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author | William Miller <william-millennium@hotmail.com> | 2024-09-07 17:07:52 -0300 |
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committer | GitHub <noreply@github.com> | 2024-09-07 22:07:52 +0200 |
commit | 6b839def7fa1aff2519dccb7cf7d9dcee661a6ef (patch) | |
tree | 3eb711234465c534f6f70bb7e4b0e90e06d2cddd /Northstar.CustomServers/mod/scripts | |
parent | e978c6084508221cb40e5bb59277e7d33592af87 (diff) | |
download | NorthstarMods-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')
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut | 763 |
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 d64e3a5b..c47552b3 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 }
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