1 #include "sv_onslaught.qh"
2 #include "sv_controlpoint.qh"
3 #include "sv_generator.qh"
5 #include <server/bot/api.qh>
6 #include <server/campaign.qh>
7 #include <server/command/vote.qh>
8 #include <server/damage.qh>
9 #include <server/items/items.qh>
10 #include <server/world.qh>
11 #include <common/mapobjects/defs.qh>
12 #include <common/mapobjects/triggers.qh>
16 float autocvar_g_onslaught_teleport_wait;
17 bool autocvar_g_onslaught_spawn_at_controlpoints;
18 bool autocvar_g_onslaught_spawn_at_generator;
19 float autocvar_g_onslaught_cp_proxydecap;
20 float autocvar_g_onslaught_cp_proxydecap_distance = 512;
21 float autocvar_g_onslaught_cp_proxydecap_dps = 100;
22 float autocvar_g_onslaught_spawn_at_controlpoints_chance = 0.5;
23 float autocvar_g_onslaught_spawn_at_controlpoints_random;
24 float autocvar_g_onslaught_spawn_at_generator_chance;
25 float autocvar_g_onslaught_spawn_at_generator_random;
26 float autocvar_g_onslaught_cp_buildhealth;
27 float autocvar_g_onslaught_cp_buildtime;
28 float autocvar_g_onslaught_cp_health;
29 float autocvar_g_onslaught_cp_regen;
30 float autocvar_g_onslaught_gen_health;
31 float autocvar_g_onslaught_shield_force = 100;
32 float autocvar_g_onslaught_allow_vehicle_touch;
33 float autocvar_g_onslaught_round_timelimit;
34 float autocvar_g_onslaught_warmup;
35 float autocvar_g_onslaught_teleport_radius;
36 float autocvar_g_onslaught_spawn_choose;
37 float autocvar_g_onslaught_click_radius;
41 // =======================
42 // CaptureShield Functions
43 // =======================
45 bool clientcamera_send(entity this, entity to, int sf)
47 WriteHeader(MSG_ENTITY, ENT_ONSCAMERA);
49 WriteVector(MSG_ENTITY, this.origin);
51 WriteAngleVector(MSG_ENTITY, this.angles);
56 bool ons_CaptureShield_Customize(entity this, entity client)
58 entity e = WaypointSprite_getviewentity(client);
60 if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, e.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return false; }
61 if(SAME_TEAM(this, e)) { return false; }
66 void ons_CaptureShield_Touch(entity this, entity toucher)
68 if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, toucher.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return; }
69 if(!IS_PLAYER(toucher)) { return; }
70 if(SAME_TEAM(toucher, this)) { return; }
72 vector mymid = (this.absmin + this.absmax) * 0.5;
73 vector theirmid = (toucher.absmin + toucher.absmax) * 0.5;
75 Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, mymid, normalize(theirmid - mymid) * ons_captureshield_force);
77 if(IS_REAL_CLIENT(toucher))
79 play2(toucher, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
81 if(this.enemy.classname == "onslaught_generator")
82 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
84 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
88 void ons_CaptureShield_Reset(entity this)
90 this.colormap = this.enemy.colormap;
91 this.team = this.enemy.team;
94 void ons_CaptureShield_Spawn(entity this, Model shield_model)
96 entity shield = new(ons_captureshield);
97 IL_PUSH(g_onsshields, shield);
100 shield.team = this.team;
101 shield.colormap = this.colormap;
102 shield.reset = ons_CaptureShield_Reset;
103 settouch(shield, ons_CaptureShield_Touch);
104 setcefc(shield, ons_CaptureShield_Customize);
105 shield.effects = EF_ADDITIVE;
106 set_movetype(shield, MOVETYPE_NOCLIP);
107 shield.solid = SOLID_TRIGGER;
108 shield.avelocity = '7 0 11';
109 shield.scale = this.scale;
111 float shield_extra_size = 1.20; // hitbox is 20% larger than the object itself
112 setorigin(shield, this.origin);
113 setmodel(shield, shield_model);
114 setsize(shield, shield_extra_size * this.mins, shield_extra_size * this.maxs);
122 void onslaught_updatelinks()
125 // first check if the game has ended
126 LOG_DEBUG("--- updatelinks ---");
127 // mark generators as being shielded and networked
128 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
131 LOG_DEBUG(etos(l), " (generator) belongs to team ", ftos(l.team));
133 LOG_DEBUG(etos(l), " (generator) is destroyed");
134 l.islinked = l.iscaptured;
135 l.isshielded = l.iscaptured;
136 l.sprite.SendFlags |= 16;
138 // mark points as shielded and not networked
139 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
143 l.aregensneighbor = 0;
144 l.arecpsneighbor = 0;
145 LOG_DEBUG(etos(l), " (point) belongs to team ", ftos(l.team));
146 l.sprite.SendFlags |= 16;
148 // flow power outward from the generators through the network
153 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
155 // if both points are captured by the same team, and only one of
156 // them is powered, mark the other one as powered as well
157 if (l.enemy.iscaptured && l.goalentity.iscaptured)
158 if (l.enemy.islinked != l.goalentity.islinked)
159 if(SAME_TEAM(l.enemy, l.goalentity))
161 if (!l.goalentity.islinked)
164 l.goalentity.islinked = true;
165 LOG_DEBUG(etos(l), " (link) is marking ", etos(l.goalentity), " (point) because its team matches ", etos(l.enemy), " (point)");
167 else if (!l.enemy.islinked)
170 l.enemy.islinked = true;
171 LOG_DEBUG(etos(l), " (link) is marking ", etos(l.enemy), " (point) because its team matches ", etos(l.goalentity), " (point)");
176 // now that we know which points are powered we can mark their neighbors
177 // as unshielded if team differs
178 for(l = ons_worldlinklist; l; l = l.ons_worldlinknext)
180 if (l.goalentity.islinked)
182 if(DIFF_TEAM(l.goalentity, l.enemy))
184 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.enemy), " (point) because its team does not match ", etos(l.goalentity), " (point)");
185 l.enemy.isshielded = false;
187 if(l.goalentity.classname == "onslaught_generator")
188 l.enemy.aregensneighbor |= BIT(l.goalentity.team);
190 l.enemy.arecpsneighbor |= BIT(l.goalentity.team);
192 if (l.enemy.islinked)
194 if(DIFF_TEAM(l.goalentity, l.enemy))
196 LOG_DEBUG(etos(l), " (link) is unshielding ", etos(l.goalentity), " (point) because its team does not match ", etos(l.enemy), " (point)");
197 l.goalentity.isshielded = false;
199 if(l.enemy.classname == "onslaught_generator")
200 l.goalentity.aregensneighbor |= BIT(l.enemy.team);
202 l.goalentity.arecpsneighbor |= BIT(l.enemy.team);
205 // now update the generators
206 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
210 LOG_DEBUG(etos(l), " (generator) is shielded");
211 l.takedamage = DAMAGE_NO;
213 IL_REMOVE(g_bot_targets, l);
214 l.bot_attack = false;
218 LOG_DEBUG(etos(l), " (generator) is not shielded");
219 l.takedamage = DAMAGE_AIM;
221 IL_PUSH(g_bot_targets, l);
225 ons_Generator_UpdateSprite(l);
227 // now update the takedamage and alpha variables on control point icons
228 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
232 LOG_DEBUG(etos(l), " (point) is shielded");
235 l.goalentity.takedamage = DAMAGE_NO;
236 if(l.goalentity.bot_attack)
237 IL_REMOVE(g_bot_targets, l.goalentity);
238 l.goalentity.bot_attack = false;
243 LOG_DEBUG(etos(l), " (point) is not shielded");
246 l.goalentity.takedamage = DAMAGE_AIM;
247 if(!l.goalentity.bot_attack)
248 IL_PUSH(g_bot_targets, l.goalentity);
249 l.goalentity.bot_attack = true;
252 ons_ControlPoint_UpdateSprite(l);
254 IL_EACH(g_onsshields, true,
256 it.team = it.enemy.team;
257 it.colormap = it.enemy.colormap;
262 // ===================
263 // Main Link Functions
264 // ===================
266 bool ons_Link_Send(entity this, entity to, int sendflags)
268 WriteHeader(MSG_ENTITY, ENT_CLIENT_RADARLINK);
269 WriteByte(MSG_ENTITY, sendflags);
272 WriteVector(MSG_ENTITY, this.goalentity.origin);
276 WriteVector(MSG_ENTITY, this.enemy.origin);
280 WriteByte(MSG_ENTITY, this.clientcolors); // which is goalentity's color + enemy's color * 16
285 void ons_Link_CheckUpdate(entity this)
287 // TODO check if the two sides have moved (currently they won't move anyway)
288 float cc = 0, cc1 = 0, cc2 = 0;
290 if(this.goalentity.islinked || this.goalentity.iscaptured) { cc1 = (this.goalentity.team - 1) * 0x01; }
291 if(this.enemy.islinked || this.enemy.iscaptured) { cc2 = (this.enemy.team - 1) * 0x10; }
295 if(cc != this.clientcolors)
297 this.clientcolors = cc;
301 this.nextthink = time;
304 void ons_DelayedLinkSetup(entity this)
306 this.goalentity = find(NULL, targetname, this.target);
307 this.enemy = find(NULL, targetname, this.target2);
308 if(!this.goalentity) { objerror(this, "can not find target\n"); }
309 if(!this.enemy) { objerror(this, "can not find target2\n"); }
311 LOG_DEBUG(etos(this.goalentity), " linked with ", etos(this.enemy));
313 setthink(this, ons_Link_CheckUpdate);
314 this.nextthink = time;
318 // =============================
319 // Main Control Point Functions
320 // =============================
322 int ons_ControlPoint_CanBeLinked(entity cp, int teamnum)
324 if(cp.aregensneighbor & BIT(teamnum)) return 2;
325 if(cp.arecpsneighbor & BIT(teamnum)) return 1;
330 int ons_ControlPoint_Attackable(entity cp, int teamnum)
331 // -2: SAME TEAM, attackable by enemy!
336 // 3: attack it (HIGH PRIO)
337 // 4: touch it (HIGH PRIO)
345 else if(cp.goalentity)
347 // if there's already an icon built, nothing happens
348 if(cp.team == teamnum)
350 a = ons_ControlPoint_CanBeLinked(cp, teamnum);
351 if(a) // attackable by enemy?
352 return -2; // EMERGENCY!
355 // we know it can be linked, so no need to check
357 a = ons_ControlPoint_CanBeLinked(cp, teamnum);
358 if(a == 2) // near our generator?
359 return 3; // EMERGENCY!
365 if(ons_ControlPoint_CanBeLinked(cp, teamnum))
367 a = ons_ControlPoint_CanBeLinked(cp, teamnum); // why was this here NUM_TEAM_1 + NUM_TEAM_2 - t
369 return 4; // GET THIS ONE NOW!
371 return 2; // TOUCH ME
377 void ons_ControlPoint_Icon_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
379 if(damage <= 0) { return; }
381 if (this.owner.isshielded)
383 // this is protected by a shield, so ignore the damage
384 if (time > this.pain_finished)
385 if (IS_PLAYER(attacker))
387 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
388 this.pain_finished = time + 1;
389 attacker.typehitsound += 1; // play both sounds (shield is way too quiet)
395 if(IS_PLAYER(attacker))
396 if(time - ons_notification_time[this.team] > 10)
398 play2team(this.team, SND(ONS_CONTROLPOINT_UNDERATTACK));
399 ons_notification_time[this.team] = time;
402 TakeResource(this, RES_HEALTH, damage);
403 if(this.owner.iscaptured)
404 WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
406 WaypointSprite_UpdateBuildFinished(this.owner.sprite, time + (this.max_health - GetResource(this, RES_HEALTH)) / (this.count / ONS_CP_THINKRATE));
407 this.pain_finished = time + 1;
408 // particles on every hit
409 pointparticles(EFFECT_SPARKS, hitloc, force*-1, 1);
412 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE+0.3, ATTEN_NORM);
414 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE+0.3, ATTEN_NORM);
416 if (GetResource(this, RES_HEALTH) < 0)
418 sound(this, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
419 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
420 if (this.owner.message != "")
421 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED), this.owner.message, attacker.netname);
423 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED_NONAME), attacker.netname);
425 GameRules_scoring_add(attacker, ONS_TAKES, 1);
426 GameRules_scoring_add(attacker, SCORE, 10);
428 this.owner.goalentity = NULL;
429 this.owner.islinked = false;
430 this.owner.iscaptured = false;
432 this.owner.colormap = 1024;
434 WaypointSprite_UpdateMaxHealth(this.owner.sprite, 0);
436 onslaught_updatelinks();
438 // Use targets now (somebody make sure this is in the right place..)
439 SUB_UseTargets(this.owner, this, NULL);
441 this.owner.waslinked = this.owner.islinked;
442 if(this.owner.model != "models/onslaught/controlpoint_pad.md3")
443 setmodel(this.owner, MDL_ONS_CP_PAD1);
444 //setsize(this, '-32 -32 0', '32 32 8');
449 this.SendFlags |= CPSF_STATUS;
452 bool ons_ControlPoint_Icon_Heal(entity targ, entity inflictor, float amount, float limit)
454 float hlth = GetResource(targ, RES_HEALTH);
455 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
456 if (hlth <= 0 || hlth >= true_limit)
459 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
460 hlth = GetResource(targ, RES_HEALTH);
461 if(targ.owner.iscaptured)
462 WaypointSprite_UpdateHealth(targ.owner.sprite, hlth);
464 WaypointSprite_UpdateBuildFinished(targ.owner.sprite, time + (targ.max_health - hlth) / (targ.count / ONS_CP_THINKRATE));
465 targ.SendFlags |= CPSF_STATUS;
469 void ons_ControlPoint_Icon_Think(entity this)
471 this.nextthink = time + ONS_CP_THINKRATE;
473 if(autocvar_g_onslaught_cp_proxydecap)
475 int _enemy_count = 0;
476 int _friendly_count = 0;
478 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
479 if(vdist(it.origin - this.origin, <, autocvar_g_onslaught_cp_proxydecap_distance))
481 if(SAME_TEAM(it, this))
488 _friendly_count = _friendly_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
489 _enemy_count = _enemy_count * (autocvar_g_onslaught_cp_proxydecap_dps * ONS_CP_THINKRATE);
491 GiveResourceWithLimit(this, RES_HEALTH, (_friendly_count - _enemy_count), this.max_health);
492 this.SendFlags |= CPSF_STATUS;
493 if(GetResource(this, RES_HEALTH) <= 0)
495 ons_ControlPoint_Icon_Damage(this, this, this, 1, 0, DMG_NOWEP, this.origin, '0 0 0');
500 if (time > this.pain_finished + 5)
502 if(GetResource(this, RES_HEALTH) < this.max_health)
504 GiveResourceWithLimit(this, RES_HEALTH, this.count, this.max_health);
505 WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
509 if(this.owner.islinked != this.owner.waslinked)
511 // unteam the spawnpoint if needed
512 int t = this.owner.team;
513 if(!this.owner.islinked)
516 SUB_UseTargets(this.owner, this, NULL);
520 this.owner.waslinked = this.owner.islinked;
524 if(random() < 0.6 - GetResource(this, RES_HEALTH) / this.max_health)
526 Send_Effect(EFFECT_ELECTRIC_SPARKS, this.origin + randompos('-10 -10 -20', '10 10 20'), '0 0 0', 1);
529 sound(this, CH_PAIN, SND_ONS_SPARK1, VOL_BASE, ATTEN_NORM);
530 else if (random() > 0.5)
531 sound(this, CH_PAIN, SND_ONS_SPARK2, VOL_BASE, ATTEN_NORM);
535 void ons_ControlPoint_Icon_BuildThink(entity this)
539 this.nextthink = time + ONS_CP_THINKRATE;
541 // only do this if there is power
542 a = ons_ControlPoint_CanBeLinked(this.owner, this.owner.team);
546 GiveResource(this, RES_HEALTH, this.count);
548 this.SendFlags |= CPSF_STATUS;
550 if (GetResource(this, RES_HEALTH) >= this.max_health)
552 SetResourceExplicit(this, RES_HEALTH, this.max_health);
553 this.count = autocvar_g_onslaught_cp_regen * ONS_CP_THINKRATE; // slow repair rate from now on
554 setthink(this, ons_ControlPoint_Icon_Think);
555 sound(this, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILT, VOL_BASE, ATTEN_NORM);
556 this.owner.iscaptured = true;
557 this.solid = SOLID_BBOX;
558 setorigin(this, this.origin); // setorigin after change to solid field to ensure area grid linking
560 Send_Effect(EFFECT_CAP(this.owner.team), this.owner.origin, '0 0 0', 1);
562 WaypointSprite_UpdateMaxHealth(this.owner.sprite, this.max_health);
563 WaypointSprite_UpdateHealth(this.owner.sprite, GetResource(this, RES_HEALTH));
565 if(IS_PLAYER(this.owner.ons_toucher))
567 if(this.owner.message != "")
569 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, this.owner.ons_toucher.netname, this.owner.message);
570 Send_Notification(NOTIF_ALL_EXCEPT, this.owner.ons_toucher, MSG_CENTER, APP_TEAM_NUM(this.owner.ons_toucher.team, CENTER_ONS_CAPTURE_TEAM), this.owner.message);
571 Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, this.owner.message);
575 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE_NONAME, this.owner.ons_toucher.netname);
576 Send_Notification(NOTIF_ALL_EXCEPT, this.owner.ons_toucher, MSG_CENTER, APP_TEAM_NUM(this.owner.ons_toucher.team, CENTER_ONS_CAPTURE_TEAM_NONAME));
577 Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE_NONAME);
579 GameRules_scoring_add(this.owner.ons_toucher, ONS_CAPS, 1);
580 GameRules_scoring_add_team(this.owner.ons_toucher, SCORE, 10);
583 this.owner.ons_toucher = NULL;
585 onslaught_updatelinks();
587 // Use targets now (somebody make sure this is in the right place..)
588 SUB_UseTargets(this.owner, this, NULL);
590 this.SendFlags |= CPSF_SETUP;
592 if(this.owner.model != MDL_ONS_CP_PAD2.model_str())
593 setmodel(this.owner, MDL_ONS_CP_PAD2);
595 if(random() < 0.9 - GetResource(this, RES_HEALTH) / this.max_health)
596 Send_Effect(EFFECT_RAGE, this.origin + 10 * randomvec(), '0 0 -1', 1);
599 void onslaught_controlpoint_icon_link(entity e, void(entity this) spawnproc);
601 void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
603 entity e = new(onslaught_controlpoint_icon);
605 e.solid = SOLID_NOT; // before setsize/setorigin to prevent area grid linking
606 setsize(e, CPICON_MIN, CPICON_MAX);
607 setorigin(e, cp.origin + CPICON_OFFSET);
610 e.max_health = autocvar_g_onslaught_cp_health;
611 SetResourceExplicit(e, RES_HEALTH, autocvar_g_onslaught_cp_buildhealth);
612 e.takedamage = DAMAGE_AIM;
614 IL_PUSH(g_bot_targets, e);
615 e.event_damage = ons_ControlPoint_Icon_Damage;
616 e.event_heal = ons_ControlPoint_Icon_Heal;
617 e.team = player.team;
618 e.colormap = 1024 + (e.team - 1) * 17;
619 e.count = (e.max_health - GetResource(e, RES_HEALTH)) * ONS_CP_THINKRATE / autocvar_g_onslaught_cp_buildtime; // how long it takes to build
621 sound(e, CH_TRIGGER, SND_ONS_CONTROLPOINT_BUILD, VOL_BASE, ATTEN_NORM);
625 cp.colormap = e.colormap;
627 Send_Effect(EFFECT_FLAG_TOUCH(player.team), e.origin, '0 0 0', 1);
629 WaypointSprite_UpdateBuildFinished(cp.sprite, time + (e.max_health - GetResource(e, RES_HEALTH)) / (e.count / ONS_CP_THINKRATE));
630 WaypointSprite_UpdateRule(cp.sprite,cp.team,SPRITERULE_TEAMPLAY);
631 cp.sprite.SendFlags |= 16;
633 onslaught_controlpoint_icon_link(e, ons_ControlPoint_Icon_BuildThink);
636 entity ons_ControlPoint_Waypoint(entity e)
640 int a = ons_ControlPoint_Attackable(e, e.team);
642 if(a == -2) { return WP_OnsCPDefend; } // defend now
643 if(a == -1 || a == 1 || a == 2) { return WP_OnsCP; } // touch
644 if(a == 3 || a == 4) { return WP_OnsCPAttack; } // attack
652 void ons_ControlPoint_UpdateSprite(entity e)
654 entity s1 = ons_ControlPoint_Waypoint(e);
655 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
658 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));
660 if(e.lastteam != e.team + 2 || e.lastshielded != sh || e.iscaptured != e.lastcaptured)
662 if(e.iscaptured) // don't mess up build bars!
666 WaypointSprite_UpdateMaxHealth(e.sprite, 0);
670 WaypointSprite_UpdateMaxHealth(e.sprite, e.goalentity.max_health);
671 WaypointSprite_UpdateHealth(e.sprite, GetResource(e.goalentity, RES_HEALTH));
677 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, 0.5 * colormapPaletteColor(e.team - 1, false));
679 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.5 0.5 0.5');
684 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, colormapPaletteColor(e.team - 1, false));
686 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_CONTROLPOINT, '0.75 0.75 0.75');
688 WaypointSprite_Ping(e.sprite);
690 e.lastteam = e.team + 2;
692 e.lastcaptured = e.iscaptured;
696 void ons_ControlPoint_Touch(entity this, entity toucher)
700 if(IS_VEHICLE(toucher) && toucher.owner)
702 if (!autocvar_g_onslaught_allow_vehicle_touch)
704 toucher = toucher.owner;
707 if(!IS_PLAYER(toucher)) { return; }
708 if(STAT(FROZEN, toucher)) { return; }
709 if(IS_DEAD(toucher)) { return; }
711 if ( SAME_TEAM(this,toucher) )
712 if ( this.iscaptured )
714 if(time <= toucher.teleport_antispam)
715 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT_ANTISPAM, rint(toucher.teleport_antispam - time));
717 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
720 attackable = ons_ControlPoint_Attackable(this, toucher.team);
721 if(attackable != 2 && attackable != 4)
723 // we've verified that this player has a legitimate claim to this point,
724 // so start building the captured point icon (which only captures this
725 // point if it successfully builds without being destroyed first)
726 ons_ControlPoint_Icon_Spawn(this, toucher);
728 this.ons_toucher = toucher;
730 onslaught_updatelinks();
733 void ons_ControlPoint_Think(entity this)
735 this.nextthink = time + ONS_CP_THINKRATE;
736 CSQCMODEL_AUTOUPDATE(this);
739 void ons_ControlPoint_Reset(entity this)
742 delete(this.goalentity);
744 this.goalentity = NULL;
746 this.colormap = 1024;
747 this.iscaptured = false;
748 this.islinked = false;
749 this.isshielded = true;
750 setthink(this, ons_ControlPoint_Think);
751 this.ons_toucher = NULL;
752 this.nextthink = time + ONS_CP_THINKRATE;
753 setmodel(this, MDL_ONS_CP_PAD1);
755 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
756 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
758 onslaught_updatelinks();
760 SUB_UseTargets(this, this, NULL); // to reset the structures, playerspawns etc.
762 CSQCMODEL_AUTOUPDATE(this);
765 void ons_DelayedControlPoint_Setup(entity this)
767 onslaught_updatelinks();
769 // captureshield setup
770 ons_CaptureShield_Spawn(this, MDL_ONS_CP_SHIELD);
772 CSQCMODEL_AUTOINIT(this);
775 void ons_ControlPoint_Setup(entity cp)
778 cp.ons_worldcpnext = ons_worldcplist; // link control point into ons_worldcplist
779 ons_worldcplist = cp;
781 cp.netname = "Control point";
783 cp.solid = SOLID_BBOX;
784 set_movetype(cp, MOVETYPE_NONE);
785 settouch(cp, ons_ControlPoint_Touch);
786 setthink(cp, ons_ControlPoint_Think);
787 cp.nextthink = time + ONS_CP_THINKRATE;
788 cp.reset = ons_ControlPoint_Reset;
790 cp.iscaptured = false;
792 cp.isshielded = true;
795 setmodel(cp, MDL_ONS_CP_PAD1);
797 // control point placement
798 if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
801 set_movetype(cp, MOVETYPE_NONE);
803 else // drop to floor, automatically find a platform and set that as spawn origin
805 setorigin(cp, cp.origin + '0 0 20');
808 set_movetype(cp, MOVETYPE_TOSS);
812 WaypointSprite_SpawnFixed(WP_Null, cp.origin + CPGEN_WAYPOINT_OFFSET, cp, sprite, RADARICON_NONE);
813 WaypointSprite_UpdateRule(cp.sprite, cp.team, SPRITERULE_TEAMPLAY);
815 InitializeEntity(cp, ons_DelayedControlPoint_Setup, INITPRIO_SETLOCATION);
819 // =========================
820 // Main Generator Functions
821 // =========================
823 entity ons_Generator_Waypoint(entity e)
826 return WP_OnsGenShielded;
830 void ons_Generator_UpdateSprite(entity e)
832 entity s1 = ons_Generator_Waypoint(e);
833 WaypointSprite_UpdateSprites(e.sprite, s1, s1, s1);
835 if(e.lastteam != e.team + 2 || e.lastshielded != e.isshielded)
837 e.lastteam = e.team + 2;
838 e.lastshielded = e.isshielded;
842 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, 0.5 * colormapPaletteColor(e.team - 1, false));
844 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.5 0.5 0.5');
849 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, colormapPaletteColor(e.team - 1, false));
851 WaypointSprite_UpdateTeamRadar(e.sprite, RADARICON_GENERATOR, '0.75 0.75 0.75');
853 WaypointSprite_Ping(e.sprite);
857 void ons_camSetup(entity this)
860 vector ang = '0 0 0';
861 vector best_ang = '0 0 0';
862 float best_trace_fraction = 0;
865 dir = vec2(cos(ang.y * DEG2RAD), sin(ang.y * DEG2RAD));
867 traceline(this.origin, this.origin - dir, MOVE_WORLDONLY, this);
868 if(trace_fraction > best_trace_fraction)
870 best_trace_fraction = trace_fraction;
872 if(trace_fraction == 1)
879 cam.origin = this.origin;
880 setorigin(cam, cam.origin);
881 cam.angles = best_ang;
882 Net_LinkEntity(cam, false, 0, clientcamera_send);
884 FOREACH_CLIENT(true, it.clientcamera = cam;);
886 // NOTE: engine networked
887 WriteByte(MSG_ALL, SVC_SETVIEWANGLES);
888 WriteAngle(MSG_ALL, cam.angles_x);
889 WriteAngle(MSG_ALL, cam.angles_y);
890 WriteAngle(MSG_ALL, cam.angles_z);
893 void ons_GeneratorDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
895 if(damage <= 0) return;
896 if(warmup_stage || game_stopped) return;
897 if(!round_handler_IsRoundStarted()) return;
899 if (attacker != this)
903 // generator is protected by a shield, so ignore the damage
904 if (time > this.pain_finished)
905 if (IS_PLAYER(attacker))
907 play2(attacker, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
908 attacker.typehitsound += 1;
909 this.pain_finished = time + 1;
913 if (time > this.pain_finished)
915 this.pain_finished = time + 10;
916 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && SAME_TEAM(it, this), Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_GENERATOR_UNDERATTACK));
917 play2team(this.team, SND(ONS_GENERATOR_UNDERATTACK));
920 TakeResource(this, RES_HEALTH, damage);
921 float hlth = GetResource(this, RES_HEALTH);
922 WaypointSprite_UpdateHealth(this.sprite, hlth);
923 // choose an animation frame based on health
924 this.frame = 10 * bound(0, (1 - hlth / this.max_health), 1);
925 // see if the generator is still functional, or dying
928 this.lasthealth = hlth;
932 if (attacker == this)
933 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED_OVERTIME));
936 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED));
937 GameRules_scoring_add(attacker, SCORE, 100);
939 this.iscaptured = false;
940 this.islinked = false;
941 this.isshielded = false;
942 this.takedamage = DAMAGE_NO; // can't be hurt anymore
943 this.event_damage = func_null; // won't do anything if hurt
944 this.event_heal = func_null;
945 this.count = 0; // reset counter
946 setthink(this, func_null);
948 //this.think(); // do the first explosion now
950 WaypointSprite_UpdateMaxHealth(this.sprite, 0);
951 WaypointSprite_Ping(this.sprite);
952 //WaypointSprite_Kill(this.sprite); // can't do this yet, code too poor
954 onslaught_updatelinks();
959 // Throw some flaming gibs on damage, more damage = more chance for gib
960 if(random() < damage/220)
962 sound(this, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
966 // particles on every hit
967 Send_Effect(EFFECT_SPARKS, hitloc, force * -1, 1);
971 sound(this, CH_TRIGGER, SND_ONS_HIT1, VOL_BASE, ATTEN_NORM);
973 sound(this, CH_TRIGGER, SND_ONS_HIT2, VOL_BASE, ATTEN_NORM);
976 this.SendFlags |= GSF_STATUS;
979 bool ons_GeneratorHeal(entity targ, entity inflictor, float amount, float limit)
981 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
982 float hlth = GetResource(targ, RES_HEALTH);
983 if (hlth <= 0 || hlth >= true_limit)
986 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
987 hlth = GetResource(targ, RES_HEALTH);
988 WaypointSprite_UpdateHealth(targ.sprite, hlth);
989 targ.frame = 10 * bound(0, (1 - hlth / targ.max_health), 1);
990 targ.lasthealth = hlth;
991 targ.SendFlags |= GSF_STATUS;
995 void ons_GeneratorThink(entity this)
997 this.nextthink = time + GEN_THINKRATE;
999 if (game_stopped || this.isshielded || time < this.wait)
1002 this.wait = time + 5;
1003 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it),
1005 if (SAME_TEAM(it, this))
1007 Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_ONS_NOTSHIELDED_TEAM);
1009 soundto(MSG_ONE, this, CHAN_AUTO, SND(ONS_GENERATOR_ALARM), VOL_BASE, ATTEN_NONE, 0);
1012 Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_ONS_NOTSHIELDED));
1016 void ons_GeneratorReset(entity this)
1018 this.team = this.team_saved;
1019 SetResourceExplicit(this, RES_HEALTH, autocvar_g_onslaught_gen_health);
1020 this.lasthealth = this.max_health = autocvar_g_onslaught_gen_health;
1021 this.takedamage = DAMAGE_AIM;
1022 this.bot_attack = true;
1023 if(!IL_CONTAINS(g_bot_targets, this))
1024 IL_PUSH(g_bot_targets, this);
1025 this.iscaptured = true;
1026 this.islinked = true;
1027 this.isshielded = true;
1028 this.event_damage = ons_GeneratorDamage;
1029 this.event_heal = ons_GeneratorHeal;
1030 setthink(this, ons_GeneratorThink);
1031 this.nextthink = time + GEN_THINKRATE;
1033 Net_LinkEntity(this, false, 0, generator_send);
1035 this.SendFlags = GSF_SETUP; // just incase
1036 this.SendFlags |= GSF_STATUS;
1038 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1039 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1040 WaypointSprite_UpdateRule(this.sprite,this.team,SPRITERULE_TEAMPLAY);
1042 onslaught_updatelinks();
1045 void ons_DelayedGeneratorSetup(entity this)
1048 waypoint_spawnforitem_force(this, this.origin);
1049 this.nearestwaypointtimeout = 0; // activate waypointing again
1050 this.bot_basewaypoint = this.nearestwaypoint;
1052 // captureshield setup
1053 ons_CaptureShield_Spawn(this, MDL_ONS_GEN_SHIELD);
1055 onslaught_updatelinks();
1057 Net_LinkEntity(this, false, 0, generator_send);
1061 void onslaught_generator_touch(entity this, entity toucher)
1063 if ( IS_PLAYER(toucher) )
1064 if ( SAME_TEAM(this,toucher) )
1065 if ( this.iscaptured )
1067 Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
1071 void ons_GeneratorSetup(entity gen) // called when spawning a generator entity on the map as a spawnfunc
1074 int teamnum = gen.team;
1077 gen.ons_worldgeneratornext = ons_worldgeneratorlist; // link generator into ons_worldgeneratorlist
1078 ons_worldgeneratorlist = gen;
1080 gen.netname = sprintf("%s generator", Team_ColoredFullName(teamnum));
1081 gen.solid = SOLID_BBOX;
1082 gen.team_saved = teamnum;
1083 IL_PUSH(g_saved_team, gen);
1084 set_movetype(gen, MOVETYPE_NONE);
1085 gen.lasthealth = gen.max_health = autocvar_g_onslaught_gen_health;
1086 SetResourceExplicit(gen, RES_HEALTH, autocvar_g_onslaught_gen_health);
1087 gen.takedamage = DAMAGE_AIM;
1088 gen.bot_attack = true;
1089 IL_PUSH(g_bot_targets, gen);
1090 gen.event_damage = ons_GeneratorDamage;
1091 gen.event_heal = ons_GeneratorHeal;
1092 gen.reset = ons_GeneratorReset;
1093 setthink(gen, ons_GeneratorThink);
1094 gen.nextthink = time + GEN_THINKRATE;
1095 gen.iscaptured = true;
1096 gen.islinked = true;
1097 gen.isshielded = true;
1098 settouch(gen, onslaught_generator_touch);
1101 // model handled by CSQC
1102 setsize(gen, GENERATOR_MIN, GENERATOR_MAX);
1103 setorigin(gen, (gen.origin + CPGEN_SPAWN_OFFSET));
1104 gen.colormap = 1024 + (teamnum - 1) * 17;
1106 // generator placement
1110 WaypointSprite_SpawnFixed(WP_Null, gen.origin + CPGEN_WAYPOINT_OFFSET, gen, sprite, RADARICON_NONE);
1111 WaypointSprite_UpdateRule(gen.sprite, gen.team, SPRITERULE_TEAMPLAY);
1112 WaypointSprite_UpdateMaxHealth(gen.sprite, gen.max_health);
1113 WaypointSprite_UpdateHealth(gen.sprite, GetResource(gen, RES_HEALTH));
1115 InitializeEntity(gen, ons_DelayedGeneratorSetup, INITPRIO_SETLOCATION);
1123 int total_generators;
1124 void Onslaught_count_generators()
1127 total_generators = 0;
1128 for (int i = 1; i <= NUM_TEAMS; ++i)
1130 Team_SetNumberOfOwnedItems(Team_GetTeamFromIndex(i), 0);
1132 for(e = ons_worldgeneratorlist; e; e = e.ons_worldgeneratornext)
1135 if (GetResource(e, RES_HEALTH) < 1)
1139 entity team_ = Entity_GetTeam(e);
1140 int num_generators = Team_GetNumberOfOwnedItems(team_);
1142 Team_SetNumberOfOwnedItems(team_, num_generators);
1146 void nades_Clear(entity e);
1148 bool Onslaught_CheckWinner()
1150 if ((autocvar_timelimit && time > game_starttime + autocvar_timelimit * 60) || (round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0))
1152 ons_stalemate = true;
1154 if (!wpforenemy_announced)
1156 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT);
1157 sound(NULL, CH_INFO, SND_ONS_GENERATOR_DECAY, VOL_BASE, ATTEN_NONE);
1159 wpforenemy_announced = true;
1162 entity tmp_entity; // temporary entity
1164 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext) if(time >= tmp_entity.ons_overtime_damagedelay)
1166 // tmp_entity.max_health / 300 gives 5 minutes of overtime.
1167 // control points reduce the overtime duration.
1170 for(e = ons_worldcplist; e; e = e.ons_worldcpnext)
1172 if(DIFF_TEAM(e, tmp_entity))
1177 if(autocvar_g_campaign && autocvar__campaign_testrun)
1178 d = d * tmp_entity.max_health;
1180 d = d * tmp_entity.max_health / max(30, 60 * autocvar_timelimit_suddendeath);
1182 Damage(tmp_entity, tmp_entity, tmp_entity, d, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, tmp_entity.origin, '0 0 0');
1184 tmp_entity.sprite.SendFlags |= 16;
1186 tmp_entity.ons_overtime_damagedelay = time + 1;
1189 else { wpforenemy_announced = false; ons_stalemate = false; }
1191 Onslaught_count_generators();
1192 int winner_team = Team_GetWinnerTeam_WithOwnedItems(1);
1198 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
1199 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
1200 TeamScore_AddToTeam(winner_team, ST_ONS_GENS, +1);
1202 else if(winner_team == -1)
1204 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
1205 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
1208 ons_stalemate = false;
1210 play2all(SND(CTF_CAPTURE(winner_team)));
1212 round_handler_Init(7, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
1214 FOREACH_CLIENT(IS_PLAYER(it), {
1215 STAT(ROUNDLOST, it) = true;
1216 it.player_blocked = true;
1221 game_stopped = true;
1225 bool Onslaught_CheckPlayers()
1230 void Onslaught_RoundStart()
1233 FOREACH_CLIENT(IS_PLAYER(it), it.player_blocked = false);
1235 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1236 tmp_entity.sprite.SendFlags |= 16;
1238 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1239 tmp_entity.sprite.SendFlags |= 16;
1247 // NOTE: LEGACY CODE, needs to be re-written!
1249 void havocbot_role_ons_setrole(entity this, int role)
1253 case HAVOCBOT_ONS_ROLE_DEFENSE:
1254 LOG_DEBUG(this.netname, " switched to defense");
1255 this.havocbot_role = havocbot_role_ons_defense;
1256 this.havocbot_role_timeout = 0;
1258 case HAVOCBOT_ONS_ROLE_ASSISTANT:
1259 LOG_DEBUG(this.netname, " switched to assistant");
1260 this.havocbot_role = havocbot_role_ons_assistant;
1261 this.havocbot_role_timeout = 0;
1263 case HAVOCBOT_ONS_ROLE_OFFENSE:
1264 LOG_DEBUG(this.netname, " switched to offense");
1265 this.havocbot_role = havocbot_role_ons_offense;
1266 this.havocbot_role_timeout = 0;
1271 void havocbot_goalrating_ons_controlpoints_attack(entity this, float ratingscale)
1273 entity cp, cp1, cp2, best, wp;
1274 float radius, bestvalue;
1278 // Filter control points
1279 for(cp2 = ons_worldcplist; cp2; cp2 = cp2.ons_worldcpnext)
1282 cp2.wpconsidered = false;
1287 // Ignore owned controlpoints
1288 if(!((cp2.aregensneighbor & BIT(this.team)) || (cp2.arecpsneighbor & BIT(this.team))))
1291 // Count team mates interested in this control point
1292 // (easier and cleaner than keeping counters per cp and teams)
1293 FOREACH_CLIENT(it != this && IS_PLAYER(it), {
1294 if(SAME_TEAM(it, this))
1295 if(it.havocbot_role == havocbot_role_ons_offense)
1296 if(it.havocbot_ons_target == cp2)
1300 // NOTE: probably decrease the cost of attackable control points
1302 cp2.wpconsidered = true;
1305 // We'll consider only the best case
1306 bestvalue = FLOAT_MAX;
1308 for(cp1 = ons_worldcplist; cp1; cp1 = cp1.ons_worldcpnext)
1310 if (!cp1.wpconsidered)
1313 if(cp1.wpcost<bestvalue)
1315 bestvalue = cp1.wpcost;
1317 this.havocbot_ons_target = cp1;
1324 LOG_DEBUG(this.netname, " chose cp ranked ", ftos(bestvalue));
1328 // Should be attacked
1329 // Rate waypoints near it
1332 bestvalue = FLOAT_MAX;
1333 for (radius = 500; radius <= 1000 && !found; radius += 500)
1335 IL_EACH(g_waypoints, vdist(cp.origin - it.origin, <, radius),
1337 if (!(it.wpflags & WAYPOINTFLAG_GENERATED) && checkpvs(it.origin, cp))
1340 if (it.cnt < bestvalue)
1351 navigation_routerating(this, best, ratingscale, 10000);
1354 this.havocbot_attack_time = 0;
1355 if(checkpvs(this.origin + this.view_ofs, cp))
1356 if(checkpvs(this.origin + this.view_ofs, best))
1357 this.havocbot_attack_time = time + 2;
1361 navigation_routerating(this, cp, ratingscale, 10000);
1363 LOG_DEBUG(this.netname, " found an attackable controlpoint at ", vtos(cp.origin));
1367 // Should be touched
1368 LOG_DEBUG(this.netname, " found a touchable controlpoint at ", vtos(cp.origin));
1369 navigation_routerating(this, cp, ratingscale * 2, 10000);
1373 bool havocbot_goalrating_ons_generator_attack(entity this, float ratingscale)
1375 entity g, wp, bestwp;
1379 for(g = ons_worldgeneratorlist; g; g = g.ons_worldgeneratornext)
1381 if(SAME_TEAM(g, this) || g.isshielded)
1384 // Should be attacked
1385 // Rate waypoints near it
1388 bestvalue = FLOAT_MAX;
1390 IL_EACH(g_waypoints, vdist(g.origin - it.origin, <, 400),
1392 if (checkpvs(it.origin, g))
1395 if (it.cnt < bestvalue)
1405 LOG_DEBUG("waypoints found around generator");
1406 navigation_routerating(this, bestwp, ratingscale, 10000);
1409 this.havocbot_attack_time = 0;
1410 if(checkpvs(this.origin + this.view_ofs, g))
1411 if(checkpvs(this.origin + this.view_ofs, bestwp))
1412 this.havocbot_attack_time = time + 5;
1418 LOG_DEBUG("generator found without waypoints around");
1419 // if there aren't waypoints near the generator go straight to it
1420 navigation_routerating(this, g, ratingscale, 10000);
1421 this.havocbot_attack_time = 0;
1428 void havocbot_role_ons_offense(entity this)
1432 this.havocbot_attack_time = 0;
1433 havocbot_ons_reset_role(this);
1437 // Set the role timeout if necessary
1438 if (!this.havocbot_role_timeout)
1439 this.havocbot_role_timeout = time + 120;
1441 if (time > this.havocbot_role_timeout)
1443 havocbot_ons_reset_role(this);
1447 if(this.havocbot_attack_time>time)
1450 if (navigation_goalrating_timeout(this))
1452 navigation_goalrating_start(this);
1453 havocbot_goalrating_enemyplayers(this, 20000, this.origin, 650);
1454 if(!havocbot_goalrating_ons_generator_attack(this, 10000))
1455 havocbot_goalrating_ons_controlpoints_attack(this, 10000);
1456 havocbot_goalrating_items(this, 25000, this.origin, 10000);
1457 navigation_goalrating_end(this);
1459 navigation_goalrating_timeout_set(this);
1463 void havocbot_role_ons_assistant(entity this)
1465 havocbot_ons_reset_role(this);
1468 void havocbot_role_ons_defense(entity this)
1470 havocbot_ons_reset_role(this);
1473 void havocbot_ons_reset_role(entity this)
1478 this.havocbot_ons_target = NULL;
1480 // TODO: Defend control points or generator if necessary
1482 havocbot_role_ons_setrole(this, HAVOCBOT_ONS_ROLE_OFFENSE);
1487 * Find control point or generator owned by the same team self which is nearest to pos
1488 * if max_dist is positive, only control points within this range will be considered
1490 entity ons_Nearest_ControlPoint(entity this, vector pos, float max_dist)
1492 entity closest_target = NULL;
1493 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1495 if(SAME_TEAM(cp, this))
1497 if(max_dist <= 0 || vdist(cp.origin - pos, <=, max_dist))
1498 if(vlen2(cp.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1499 closest_target = cp;
1501 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1503 if(SAME_TEAM(gen, this))
1504 if(max_dist <= 0 || vdist(gen.origin - pos, <, max_dist))
1505 if(vlen2(gen.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
1506 closest_target = gen;
1509 return closest_target;
1513 * Find control point or generator owned by the same team self which is nearest to pos
1514 * if max_dist is positive, only control points within this range will be considered
1515 * This function only check distances on the XY plane, disregarding Z
1517 entity ons_Nearest_ControlPoint_2D(entity this, vector pos, float max_dist)
1519 entity closest_target = NULL;
1521 float smallest_distance = 0, distance;
1523 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1525 delta = cp.origin - pos;
1527 distance = vlen(delta);
1529 if(SAME_TEAM(cp, this))
1531 if(max_dist <= 0 || distance <= max_dist)
1532 if(closest_target == NULL || distance <= smallest_distance )
1534 closest_target = cp;
1535 smallest_distance = distance;
1538 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1540 delta = gen.origin - pos;
1542 distance = vlen(delta);
1544 if(SAME_TEAM(gen, this))
1545 if(max_dist <= 0 || distance <= max_dist)
1546 if(closest_target == NULL || distance <= smallest_distance )
1548 closest_target = gen;
1549 smallest_distance = distance;
1553 return closest_target;
1556 * find the number of control points and generators in the same team as this
1558 int ons_Count_SelfControlPoints(entity this)
1561 for(entity cp = ons_worldcplist; cp; cp = cp.ons_worldcpnext)
1563 if(SAME_TEAM(cp, this))
1567 for(entity gen = ons_worldgeneratorlist; gen; gen = gen.ons_worldgeneratornext)
1569 if(SAME_TEAM(gen, this))
1576 * Teleport player to a random position near tele_target
1577 * if tele_effects is true, teleport sound+particles are created
1578 * return false on failure
1580 bool ons_Teleport(entity player, entity tele_target, float range, bool tele_effects)
1588 // narrow the range for each iteration to increase chances that a spawnpoint
1589 // can be found even if there's little room around the control point
1590 float iteration_scale = 1;
1591 for(i = 0; i < 16; ++i)
1593 iteration_scale -= i / 16;
1594 theta = random() * 2 * M_PI;
1598 loc *= random() * range * iteration_scale;
1600 loc += tele_target.origin + '0 0 128' * iteration_scale;
1602 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1603 if(trace_fraction == 1.0 && !trace_startsolid)
1605 traceline(tele_target.origin, loc, MOVE_NOMONSTERS, tele_target); // double check to make sure we're not spawning outside the NULL
1606 if(trace_fraction == 1.0 && !trace_startsolid)
1610 Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
1611 sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
1613 setorigin(player, loc);
1614 player.angles = '0 1 0' * ( theta * RAD2DEG + 180 );
1615 makevectors(player.angles);
1616 player.fixangle = true;
1617 if (IS_BOT_CLIENT(player))
1619 player.v_angle = player.angles;
1620 bot_aim_reset(player);
1622 player.teleport_antispam = time + autocvar_g_onslaught_teleport_wait;
1625 Send_Effect(EFFECT_TELEPORT, player.origin + v_forward * 32, '0 0 0', 1);
1638 MUTATOR_HOOKFUNCTION(ons, reset_map_global)
1640 FOREACH_CLIENT(IS_PLAYER(it), {
1641 STAT(ROUNDLOST, it) = false;
1642 it.ons_deathloc = '0 0 0';
1643 PutClientInServer(it);
1644 it.clientcamera = it;
1649 MUTATOR_HOOKFUNCTION(ons, ClientDisconnect)
1651 entity player = M_ARGV(0, entity);
1653 player.ons_deathloc = '0 0 0';
1656 MUTATOR_HOOKFUNCTION(ons, MakePlayerObserver)
1658 entity player = M_ARGV(0, entity);
1660 player.ons_deathloc = '0 0 0';
1663 MUTATOR_HOOKFUNCTION(ons, PlayerSpawn)
1665 entity player = M_ARGV(0, entity);
1667 if(!round_handler_IsRoundStarted())
1669 player.player_blocked = true;
1674 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1676 l.sprite.SendFlags |= 16;
1678 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1680 l.sprite.SendFlags |= 16;
1683 if(ons_stalemate) { Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_OVERTIME_CONTROLPOINT); }
1685 if ( autocvar_g_onslaught_spawn_choose )
1686 if ( player.ons_spawn_by )
1687 if ( ons_Teleport(player,player.ons_spawn_by,autocvar_g_onslaught_teleport_radius,false) )
1689 player.ons_spawn_by = NULL;
1693 if(autocvar_g_onslaught_spawn_at_controlpoints)
1694 if(random() <= autocvar_g_onslaught_spawn_at_controlpoints_chance)
1696 float random_target = autocvar_g_onslaught_spawn_at_controlpoints_random;
1697 entity tmp_entity, closest_target = NULL;
1698 vector spawn_loc = player.ons_deathloc;
1700 // new joining player or round reset, don't bother checking
1701 if(spawn_loc == '0 0 0') { return false; }
1703 if(random_target) { RandomSelection_Init(); }
1705 for(tmp_entity = ons_worldcplist; tmp_entity; tmp_entity = tmp_entity.ons_worldcpnext)
1707 if(SAME_TEAM(tmp_entity, player))
1710 RandomSelection_AddEnt(tmp_entity, 1, 1);
1711 else if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1712 closest_target = tmp_entity;
1716 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1722 float iteration_scale = 1;
1723 for(i = 0; i < 10; ++i)
1725 iteration_scale -= i / 10;
1726 loc = closest_target.origin + '0 0 96' * iteration_scale;
1727 loc += ('0 1 0' * random()) * 128 * iteration_scale;
1728 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1729 if(trace_fraction == 1.0 && !trace_startsolid)
1731 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1732 if(trace_fraction == 1.0 && !trace_startsolid)
1734 setorigin(player, loc);
1735 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1743 if(autocvar_g_onslaught_spawn_at_generator)
1744 if(random() <= autocvar_g_onslaught_spawn_at_generator_chance)
1746 float random_target = autocvar_g_onslaught_spawn_at_generator_random;
1747 entity tmp_entity, closest_target = NULL;
1748 vector spawn_loc = player.ons_deathloc;
1750 // new joining player or round reset, don't bother checking
1751 if(spawn_loc == '0 0 0') { return false; }
1753 if(random_target) { RandomSelection_Init(); }
1755 for(tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1758 RandomSelection_AddEnt(tmp_entity, 1, 1);
1761 if(SAME_TEAM(tmp_entity, player))
1762 if(vlen2(tmp_entity.origin - spawn_loc) <= vlen2(closest_target.origin - spawn_loc) || closest_target == NULL)
1763 closest_target = tmp_entity;
1767 if(random_target) { closest_target = RandomSelection_chosen_ent; }
1773 float iteration_scale = 1;
1774 for(i = 0; i < 10; ++i)
1776 iteration_scale -= i / 10;
1777 loc = closest_target.origin + '0 0 128' * iteration_scale;
1778 loc += ('0 1 0' * random()) * 256 * iteration_scale;
1779 tracebox(loc, STAT(PL_MIN, player), STAT(PL_MAX, player), loc, MOVE_NORMAL, player);
1780 if(trace_fraction == 1.0 && !trace_startsolid)
1782 traceline(closest_target.origin, loc, MOVE_NOMONSTERS, closest_target); // double check to make sure we're not spawning outside the NULL
1783 if(trace_fraction == 1.0 && !trace_startsolid)
1785 setorigin(player, loc);
1786 player.angles = normalize(loc - closest_target.origin) * RAD2DEG;
1797 MUTATOR_HOOKFUNCTION(ons, PlayerDies)
1799 entity frag_target = M_ARGV(2, entity);
1801 frag_target.ons_deathloc = frag_target.origin;
1803 for(l = ons_worldgeneratorlist; l; l = l.ons_worldgeneratornext)
1805 l.sprite.SendFlags |= 16;
1807 for(l = ons_worldcplist; l; l = l.ons_worldcpnext)
1809 l.sprite.SendFlags |= 16;
1812 if ( autocvar_g_onslaught_spawn_choose )
1813 if ( ons_Count_SelfControlPoints(frag_target) > 1 )
1814 stuffcmd(frag_target, "qc_cmd_cl hud clickradar\n");
1819 MUTATOR_HOOKFUNCTION(ons, MonsterMove)
1821 entity mon = M_ARGV(0, entity);
1823 entity e = find(NULL, targetname, mon.target);
1828 void ons_MonsterSpawn_Delayed(entity this)
1830 entity own = this.owner;
1832 if(!own) { delete(this); return; }
1836 entity e = find(NULL, target, own.targetname);
1841 own.use(own, e, NULL);
1848 MUTATOR_HOOKFUNCTION(ons, MonsterSpawn)
1850 entity mon = M_ARGV(0, entity);
1854 InitializeEntity(e, ons_MonsterSpawn_Delayed, INITPRIO_FINDTARGET);
1857 void ons_TurretSpawn_Delayed(entity this)
1859 entity own = this.owner;
1861 if(!own) { delete(this); return; }
1865 entity e = find(NULL, target, own.targetname);
1869 own.active = ACTIVE_NOT;
1871 own.use(own, e, NULL);
1878 MUTATOR_HOOKFUNCTION(ons, TurretSpawn)
1880 entity turret = M_ARGV(0, entity);
1884 InitializeEntity(e, ons_TurretSpawn_Delayed, INITPRIO_FINDTARGET);
1889 MUTATOR_HOOKFUNCTION(ons, HavocBot_ChooseRole)
1891 entity bot = M_ARGV(0, entity);
1893 havocbot_ons_reset_role(bot);
1897 MUTATOR_HOOKFUNCTION(ons, TeamBalance_CheckAllowedTeams)
1899 // onslaught is special
1900 for(entity tmp_entity = ons_worldgeneratorlist; tmp_entity; tmp_entity = tmp_entity.ons_worldgeneratornext)
1902 if (Team_IsValidTeam(tmp_entity.team))
1904 M_ARGV(0, float) |= Team_TeamToBit(tmp_entity.team);
1911 MUTATOR_HOOKFUNCTION(ons, SpectateCopy)
1913 entity spectatee = M_ARGV(0, entity);
1914 entity client = M_ARGV(1, entity);
1916 STAT(ROUNDLOST, client) = STAT(ROUNDLOST, spectatee); // make spectators see it too
1919 MUTATOR_HOOKFUNCTION(ons, SV_ParseClientCommand)
1921 if(MUTATOR_RETURNVALUE) // command was already handled?
1924 entity player = M_ARGV(0, entity);
1925 string cmd_name = M_ARGV(1, string);
1926 int cmd_argc = M_ARGV(2, int);
1928 if ( cmd_name == "ons_spawn" )
1930 vector pos = player.origin;
1932 pos_x = stof(argv(1));
1934 pos_y = stof(argv(2));
1936 pos_z = stof(argv(3));
1938 if ( IS_PLAYER(player) )
1940 if ( !STAT(FROZEN, player) )
1942 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
1944 if ( !source_point && GetResource(player, RES_HEALTH) > 0 )
1946 sprint(player, "\nYou need to be next to a control point\n");
1951 entity closest_target = ons_Nearest_ControlPoint_2D(player, pos, autocvar_g_onslaught_click_radius);
1953 if ( closest_target == NULL )
1955 sprint(player, "\nNo control point found\n");
1959 if ( GetResource(player, RES_HEALTH) <= 0 )
1961 player.ons_spawn_by = closest_target;
1962 player.respawn_flags = player.respawn_flags | RESPAWN_FORCE;
1966 if ( source_point == closest_target )
1968 sprint(player, "\nTeleporting to the same point\n");
1972 if ( !ons_Teleport(player,closest_target,autocvar_g_onslaught_teleport_radius,true) )
1973 sprint(player, "\nUnable to teleport there\n");
1979 sprint(player, "\nNo teleportation for you\n");
1987 MUTATOR_HOOKFUNCTION(ons, PlayerUseKey)
1989 if(MUTATOR_RETURNVALUE || game_stopped) return false;
1991 entity player = M_ARGV(0, entity);
1993 if((time > player.teleport_antispam) && (!IS_DEAD(player)) && !player.vehicle)
1995 entity source_point = ons_Nearest_ControlPoint(player, player.origin, autocvar_g_onslaught_teleport_radius);
1998 stuffcmd(player, "qc_cmd_cl hud clickradar\n");
2004 MUTATOR_HOOKFUNCTION(ons, PlayHitsound)
2006 entity frag_victim = M_ARGV(0, entity);
2008 return (frag_victim.classname == "onslaught_generator" && !frag_victim.isshielded)
2009 || (frag_victim.classname == "onslaught_controlpoint_icon" && !frag_victim.owner.isshielded);
2012 MUTATOR_HOOKFUNCTION(ons, SendWaypoint)
2014 entity wp = M_ARGV(0, entity);
2015 entity to = M_ARGV(1, entity);
2016 int sf = M_ARGV(2, int);
2017 int wp_flag = M_ARGV(3, int);
2021 if(wp.owner.classname == "onslaught_controlpoint")
2023 entity wp_owner = wp.owner;
2024 entity e = WaypointSprite_getviewentity(to);
2025 if(SAME_TEAM(e, wp_owner) && GetResource(wp_owner.goalentity, RES_HEALTH) >= wp_owner.goalentity.max_health) { wp_flag |= 2; }
2026 if(!ons_ControlPoint_Attackable(wp_owner, e.team)) { wp_flag |= 2; }
2028 if(wp.owner.classname == "onslaught_generator")
2030 entity wp_owner = wp.owner;
2031 if(wp_owner.isshielded && GetResource(wp_owner, RES_HEALTH) >= wp_owner.max_health) { wp_flag |= 2; }
2032 if(GetResource(wp_owner, RES_HEALTH) <= 0) { wp_flag |= 2; }
2036 M_ARGV(3, int) = wp_flag;
2039 MUTATOR_HOOKFUNCTION(ons, TurretValidateTarget)
2041 entity turret_target = M_ARGV(1, entity);
2043 if(substring(turret_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
2045 M_ARGV(3, float) = -3;
2052 MUTATOR_HOOKFUNCTION(ons, TurretThink)
2054 entity turret = M_ARGV(0, entity);
2056 // ONS uses somewhat backwards linking.
2059 entity e = find(NULL, targetname, turret.target);
2061 turret.team = e.team;
2064 if(turret.team != turret.tur_head.team)
2065 turret_respawn(turret);
2073 /*QUAKED spawnfunc_onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16)
2074 Link between control points.
2076 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.
2079 "target" - first control point.
2080 "target2" - second control point.
2082 spawnfunc(onslaught_link)
2084 if(!g_onslaught) { delete(this); return; }
2086 if (this.target == "" || this.target2 == "")
2087 objerror(this, "target and target2 must be set\n");
2089 this.ons_worldlinknext = ons_worldlinklist; // link into ons_worldlinklist
2090 ons_worldlinklist = this;
2092 InitializeEntity(this, ons_DelayedLinkSetup, INITPRIO_FINDTARGET);
2093 Net_LinkEntity(this, false, 0, ons_Link_Send);
2096 /*QUAKED spawnfunc_onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128)
2097 Control point. Be sure to give this enough clearance so that the shootable part has room to exist
2099 This should link to an spawnfunc_onslaught_controlpoint entity or spawnfunc_onslaught_generator entity.
2102 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2103 "target" - target any entities that are tied to this control point, such as vehicles and buildable structure entities.
2104 "message" - name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
2107 spawnfunc(onslaught_controlpoint)
2109 if(!g_onslaught) { delete(this); return; }
2111 ons_ControlPoint_Setup(this);
2114 /*QUAKED spawnfunc_onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64)
2117 spawnfunc_onslaught_link entities can target this.
2120 "team" - team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
2121 "targetname" - name that spawnfunc_onslaught_link entities will use to target this.
2123 spawnfunc(onslaught_generator)
2125 if(!g_onslaught) { delete(this); return; }
2126 if(!this.team) { objerror(this, "team must be set"); }
2128 ons_GeneratorSetup(this);
2132 void ons_ScoreRules()
2134 entity balance = TeamBalance_CheckAllowedTeams(NULL);
2135 int teams = TeamBalance_GetAllowedTeams(balance);
2136 TeamBalance_Destroy(balance);
2137 GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
2138 field_team(ST_ONS_GENS, "generators", SFL_SORT_PRIO_PRIMARY);
2139 field(SP_ONS_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
2140 field(SP_ONS_TAKES, "takes", 0);
2144 void ons_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up
2148 round_handler_Spawn(Onslaught_CheckPlayers, Onslaught_CheckWinner, Onslaught_RoundStart);
2149 round_handler_Init(5, autocvar_g_onslaught_warmup, autocvar_g_onslaught_round_timelimit);
2152 void ons_Initialize()
2155 g_onsshields = IL_NEW();
2156 ons_captureshield_force = autocvar_g_onslaught_shield_force;
2158 cam = new(objective_camera);
2160 InitializeEntity(NULL, ons_DelayedInit, INITPRIO_GAMETYPE);