//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTriggerAreaCapture::AreaTouch( CBaseEntity *pOther )
{
	if ( !IsActive() )
		return;
	if ( !PassesTriggerFilters(pOther) )
		return;

	// Don't cap areas unless the round is running
	if ( !TeamplayGameRules()->PointsMayBeCaptured() )
		return;

	Assert( m_iAreaIndex != -1 );

	// dont touch for non-alive or non-players
	if( !pOther->IsPlayer() || !pOther->IsAlive() )
		return;

	// make sure this point is in the round being played (if we're playing one)
	CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
	if ( pMaster && m_hPoint )
	{
		if ( !pMaster->PointCanBeCapped( m_hPoint ) )
		{
			return;
		}
	}

	if ( m_hPoint )
	{
		m_nOwningTeam = m_hPoint->GetOwner();
	}

	CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer(pOther);
	Assert( pPlayer );

	if ( pPlayer->GetTeamNumber() != m_nOwningTeam )
	{
		if ( m_TeamData[ pPlayer->GetTeamNumber() ].bCanCap )
		{
			DisplayCapHintTo( pPlayer );
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTriggerAreaCapture::CaptureThink( void )
{
	SetNextThink( gpGlobals->curtime + AREA_THINK_TIME );

	// make sure this point is in the round being played (if we're playing one)
	CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
	if ( pMaster && m_hPoint )
	{
		if ( !pMaster->PointCanBeCapped( m_hPoint ) )
		{
			return;
		}
	}

	if ( !TeamplayGameRules()->PointsMayBeCaptured() )
	{
		// Points aren't allowed to be captured. If we were 
		// being captured, we need to clean up and reset.
		if ( m_bCapturing )
		{
			BreakCapture( false );
			UpdateNumPlayers();
		}
		return;
	}

	// go through our list of players
	Assert( GetNumberOfTeams() <= MAX_CAPTURE_TEAMS );
	int iNumPlayers[MAX_CAPTURE_TEAMS];
	int iNumBlockablePlayers[MAX_CAPTURE_TEAMS]; // Players in the zone who can't cap, but can block / pause caps
	CBaseMultiplayerPlayer *pFirstPlayerTouching[MAX_CAPTURE_TEAMS];
	for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ )
	{
		iNumPlayers[i] = 0;
		iNumBlockablePlayers[i] = 0;
		pFirstPlayerTouching[i] = NULL;
	}

	// Loop through the entities we're touching, and find players
	for ( int i = 0; i < m_hTouchingEntities.Count(); i++ )
	{
		CBaseEntity *ent = m_hTouchingEntities[i];
		if ( ent && ent->IsPlayer() )
		{
			CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer(ent);
			if ( pPlayer->IsAlive() )
			{	
				int iTeam = pPlayer->GetTeamNumber();

				// If a team's not allowed to cap a point, don't count players in it at all
				if ( !TeamplayGameRules()->TeamMayCapturePoint( iTeam, m_hPoint->GetPointIndex() ) )
					continue;

				if ( !TeamplayGameRules()->PlayerMayCapturePoint( pPlayer, m_hPoint->GetPointIndex() ) )
				{
					if ( TeamplayGameRules()->PlayerMayBlockPoint( pPlayer, m_hPoint->GetPointIndex() ) )
					{
						if ( iNumPlayers[iTeam] == 0 && iNumBlockablePlayers[iTeam] == 0 )
						{
							pFirstPlayerTouching[iTeam] = pPlayer;
						}

						iNumBlockablePlayers[iTeam] += TeamplayGameRules()->GetCaptureValueForPlayer( pPlayer );
					}
					continue;
				}

				if ( iTeam >= FIRST_GAME_TEAM )
				{
					if ( iNumPlayers[iTeam] == 0 && iNumBlockablePlayers[iTeam] == 0 )
					{
						pFirstPlayerTouching[iTeam] = pPlayer;
					}

					iNumPlayers[iTeam] += TeamplayGameRules()->GetCaptureValueForPlayer( pPlayer );
				}
			}
		}
	}

	int iTeamsInZone = 0;
	bool bUpdatePlayers = false;
	m_nTeamInZone = TEAM_UNASSIGNED;
	for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ )
	{
		iNumPlayers[i] *= mp_simulatemultiplecappers.GetInt();

		if ( m_TeamData[i].iNumTouching != iNumPlayers[i] )
		{
			m_TeamData[i].iNumTouching = iNumPlayers[i];
			bUpdatePlayers = true;
		}
		m_TeamData[i].iBlockedTouching = m_TeamData[i].iNumTouching;

		if ( m_TeamData[i].iNumTouching )
		{
			iTeamsInZone++;

			m_nTeamInZone = i;
		}
	}

	if ( iTeamsInZone > 1 )
	{
		m_nTeamInZone = TEAM_UNASSIGNED;
	}
	else
	{
		// If we've got non-cappable, yet blockable players here for the team that's defending, they 
		// need to block the cap. This catches cases like the TF invulnerability, which needs to block
		// caps, but isn't allowed to contribute to a cap.
		for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ )
		{
			if ( !iNumBlockablePlayers[i] || m_nTeamInZone == i )
				continue;

			iTeamsInZone++;
		}
	}

	UpdateTeamInZone();

	// If the cap is being blocked, reset the number of players so the client
	// knows to stop the capture as well.
	if ( mp_blockstyle.GetInt() == 1 )
	{
		if ( m_bCapturing && iTeamsInZone > 1 )
		{
			for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ )
			{
				iNumPlayers[i] = 0;
				if ( m_TeamData[i].iNumTouching != iNumPlayers[i] )
				{
					m_TeamData[i].iNumTouching = iNumPlayers[i];
					bUpdatePlayers = true;
				}
			}
		}
	}

	if ( bUpdatePlayers )
	{
		UpdateNumPlayers();
	}

	// When a player blocks, tell them the cap index and attempt number
	// only give successive blocks to them if the attempt number is different
	if ( m_bCapturing )
	{
		if ( m_hPoint )
		{
			m_hPoint->SetLastContestedAt( gpGlobals->curtime );
		}

		// Calculate the amount of modification to the cap time
		float flTimeDelta = gpGlobals->curtime - m_flLastReductionTime;
		float flReduction = flTimeDelta;
		if ( mp_capstyle.GetInt() == 1 )
		{
			// Diminishing returns for successive players.
			for ( int i = 1; i < m_TeamData[m_nTeamInZone].iNumTouching; i++ )
			{
				flReduction += (flTimeDelta / (float)(i+1));
			}
		}
		m_flLastReductionTime = gpGlobals->curtime;

		//if more than one team is in the zone
		if( iTeamsInZone > 1 )
		{
			if ( !m_bBlocked )
			{
				m_bBlocked = true;
				UpdateBlocked();
			}

			// See if anyone gets credit for the block
			float flPercentToGo = m_fTimeRemaining / m_flCapTime;
			if ( mp_capstyle.GetInt() == 1 )
			{
				flPercentToGo = m_fTimeRemaining / ((m_flCapTime * 2) * m_TeamData[m_nCapturingTeam].iNumRequiredToCap);
			}

			if ( flPercentToGo <= 0.5 && m_hPoint )
			{
				// find the first player that is not on the capturing team
				// they have just broken a cap and should be rewarded		
				// tell the player the capture attempt number, for checking later
				CBaseMultiplayerPlayer *pBlockingPlayer = NULL;
				for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ )
				{
					if ( m_nCapturingTeam == i )
						continue;

					if ( pFirstPlayerTouching[i] )
					{
						pBlockingPlayer = pFirstPlayerTouching[i];
						break;
					}
				}
				Assert( pBlockingPlayer );

				if ( pBlockingPlayer )
				{
					bool bRepeatBlocker = false;
					for ( int i = m_Blockers.Count()-1; i >= 0; i-- )
					{
						if ( m_Blockers[i].hPlayer != pBlockingPlayer )
							continue;

						// If this guy's was a blocker, but not valid now, remove him from the list
						if ( m_Blockers[i].iCapAttemptNumber != m_iCapAttemptNumber || !IsTouching(m_Blockers[i].hPlayer) )
						{
							m_Blockers.Remove(i);
							continue;
						}

						bRepeatBlocker = true;
						break;
					}

					if ( !bRepeatBlocker )
					{
                        m_hPoint->CaptureBlocked( pBlockingPlayer );

						// Add this guy to our blocker list
						int iNew = m_Blockers.AddToTail();
						m_Blockers[iNew].hPlayer = pBlockingPlayer;
						m_Blockers[iNew].iCapAttemptNumber = m_iCapAttemptNumber;
					}
				}
			}

			if ( mp_blockstyle.GetInt() == 0 )
			{
				BreakCapture( false );
			}
			return;
		}

		if ( m_bBlocked )
		{
			m_bBlocked = false;
			UpdateBlocked();
		}

		float flTotalTimeToCap = m_flCapTime;
		if ( mp_capstyle.GetInt() == 1 )
		{
			flTotalTimeToCap = ((m_flCapTime * 2) * m_TeamData[m_nCapturingTeam].iNumRequiredToCap);
		}

		// Now remove the reduction amount after we've determined there's only 1 team in the area
		if ( m_nCapturingTeam == m_nTeamInZone )
		{
			SetCapTimeRemaining( m_fTimeRemaining - flReduction );
		}
		else if ( m_nOwningTeam == TEAM_UNASSIGNED && m_nTeamInZone != TEAM_UNASSIGNED )
		{
			SetCapTimeRemaining( m_fTimeRemaining + flReduction );
		}
		else
		{
			// Caps deteriorate over time
			if ( TeamplayRoundBasedRules() && m_hPoint && TeamplayRoundBasedRules()->TeamMayCapturePoint(m_nCapturingTeam,m_hPoint->GetPointIndex()) )
			{
				float flDecrease = (flTotalTimeToCap / mp_capdeteriorate_time.GetFloat()) * flTimeDelta;
				if ( TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->InOvertime() )
				{
					flDecrease *= 6;
				}
				SetCapTimeRemaining( m_fTimeRemaining + flDecrease );
			}
			else
			{
				SetCapTimeRemaining( flTotalTimeToCap );
			}
		}

		/*
		//if no-one is in the area
		if( iTeamsInZone == 0 )
		{
			BreakCapture( true );
			return;
		}
		
		//if they've lost the number of players needed to cap
		int iTeamMembersHere = m_TeamData[m_nCapturingTeam].iNumTouching + iNumBlockablePlayers[m_nCapturingTeam];
		if ( (iTeamMembersHere == 0 ) || (mp_capstyle.GetInt() == 0 && iTeamMembersHere < m_TeamData[m_nCapturingTeam].iNumRequiredToCap) )
		{
			BreakCapture( true );
			return;
		}
		*/

		// if the cap is done
		if ( m_fTimeRemaining <= 0 )
		{
			EndCapture( m_nCapturingTeam );
			return;		//we're done
		}
		else
		{
			if ( m_fTimeRemaining >= flTotalTimeToCap )
			{
				BreakCapture( false );
				return;
			}
		}
	}
	else	
	{
		// If there are any teams in the zone that aren't the owner, try to start capping
		if ( iTeamsInZone > 0 )
		{
			for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ )
			{
				if ( !m_TeamData[i].bCanCap || m_nOwningTeam == i )
					continue;

				if ( m_TeamData[i].iNumTouching == 0 )
					continue;

				if ( mp_capstyle.GetInt() == 0 && m_TeamData[i].iNumTouching < m_TeamData[i].iNumRequiredToCap )
					continue;

				StartCapture( i, CAPTURE_NORMAL );
				break;
			}
		}
	}
}