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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut93
1 files changed, 28 insertions, 65 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
index 84317c6e..ea55eb48 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
@@ -1,7 +1,5 @@
untyped
-global function InitRatings // temp for testing
-
global function Spawn_Init
global function SetRespawnsEnabled
global function RespawnsEnabled
@@ -54,6 +52,12 @@ void function Spawn_Init()
// callbacks for spawnzone spawns
AddCallback_GameStateEnter( eGameState.Prematch, ResetSpawnzones )
AddSpawnCallbackEditorClass( "trigger_multiple", "trigger_mp_spawn_zone", AddSpawnZoneTrigger )
+
+ SpawnPoints_SetRatingMultipliers_Enemy( TD_TITAN, -10.0, -6.0, -1.0 )
+ SpawnPoints_SetRatingMultipliers_Friendly( TD_TITAN, 0.25, 1.75, 1.75 )
+
+ SpawnPoints_SetRatingMultipliers_Enemy( TD_PILOT, -10.0, -6.0, -1.0 )
+ SpawnPoints_SetRatingMultipliers_Friendly( TD_PILOT, 0.25, 1.75, 1.75 )
}
void function InitSpawnpoint( entity spawnpoint )
@@ -120,32 +124,36 @@ string function GetSpawnpointGamemodeOverride()
unreachable
}
-void function InitRatings( entity player, int team )
+void function SpawnPoints_InitScriptRatings( entity player, int team )
{
- if ( player != null )
- SpawnPoints_InitRatings( player, team ) // no idea what the second arg supposed to be lol
+ const float FRONTLINE_PLAYER_SPAWN_OFFSET = 256
+
+ // get frontline stuff
+ Frontline frontline = GetFrontline( team )
+ vector spawnDir = frontline.combatDir * -1
+ local offsetOrigin = frontline.origin + spawnDir * FRONTLINE_PLAYER_SPAWN_OFFSET
+
+ //SpawnPoints_InitFrontlineData( offsetOrigin, spawnDir, frontline.combatDir, frontline.origin, frontline.line )
+ SpawnPoints_InitRatings( player, team )
}
entity function FindSpawnPoint( entity player, bool isTitan, bool useStartSpawnpoint )
{
int team = player.GetTeam()
+ int pointTeam = team
if ( HasSwitchedSides() )
- team = GetOtherTeam( team )
+ pointTeam = GetOtherTeam( team )
array<entity> spawnpoints
if ( useStartSpawnpoint )
- spawnpoints = isTitan ? SpawnPoints_GetTitanStart( team ) : SpawnPoints_GetPilotStart( team )
+ spawnpoints = isTitan ? SpawnPoints_GetTitanStart( pointTeam ) : SpawnPoints_GetPilotStart( pointTeam )
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_InitScriptRatings( player, team ) // no idea what the second arg supposed to be lol
void functionref( int, array<entity>, int, entity ) ratingFunc = isTitan ? GameMode_GetTitanSpawnpointsRatingFunc( GAMETYPE ) : GameMode_GetPilotSpawnpointsRatingFunc( GAMETYPE )
- ratingFunc( isTitan ? TD_TITAN : TD_PILOT, spawnpoints, team, player )
+ ratingFunc( isTitan ? TD_TITAN : TD_PILOT, spawnpoints, pointTeam, player )
if ( isTitan )
{
@@ -154,7 +162,7 @@ entity function FindSpawnPoint( entity player, bool isTitan, bool useStartSpawnp
else
SpawnPoints_SortTitan()
- spawnpoints = useStartSpawnpoint ? SpawnPoints_GetTitanStart( team ) : SpawnPoints_GetTitan()
+ spawnpoints = useStartSpawnpoint ? SpawnPoints_GetTitanStart( pointTeam ) : SpawnPoints_GetTitan()
}
else
{
@@ -163,7 +171,7 @@ entity function FindSpawnPoint( entity player, bool isTitan, bool useStartSpawnp
else
SpawnPoints_SortPilot()
- spawnpoints = useStartSpawnpoint ? SpawnPoints_GetPilotStart( team ) : SpawnPoints_GetPilot()
+ spawnpoints = useStartSpawnpoint ? SpawnPoints_GetPilotStart( pointTeam ) : SpawnPoints_GetPilot()
}
entity spawnpoint = GetBestSpawnpoint( player, spawnpoints )
@@ -179,7 +187,7 @@ entity function GetBestSpawnpoint( entity player, array<entity> spawnpoints )
// not really 100% sure on this randomisation, needs some thought
array<entity> validSpawns
foreach ( entity spawnpoint in spawnpoints )
- {
+ {
if ( IsSpawnpointValid( spawnpoint, player.GetTeam() ) )
{
validSpawns.append( spawnpoint )
@@ -215,7 +223,7 @@ entity function GetBestSpawnpoint( entity player, array<entity> spawnpoints )
}
}
- return validSpawns[ RandomInt( validSpawns.len() ) ] // slightly randomize it
+ return validSpawns[ 0 ] //RandomInt( validSpawns.len() ) ] // slightly randomize it
}
bool function IsSpawnpointValid( entity spawnpoint, int team )
@@ -396,55 +404,10 @@ 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 )
}
}