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Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut')
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut51
1 files changed, 3 insertions, 48 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
index 84317c6ef..5bf150c06 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
@@ -396,55 +396,10 @@ void function InitPreferSpawnNodes()
// frontline
void function RateSpawnpoints_Frontline( int checkClass, array<entity> spawnpoints, int team, entity player )
{
- Frontline frontline = GetFrontline( player.GetTeam() )
-
- // heavily based on ctf spawn algo iteration 4, only changes it at the end
- 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
- return
-
- // 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 maxFriendlySpawnDist
-
- foreach ( entity spawn in startSpawns )
- {
- foreach ( entity otherSpawn in startSpawns )
- {
- float dist = Distance2D( spawn.GetOrigin(), otherSpawn.GetOrigin() )
- if ( dist > maxFriendlySpawnDist )
- maxFriendlySpawnDist = dist
- }
-
- averageFriendlySpawns += spawn.GetOrigin()
- }
-
- averageFriendlySpawns /= startSpawns.len()
-
- // 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 )
- foreach ( entity spawn in spawnpoints )
+ foreach ( entity spawnpoint 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 )
-
- // 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( spawn.GetOrigin(), frontline.friendlyCenter ) / baseDistance ) )
- rating *= fabs( frontline.combatDir.y - Normalize( spawn.GetOrigin() - averageFriendlySpawns ).y )
-
- spawn.CalculateRating( checkClass, player.GetTeam(), rating, rating )
+ float rating = spawnpoint.CalculateFrontlineRating()
+ spawnpoint.CalculateRating( checkClass, player.GetTeam(), rating, rating > 0 ? rating * 0.25 : rating )
}
}