diff options
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut')
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut | 138 |
1 files changed, 137 insertions, 1 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut index 2b1a0713..3cc4556b 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut @@ -21,6 +21,7 @@ global function SetShouldCreateMinimapSpawnZones global function CreateTeamSpawnZoneEntity global function RateSpawnpoints_SpawnZones global function DecideSpawnZone_Generic +global function DecideSpawnZone_CTF struct NoSpawnArea { @@ -590,7 +591,7 @@ entity function DecideSpawnZone_Generic( array<entity> spawnzones, int team ) array<entity> possibleZones foreach ( entity spawnzone in spawnStateSpawnzones.mapSpawnzoneTriggers ) { - // don't remeber if you can do a "value in table.values" sorta thing in squirrel so doing manual lookup + // 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 ) { @@ -670,4 +671,139 @@ entity function DecideSpawnZone_Generic( array<entity> spawnzones, int team ) } 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 + + // check zone validity + bool spawnzoneEvil = false + foreach ( entity player in enemyPlayers ) + { + // couldn't get IsTouching, GetTouchingEntities or enter callbacks to work in testing, so doing this + if ( spawnzone.ContainsPoint( player.GetOrigin() ) ) + { + spawnzoneEvil = true + break + } + } + + // 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 > ) + { + // 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 + } + } + } + } + + spawnzone.s.spawnzoneRating = rating + possibleZones.append( spawnzone ) + } + + if ( possibleZones.len() == 0 ) + 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() + } + + spawnStateSpawnzones.activeTeamSpawnzones[ team ] <- chosenZone + + return spawnStateSpawnzones.activeTeamSpawnzones[ team ] }
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