diff options
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut')
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut | 81 |
1 files changed, 5 insertions, 76 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut index a0a7243b..b4ab26ea 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut @@ -40,6 +40,7 @@ void function CaptureTheFlag_Init() AddCallback_OnPlayerKilled( OnPlayerKilled ) AddCallback_OnPilotBecomesTitan( DropFlagForBecomingTitan ) + SetSpawnZoneRatingFunc( DecideSpawnZone_CTF ) AddSpawnpointValidationRule( VerifyCTFSpawnpoint ) RegisterSignal( "FlagReturnEnded" ) @@ -65,69 +66,7 @@ void function CaptureTheFlag_Init() void function RateSpawnpoints_CTF( int checkClass, array<entity> spawnpoints, int team, entity player ) { - // ctf spawn algo iteration 4 i despise extistence - array<entity> startSpawns = SpawnPoints_GetPilotStart( team ) - array<entity> enemyStartSpawns = SpawnPoints_GetPilotStart( GetOtherTeam( team ) ) - array<entity> enemyPlayers = GetPlayerArrayOfTeam_Alive( team ) - - // get average startspawn position and max dist between spawns - // could probably cache this, tbh, not like it should change outside of halftimes - vector averageFriendlySpawns - float averageFriendlySpawnDist - - int averageDistCount - - foreach ( entity spawn in startSpawns ) - { - foreach ( entity otherSpawn in startSpawns ) - { - float dist = Distance2D( spawn.GetOrigin(), otherSpawn.GetOrigin() ) - averageFriendlySpawnDist += dist - averageDistCount++ - } - - averageFriendlySpawns += spawn.GetOrigin() - } - - averageFriendlySpawns /= startSpawns.len() - averageFriendlySpawnDist /= averageDistCount - - // get average enemy startspawn position - vector averageEnemySpawns - - foreach ( entity spawn in enemyStartSpawns ) - averageEnemySpawns += spawn.GetOrigin() - - averageEnemySpawns /= enemyStartSpawns.len() - - // from here, rate spawns - float baseDistance = Distance2D( averageFriendlySpawns, averageEnemySpawns ) - float spawnIterations = ( baseDistance / averageFriendlySpawnDist ) / 2 - - foreach ( entity spawn in spawnpoints ) - { - // ratings should max/min out at 100 / -100 - // start by prioritizing closer spawns, but not so much that enemies won't really affect them - float rating = 10 * ( 1.0 - Distance2D( averageFriendlySpawns, spawn.GetOrigin() ) / baseDistance ) - float remainingZonePower = 1.0 // this is used to ensure that players that are in multiple zones at once shouldn't affect all those zones too hard - - for ( int i = 0; i < spawnIterations; i++ ) - { - vector zonePos = averageFriendlySpawns + Normalize( averageEnemySpawns - averageFriendlySpawns ) * ( i * averageFriendlySpawnDist ) - - float zonePower - foreach ( entity otherPlayer in enemyPlayers ) - if ( Distance2D( otherPlayer.GetOrigin(), zonePos ) < averageFriendlySpawnDist ) - zonePower += 1.0 / enemyPlayers.len() - - zonePower = min( zonePower, remainingZonePower ) - remainingZonePower -= zonePower - // scale rating based on distance between spawn and zone, baring in mind max 100 rating - rating -= ( zonePower * 100 ) * ( 1.0 - Distance2D( spawn.GetOrigin(), zonePos ) / baseDistance ) - } - - spawn.CalculateRating( checkClass, player.GetTeam(), rating, rating ) - } + RateSpawnpoints_SpawnZones( checkClass, spawnpoints, team, player ) } bool function VerifyCTFSpawnpoint( entity spawnpoint, int team ) @@ -179,13 +118,6 @@ void function OnPlayerKilled( entity victim, entity attacker, var damageInfo ) } } -void function SetupFlagMinimapIcon( entity flag ) -{ - flag.Minimap_AlwaysShow( TEAM_IMC, null ) - flag.Minimap_AlwaysShow( TEAM_MILITIA, null ) - flag.Minimap_SetAlignUpright( true ) -} - void function CreateFlags() { if ( IsValid( file.imcFlagSpawn ) ) @@ -205,7 +137,7 @@ void function CreateFlags() // likely this is because respawn uses distance checks from spawns to check this in official // but i don't like doing that so just using a list of maps to swap them on lol bool switchedSides = HasSwitchedSides() == 1 - bool shouldSwap = SWAP_FLAG_MAPS.contains( GetMapName() ) || switchedSides + bool shouldSwap = SWAP_FLAG_MAPS.contains( GetMapName() ) ? !switchedSides : switchedSides int flagTeam = spawn.GetTeam() if ( shouldSwap ) @@ -228,7 +160,6 @@ void function CreateFlags() flag.SetModel( CTF_FLAG_MODEL ) flag.SetOrigin( spawn.GetOrigin() + < 0, 0, base.GetBoundingMaxs().z * 2 > ) // ensure flag doesn't spawn clipped into geometry flag.SetVelocity( < 0, 0, 1 > ) - SetFlagStateForTeam( flag.GetTeam(), eFlagState.None ) // reset flag state to prevent half-time oddities flag.s.canTake <- true flag.s.playersReturning <- [] @@ -252,7 +183,6 @@ void function CreateFlags() { file.imcFlagSpawn = base file.imcFlag = flag - SetupFlagMinimapIcon( file.imcFlag ) file.imcFlagReturnTrigger = returnTrigger SetGlobalNetEnt( "imcFlag", file.imcFlag ) @@ -262,7 +192,6 @@ void function CreateFlags() { file.militiaFlagSpawn = base file.militiaFlag = flag - SetupFlagMinimapIcon( file.militiaFlag ) file.militiaFlagReturnTrigger = returnTrigger SetGlobalNetEnt( "milFlag", file.militiaFlag ) @@ -344,7 +273,7 @@ void function DropFlagIfPhased( entity player, entity flag ) DropFlag( player, true ) }) - while( IsValid( flag ) && flag.GetParent() == player ) + while( flag.GetParent() == player ) WaitFrame() } @@ -529,4 +458,4 @@ void function TryReturnFlag( entity player, entity flag ) MessageToTeam( GetOtherTeam( flag.GetTeam() ), eEventNotifications.PlayerReturnedEnemyFlag, null, player ) EmitSoundOnEntityToTeam( flag, "UI_CTF_3P_EnemyReturnsFlag", GetOtherTeam( flag.GetTeam() ) ) PlayFactionDialogueToTeam( "ctf_flagReturnedEnemy", GetOtherTeam( flag.GetTeam() ) ) -} +}
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