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author | DBmaoha <56738369+DBmaoha@users.noreply.github.com> | 2023-04-29 01:55:50 +0800 |
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committer | GeckoEidechse <gecko.eidechse+git@pm.me> | 2023-04-29 18:27:27 +0200 |
commit | f0b10e1d05a23562e0af7a76af520a3f40ef730c (patch) | |
tree | 60b314c0ede0a3ecba018a5428e650e29a6aa8be /Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_aitdm.nut | |
parent | c89364cdef3b78c09723733e759d124c8dd76838 (diff) | |
download | NorthstarMods-f0b10e1d05a23562e0af7a76af520a3f40ef730c.tar.gz NorthstarMods-f0b10e1d05a23562e0af7a76af520a3f40ef730c.zip |
Improve AI spawn functions (#626)v1.13.2-rc2v1.13.2-rc1v1.13.21.13.X
* initial commit
* remove modded contents
* Update _ai_gamemodes.gnut
* restore HandleScoreEvent() checks
* fix squad minimap icon
* fix compile error
* Update _gamemode_aitdm.nut
* update formatting as requested changes
* add missing reaper highlight
* Formatting
* Newline test
* Did this work?
---------
Co-authored-by: F1F7Y <64418963+F1F7Y@users.noreply.github.com>
(cherry picked from commit 5fbd1edf7942a542605f6274604ed0e0ba9f20b7)
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_aitdm.nut')
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_aitdm.nut | 146 |
1 files changed, 105 insertions, 41 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_aitdm.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_aitdm.nut index fae778d6..702e4500 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_aitdm.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_aitdm.nut @@ -1,22 +1,36 @@ untyped global function GamemodeAITdm_Init -const SQUADS_PER_TEAM = 3 +// these are now default settings +const int SQUADS_PER_TEAM = 4 -const REAPERS_PER_TEAM = 2 +const int REAPERS_PER_TEAM = 2 -const LEVEL_SPECTRES = 125 -const LEVEL_STALKERS = 380 -const LEVEL_REAPERS = 500 +const int LEVEL_SPECTRES = 125 +const int LEVEL_STALKERS = 380 +const int LEVEL_REAPERS = 500 + +// add settings +global function AITdm_SetSquadsPerTeam +global function AITdm_SetReapersPerTeam +global function AITdm_SetLevelSpectres +global function AITdm_SetLevelStalkers +global function AITdm_SetLevelReapers struct { // Due to team based escalation everything is an array - array< int > levels = [ LEVEL_SPECTRES, LEVEL_SPECTRES ] + array< int > levels = [] // Initilazed in `Spawner_Threaded` array< array< string > > podEntities = [ [ "npc_soldier" ], [ "npc_soldier" ] ] array< bool > reapers = [ false, false ] -} file + // default settings + int squadsPerTeam = SQUADS_PER_TEAM + int reapersPerTeam = REAPERS_PER_TEAM + int levelSpectres = LEVEL_SPECTRES + int levelStalkers = LEVEL_STALKERS + int levelReapers = LEVEL_REAPERS +} file void function GamemodeAITdm_Init() { @@ -34,18 +48,47 @@ void function GamemodeAITdm_Init() if ( GetCurrentPlaylistVarInt( "aitdm_archer_grunts", 0 ) == 0 ) { - AiGameModes_SetGruntWeapons( [ "mp_weapon_rspn101", "mp_weapon_dmr", "mp_weapon_r97", "mp_weapon_lmg" ] ) - AiGameModes_SetSpectreWeapons( [ "mp_weapon_hemlok_smg", "mp_weapon_doubletake", "mp_weapon_mastiff" ] ) + AiGameModes_SetNPCWeapons( "npc_soldier", [ "mp_weapon_rspn101", "mp_weapon_dmr", "mp_weapon_r97", "mp_weapon_lmg" ] ) + AiGameModes_SetNPCWeapons( "npc_spectre", [ "mp_weapon_hemlok_smg", "mp_weapon_doubletake", "mp_weapon_mastiff" ] ) + AiGameModes_SetNPCWeapons( "npc_stalker", [ "mp_weapon_hemlok_smg", "mp_weapon_lstar", "mp_weapon_mastiff" ] ) } else { - AiGameModes_SetGruntWeapons( [ "mp_weapon_rocket_launcher" ] ) - AiGameModes_SetSpectreWeapons( [ "mp_weapon_rocket_launcher" ] ) + AiGameModes_SetNPCWeapons( "npc_soldier", [ "mp_weapon_rocket_launcher" ] ) + AiGameModes_SetNPCWeapons( "npc_spectre", [ "mp_weapon_rocket_launcher" ] ) + AiGameModes_SetNPCWeapons( "npc_stalker", [ "mp_weapon_rocket_launcher" ] ) } ScoreEvent_SetupEarnMeterValuesForMixedModes() } +// add settings +void function AITdm_SetSquadsPerTeam( int squads ) +{ + file.squadsPerTeam = squads +} + +void function AITdm_SetReapersPerTeam( int reapers ) +{ + file.reapersPerTeam = reapers +} + +void function AITdm_SetLevelSpectres( int level ) +{ + file.levelSpectres = level +} + +void function AITdm_SetLevelStalkers( int level ) +{ + file.levelStalkers = level +} + +void function AITdm_SetLevelReapers( int level ) +{ + file.levelReapers = level +} +// + // Starts skyshow, this also requiers AINs but doesn't crash if they're missing void function OnPrematchStart() { @@ -74,11 +117,9 @@ void function HandleScoreEvent( entity victim, entity attacker, var damageInfo ) // Basic checks if ( victim == attacker || !( attacker.IsPlayer() || attacker.IsTitan() ) || GetGameState() != eGameState.Playing ) return - // Hacked spectre filter if ( victim.GetOwner() == attacker ) return - // NPC titans without an owner player will not count towards any team's score if ( attacker.IsNPC() && attacker.IsTitan() && !IsValid( GetPetTitanOwner( attacker ) ) ) return @@ -193,7 +234,7 @@ void function SpawnIntroBatch_Threaded( int team ) int ships = shipNodes.len() - for ( int i = 0; i < SQUADS_PER_TEAM; i++ ) + for ( int i = 0; i < file.squadsPerTeam; i++ ) { if ( pods != 0 || ships == 0 ) { @@ -238,6 +279,7 @@ void function Spawner_Threaded( int team ) // used to index into escalation arrays int index = team == TEAM_MILITIA ? 0 : 1 + file.levels = [ file.levelSpectres, file.levelSpectres ] // due we added settings, should init levels here! while( true ) { @@ -252,7 +294,7 @@ void function Spawner_Threaded( int team ) if ( file.reapers[ index ] ) { array< entity > points = SpawnPoints_GetDropPod() - if ( reaperCount < REAPERS_PER_TEAM ) + if ( reaperCount < file.reapersPerTeam ) { entity node = points[ GetSpawnPointIndex( points, team ) ] waitthread AiGameModes_SpawnReaper( node.GetOrigin(), node.GetAngles(), team, "npc_super_spectre_aitdm", ReaperHandler ) @@ -260,7 +302,7 @@ void function Spawner_Threaded( int team ) } // NORMAL SPAWNS - if ( count < SQUADS_PER_TEAM * 4 - 2 ) + if ( count < file.squadsPerTeam * 4 - 2 ) { string ent = file.podEntities[ index ][ RandomInt( file.podEntities[ index ].len() ) ] @@ -306,19 +348,19 @@ void function Escalate( int team ) // Based on score escalate a team switch ( file.levels[ index ] ) { - case LEVEL_SPECTRES: - file.levels[ index ] = LEVEL_STALKERS + case file.levelSpectres: + file.levels[ index ] = file.levelStalkers file.podEntities[ index ].append( "npc_spectre" ) SetGlobalNetInt( defcon, 2 ) return - case LEVEL_STALKERS: - file.levels[ index ] = LEVEL_REAPERS + case file.levelStalkers: + file.levels[ index ] = file.levelReapers file.podEntities[ index ].append( "npc_stalker" ) SetGlobalNetInt( defcon, 3 ) return - case LEVEL_REAPERS: + case file.levelReapers: file.reapers[ index ] = true SetGlobalNetInt( defcon, 4 ) return @@ -355,30 +397,47 @@ int function GetSpawnPointIndex( array< entity > points, int team ) // AI can also flee deeper into their zone suggesting someone spent way too much time on this void function SquadHandler( array<entity> guys ) { + int team = guys[0].GetTeam() + // show the squad enemy radar + array<entity> players = GetPlayerArrayOfEnemies( team ) + foreach ( entity guy in guys ) + { + if ( IsAlive( guy ) ) + { + foreach ( player in players ) + guy.Minimap_AlwaysShow( 0, player ) + } + } + // Not all maps have assaultpoints / have weird assault points ( looking at you ac ) // So we use enemies with a large radius - array< entity > points = GetNPCArrayOfEnemies( guys[0].GetTeam() ) - - if ( points.len() == 0 ) + while ( GetNPCArrayOfEnemies( team ).len() == 0 ) // if we can't find any enemy npcs, keep waiting + WaitFrame() + + // our waiting is end, check if any soldiers left + bool squadAlive = false + foreach ( entity guy in guys ) + { + if ( IsAlive( guy ) ) + squadAlive = true + else + guys.removebyvalue( guy ) + } + if ( !squadAlive ) return + + array<entity> points = GetNPCArrayOfEnemies( team ) vector point point = points[ RandomInt( points.len() ) ].GetOrigin() - array<entity> players = GetPlayerArrayOfEnemies( guys[0].GetTeam() ) - - // Setup AI + // Setup AI, first assault point foreach ( guy in guys ) { guy.EnableNPCFlag( NPC_ALLOW_PATROL | NPC_ALLOW_INVESTIGATE | NPC_ALLOW_HAND_SIGNALS | NPC_ALLOW_FLEE ) guy.AssaultPoint( point ) guy.AssaultSetGoalRadius( 1600 ) // 1600 is minimum for npc_stalker, works fine for others - - // show on enemy radar - foreach ( player in players ) - guy.Minimap_AlwaysShow( 0, player ) - - + //thread AITdm_CleanupBoredNPCThread( guy ) } @@ -396,16 +455,21 @@ void function SquadHandler( array<entity> guys ) // Stop func if our squad has been killed off if ( guys.len() == 0 ) return + } + + // Get point and send our whole squad to it + points = GetNPCArrayOfEnemies( team ) + if ( points.len() == 0 ) // can't find any points here + continue - // Get point and send guy to it - points = GetNPCArrayOfEnemies( guy.GetTeam() ) - if ( points.len() == 0 ) - continue - - point = points[ RandomInt( points.len() ) ].GetOrigin() - - guy.AssaultPoint( point ) + point = points[ RandomInt( points.len() ) ].GetOrigin() + + foreach ( guy in guys ) + { + if ( IsAlive( guy ) ) + guy.AssaultPoint( point ) } + wait RandomFloatRange(5.0,15.0) } } |