diff options
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut')
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut | 386 |
1 files changed, 338 insertions, 48 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut index 9b293524..5b8b2401 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut @@ -14,6 +14,13 @@ global function DeleteNoSpawnArea global function FindSpawnPoint 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 struct NoSpawnArea { @@ -31,8 +38,6 @@ struct { array< bool functionref( entity, int ) > customSpawnpointValidationRules table<string, NoSpawnArea> noSpawnAreas - - array<vector> preferSpawnNodes } file void function Spawn_Init() @@ -42,24 +47,12 @@ void function Spawn_Init() AddSpawnCallback( "info_spawnpoint_titan", InitSpawnpoint ) AddSpawnCallback( "info_spawnpoint_titan_start", InitSpawnpoint ) + // callbacks for generic spawns AddCallback_EntitiesDidLoad( InitPreferSpawnNodes ) -} - -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() ) + // callbacks for spawnzone spawns + AddCallback_GameStateEnter( eGameState.Prematch, ResetSpawnzones ) + AddSpawnCallbackEditorClass( "trigger_multiple", "trigger_mp_spawn_zone", AddSpawnZoneTrigger ) } void function InitSpawnpoint( entity spawnpoint ) @@ -273,36 +266,32 @@ bool function IsSpawnpointValid( entity spawnpoint, int team ) return false // los check - array<entity> enemyLosPlayers - if ( IsFFAGame() ) - enemyLosPlayers = GetPlayerArray() - else - enemyLosPlayers = GetPlayerArrayOfTeam( GetOtherTeam( team ) ) - - foreach ( entity enemyPlayer in enemyLosPlayers ) - { - if ( enemyPlayer.GetTeam() == team || !IsAlive( enemyPlayer ) ) - continue - - float dist = 1000.0 - // check fov, constant here is stolen from every other place this is done - if ( VectorDot_PlayerToOrigin( enemyPlayer, spawnpoint.GetOrigin() ) > 0.8 ) - dist /= 0.75 - - // check distance, constant here is basically arbitrary - if ( Distance( enemyPlayer.GetOrigin(), spawnpoint.GetOrigin() ) > dist ) - continue - - // check actual los - if ( TraceLineSimple( enemyPlayer.EyePosition(), spawnpoint.GetOrigin() + < 0, 0, 48 >, enemyPlayer ) == 1.0 ) - return false - } - - return true + 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 @@ -311,7 +300,7 @@ void function RateSpawnpoints_Generic( int checkClass, array<entity> spawnpoints // 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 ) + foreach ( vector preferSpawnNode in spawnStateGeneric.preferSpawnNodes ) { float currentRating @@ -354,13 +343,13 @@ void function RateSpawnpoints_Generic( int checkClass, array<entity> spawnpoints 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++ ) + for ( int i = 0; i < spawnStateGeneric.preferSpawnNodes.len(); i++ ) { // bonus if autotitan is nearish - if ( IsAlive( player.GetPetTitan() ) && Distance( player.GetPetTitan().GetOrigin(), file.preferSpawnNodes[ i ] ) < 1200.0 ) + if ( IsAlive( player.GetPetTitan() ) && Distance( player.GetPetTitan().GetOrigin(), spawnStateGeneric.preferSpawnNodes[ i ] ) < 1200.0 ) petTitanModifier += 10.0 - float dist = Distance2D( spawnpoint.GetOrigin(), file.preferSpawnNodes[ i ] ) + float dist = Distance2D( spawnpoint.GetOrigin(), spawnStateGeneric.preferSpawnNodes[ i ] ) if ( dist > 750.0 ) continue @@ -384,4 +373,305 @@ void function RateSpawnpoints_Generic( int checkClass, array<entity> spawnpoints if ( rating != 0.0 || currentRating != 0.0 ) print( "rating = " + rating + ", internal rating = " + currentRating ) } +} + +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 + + spawnStateGeneric.preferSpawnNodes.append( hardpoint.GetOrigin() ) + } + + //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 ) +{ + 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 ) + { + // 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 ) + } +} + +// 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() +} + +void function AddSpawnZoneTrigger( entity trigger ) +{ + trigger.s.spawnzoneRating <- 0.0 + spawnStateSpawnzones.mapSpawnzoneTriggers.append( trigger ) +} + +void function SetSpawnZoneRatingFunc( entity functionref( array<entity>, int ) ratingFunc ) +{ + spawnStateSpawnzones.spawnzoneRatingFunc = ratingFunc +} + +void function SetShouldCreateMinimapSpawnZones( bool shouldCreateMinimapSpawnzones ) +{ + spawnStateSpawnzones.shouldCreateMinimapSpawnzones = shouldCreateMinimapSpawnzones +} + +entity 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_SetAlignUpright( true ) + minimapObj.Minimap_AlwaysShow( TEAM_IMC, null ) + minimapObj.Minimap_AlwaysShow( TEAM_MILITIA, null ) + minimapObj.Minimap_SetHeightTracking( true ) + minimapObj.Minimap_SetZOrder( MINIMAP_Z_OBJECT ) + + if ( team == TEAM_IMC ) + minimapObj.Minimap_SetCustomState( eMinimapObject_prop_script.SPAWNZONE_IMC ) + else + minimapObj.Minimap_SetCustomState( eMinimapObject_prop_script.SPAWNZONE_MIL ) + + minimapObj.DisableHibernation() + return 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 + { + 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 ) ) + + spawn.CalculateRating( checkClass, player.GetTeam(), rating, rating ) + } +} + +entity function DecideSpawnZone_Generic( array<entity> spawnzones, int team ) +{ + if ( spawnzones.len() == 0 ) + 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 ) ) + + 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 ) + + bool needNewZone = true + if ( team in spawnStateSpawnzones.activeTeamSpawnzones ) + { + 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 + } + + needNewZone = false + } + + if ( needNewZone ) + { + // find new zone + 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 + bool spawnzoneTaken = false + foreach ( int otherTeam, entity otherSpawnzone in spawnStateSpawnzones.activeTeamSpawnzones ) + { + if ( otherSpawnzone == spawnzone ) + { + spawnzoneTaken = true + break + } + } + + if ( spawnzoneTaken ) + continue + + // check zone validity + bool spawnzoneEvil = false + foreach ( entity player in GetPlayerArray() ) + { + // couldn't get IsTouching, GetTouchingEntities or enter callbacks to work in testing, so doing this + if ( player.GetTeam() != team && spawnzone.ContainsPoint( player.GetOrigin() ) ) + { + spawnzoneEvil = true + break + } + } + + print( averageFriendlySpawns ) + print( averageEnemySpawns ) + print( Distance2D( spawnzone.GetOrigin(), averageFriendlySpawns ) ) + print( Distance2D( spawnzone.GetOrigin(), averageEnemySpawns ) ) + // 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 ) + } + + 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() ) ] + + 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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