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author | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2021-08-31 23:14:58 +0100 |
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committer | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2021-08-31 23:14:58 +0100 |
commit | 9a96d0bff56f1969c68bb52a2f33296095bdc67d (patch) | |
tree | 4175928e488632705692e3cccafa1a38dd854615 /Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut | |
parent | 27bd240871b7c0f2f49fef137718b2e3c208e3b4 (diff) | |
download | NorthstarMods-9a96d0bff56f1969c68bb52a2f33296095bdc67d.tar.gz NorthstarMods-9a96d0bff56f1969c68bb52a2f33296095bdc67d.zip |
move to new mod format
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut')
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut | 439 |
1 files changed, 439 insertions, 0 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut new file mode 100644 index 00000000..26e4c713 --- /dev/null +++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut @@ -0,0 +1,439 @@ +untyped + +global function InitRatings // temp for testing + +global function Spawn_Init +global function SetSpawnsUseFrontline +global function SetRespawnsEnabled +global function RespawnsEnabled +global function SetSpawnpointGamemodeOverride +global function GetSpawnpointGamemodeOverride +global function CreateNoSpawnArea +global function DeleteNoSpawnArea + +global function GetCurrentFrontline +global function FindSpawnPoint + +global function RateSpawnpoints_Generic + +struct NoSpawnArea +{ + string id + int blockedTeam + int blockOtherTeams + vector position + float lifetime + float radius +} + +struct { + bool respawnsEnabled = true + string spawnpointGamemodeOverride + + array<vector> preferSpawnNodes + table<string, NoSpawnArea> noSpawnAreas + bool sidesSwitched = false + + bool frontlineBased = false + float lastImcFrontlineRatingTime + float lastMilitiaFrontlineRatingTime + Frontline& lastImcFrontline + Frontline& lastMilitiaFrontline +} file + +void function Spawn_Init() +{ + AddCallback_GameStateEnter( eGameState.SwitchingSides, OnSwitchingSides ) + AddCallback_EntitiesDidLoad( InitPreferSpawnNodes ) + + AddSpawnCallback( "info_spawnpoint_human", InitSpawnpoint ) + AddSpawnCallback( "info_spawnpoint_human_start", InitSpawnpoint ) + AddSpawnCallback( "info_spawnpoint_titan", InitSpawnpoint ) + AddSpawnCallback( "info_spawnpoint_titan_start", InitSpawnpoint ) +} + +void function InitPreferSpawnNodes() +{ + foreach ( entity hardpoint in GetEntArrayByClass_Expensive( "info_hardpoint" ) ) + { + if ( !hardpoint.HasKey( "hardpointGroup" ) ) + continue + + if ( hardpoint.kv.hardpointGroup != "A" && hardpoint.kv.hardpointGroup != "B" && hardpoint.kv.hardpointGroup != "C" ) + continue + + file.preferSpawnNodes.append( hardpoint.GetOrigin() ) + } + + //foreach ( entity frontline in GetEntArrayByClass_Expensive( "info_frontline" ) ) + // file.preferSpawnNodes.append( frontline.GetOrigin() ) +} + +void function InitSpawnpoint( entity spawnpoint ) +{ + spawnpoint.s.lastUsedTime <- -999 +} + +void function SetRespawnsEnabled( bool enabled ) +{ + file.respawnsEnabled = enabled +} + +bool function RespawnsEnabled() +{ + return file.respawnsEnabled +} + +string function CreateNoSpawnArea( int blockSpecificTeam, int blockEnemiesOfTeam, vector position, float lifetime, float radius ) +{ + NoSpawnArea noSpawnArea + noSpawnArea.blockedTeam = blockSpecificTeam + noSpawnArea.blockOtherTeams = blockEnemiesOfTeam + noSpawnArea.position = position + noSpawnArea.lifetime = lifetime + noSpawnArea.radius = radius + + // generate an id + noSpawnArea.id = UniqueString( "noSpawnArea" ) + + thread NoSpawnAreaLifetime( noSpawnArea ) + + return noSpawnArea.id +} + +void function NoSpawnAreaLifetime( NoSpawnArea noSpawnArea ) +{ + wait noSpawnArea.lifetime + DeleteNoSpawnArea( noSpawnArea.id ) +} + +void function DeleteNoSpawnArea( string noSpawnIdx ) +{ + try // unsure if the trycatch is necessary but better safe than sorry + { + delete file.noSpawnAreas[ noSpawnIdx ] + } + catch ( exception ) + {} +} + +void function SetSpawnpointGamemodeOverride( string gamemode ) +{ + file.spawnpointGamemodeOverride = gamemode +} + +string function GetSpawnpointGamemodeOverride() +{ + if ( file.spawnpointGamemodeOverride != "" ) + return file.spawnpointGamemodeOverride + else + return GAMETYPE + + unreachable +} + +void function SetSpawnsUseFrontline( bool useFrontline ) +{ + file.frontlineBased = useFrontline +} + +bool function InitRatings( entity player, int team ) +{ + Frontline frontline = GetCurrentFrontline( team ) + print( team ) + print( frontline.friendlyCenter ) + + vector offsetOrigin = frontline.friendlyCenter + frontline.combatDir * 256 + SpawnPoints_InitFrontlineData( offsetOrigin, frontline.combatDir, frontline.line, frontline.friendlyCenter, 2.0 ) // temp + + if ( player != null ) + SpawnPoints_InitRatings( player, team ) // no idea what the second arg supposed to be lol + + return frontline.friendlyCenter == < 0, 0, 0 > && file.frontlineBased // if true, use startspawns +} + +Frontline function GetCurrentFrontline( int team ) +{ + float lastFrontlineRatingTime + Frontline lastFrontline + if ( team == TEAM_IMC ) + { + lastFrontline = file.lastImcFrontline + lastFrontlineRatingTime = file.lastImcFrontlineRatingTime + } + else + { + lastFrontline = file.lastMilitiaFrontline + lastFrontlineRatingTime = file.lastMilitiaFrontlineRatingTime + } + + // current frontline is old, get a new one + if ( lastFrontlineRatingTime + 20.0 < Time() || lastFrontline.friendlyCenter == < 0, 0, 0 > ) + { + print( "rerating frontline..." ) + Frontline frontline = GetFrontline( team ) + + // this doesn't work lol + /*if ( frontline.friendlyCenter == < 0, 0, 0 > ) + { + // recalculate to startspawnpoint positions + array<entity> startSpawns = SpawnPoints_GetPilotStart( team ) + + vector averagePos + vector averageDir + foreach ( entity spawnpoint in startSpawns ) + { + averagePos.x += spawnpoint.GetOrigin().x + averagePos.y += spawnpoint.GetOrigin().y + averagePos.z += spawnpoint.GetOrigin().z + + averageDir.x += spawnpoint.GetAngles().x + averageDir.y += spawnpoint.GetAngles().y + averageDir.z += spawnpoint.GetAngles().z + } + + averagePos.x /= startSpawns.len() + averagePos.y /= startSpawns.len() + averagePos.z /= startSpawns.len() + + averageDir.x /= startSpawns.len() + averageDir.y /= startSpawns.len() + averageDir.z /= startSpawns.len() + + print( "average " + averagePos ) + + frontline.friendlyCenter = averagePos + frontline.origin = averagePos + frontline.combatDir = averageDir * -1 + }*/ + + if ( team == TEAM_IMC ) + { + file.lastImcFrontlineRatingTime = Time() + file.lastImcFrontline = frontline + } + else + { + file.lastMilitiaFrontlineRatingTime = Time() + file.lastMilitiaFrontline = frontline + } + + lastFrontline = frontline + } + + return lastFrontline +} + +entity function FindSpawnPoint( entity player, bool isTitan, bool useStartSpawnpoint ) +{ + int team = player.GetTeam() + if ( file.sidesSwitched ) + team = GetOtherTeam( team ) + + useStartSpawnpoint = InitRatings( player, player.GetTeam() ) || useStartSpawnpoint // force startspawns if no frontline + print( "useStartSpawnpoint: " + useStartSpawnpoint ) + + array<entity> spawnpoints + if ( useStartSpawnpoint ) + spawnpoints = isTitan ? SpawnPoints_GetTitanStart( team ) : SpawnPoints_GetPilotStart( team ) + else + spawnpoints = isTitan ? SpawnPoints_GetTitan() : SpawnPoints_GetPilot() + + void functionref( int, array<entity>, int, entity ) ratingFunc = isTitan ? GameMode_GetTitanSpawnpointsRatingFunc( GAMETYPE ) : GameMode_GetPilotSpawnpointsRatingFunc( GAMETYPE ) + ratingFunc( isTitan ? TD_TITAN : TD_PILOT, spawnpoints, team, player ) + + if ( isTitan ) + { + if ( useStartSpawnpoint ) + SpawnPoints_SortTitanStart() + else + SpawnPoints_SortTitan() + + spawnpoints = useStartSpawnpoint ? SpawnPoints_GetTitanStart( team ) : SpawnPoints_GetTitan() + } + else + { + if ( useStartSpawnpoint ) + SpawnPoints_SortPilotStart() + else + SpawnPoints_SortPilot() + + spawnpoints = useStartSpawnpoint ? SpawnPoints_GetPilotStart( team ) : SpawnPoints_GetPilot() + } + + entity spawnpoint = GetBestSpawnpoint( player, spawnpoints ) + + spawnpoint.s.lastUsedTime = Time() + player.SetLastSpawnPoint( spawnpoint ) + + return spawnpoint +} + +entity function GetBestSpawnpoint( entity player, array<entity> spawnpoints ) +{ + // not really 100% sure on this randomisation, needs some thought + array<entity> validSpawns + foreach ( entity spawnpoint in spawnpoints ) + { + if ( IsSpawnpointValid( spawnpoint, player.GetTeam() ) ) + { + validSpawns.append( spawnpoint ) + + if ( validSpawns.len() == 3 ) // arbitrary small sample size + break + } + } + + if ( validSpawns.len() == 0 ) + { + // no valid spawns, very bad, so dont care about spawns being valid anymore + print( "found no valid spawns! spawns may be subpar!" ) + foreach ( entity spawnpoint in spawnpoints ) + { + validSpawns.append( spawnpoint ) + + if ( validSpawns.len() == 3 ) // arbitrary small sample size + break + } + } + + return validSpawns[ RandomInt( validSpawns.len() ) ] // slightly randomize it +} + +bool function IsSpawnpointValid( entity spawnpoint, int team ) +{ + //if ( !spawnpoint.HasKey( "ignoreGamemode" ) || ( spawnpoint.HasKey( "ignoreGamemode" ) && spawnpoint.kv.ignoreGamemode == "0" ) ) // used by script-spawned spawnpoints + //{ + // if ( file.spawnpointGamemodeOverride != "" ) + // { + // string gamemodeKey = "gamemode_" + file.spawnpointGamemodeOverride + // if ( spawnpoint.HasKey( gamemodeKey ) && ( spawnpoint.kv[ gamemodeKey ] == "0" || spawnpoint.kv[ gamemodeKey ] == "" ) ) + // return false + // } + // else if ( GameModeRemove( spawnpoint ) ) + // return false + //} + + if ( Riff_FloorIsLava() && spawnpoint.GetOrigin().z < GetLethalFogTop() ) + return false + + int compareTeam = spawnpoint.GetTeam() + if ( file.sidesSwitched && ( compareTeam == TEAM_MILITIA || compareTeam == TEAM_IMC ) ) + compareTeam = GetOtherTeam( compareTeam ) + + if ( spawnpoint.GetTeam() > 0 && compareTeam != team && !IsFFAGame() ) + return false + + if ( spawnpoint.IsOccupied() ) + return false + + foreach ( k, NoSpawnArea noSpawnArea in file.noSpawnAreas ) + { + 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 + } + + array<entity> projectiles = GetProjectileArrayEx( "any", TEAM_ANY, TEAM_ANY, spawnpoint.GetOrigin(), 400 ) + foreach ( entity projectile in projectiles ) + if ( projectile.GetTeam() != team ) + return false + + if ( Time() - spawnpoint.s.lastUsedTime <= 1.0 ) + return false + + return true +} + +void function RateSpawnpoints_Generic( int checkClass, array<entity> spawnpoints, int team, entity player ) +{ + // 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 file.preferSpawnNodes ) + { + float currentRating + + // 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 ) + + 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 + } + + 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 < file.preferSpawnNodes.len(); i++ ) + { + // bonus if autotitan is nearish + if ( IsAlive( player.GetPetTitan() ) && Distance( player.GetPetTitan().GetOrigin(), file.preferSpawnNodes[ i ] ) < 1200.0 ) + petTitanModifier += 10.0 + + float dist = Distance2D( spawnpoint.GetOrigin(), file.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 + } + + 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 ) + } +} + +void function OnSwitchingSides() +{ + file.sidesSwitched = true +}
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