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authorWilliam Miller <william-millennium@hotmail.com>2024-09-07 17:07:52 -0300
committerGitHub <noreply@github.com>2024-09-07 22:07:52 +0200
commit6b839def7fa1aff2519dccb7cf7d9dcee661a6ef (patch)
tree3eb711234465c534f6f70bb7e4b0e90e06d2cddd /Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
parente978c6084508221cb40e5bb59277e7d33592af87 (diff)
downloadNorthstarMods-6b839def7fa1aff2519dccb7cf7d9dcee661a6ef.tar.gz
NorthstarMods-6b839def7fa1aff2519dccb7cf7d9dcee661a6ef.zip
Refactor and improve spawns (#829)v1.28.0-rc2
Overhauls the spawning logic to primarily use native functions and with Squirrel only doing refining on the selected spawns.
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut')
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut763
1 files changed, 302 insertions, 461 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
index d64e3a5b6..c47552b3e 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
@@ -1,27 +1,30 @@
untyped
-global function InitRatings // temp for testing
-
global function Spawn_Init
-global function SetRespawnsEnabled
-global function RespawnsEnabled
+global function FindSpawnPoint
+
global function SetSpawnpointGamemodeOverride
global function GetSpawnpointGamemodeOverride
global function AddSpawnpointValidationRule
+
+global function SetRespawnsEnabled
+global function RespawnsEnabled
global function CreateNoSpawnArea
global function DeleteNoSpawnArea
-
-global function FindSpawnPoint
+global function SpawnPointInNoSpawnArea
global function RateSpawnpoints_Generic
global function RateSpawnpoints_Frontline
-
-global function SetSpawnZoneRatingFunc
-global function SetShouldCreateMinimapSpawnZones
-global function CreateTeamSpawnZoneEntity
global function RateSpawnpoints_SpawnZones
global function DecideSpawnZone_Generic
-global function DecideSpawnZone_CTF
+
+global struct spawnZoneProperties{
+ int controllingTeam = TEAM_UNASSIGNED
+ entity minimapEnt = null
+ float zoneRating = 0.0
+}
+
+global table< entity, spawnZoneProperties > mapSpawnZones // Global so other scripts can access this for custom ratings if needed
struct NoSpawnArea
{
@@ -35,30 +38,61 @@ struct NoSpawnArea
struct {
bool respawnsEnabled = true
+ array<NoSpawnArea> noSpawnAreas
string spawnpointGamemodeOverride
array< bool functionref( entity, int ) > customSpawnpointValidationRules
-
- table<string, NoSpawnArea> noSpawnAreas
+ bool shouldCreateMinimapSpawnzones
} file
+
+
+
+
+
+
+
+
+
+
+/*
+██████ █████ ███████ ███████ ███████ ██ ██ ███ ██ ██████ ████████ ██ ██████ ███ ██ ███████
+██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ██ ██ ██ ██ ██ ██ ████ ██ ██
+██████ ███████ ███████ █████ █████ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ███████
+██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
+██████ ██ ██ ███████ ███████ ██ ██████ ██ ████ ██████ ██ ██ ██████ ██ ████ ███████
+*/
+
void function Spawn_Init()
-{
+{
+ // callbacks for generic spawns
AddSpawnCallback( "info_spawnpoint_human", InitSpawnpoint )
- AddSpawnCallback( "info_spawnpoint_human_start", InitSpawnpoint )
AddSpawnCallback( "info_spawnpoint_titan", InitSpawnpoint )
+ AddSpawnCallback( "info_spawnpoint_droppod", InitSpawnpoint )
+ AddSpawnCallback( "info_spawnpoint_dropship", InitSpawnpoint )
+ AddSpawnCallback( "info_spawnpoint_human_start", InitSpawnpoint )
AddSpawnCallback( "info_spawnpoint_titan_start", InitSpawnpoint )
-
- // callbacks for generic spawns
- AddCallback_EntitiesDidLoad( InitPreferSpawnNodes )
+ AddSpawnCallback( "info_spawnpoint_droppod_start", InitSpawnpoint )
+ AddSpawnCallback( "info_spawnpoint_dropship_start", InitSpawnpoint )
// callbacks for spawnzone spawns
AddCallback_GameStateEnter( eGameState.Prematch, ResetSpawnzones )
AddSpawnCallbackEditorClass( "trigger_multiple", "trigger_mp_spawn_zone", AddSpawnZoneTrigger )
-}
-
-void function InitSpawnpoint( entity spawnpoint )
-{
- spawnpoint.s.lastUsedTime <- -999
+
+ float friendlyAIValue = 1.75
+ if ( GameModeHasCapturePoints() )
+ friendlyAIValue = 0.75
+
+ SpawnPoints_SetRatingMultipliers_Enemy( TD_TITAN, -10.0, -6.0, -1.0 )
+ SpawnPoints_SetRatingMultipliers_Enemy( TD_PILOT, -10.0, -6.0, -1.0 )
+ SpawnPoints_SetRatingMultipliers_Enemy( TD_AI, -2.0, -0.25, 0.0 )
+
+ SpawnPoints_SetRatingMultipliers_Friendly( TD_TITAN, 0.25, 1.75, friendlyAIValue )
+ SpawnPoints_SetRatingMultipliers_Friendly( TD_PILOT, 0.25, 1.75, friendlyAIValue )
+ SpawnPoints_SetRatingMultipliers_Friendly( TD_AI, 0.5, 0.25, 0.0 )
+
+ SpawnPoints_SetRatingMultiplier_PetTitan( 2.0 )
+
+ file.shouldCreateMinimapSpawnzones = GetCurrentPlaylistVarInt( "spawn_zone_enabled", 1 ) != 0
}
void function SetRespawnsEnabled( bool enabled )
@@ -71,9 +105,10 @@ bool function RespawnsEnabled()
return file.respawnsEnabled
}
-void function AddSpawnpointValidationRule( bool functionref( entity spawn, int team ) rule )
+void function InitSpawnpoint( entity spawnpoint )
{
- file.customSpawnpointValidationRules.append( rule )
+ spawnpoint.s.lastUsedTime <- -999
+ spawnpoint.s.inUse <- false
}
string function CreateNoSpawnArea( int blockSpecificTeam, int blockEnemiesOfTeam, vector position, float lifetime, float radius )
@@ -85,11 +120,12 @@ string function CreateNoSpawnArea( int blockSpecificTeam, int blockEnemiesOfTeam
noSpawnArea.lifetime = lifetime
noSpawnArea.radius = radius
- // generate an id
noSpawnArea.id = UniqueString( "noSpawnArea" )
- thread NoSpawnAreaLifetime( noSpawnArea )
+ if ( lifetime > 0 )
+ thread NoSpawnAreaLifetime( noSpawnArea )
+ file.noSpawnAreas.append( noSpawnArea )
return noSpawnArea.id
}
@@ -101,8 +137,41 @@ void function NoSpawnAreaLifetime( NoSpawnArea noSpawnArea )
void function DeleteNoSpawnArea( string noSpawnIdx )
{
- if ( noSpawnIdx in file.noSpawnAreas )
- delete file.noSpawnAreas[ noSpawnIdx ]
+ foreach ( noSpawnArea in file.noSpawnAreas )
+ {
+ if ( noSpawnArea.id == noSpawnIdx )
+ file.noSpawnAreas.removebyvalue( noSpawnArea )
+ }
+}
+
+bool function SpawnPointInNoSpawnArea( vector vec, int team )
+{
+ foreach ( noSpawnArea in file.noSpawnAreas )
+ {
+ if ( Distance( noSpawnArea.position, vec ) < noSpawnArea.radius )
+ {
+ if ( noSpawnArea.blockedTeam != TEAM_INVALID && noSpawnArea.blockedTeam == team )
+ return true
+
+ if ( noSpawnArea.blockOtherTeams != TEAM_INVALID && noSpawnArea.blockOtherTeams != team )
+ return true
+ }
+ }
+
+ return false
+}
+
+bool function IsSpawnpointValidDrop( entity spawnpoint, int team )
+{
+ if ( spawnpoint.IsOccupied() || spawnpoint.s.inUse )
+ return false
+
+ return true
+}
+
+void function AddSpawnpointValidationRule( bool functionref( entity spawn, int team ) rule )
+{
+ file.customSpawnpointValidationRules.append( rule )
}
void function SetSpawnpointGamemodeOverride( string gamemode )
@@ -114,35 +183,38 @@ string function GetSpawnpointGamemodeOverride()
{
if ( file.spawnpointGamemodeOverride != "" )
return file.spawnpointGamemodeOverride
- else
- return GAMETYPE
- unreachable
+ return GAMETYPE
}
-void function InitRatings( entity player, int team )
-{
- if ( player != null )
- SpawnPoints_InitRatings( player, team ) // no idea what the second arg supposed to be lol
-}
+
+
+
+
+
+
+
+
+
+/*
+███████ ██████ █████ ██ ██ ███ ██ ██████ ██████ ██████ ███████ ██████ ██ ███ ██ ██████
+██ ██ ██ ██ ██ ██ ██ ████ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ██ ██
+███████ ██████ ███████ ██ █ ██ ██ ██ ██ ██ ██ ██████ ██ ██ █████ ██████ ██ ██ ██ ██ ██ ███
+ ██ ██ ██ ██ ██ ███ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
+███████ ██ ██ ██ ███ ███ ██ ████ ██████ ██ ██ ██████ ███████ ██ ██ ██ ██ ████ ██████
+*/
entity function FindSpawnPoint( entity player, bool isTitan, bool useStartSpawnpoint )
{
int team = player.GetTeam()
- if ( HasSwitchedSides() )
- team = ( team == TEAM_MILITIA ) ? TEAM_IMC : TEAM_MILITIA
-
+
array<entity> spawnpoints
if ( useStartSpawnpoint )
spawnpoints = isTitan ? SpawnPoints_GetTitanStart( team ) : SpawnPoints_GetPilotStart( team )
else
spawnpoints = isTitan ? SpawnPoints_GetTitan() : SpawnPoints_GetPilot()
- InitRatings( player, player.GetTeam() )
-
- // don't think this is necessary since we call discardratings
- //foreach ( entity spawnpoint in spawnpoints )
- // spawnpoint.CalculateRating( isTitan ? TD_TITAN : TD_PILOT, team, 0.0, 0.0 )
+ SpawnPoints_InitRatings( player, team )
void functionref( int, array<entity>, int, entity ) ratingFunc = isTitan ? GameMode_GetTitanSpawnpointsRatingFunc( GAMETYPE ) : GameMode_GetPilotSpawnpointsRatingFunc( GAMETYPE )
ratingFunc( isTitan ? TD_TITAN : TD_PILOT, spawnpoints, team, player )
@@ -166,36 +238,46 @@ entity function FindSpawnPoint( entity player, bool isTitan, bool useStartSpawnp
spawnpoints = useStartSpawnpoint ? SpawnPoints_GetPilotStart( team ) : SpawnPoints_GetPilot()
}
- entity spawnpoint = GetBestSpawnpoint( player, spawnpoints )
+ entity spawnpoint = GetBestSpawnpoint( player, spawnpoints, isTitan )
spawnpoint.s.lastUsedTime = Time()
player.SetLastSpawnPoint( spawnpoint )
+
+ //SpawnPoints_DiscardRatings()
return spawnpoint
}
-entity function GetBestSpawnpoint( entity player, array<entity> spawnpoints )
+entity function GetBestSpawnpoint( entity player, array<entity> spawnpoints, bool isTitan )
{
- // not really 100% sure on this randomisation, needs some thought
array<entity> validSpawns
+
+ // I know this looks hacky but the native funcs to get the spawns is returning null arrays for FFA idk why.
+ if ( IsFFAGame() )
+ {
+ spawnpoints.clear()
+ if ( isTitan )
+ spawnpoints = GetEntArrayByClass_Expensive( "info_spawnpoint_titan" )
+ else
+ spawnpoints = GetEntArrayByClass_Expensive( "info_spawnpoint_human" )
+ }
+
foreach ( entity spawnpoint in spawnpoints )
{
if ( IsSpawnpointValid( spawnpoint, player.GetTeam() ) )
validSpawns.append( spawnpoint )
}
- if ( !validSpawns.len() )
+ if ( !validSpawns.len() ) // First validity check
{
- // no valid spawns, very bad, so dont care about spawns being valid anymore
- print( "found no valid spawns! spawns may be subpar!" )
+ CodeWarning( "Map has no valid spawn points for " + GAMETYPE + " gamemode, attempting any other possible spawn point" )
foreach ( entity spawnpoint in spawnpoints )
validSpawns.append( spawnpoint )
}
- // last resort
- if ( !validSpawns.len() )
+ if ( !validSpawns.len() ) // On all validity check, just gather the most basic spawn
{
- print( "map has literally 0 spawnpoints, as such everything is fucked probably, attempting to use info_player_start if present" )
+ CodeWarning( "Map has no proper spawn points, falling back to info_player_start" )
entity start = GetEnt( "info_player_start" )
if ( IsValid( start ) )
@@ -203,14 +285,19 @@ entity function GetBestSpawnpoint( entity player, array<entity> spawnpoints )
start.s.lastUsedTime <- -999
validSpawns.append( start )
}
+ else
+ throw( "Map has no player spawns at all" )
}
- return validSpawns.getrandom() // slightly randomize it
+ if ( IsFFAGame() )
+ return validSpawns.getrandom()
+
+ return validSpawns[0] // Return first entry in the array because native have already sorted everything through the ratings, so first one is the best one
}
bool function IsSpawnpointValid( entity spawnpoint, int team )
{
- if ( !spawnpoint.HasKey( "ignoreGamemode" ) || ( spawnpoint.HasKey( "ignoreGamemode" ) && spawnpoint.kv.ignoreGamemode == "0" ) ) // used by script-spawned spawnpoints
+ if ( !spawnpoint.HasKey( "ignoreGamemode" ) || spawnpoint.HasKey( "ignoreGamemode" ) && spawnpoint.kv.ignoreGamemode == "0" ) // used by script-spawned spawnpoints
{
if ( file.spawnpointGamemodeOverride != "" )
{
@@ -222,223 +309,149 @@ bool function IsSpawnpointValid( entity spawnpoint, int team )
return false
}
- if( IsFFAGame() && !spawnpoint.IsVisibleToEnemies( team ) )
- return true
-
- int compareTeam = spawnpoint.GetTeam()
- if ( HasSwitchedSides() )
- compareTeam = ( compareTeam == TEAM_MILITIA ) ? TEAM_IMC : TEAM_MILITIA
-
foreach ( bool functionref( entity, int ) customValidationRule in file.customSpawnpointValidationRules )
if ( !customValidationRule( spawnpoint, team ) )
return false
- if ( spawnpoint.GetTeam() > 0 && compareTeam != team )
+ if ( !IsSpawnpointValidDrop( spawnpoint, team ) || Time() - spawnpoint.s.lastUsedTime <= 10.0 )
return false
- if ( spawnpoint.IsOccupied() )
+ if ( SpawnPointInNoSpawnArea( spawnpoint.GetOrigin(), team ) )
return false
-
- if ( Time() - spawnpoint.s.lastUsedTime <= 10.0 )
- return false
-
- foreach ( k, NoSpawnArea noSpawnArea in file.noSpawnAreas )
+
+ // Line of Sight Check, could use IsVisibleToEnemies but apparently that considers only players, not NPCs
+ array< entity > enemyTitans = GetTitanArrayOfEnemies( team )
+ if ( GetConVarBool( "spawnpoint_avoid_npc_titan_sight" ) )
{
- if ( Distance( noSpawnArea.position, spawnpoint.GetOrigin() ) > noSpawnArea.radius )
- continue
-
- if ( noSpawnArea.blockedTeam != TEAM_INVALID && noSpawnArea.blockedTeam == team )
- return false
-
- if ( noSpawnArea.blockOtherTeams != TEAM_INVALID && noSpawnArea.blockOtherTeams != team )
- return false
+ foreach ( titan in enemyTitans )
+ {
+ if ( IsAlive( titan ) && titan.IsNPC() && titan.CanSee( spawnpoint ) )
+ return false
+ }
}
-
- const minEnemyDist = 1200.0
- array< entity > spawnBlockers = GetPlayerArrayEx( "any", TEAM_ANY, spawnpoint.GetTeam(), spawnpoint.GetOrigin(), minEnemyDist )
- spawnBlockers.extend( GetProjectileArrayEx( "any", TEAM_ANY, spawnpoint.GetTeam(), spawnpoint.GetOrigin(), minEnemyDist ) )
- spawnBlockers.extend( GetNPCArrayEx( "any", TEAM_ANY, spawnpoint.GetTeam(), spawnpoint.GetOrigin(), minEnemyDist ) )
- if ( spawnBlockers.len() )
- return false
- // los check
return !spawnpoint.IsVisibleToEnemies( team )
}
-// SPAWNPOINT RATING FUNCS BELOW
-// generic
-struct {
- array<vector> preferSpawnNodes
-} spawnStateGeneric
-void function RateSpawnpoints_Generic( int checkClass, array<entity> spawnpoints, int team, entity player )
-{
- if ( !IsFFAGame() )
- {
- // use frontline spawns in 2-team modes
- RateSpawnpoints_Frontline( checkClass, spawnpoints, team, player )
- return
- }
- else
- {
- // todo: ffa spawns :terror:
- }
- // old algo: keeping until we have a better ffa spawn algo
- // i'm not a fan of this func, but i really don't have a better way to do this rn, and it's surprisingly good with los checks implemented now
-
- // calculate ratings for preferred nodes
- // this tries to prefer nodes with more teammates, then activity on them
- // todo: in the future it might be good to have this prefer nodes with enemies up to a limit of some sort
- // especially in ffa modes i could deffo see this falling apart a bit rn
- // perhaps dead players could be used to calculate some sort of activity rating? so high-activity points with an even balance of friendly/unfriendly players are preferred
- array<float> preferSpawnNodeRatings
- foreach ( vector preferSpawnNode in spawnStateGeneric.preferSpawnNodes )
+
+
+
+
+/*
+██████ ██████ ██ ███ ██ ████████ ██████ █████ ████████ ██ ███ ██ ██████
+██ ██ ██ ██ ██ ████ ██ ██ ██ ██ ██ ██ ██ ██ ████ ██ ██
+██████ ██ ██ ██ ██ ██ ██ ██ ██████ ███████ ██ ██ ██ ██ ██ ██ ███
+██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
+██ ██████ ██ ██ ████ ██ ██ ██ ██ ██ ██ ██ ██ ████ ██████
+*/
+
+void function RateSpawnpoints_Generic( int checkClass, array<entity> spawnpoints, int team, entity player )
+{
+ foreach ( entity spawnpoint in spawnpoints )
{
- float currentRating
+ float currentRating = 0.0
- // this seems weird, not using rn
- //Frontline currentFrontline = GetCurrentFrontline( team )
- //if ( !IsFFAGame() || currentFrontline.friendlyCenter != < 0, 0, 0 > )
- // currentRating += max( 0.0, ( 1000.0 - Distance2D( currentFrontline.origin, preferSpawnNode ) ) / 200 )
+ // Gather friendly scoring first to give positive rating first
+ currentRating += spawnpoint.NearbyAllyScore( team, "ai" )
+ currentRating += spawnpoint.NearbyAllyScore( team, "titan" )
+ currentRating += spawnpoint.NearbyAllyScore( team, "pilot" )
- foreach ( entity nodePlayer in GetPlayerArray() )
- {
- float currentChange = 0.0
-
- // the closer a player is to a node the more they matter
- float dist = Distance2D( preferSpawnNode, nodePlayer.GetOrigin() )
- if ( dist > 600.0 )
- continue
-
- currentChange = ( 600.0 - dist ) / 5
- if ( player == nodePlayer )
- currentChange *= -3 // always try to stay away from places we've already spawned
- else if ( !IsAlive( nodePlayer ) ) // dead players mean activity which is good, but they're also dead so they don't matter as much as living ones
- currentChange *= 0.6
- if ( nodePlayer.GetTeam() != player.GetTeam() ) // if someone isn't on our team and alive they're probably bad
- {
- if ( IsFFAGame() ) // in ffa everyone is on different teams, so this isn't such a big deal
- currentChange *= -0.2
- else
- currentChange *= -0.6
- }
-
- currentRating += currentChange
- }
+ // Enemies then subtract that rating ( Values already returns negative, so no need to apply subtract again )
+ currentRating += spawnpoint.NearbyEnemyScore( team, "ai" )
+ currentRating += spawnpoint.NearbyEnemyScore( team, "titan" )
+ currentRating += spawnpoint.NearbyEnemyScore( team, "pilot" )
- preferSpawnNodeRatings.append( currentRating )
- }
-
- foreach ( entity spawnpoint in spawnpoints )
- {
- float currentRating
- float petTitanModifier
- // scale how much a given spawnpoint matters to us based on how far it is from each node
- bool spawnHasRecievedInitialBonus = false
- for ( int i = 0; i < spawnStateGeneric.preferSpawnNodes.len(); i++ )
- {
- // bonus if autotitan is nearish
- if ( IsAlive( player.GetPetTitan() ) && Distance( player.GetPetTitan().GetOrigin(), spawnStateGeneric.preferSpawnNodes[ i ] ) < 1200.0 )
- petTitanModifier += 10.0
-
- float dist = Distance2D( spawnpoint.GetOrigin(), spawnStateGeneric.preferSpawnNodes[ i ] )
- if ( dist > 750.0 )
- continue
-
- if ( dist < 600.0 && !spawnHasRecievedInitialBonus )
- {
- currentRating += 10.0
- spawnHasRecievedInitialBonus = true // should only get a bonus for simply being by a node once to avoid over-rating
- }
+ if ( spawnpoint == player.p.lastSpawnPoint ) // Reduce the rating of the spawn point used previously
+ currentRating += GetConVarFloat( "spawnpoint_last_spawn_rating" )
- currentRating += ( preferSpawnNodeRatings[ i ] * ( ( 750.0 - dist ) / 75 ) ) + max( RandomFloat( 1.25 ), 0.9 )
- if ( dist < 250.0 ) // shouldn't get TOO close to an active node
- currentRating *= 0.7
-
- if ( spawnpoint.s.lastUsedTime < 10.0 )
- currentRating *= 0.7
- }
-
- float rating = spawnpoint.CalculateRating( checkClass, team, currentRating, currentRating + petTitanModifier )
- //print( "spawnpoint at " + spawnpoint.GetOrigin() + " has rating: " + )
-
- if ( rating != 0.0 || currentRating != 0.0 )
- print( "rating = " + rating + ", internal rating = " + currentRating )
+ spawnpoint.CalculateRating( checkClass, team, currentRating, currentRating * 0.25 )
}
}
-void function InitPreferSpawnNodes()
+void function RateSpawnpoints_Frontline( int checkClass, array<entity> spawnpoints, int team, entity player )
{
- foreach ( entity hardpoint in GetEntArrayByClass_Expensive( "info_hardpoint" ) )
+ Frontline currentFrontline = GetFrontline( team )
+
+ vector inverseFrontlineDir = currentFrontline.combatDir * -1
+ vector adjustedPosition = currentFrontline.origin + currentFrontline.combatDir * 8000
+
+ SpawnPoints_InitFrontlineData( adjustedPosition, currentFrontline.combatDir, currentFrontline.origin, currentFrontline.friendlyCenter, 4000 )
+
+ foreach ( entity spawnpoint in spawnpoints )
{
- if ( !hardpoint.HasKey( "hardpointGroup" ) )
- continue
-
- if ( hardpoint.kv.hardpointGroup != "A" && hardpoint.kv.hardpointGroup != "B" && hardpoint.kv.hardpointGroup != "C" )
- continue
-
- spawnStateGeneric.preferSpawnNodes.append( hardpoint.GetOrigin() )
+ float frontlineRating = spawnpoint.CalculateFrontlineRating()
+
+ spawnpoint.CalculateRating( checkClass, team, frontlineRating, frontlineRating * 0.25 )
}
-
- //foreach ( entity frontline in GetEntArrayByClass_Expensive( "info_frontline" ) )
- // spawnStateGeneric.preferSpawnNodes.append( frontline.GetOrigin() )
}
-// frontline
-void function RateSpawnpoints_Frontline( int checkClass, array<entity> spawnpoints, int team, entity player )
-{
- float rating = RandomFloatRange( 0.0, 100.0 )
- foreach ( entity spawnpoint in spawnpoints )
- spawnpoint.CalculateRating( checkClass, player.GetTeam(), rating, rating )
-}
-// spawnzones
-struct {
- array<entity> mapSpawnzoneTriggers
- entity functionref( array<entity>, int ) spawnzoneRatingFunc
- bool shouldCreateMinimapSpawnzones = false
-
- // for DecideSpawnZone_Generic
- table<int, entity> activeTeamSpawnzones
- table<int, entity> activeTeamSpawnzoneMinimapEnts
-} spawnStateSpawnzones
+
+
+
+
+
+
+
+
+/*
+███████ ██████ █████ ██ ██ ███ ██ ███████ ██████ ███ ██ ███████ ███████
+██ ██ ██ ██ ██ ██ ██ ████ ██ ███ ██ ██ ████ ██ ██ ██
+███████ ██████ ███████ ██ █ ██ ██ ██ ██ ███ ██ ██ ██ ██ ██ █████ ███████
+ ██ ██ ██ ██ ██ ███ ██ ██ ██ ██ ███ ██ ██ ██ ██ ██ ██ ██
+███████ ██ ██ ██ ███ ███ ██ ████ ███████ ██████ ██ ████ ███████ ███████
+*/
void function ResetSpawnzones()
{
- spawnStateSpawnzones.activeTeamSpawnzones.clear()
-
- foreach ( int team, entity minimapEnt in spawnStateSpawnzones.activeTeamSpawnzoneMinimapEnts )
- if ( IsValid( minimapEnt ) )
- minimapEnt.Destroy()
-
- spawnStateSpawnzones.activeTeamSpawnzoneMinimapEnts.clear()
+ foreach ( zone, zoneProperties in mapSpawnZones )
+ {
+ if ( IsValid( zoneProperties.minimapEnt ) )
+ zoneProperties.minimapEnt.Destroy()
+
+ zoneProperties.controllingTeam = TEAM_UNASSIGNED
+ zoneProperties.zoneRating = 0.0
+ }
}
void function AddSpawnZoneTrigger( entity trigger )
{
- trigger.s.spawnzoneRating <- 0.0
- spawnStateSpawnzones.mapSpawnzoneTriggers.append( trigger )
+ spawnZoneProperties zoneProperties
+ mapSpawnZones[trigger] <- zoneProperties
}
-void function SetSpawnZoneRatingFunc( entity functionref( array<entity>, int ) ratingFunc )
+bool function TeamHasDirtySpawnzone( int team )
{
- spawnStateSpawnzones.spawnzoneRatingFunc = ratingFunc
-}
-
-void function SetShouldCreateMinimapSpawnZones( bool shouldCreateMinimapSpawnzones )
-{
- spawnStateSpawnzones.shouldCreateMinimapSpawnzones = shouldCreateMinimapSpawnzones
+ foreach ( zone, zoneProperties in mapSpawnZones )
+ {
+ if ( zoneProperties.controllingTeam == team )
+ {
+ int numDeadInZone = 0
+ array<entity> teamPlayers = GetPlayerArrayOfTeam( team )
+ foreach ( entity player in teamPlayers )
+ {
+ if ( Time() - player.p.postDeathThreadStartTime < 20.0 && zone.ContainsPoint( player.p.deathOrigin ) )
+ numDeadInZone++
+ }
+
+ if ( numDeadInZone < teamPlayers.len() )
+ return false
+ }
+ }
+
+ return true
}
-entity function CreateTeamSpawnZoneEntity( entity spawnzone, int team )
+void function CreateTeamSpawnZoneEntity( entity spawnzone, int team )
{
entity minimapObj = CreatePropScript( $"models/dev/empty_model.mdl", spawnzone.GetOrigin() )
SetTeam( minimapObj, team )
- minimapObj.Minimap_SetObjectScale( 100.0 / Distance2D( < 0, 0, 0 >, spawnzone.GetBoundingMaxs() ) )
+ minimapObj.Minimap_SetObjectScale( Distance2D( < 0, 0, 0 >, spawnzone.GetBoundingMaxs() ) / 16000 ) // 16000 cuz thats the total space Minimap uses
minimapObj.Minimap_SetAlignUpright( true )
minimapObj.Minimap_AlwaysShow( TEAM_IMC, null )
minimapObj.Minimap_AlwaysShow( TEAM_MILITIA, null )
@@ -451,67 +464,58 @@ entity function CreateTeamSpawnZoneEntity( entity spawnzone, int team )
minimapObj.Minimap_SetCustomState( eMinimapObject_prop_script.SPAWNZONE_MIL )
minimapObj.DisableHibernation()
- return minimapObj
+ mapSpawnZones[spawnzone].minimapEnt = minimapObj
}
void function RateSpawnpoints_SpawnZones( int checkClass, array<entity> spawnpoints, int team, entity player )
{
- if ( spawnStateSpawnzones.spawnzoneRatingFunc == null )
- spawnStateSpawnzones.spawnzoneRatingFunc = DecideSpawnZone_Generic
-
- // don't use spawnzones if we're using start spawns
if ( ShouldStartSpawn( player ) )
{
RateSpawnpoints_Generic( checkClass, spawnpoints, team, player )
return
}
-
- entity spawnzone = spawnStateSpawnzones.spawnzoneRatingFunc( spawnStateSpawnzones.mapSpawnzoneTriggers, player.GetTeam() )
- if ( !IsValid( spawnzone ) ) // no spawn zone, use generic algo
+
+ array< entity > zoneTriggers
+ foreach ( zone, zoneProperties in mapSpawnZones )
+ zoneTriggers.append( zone )
+
+ entity spawnzone = DecideSpawnZone_Generic( zoneTriggers, player.GetTeam() )
+ if ( !IsValid( spawnzone ) )
{
RateSpawnpoints_Generic( checkClass, spawnpoints, team, player )
return
}
- // rate spawnpoints
foreach ( entity spawn in spawnpoints )
{
float rating = 0.0
float distance = Distance2D( spawn.GetOrigin(), spawnzone.GetOrigin() )
if ( distance < Distance2D( < 0, 0, 0 >, spawnzone.GetBoundingMaxs() ) )
- rating = 100.0
- else // max 35 rating if not in zone, rate by closest
- rating = 35.0 * ( 1 - ( distance / 5000.0 ) )
+ rating = 10.0
+ else
+ rating = 2.0 * ( 1 - ( distance / 3000.0 ) )
- spawn.CalculateRating( checkClass, player.GetTeam(), rating, rating )
+ spawn.CalculateRating( checkClass, team, rating, rating * 0.25 )
}
}
entity function DecideSpawnZone_Generic( array<entity> spawnzones, int team )
{
- if ( spawnzones.len() == 0 )
+ if ( !spawnzones.len() )
return null
- // get average team startspawn positions
- int spawnCompareTeam = team
- if ( HasSwitchedSides() )
- spawnCompareTeam = GetOtherTeam( team )
-
- array<entity> startSpawns = SpawnPoints_GetPilotStart( spawnCompareTeam )
- array<entity> enemyStartSpawns = SpawnPoints_GetPilotStart( GetOtherTeam( spawnCompareTeam ) )
+ array<entity> startSpawns = SpawnPoints_GetPilotStart( team )
+ array<entity> enemyStartSpawns = SpawnPoints_GetPilotStart( GetOtherTeam( team ) )
- if ( startSpawns.len() == 0 || enemyStartSpawns.len() == 0 ) // ensure we don't crash
+ if ( !startSpawns.len() || !enemyStartSpawns.len() )
return null
-
- // get average startspawn position and max dist between spawns
- // could probably cache this, tbh, not like it should change outside of halftimes
- vector averageFriendlySpawns
+
+ vector averageFriendlySpawns
foreach ( entity spawn in startSpawns )
averageFriendlySpawns += spawn.GetOrigin()
averageFriendlySpawns /= startSpawns.len()
- // get average enemy startspawn position
vector averageEnemySpawns
foreach ( entity spawn in enemyStartSpawns )
averageEnemySpawns += spawn.GetOrigin()
@@ -520,250 +524,87 @@ entity function DecideSpawnZone_Generic( array<entity> spawnzones, int team )
float baseDistance = Distance2D( averageFriendlySpawns, averageEnemySpawns )
- bool needNewZone = true
- if ( team in spawnStateSpawnzones.activeTeamSpawnzones )
+ if ( TeamHasDirtySpawnzone( team ) )
{
- foreach ( entity player in GetPlayerArray() )
- {
- // couldn't get IsTouching, GetTouchingEntities or enter callbacks to work in testing, so doing this
- if ( player.GetTeam() != team && spawnStateSpawnzones.activeTeamSpawnzones[ team ].ContainsPoint( player.GetOrigin() ) )
- break
- }
-
- int numDeadInZone = 0
- array<entity> teamPlayers = GetPlayerArrayOfTeam( team )
- foreach ( entity player in teamPlayers )
- {
- // check if they died in the zone recently, get a new zone if too many died
- if ( Time() - player.p.postDeathThreadStartTime < 15.0 && spawnStateSpawnzones.activeTeamSpawnzones[ team ].ContainsPoint( player.p.deathOrigin ) )
- numDeadInZone++
- }
-
- // cast to float so result is float
- if ( float( numDeadInZone ) / teamPlayers.len() <= 0.1 )
- needNewZone = false
- }
-
- if ( needNewZone )
- {
- // find new zone
array<entity> possibleZones
- foreach ( entity spawnzone in spawnStateSpawnzones.mapSpawnzoneTriggers )
+ foreach ( zone, zoneProperties in mapSpawnZones )
{
- // don't remember if you can do a "value in table.values" sorta thing in squirrel so doing manual lookup
- bool spawnzoneTaken = false
- foreach ( int otherTeam, entity otherSpawnzone in spawnStateSpawnzones.activeTeamSpawnzones )
- {
- if ( otherSpawnzone == spawnzone )
- {
- spawnzoneTaken = true
- break
- }
- }
-
- if ( spawnzoneTaken )
+ if ( zoneProperties.controllingTeam == GetOtherTeam( team ) )
continue
- // check zone validity
- bool spawnzoneEvil = false
- foreach ( entity player in GetPlayerArray() )
+ bool spawnzoneHasEnemies = false
+ foreach ( entity enemy in GetPlayerArrayOfEnemies_Alive( team ) )
{
- // couldn't get IsTouching, GetTouchingEntities or enter callbacks to work in testing, so doing this
- if ( player.GetTeam() != team && spawnzone.ContainsPoint( player.GetOrigin() ) )
+ if ( zone.ContainsPoint( enemy.GetOrigin() ) )
{
- spawnzoneEvil = true
+ spawnzoneHasEnemies = true
break
}
}
- // don't choose spawnzones that are closer to enemy base than friendly base
- // note: vanilla spawns might not necessarily require this, worth checking
- if ( !spawnzoneEvil && Distance2D( spawnzone.GetOrigin(), averageFriendlySpawns ) > Distance2D( spawnzone.GetOrigin(), averageEnemySpawns ) )
- spawnzoneEvil = true
+ if ( !spawnzoneHasEnemies && Distance2D( zone.GetOrigin(), averageFriendlySpawns ) > Distance2D( zone.GetOrigin(), averageEnemySpawns ) )
+ spawnzoneHasEnemies = true
- if ( spawnzoneEvil )
+ if ( spawnzoneHasEnemies )
continue
- // rate spawnzone based on distance to frontline
Frontline frontline = GetFrontline( team )
-
- // prefer spawns close to base pos
- float rating = 10 * ( 1.0 - Distance2D( averageFriendlySpawns, spawnzone.GetOrigin() ) / baseDistance )
+ float rating = 10 * ( 1.0 - Distance2D( averageFriendlySpawns, zone.GetOrigin() ) / baseDistance )
if ( frontline.friendlyCenter != < 0, 0, 0 > )
{
- // rate based on distance to frontline, and then prefer spawns in the same dir from the frontline as the combatdir
- rating += rating * ( 1.0 - ( Distance2D( spawnzone.GetOrigin(), frontline.friendlyCenter ) / baseDistance ) )
- rating *= fabs( frontline.combatDir.y - Normalize( spawnzone.GetOrigin() - averageFriendlySpawns ).y )
+ rating += rating * ( 1.0 - ( Distance2D( zone.GetOrigin(), frontline.friendlyCenter ) / baseDistance ) )
+ rating *= fabs( frontline.combatDir.y - Normalize( zone.GetOrigin() - averageFriendlySpawns ).y )
}
- spawnzone.s.spawnzoneRating = rating
- possibleZones.append( spawnzone )
+ zoneProperties.zoneRating = rating
+ possibleZones.append( zone )
}
- if ( possibleZones.len() == 0 )
+ if ( !possibleZones.len() )
return null
- possibleZones.sort( int function( entity a, entity b )
- {
- if ( a.s.spawnzoneRating > b.s.spawnzoneRating )
- return -1
-
- if ( b.s.spawnzoneRating > a.s.spawnzoneRating )
- return 1
-
- return 0
- } )
- entity chosenZone = possibleZones[ minint( RandomInt( 3 ), possibleZones.len() - 1 ) ]
-
- if ( spawnStateSpawnzones.shouldCreateMinimapSpawnzones )
- {
- entity oldEnt
- if ( team in spawnStateSpawnzones.activeTeamSpawnzoneMinimapEnts )
- oldEnt = spawnStateSpawnzones.activeTeamSpawnzoneMinimapEnts[ team ]
-
- spawnStateSpawnzones.activeTeamSpawnzoneMinimapEnts[ team ] <- CreateTeamSpawnZoneEntity( chosenZone, team )
- if ( IsValid( oldEnt ) )
- oldEnt.Destroy()
- }
+ possibleZones.sort( SortPossibleZones )
- spawnStateSpawnzones.activeTeamSpawnzones[ team ] <- chosenZone
- }
-
- return spawnStateSpawnzones.activeTeamSpawnzones[ team ]
-}
-
-// ideally this should be in the gamemode_ctf file, but would need refactors to expose more stuff that's not available there rn
-entity function DecideSpawnZone_CTF( array<entity> spawnzones, int team )
-{
- if ( spawnzones.len() == 0 )
- return null
-
- int otherTeam = GetOtherTeam( team )
- array<entity> enemyPlayers = GetPlayerArrayOfTeam( otherTeam )
-
- // get average team startspawn positions
- int spawnCompareTeam = team
- if ( HasSwitchedSides() )
- spawnCompareTeam = GetOtherTeam( team )
-
- array<entity> startSpawns = SpawnPoints_GetPilotStart( spawnCompareTeam )
- array<entity> enemyStartSpawns = SpawnPoints_GetPilotStart( GetOtherTeam( spawnCompareTeam ) )
-
- if ( startSpawns.len() == 0 || enemyStartSpawns.len() == 0 ) // ensure we don't crash
- return null
-
- // get average startspawn position and max dist between spawns
- // could probably cache this, tbh, not like it should change outside of halftimes
- vector averageFriendlySpawns
- foreach ( entity spawn in startSpawns )
- averageFriendlySpawns += spawn.GetOrigin()
-
- averageFriendlySpawns /= startSpawns.len()
-
- // get average enemy startspawn position
- vector averageEnemySpawns
- foreach ( entity spawn in enemyStartSpawns )
- averageEnemySpawns += spawn.GetOrigin()
-
- averageEnemySpawns /= enemyStartSpawns.len()
-
- float baseDistance = Distance2D( averageFriendlySpawns, averageEnemySpawns )
-
- // find new zone
- array<entity> possibleZones
- foreach ( entity spawnzone in spawnStateSpawnzones.mapSpawnzoneTriggers )
- {
- // can't choose zone if another team has it
- if ( otherTeam in spawnStateSpawnzones.activeTeamSpawnzones && spawnStateSpawnzones.activeTeamSpawnzones[ otherTeam ] == spawnzone )
- continue
+ entity chosenZone = possibleZones[ minint( RandomInt( 3 ), possibleZones.len() - 1 ) ]
- // check zone validity
- bool spawnzoneEvil = false
- foreach ( entity player in enemyPlayers )
+ if ( file.shouldCreateMinimapSpawnzones )
{
- // couldn't get IsTouching, GetTouchingEntities or enter callbacks to work in testing, so doing this
- if ( spawnzone.ContainsPoint( player.GetOrigin() ) )
+ foreach ( zone, zoneProperties in mapSpawnZones )
{
- spawnzoneEvil = true
- break
+ if ( chosenZone == zone )
+ continue
+
+ if ( IsValid( zoneProperties.minimapEnt ) && zoneProperties.controllingTeam == team )
+ zoneProperties.minimapEnt.Destroy()
}
+
+ CreateTeamSpawnZoneEntity( chosenZone, team )
}
- // don't choose spawnzones that are closer to enemy base than friendly base
- if ( !spawnzoneEvil && Distance2D( spawnzone.GetOrigin(), averageFriendlySpawns ) > Distance2D( spawnzone.GetOrigin(), averageEnemySpawns ) )
- spawnzoneEvil = true
-
- if ( spawnzoneEvil )
- continue
-
- // rate spawnzone based on distance to frontline
- Frontline frontline = GetFrontline( team )
-
- // prefer spawns close to base pos
- float rating = 10 * ( 1.0 - Distance2D( averageFriendlySpawns, spawnzone.GetOrigin() ) / baseDistance )
-
- if ( frontline.friendlyCenter != < 0, 0, 0 > )
+ foreach ( zone, zoneProperties in mapSpawnZones )
{
- // rate based on distance to frontline, and then prefer spawns in the same dir from the frontline as the combatdir
- rating += rating * ( 1.0 - ( Distance2D( spawnzone.GetOrigin(), frontline.friendlyCenter ) / baseDistance ) )
- rating *= fabs( frontline.combatDir.y - Normalize( spawnzone.GetOrigin() - averageFriendlySpawns ).y )
-
- // reduce rating based on players that can currently see the zone
- bool hasAppliedInitialLoss = false
- foreach ( entity player in enemyPlayers )
- {
- // don't trace here, just do an angle check
- if ( PlayerCanSee( player, spawnzone, false, 65 ) && Distance2D( player.GetOrigin(), spawnzone.GetOrigin() ) <= 2000.0 )
- {
- float distFrac = TraceLineSimple( player.GetOrigin(), spawnzone.GetOrigin(), player )
-
- if ( distFrac >= 0.65 )
- {
- // give a fairly large loss if literally anyone can see it
- if ( !hasAppliedInitialLoss )
- {
- rating *= 0.8
- hasAppliedInitialLoss = true
- }
-
- rating *= ( 1.0 / enemyPlayers.len() ) * distFrac
- }
- }
- }
+ if ( chosenZone == zone )
+ continue
+
+ if ( zoneProperties.controllingTeam == team )
+ zoneProperties.controllingTeam = TEAM_UNASSIGNED
}
- spawnzone.s.spawnzoneRating = rating
- possibleZones.append( spawnzone )
+ mapSpawnZones[chosenZone].controllingTeam = team
+ return chosenZone
}
- if ( possibleZones.len() == 0 )
- return null
-
- possibleZones.sort( int function( entity a, entity b )
- {
- if ( a.s.spawnzoneRating > b.s.spawnzoneRating )
- return -1
+ return null
+}
+
+int function SortPossibleZones( entity a, entity b )
+{
+ if ( mapSpawnZones[a].zoneRating > mapSpawnZones[b].zoneRating )
+ return -1
- if ( b.s.spawnzoneRating > a.s.spawnzoneRating )
- return 1
+ if ( mapSpawnZones[b].zoneRating > mapSpawnZones[a].zoneRating )
+ return 1
- return 0
- } )
- entity chosenZone = possibleZones[ minint( RandomInt( 3 ), possibleZones.len() - 1 ) ]
-
- if ( spawnStateSpawnzones.shouldCreateMinimapSpawnzones )
- {
- entity oldEnt
- if ( team in spawnStateSpawnzones.activeTeamSpawnzoneMinimapEnts )
- oldEnt = spawnStateSpawnzones.activeTeamSpawnzoneMinimapEnts[ team ]
-
- spawnStateSpawnzones.activeTeamSpawnzoneMinimapEnts[ team ] <- CreateTeamSpawnZoneEntity( chosenZone, team )
- if ( IsValid( oldEnt ) )
- oldEnt.Destroy()
- }
-
- spawnStateSpawnzones.activeTeamSpawnzones[ team ] <- chosenZone
-
- return spawnStateSpawnzones.activeTeamSpawnzones[ team ]
+ return 0
} \ No newline at end of file