_debug(strcat(etos(l), " (generator) is not shielded\n"));
343 l.takedamage = DAMAGE_AIM;
347 ons_Generator_UpdateSprite(l);
349 // now update the takedamage and alpha variables on control point icons
350 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
354 ons_debug(strcat(etos(l), " (point) is shielded\n"));
357 l.goalentity.takedamage = DAMAGE_NO;
358 l.goalentity.bot_attack = false;
363 ons_debug(strcat(etos(l), " (point) is not shielded\n"));
366 l.goalentity.takedamage = DAMAGE_AIM;
367 l.goalentity.bot_attack = true;
370 ons_ControlPoint_UpdateSprite(l);
372 l = findchain(classname, "ons_captureshield");
375 l.team = l.enemy.team;
376 l.colormap = l.enemy.colormap;
382 // ===================
383 // Main Link Functions
384 // ===================
386 bool ons_Link_Send(entity this, entity to, int sendflags)
388 WriteByte(MSG_ENTITY, ENT_CLIENT_RADARLINK);
389 WriteByte(MSG_ENTITY, sendflags);
392 WriteCoord(MSG_ENTITY, self.goalentity.origin_x);
393 WriteCoord(MSG_ENTITY, self.goalentity.origin_y);
394 WriteCoord(MSG_ENTITY, self.goalentity.origin_z);
398 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
399 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
400 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
404 WriteByte(MSG_ENTITY, self.clientcolors); // which is goalentity's color + enemy's color * 16
409 void ons_Link_CheckUpdate()
411 // TODO check if the two sides have moved (currently they won't move anyway)
412 float cc = 0, cc1 = 0, cc2 = 0;
414 if(self.goalentity.islinked || self.goalentity.iscaptured) { cc1 = (self.goalentity.team - 1) * 0x01; }
415 if(self.enemy.islinked || self.enemy.iscaptured) { cc2 = (self.enemy.team - 1) * 0x10; }
419 if(cc != self.clientcolors)
421 self.clientcolors = cc;
425 self.nextthink = time;
428 void ons_DelayedLinkSetup()
430 self.goalentity = find(world, targetname, self.target);
431 self.enemy = find(world, targetname, self.target2);
432 if(!self.goalentity) { objerror("can not find target\n"); }
433 if(!self.enemy) { objerror("can not find target2\n"); }
435 ons_debug(strcat(etos(self.goalentity), " linked with ", etos(self.enemy), "\n"));
437 self.think = ons_Link_CheckUpdate;
438 self.nextthink = time;
442 // =============================
443 // Main Control Point Functions
444 // =============================
446 int ons_ControlPoint_CanBeLinked(entity cp, int teamnumber)
448 if(cp.isgenneighbor[teamnumber]) { return 2; }
449 if(cp.iscpneighbor[teamnumber]) { return 1; }
454 int ons_ControlPoint_Attackable(entity cp, int teamnumber)
455 // -2: SAME TEAM, attackable by enemy!
460 // 3: attack it (HIGH PRIO)
461 // 4: touch it (HIGH PRIO)
469 else if(cp.goalentity)
471 // if there's already an icon built, nothing happens
472 if(cp.team == teamnumber)
474 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
475 if(a) // attackable by enemy?
476 return -2; // EMERGENCY!
479 // we know it can be linked, so no need to check
481 a = ons_ControlPoint_CanBeLinked(cp, teamnumber);
482 if(a == 2) // near our generator?
483 return 3; // EMERGENCY!
489 if(ons_ControlPoint_CanBeLinked(cp, teamnumber))
491 a = ons_ControlPoint_CanBeLinked(cp, teamnumber); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
493 return 4; // GET THIS ONE NOW!
495 return 2; // TOUCH ME
501 void ons_ControlPoint_Icon_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
503 if(damage <= 0) { return; }
505 if (self.owner.isshielded)
507 // this is protected by a shield, so ignore the damage
508 if (time > self.pain_finished)
509 if (IS_PLAYER(attacker))
511 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
512 self.pain_finished = time + 1;
513 attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
519 if(IS_PLAYER(attacker))
520 if(time - ons_notification_time[self.team] > 10)
522 play2team(self.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
523 ons_notification_time[self.team] = time;
526 self.health = self.health - damage;
527 if(self.owner.iscaptured)
528 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
530 WaypointSprite_UpdateBuildFinished(self.owner.sprite, time + (self.max_health - self.health) / (self.count / ONS_CP_THINKRATE));
531 self.pain_finished = time + 1;
532 // particles on every hit
533 pointparticles(particleeffectnum(EFFECT_SPARKS), hitloc, force*-1, 1);
536 sound(self, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
538 sound(self, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
542 sound(self, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
543 pointparticles(particleeffectnum(EFFECT_ROCKET_EXPLODE), self.origin, '0 0 0', 1);
544 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(self.team, INFO_ONSLAUGHT_CPDESTROYED_), self.owner.message, attacker.netname);
546 PlayerScore_Add(attacker, SP_ONS_TAKES, 1);
547 PlayerScore_Add(attacker, SP_SCORE, 10);
549 self.owner.goalentity = world;
550 self.owner.islinked = false;
551 self.owner.iscaptured = false;
553 self.owner.colormap = 1024;
555 WaypointSprite_UpdateMaxHealth(self.owner.sprite, 0);
557 onslaught_updatelinks();
559 // Use targets now (somebody make sure this is in the right place..)
565 self.owner.waslinked = self.owner.islinked;
566 if(self.owner.model != "models/onslaught/controlpoint_pad.md3")
567 setmodel_fixsize(self.owner, MDL_ONS_CP_PAD1);
568 //setsize(self, '-32 -32 0', '32 32 8');
573 self.SendFlags |= CPSF_STATUS;
576 void ons_ControlPoint_Icon_Think()
578 self.nextthink = time + ONS_CP_THINKRATE;
580 if(autocvar_g_onslaught_cp_proxydecap)
582 int _enemy_count = 0;
583 int _friendly_count = 0;
587 FOR_EACH_PLAYER(_player)
589 if(!_player.deadflag)
591 _dist = vlen(_player.origin - self.origin);
592 if(_dist < autocvar_g_onslaught_cp_proxydecap_distance)
594 if(SAME_TEAM(_player, self))
602 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
603 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
605 self.health = bound(0, self.health + (_friendly_count - _enemy_count), self.max_health);
606 self.SendFlags |= CPSF_STATUS;
609 ons_ControlPoint_Icon_Damage(self, self, 1, 0, self.origin, '0 0 0');
614 if (time > self.pain_finished + 5)
616 if(self.health < self.max_health)
618 self.health = self.health + self.count;
619 if (self.health >= self.max_health)
620 self.health = self.max_health;
621 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
625 if(self.owner.islinked != self.owner.waslinked)
627 // unteam the spawnpoint if needed
628 int t = self.owner.team;
629 if(!self.owner.islinked)
639 self.owner.waslinked = self.owner.islinked;
643 if(random() < 0.6 - self.health / self.max_health)
645 Send_Effect(EFFECT_ELECTRIC_SPARKS, self.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
648 sound(self, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
649 else if (random() > 0.5)
650 sound(self, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
654 void ons_ControlPoint_Icon_BuildThink()
658 self.nextthink = time + ONS_CP_THINKRATE;
660 // only do this if there is power
661 a = ons_ControlPoint_CanBeLinked(self.owner, self.owner.team);
665 self.health = self.health + self.count;
667 self.SendFlags |= CPSF_STATUS;
669 if (self.health >= self.max_health)
671 self.health = self.max_health;
672 self.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
673 self.think = ons_ControlPoint_Icon_Think;
674 sound(self, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
675 self.owner.iscaptured = true;
676 self.solid = SOLID_BBOX;
678 Send_Effect(EFFECT_CAP(self.owner.team), self.owner.origin, '0 0 0', 1);
680 WaypointSprite_UpdateMaxHealth(self.owner.sprite, self.max_health);
681 WaypointSprite_UpdateHealth(self.owner.sprite, self.health);
683 if(IS_PLAYER(self.owner.ons_toucher))
685 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, self.owner.ons_toucher.netname, self.owner.message);
686 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);
687 Send_Notification(NOTIF_ONE, self.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, self.owner.message);
688 PlayerScore_Add(self.owner.ons_toucher, SP_ONS_CAPS, 1);
689 PlayerTeamScore_AddScore(self.owner.ons_toucher, 10);
692 self.owner.ons_toucher = world;
694 onslaught_updatelinks();
696 // Use targets now (somebody make sure this is in the right place..)
702 self.SendFlags |= CPSF_SETUP;
704 if(self.owner.model != MDL_ONS_CP_PAD2.model_str())
705 setmodel_fixsize(self.owner, MDL_ONS_CP_PAD2);
707 if(random() < 0.9 - self.health / self.max_health)
708 Send_Effect(EFFECT_RAGE, self.origin + 10 * randomvec(), '0 0 -1', 1);
711 void onslaught_controlpoint_icon_link(entity e, void() spawnproc);
713 void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
717 setsize(e, CPICON_MIN, CPICON_MAX);
718 setorigin(e, cp.origin + CPICON_OFFSET);
720 e.classname = "onslaught_controlpoint_icon";
722 e.max_health = autocvar_g_onslaught_cp_health;
723 e.health = autocvar_g_onslaught_cp_buildhealth;
725 e.takedamage = DAMAGE_AIM;
727 e.event_damage = ons_ControlPoint_Icon_Damage;
728 e.team = player.team;
729 e.colormap = 1024 + (e.team - 1) * 17;
730 e.count = (e.max_health - e.health) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
732 sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
736 cp.colormap = e.colormap;
738 Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
740 WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - e.health) / (e.count / ONS_CP_THINKRATE));
741 WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
742 cp.sprite.SendFlags |= 16;
744 onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
747 entity ons_ControlPoint_Waypoint(entity e)
751 int a = ons_ControlPoint_Attackable(e, e.team);
753 if(a == -2) { return WP_OnsCPDefend; } // defend now
754 if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
755 if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
763 void ons_ControlPoint_UpdateSprite(entity e)
765 entity s1 = ons_ControlPoint_Waypoint(e);
766 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
769 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));
771 if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
773 if(e.iscaptured) // don't mess up build bars!
777 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
781 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
782 WaypointSprite_UpdateHealth(e.sprite, e.goalentity.health);
788 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
790 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
795 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
797 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
799 WaypointSprite_Ping(e.sprite);
801 e.lastteam = e.team + 2;
803 e.lastcaptured = e.iscaptured;
807 void ons_ControlPoint_Touch()
809 entity toucher = other;
812 if(IS_VEHICLE(toucher) && toucher.owner)
813 if(autocvar_g_onslaught_allow_vehicle_touch)
814 toucher = toucher.owner;
818 if(!IS_PLAYER(toucher)) { return; }
819 if(toucher.frozen) { return; }
820 if(toucher.deadflag != DEAD_NO) { return; }
822 if ( SAME_TEAM(self,toucher) )
823 if ( self.iscaptured )
825 if(time <= toucher.teleport_antispam)
826 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
828 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
831 attackable = ons_ControlPoint_Attackable(self, toucher.team);
832 if(attackable != 2 && attackable != 4)
834 // we've verified that this player has a legitimate claim to this point,
835 // so start building the captured point icon (which only captures this
836 // point if it successfully builds without being destroyed first)
837 ons_ControlPoint_Icon_Spawn(self, toucher);
839 self.ons_toucher = toucher;
841 onslaught_updatelinks();
844 void ons_ControlPoint_Think()
846 self.nextthink = time + ONS_CP_THINKRATE;
847 CSQCMODEL_AUTOUPDATE(self);
850 void ons_ControlPoint_Reset()
853 remove(self.goalentity);
855 self.goalentity = world;
857 self.colormap = 1024;
858 self.iscaptured = false;
859 self.islinked = false;
860 self.isshielded = true;
861 self.think = ons_ControlPoint_Think;
862 self.ons_toucher = world;
863 self.nextthink = time + ONS_CP_THINKRATE;
864 setmodel_fixsize(self, MDL_ONS_CP_PAD1);
866 WaypointSprite_UpdateMaxHealth(self.sprite, 0);
867 WaypointSprite_UpdateRule(self.sprite,self.team,SPRITERULE_TEAMPLAY);
869 onslaught_updatelinks();
872 SUB_UseTargets(); // to reset the structures, playerspawns etc.
874 CSQCMODEL_AUTOUPDATE(self);
877 void ons_DelayedControlPoint_Setup(void)
879 onslaught_updatelinks();
881 // captureshield setup
882 ons_CaptureShield_Spawn(self, false);
884 CSQCMODEL_AUTOINIT(self);
887 void ons_ControlPoint_Setup(entity cp)
890 setself(cp); // for later usage with droptofloor()
893 cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
894 ons_worldcplist = cp;
896 cp.netname = "Control point";
898 cp.solid = SOLID_BBOX;
899 cp.movetype = MOVETYPE_NONE;
900 cp.touch = ons_ControlPoint_Touch;
901 cp.think = ons_ControlPoint_Think;
902 cp.nextthink = time + ONS_CP_THINKRATE;
903 cp.reset = ons_ControlPoint_Reset;
905 cp.iscaptured = false;
907 cp.isshielded = true;
909 if(cp.message == "") { cp.message = "a"; }
912 setmodel_fixsize(cp, MDL_ONS_CP_PAD1);
914 // control point placement
915 if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
918 cp.movetype = MOVETYPE_NONE;
920 else // drop to floor, automatically find a platform and set that as spawn origin
922 setorigin(cp, cp.origin + '0 0 20');
926 cp.movetype = MOVETYPE_TOSS;
930 WaypointSprite_SpawnFixed(WP_Null, self.origin + CPGEN_WAYPOINT_OFFSET, self, sprite, RADARICON_NONE);
931 WaypointSprite_UpdateRule(self.sprite, self.team, SPRITERULE_TEAMPLAY);
933 InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
937 // =========================
938 // Main Generator Functions
939 // =========================
941 entity ons_Generator_Waypoint(entity e)
944 return WP_OnsGenShielded;
948 void ons_Generator_UpdateSprite(entity e)
950 entity s1 = ons_Generator_Waypoint(e);
951 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
953 if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
955 e.lastteam = e.team + 2;
956 e.lastshielded = e.isshielded;
960 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
962 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
967 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
969 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
971 WaypointSprite_Ping(e.sprite);
975 void ons_GeneratorDamage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
977 if(damage <= 0) { return; }
978 if(warmup_stage || gameover) { return; }
979 if(!round_handler_IsRoundStarted()) { return; }
981 if (attacker != self)
985 // this is protected by a shield, so ignore the damage
986 if (time > self.pain_finished)
987 if (IS_PLAYER(attacker))
989 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
990 attacker.typehitsound += 1;
991 self.pain_finished = time + 1;
995 if (time > self.pain_finished)
997 self.pain_finished = time + 10;
999 FOR_EACH_REALPLAYER(head) if(SAME_TEAM(head, self)) { Send_Notification(NOTIF_ONE, head, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK); }
1000 play2team(self.team, SND(ONS_GENERATOR_UNDERATTACK));
1003 self.health = self.health - damage;
1004 WaypointSprite_UpdateHealth(self.sprite, self.health);
1005 // choose an animation frame based on health
1006 self.frame = 10 * bound(0, (1 - self.health / self.max_health), 1);
1007 // see if the generator is still functional, or dying
1008 if (self.health > 0)
1010 self.lasthealth = self.health;
1014 if (attacker == self)
1015 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(self.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME_));
1018 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(self.team, INFO_ONSLAUGHT_GENDESTROYED_));
1019 PlayerScore_Add(attacker, SP_SCORE, 100);
1021 self.iscaptured = false;
1022 self.islinked = false;
1023 self.isshielded = false;
1024 self.takedamage = DAMAGE_NO; // can't be hurt anymore
1025 self.event_damage = func_null; // won't do anything if hurt
1026 self.count = 0; // reset counter
1027 self.think = func_null;
1029 //self.think(); // do the first explosion now
1031 WaypointSprite_UpdateMaxHealth(self.sprite, 0);
1032 WaypointSprite_Ping(self.sprite);
1033 //WaypointSprite_Kill(self.sprite); // can't do this yet, code too poor
1035 onslaught_updatelinks();
1038 // Throw some flaming gibs on damage, more damage = more chance for gib
1039 if(random() < damage/220)
1041 sound(self, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
1045 // particles on every hit
1046 Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
1048 //sound on every hit
1050 sound(self, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
1052 sound(self, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
1055 self.SendFlags |= GSF_STATUS;
1058 void ons_GeneratorThink()
1061 self.nextthink = time + GEN_THINKRATE;
1064 if(!self.isshielded && self.wait < time)
1066 self.wait = time + 5;
1067 FOR_EACH_REALPLAYER(e)
1069 if(SAME_TEAM(e, self))
1071 Send_Notification(NOTIF_ONE, e, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
1072 soundto(MSG_ONE, e, CHAN_AUTO, SND(KH_ALARM), VOL_BASE, ATTEN_NONE); // FIXME: unique sound?
1075 Send_Notification(NOTIF_ONE, e, MSG_CENTER, APP_TEAM_NUM_4(self.team, CENTER_ONS_NOTSHIELDED_));
1081 void ons_GeneratorReset()
1083 self.team = self.team_saved;
1084 self.lasthealth = self.max_health = self.health = autocvar_g_onslaught_gen_health;
1085 self.takedamage = DAMAGE_AIM;
1086 self.bot_attack = true;
1087 self.iscaptured = true;
1088 self.islinked = true;
1089 self.isshielded = true;
1090 self.event_damage = ons_GeneratorDamage;
1091 self.think = ons_GeneratorThink;
1092 self.nextthink = time + GEN_THINKRATE;
1094 Net_LinkEntity(self, false, 0, generator_send);
1096 self.SendFlags = GSF_SETUP; // just incase
1097 self.SendFlags |= GSF_STATUS;
1099 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
1100 WaypointSprite_UpdateHealth(self.sprite, self.health);
1101 WaypointSprite_UpdateRule(self.sprite,self.team,SPRITERULE_TEAMPLAY);
1103 onslaught_updatelinks();
1106 void ons_DelayedGeneratorSetup()
1109 waypoint_spawnforitem_force(self, self.origin);
1110 self.nearestwaypointtimeout = 0; // activate waypointing again
1111 self.bot_basewaypoint = self.nearestwaypoint;
1113 // captureshield setup
1114 ons_CaptureShield_Spawn(self, true);
1116 onslaught_updatelinks();
1118 Net_LinkEntity(self, false, 0, generator_send);
1122 void onslaught_generator_touch()
1124 if ( IS_PLAYER(other) )
1125 if ( SAME_TEAM(self,other) )
1126 if ( self.iscaptured )
1128 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_TELEPORT);
1132 void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
1135 int teamnumber = gen.team;
1136 setself(gen); // for later usage with droptofloor()
1139 gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
1140 ons_worldgeneratorlist = gen;
1142 gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnumber));
1143 gen.classname = "onslaught_generator";
1144 gen.solid = SOLID_BBOX;
1145 gen.team_saved = teamnumber;
1146 gen.movetype = MOVETYPE_NONE;
1147 gen.lasthealth = gen.max_health = gen.health = autocvar_g_onslaught_gen_health;
1148 gen.takedamage = DAMAGE_AIM;
1149 gen.bot_attack = true;
1150 gen.event_damage = ons_GeneratorDamage;
1151 gen.reset = ons_GeneratorReset;
1152 gen.think = ons_GeneratorThink;
1153 gen.nextthink = time + GEN_THINKRATE;
1154 gen.iscaptured = true;
1155 gen.islinked = true;
1156 gen.isshielded = true;
1157 gen.touch = onslaught_generator_touch;
1160 // model handled by CSQC
1161 setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
1162 setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
1163 gen.colormap = 1024 + (teamnumber - 1) * 17;
1165 // generator placement
1170 WaypointSprite_SpawnFixed(WP_Null, self.origin + CPGEN_WAYPOINT_OFFSET, self, sprite, RADARICON_NONE);
1171 WaypointSprite_UpdateRule(self.sprite, self.team, SPRITERULE_TEAMPLAY);
1172 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
1173 WaypointSprite_UpdateHealth(self.sprite, self.health);
1175 InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
1183 int total_generators;
1184 void Onslaught_count_generators()
1187 total_generators = redowned = blueowned = yellowowned = pinkowned = 0;
1188 for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
1191 redowned += (e.team == NUM_TEAM_1 && e.health > 0);
1192 blueowned += (e.team == NUM_TEAM_2 && e.health > 0);
1193 yellowowned += (e.team == NUM_TEAM_3 && e.health > 0);
1194 pinkowned += (e.team == NUM_TEAM_4 && e.health > 0);
1198 int Onslaught_GetWinnerTeam()
1200 int winner_team = 0;
1202 winner_team = NUM_TEAM_1;
1205 if(winner_team) return 0;
1206 winner_team = NUM_TEAM_2;
1210 if(winner_team) return 0;
1211 winner_team = NUM_TEAM_3;
1215 if(winner_team) return 0;
1216 winner_team = NUM_TEAM_4;
1220 return -1; // no generators left?
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 for(i = 0; i < 16; ++i)
1782 theta = random() * 2 * M_PI;
1786 loc *= random() * range;
1788 loc += tele_target.origin + '0 0 128';
1790 tracebox(loc, PL_MIN, PL_MAX, loc, MOVE_NORMAL, player);
1791 if(trace_fraction == 1.0 && !trace_startsolid)
1793 traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the world
1794 if(trace_fraction == 1.0 && !trace_startsolid)
1798 Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
1799 sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
1801 setorigin(player, loc);
1802 player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
1803 makevectors(player.angles);
1804 player.fixangle = true;
1805 player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
1808 Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
1821 MUTATOR_HOOKFUNCTION(ons, reset_map_global)
1826 e.ons_roundlost = false;
1827 e.ons_deathloc = '0 0 0';
1828 WITH(entity, self, e, PutClientInServer());
1833 MUTATOR_HOOKFUNCTION(ons, ClientDisconnect)
1835 self.ons_deathloc = '0 0 0';
1839 MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver)
1841 self.ons_deathloc = '0 0 0';
1845 MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
1847 if(!round_handler_IsRoundStarted())
1849 self.player_blocked = true;
1854 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1856 l.sprite.SendFlags |= 16;
1858 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1860 l.sprite.SendFlags |= 16;
1863 if(ons_stalemate) { Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
1865 if ( autocvar_g_onslaught_spawn_choose )
1866 if ( self.ons_spawn_by )
1867 if ( ons_Teleport(self,self.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
1869 self.ons_spawn_by = world;
1873 if(autocvar_g_onslaught_spawn_at_controlpoints)
1874 if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
1876 float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
1877 entity tmp_entity, closest_target = world;
1878 vector spawn_loc = self.ons_deathloc;
1880 // new joining player or round reset, don't bother checking
1881 if(spawn_loc == '0 0 0') { return false; }
1883 if(random_target) { RandomSelection_Init(); }
1885 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1887 if(SAME_TEAM(tmp_entity, self))
1889 RandomSelection_Add(tmp_entity, 0, string_null, 1, 1);
1890 else if(vlen(tmp_entity.origin - spawn_loc) <= vlen(closest_target.origin - spawn_loc) || closest_target == world)
1891 closest_target = tmp_entity;
1894 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1900 for(i = 0; i < 10; ++i)
1902 loc = closest_target.origin + '0 0 96';
1903 loc += ('0 1 0' * random()) * 128;
1904 tracebox(loc, PL_MIN, PL_MAX, loc, MOVE_NORMAL, self);
1905 if(trace_fraction == 1.0 && !trace_startsolid)
1907 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the world
1908 if(trace_fraction == 1.0 && !trace_startsolid)
1910 setorigin(self, loc);
1911 self.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1919 if(autocvar_g_onslaught_spawn_at_generator)
1920 if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
1922 float random_target = autocvar_g_onslaught_spawn_at_generator_random;
1923 entity tmp_entity, closest_target = world;
1924 vector spawn_loc = self.ons_deathloc;
1926 // new joining player or round reset, don't bother checking
1927 if(spawn_loc == '0 0 0') { return false; }
1929 if(random_target) { RandomSelection_Init(); }
1931 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1934 RandomSelection_Add(tmp_entity, 0, string_null, 1, 1);
1937 if(SAME_TEAM(tmp_entity, self))
1938 if(vlen(tmp_entity.origin - spawn_loc) <= vlen(closest_target.origin - spawn_loc) || closest_target == world)
1939 closest_target = tmp_entity;
1943 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1949 for(i = 0; i < 10; ++i)
1951 loc = closest_target.origin + '0 0 128';
1952 loc += ('0 1 0' * random()) * 256;
1953 tracebox(loc, PL_MIN, PL_MAX, loc, MOVE_NORMAL, self);
1954 if(trace_fraction == 1.0 && !trace_startsolid)
1956 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the world
1957 if(trace_fraction == 1.0 && !trace_startsolid)
1959 setorigin(self, loc);
1960 self.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1971 MUTATOR_HOOKFUNCTION(ons, PlayerDies)
1973 frag_target.ons_deathloc = frag_target.origin;
1975 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1977 l.sprite.SendFlags |= 16;
1979 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1981 l.sprite.SendFlags |= 16;
1984 if ( autocvar_g_onslaught_spawn_choose )
1985 if ( ons_Count_SelfControlPoints() > 1 )
1986 stuffcmd(self, "qc_cmd_cl hud clickradar\n");
1991 MUTATOR_HOOKFUNCTION(ons, MonsterMove)
1993 entity e = find(world, targetname, self.target);
2000 void ons_MonsterSpawn_Delayed()
2002 entity e, own = self.owner;
2004 if(!own) { remove(self); return; }
2008 e = find(world, target, own.targetname);
2021 MUTATOR_HOOKFUNCTION(ons, MonsterSpawn)
2025 InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
2030 void ons_TurretSpawn_Delayed()
2032 entity e, own = self.owner;
2034 if(!own) { remove(self); return; }
2038 e = find(world, target, own.targetname);
2042 own.active = ACTIVE_NOT;
2052 MUTATOR_HOOKFUNCTION(ons, TurretSpawn)
2056 InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
2061 MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole)
2063 havocbot_ons_reset_role(self);
2067 MUTATOR_HOOKFUNCTION(ons, GetTeamCount)
2069 // onslaught is special
2070 for(entity tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
2072 switch(tmp_entity.team)
2074 case NUM_TEAM_1: c1 = 0; break;
2075 case NUM_TEAM_2: c2 = 0; break;
2076 case NUM_TEAM_3: c3 = 0; break;
2077 case NUM_TEAM_4: c4 = 0; break;
2084 MUTATOR_HOOKFUNCTION(ons, SpectateCopy)
2086 self.ons_roundlost = other.ons_roundlost; // make spectators see it too
2090 MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
2092 if(MUTATOR_RETURNVALUE) // command was already handled?
2095 if ( cmd_name == "ons_spawn" )
2097 vector pos = self.origin;
2099 pos_x = stof(argv(1));
2101 pos_y = stof(argv(2));
2103 pos_z = stof(argv(3));
2105 if ( IS_PLAYER(self) )
2109 entity source_point = ons_Nearest_ControlPoint(self.origin, autocvar_g_onslaught_teleport_radius);
2111 if ( !source_point && self.health > 0 )
2113 sprint(self, "\nYou need to be next to a control point\n");
2118 entity closest_target = ons_Nearest_ControlPoint_2D(pos, autocvar_g_onslaught_click_radius);
2120 if ( closest_target == world )
2122 sprint(self, "\nNo control point found\n");
2126 if ( self.health <= 0 )
2128 self.ons_spawn_by = closest_target;
2129 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
2133 if ( source_point == closest_target )
2135 sprint(self, "\nTeleporting to the same point\n");
2139 if ( !ons_Teleport(self,closest_target,autocvar_g_onslaught_teleport_radius,true) )
2140 sprint(self, "\nUnable to teleport there\n");
2146 sprint(self, "\nNo teleportation for you\n");
2154 MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
2156 if(MUTATOR_RETURNVALUE || gameover) { return false; }
2158 if((time > self.teleport_antispam) && (self.deadflag == DEAD_NO) && !self.vehicle)
2160 entity source_point = ons_Nearest_ControlPoint(self.origin, autocvar_g_onslaught_teleport_radius);
2163 stuffcmd(self, "qc_cmd_cl hud clickradar\n");
2171 MUTATOR_HOOKFUNCTION(ons, PlayHitsound)
2173 return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
2174 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
2177 MUTATOR_HOOKFUNCTION(ons, SendWaypoint)
2179 if(wp_sendflags & 16)
2181 if(self.owner.classname == "onslaught_controlpoint")
2183 entity wp_owner = self.owner;
2184 entity e = WaypointSprite_getviewentity(wp_sendto);
2185 if(SAME_TEAM(e, wp_owner) && wp_owner.goalentity.health >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
2186 if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; }
2188 if(self.owner.classname == "onslaught_generator")
2190 entity wp_owner = self.owner;
2191 if(wp_owner.isshielded && wp_owner.health >= wp_owner.max_health) { wp_flag |= 2; }
2192 if(wp_owner.health <= 0) { wp_flag |= 2; }
2199 MUTATOR_HOOKFUNCTION(ons, TurretValidateTarget)
2201 if(substring(turret_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
2210 MUTATOR_HOOKFUNCTION(ons, TurretThink)
2212 // ONS uses somewhat backwards linking.
2215 entity e = find(world, targetname, self.target);
2220 if(self.team != self.tur_head.team)
2231 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
2232 Link between control points.
2234 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.
2237 "target" - first control point.
2238 "target2" - second control point.
2240 spawnfunc(onslaught_link)
2242 if(!g_onslaught) { remove(self); return; }
2244 if (self.target == "" || self.target2 == "")
2245 objerror("target and target2 must be set\n");
2247 self.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
2248 ons_worldlinklist = self;
2250 InitializeEntity(self, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
2251 Net_LinkEntity(self, false, 0, ons_Link_Send);
2254 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
2255 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
2257 This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
2260 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2261 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
2262 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
2265 spawnfunc(onslaught_controlpoint)
2267 if(!g_onslaught) { remove(self); return; }
2269 ons_ControlPoint_Setup(self);
2272 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
2275 spawnfunc_onslaught_link entities can target this.
2278 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
2279 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2281 spawnfunc(onslaught_generator)
2283 if(!g_onslaught) { remove(self); return; }
2284 if(!self.team) { objerror("team must be set"); }
2286 ons_GeneratorSetup(self);
2290 void ons_ScoreRules()
2292 CheckAllowedTeams(world);
2293 ScoreRules_basics(((c4>=0) ? 4 : (c3>=0) ? 3 : 2), SFL_SORT_PRIO_PRIMARY, 0, true);
2294 ScoreInfo_SetLabel_TeamScore (ST_ONS_CAPS, "destroyed", SFL_SORT_PRIO_PRIMARY);
2295 ScoreInfo_SetLabel_PlayerScore(SP_ONS_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
2296 ScoreInfo_SetLabel_PlayerScore(SP_ONS_TAKES, "takes", 0);
2297 ScoreRules_basics_end();
2300 void ons_DelayedInit() // Do this check with a delay so we can wait for teams to be set up
2304 round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
2305 round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
2308 void ons_Initialize()
2311 ons_captureshield_force = autocvar_g_onslaught_shield_force;
2313 addstat(STAT_ROUNDLOST, AS_INT, ons_roundlost);
2315 InitializeEntity(world, ons_DelayedInit, INITPRIO_GAMETYPE);