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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut122
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/mp/levels/mp_complex3.nut13
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut203
3 files changed, 104 insertions, 234 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut
index 704f55d3..dad94f67 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut
@@ -63,93 +63,65 @@ void function CaptureTheFlag_Init()
void function RateSpawnpoints_CTF( int checkClass, array<entity> spawnpoints, int team, entity player )
{
- // ok this is the 3rd time rewriting this due to not understanding ctf spawns properly
- // legit just
- // if there are no enemies in base, spawn them in base
- // if there are, spawn them outside of it ( but ideally still close )
- // max distance away should be like, angel city markets
-
- int spawnTeam = team
- if ( HasSwitchedSides() )
- spawnTeam = GetOtherTeam( team )
-
- array<entity> startSpawns = SpawnPoints_GetPilotStart( spawnTeam )
- array<entity> enemyPlayers = GetPlayerArrayOfTeam_Alive( GetOtherTeam( spawnTeam ) )
-
- vector startSpawnAverage
- bool enemyInBase = false
- foreach ( entity startSpawn in startSpawns )
+ // 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 maxFriendlySpawnDist
+
+ foreach ( entity spawn in startSpawns )
{
- startSpawnAverage += startSpawn.GetOrigin()
-
- foreach ( entity enemy in enemyPlayers )
+ foreach ( entity otherSpawn in startSpawns )
{
- if ( Distance( startSpawn.GetOrigin(), enemy.GetOrigin() ) <= 1000.0 )
- {
- enemyInBase = true
- break
- }
- }
+ float dist = Distance2D( spawn.GetOrigin(), otherSpawn.GetOrigin() )
+ if ( dist > maxFriendlySpawnDist )
+ maxFriendlySpawnDist = dist
+ }
+
+ averageFriendlySpawns += spawn.GetOrigin()
}
- startSpawnAverage /= startSpawns.len()
+ averageFriendlySpawns /= startSpawns.len()
+
+ // get average enemy startspawn position
+ vector averageEnemySpawns
+
+ foreach ( entity spawn in enemyStartSpawns )
+ averageEnemySpawns += spawn.GetOrigin()
+
+ averageEnemySpawns /= enemyStartSpawns.len()
- print( "spawn for " + player + " is there an enemy in base?" + enemyInBase )
+ // from here, rate spawns
+ float baseDistance = Distance2D( averageFriendlySpawns, averageEnemySpawns )
+ float spawnIterations = ( baseDistance / maxFriendlySpawnDist ) / 2
foreach ( entity spawn in spawnpoints )
{
- float rating = 0.0
-
- bool isStart = false
- foreach ( entity startSpawn in startSpawns )
- {
- if ( Distance2D( spawn.GetOrigin(), startSpawn.GetOrigin() ) < 1500.0 ) // this was for some reason the only distance i could get to work
- {
- isStart = true
- break
- }
- }
-
- if ( isStart )
- {
- if ( !enemyInBase )
- rating = 1000 + RandomFloat( 100.0 )
- else
- rating = -1000.0
- }
- else if ( !isStart && enemyInBase )
+ // 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++ )
{
- entity friendlyFlag
- entity enemyFlag
- if ( team == TEAM_IMC )
- {
- friendlyFlag = file.imcFlagSpawn
- enemyFlag = file.militiaFlagSpawn
- }
- else
- {
- friendlyFlag = file.militiaFlagSpawn
- enemyFlag = file.imcFlagSpawn
- }
-
- float dist = Distance2D( spawn.GetOrigin(), enemyFlag.GetOrigin() )
- float flagDist = Distance2D( startSpawnAverage, enemyFlag.GetOrigin() )
+ vector zonePos = averageFriendlySpawns + Normalize( averageEnemySpawns - averageFriendlySpawns ) * ( i * maxFriendlySpawnDist )
+
+ float zonePower
+ foreach ( entity player in enemyPlayers )
+ if ( Distance2D( player.GetOrigin(), zonePos ) < maxFriendlySpawnDist )
+ zonePower += 1.0 / enemyPlayers.len()
- if ( dist < ( flagDist / 2 ) ) // spawns shouldn't be closer to enemies than they are to us
- rating = -1000.0
- if ( dist > flagDist * 1.1 ) // spawn is behind startspawns
- rating = -1000.0
- else
- {
- rating = dist // closer spawns are better
-
- foreach( entity enemy in enemyPlayers ) // reduce rating if enemies are near by
- if ( Distance( enemy.GetOrigin(), spawn.GetOrigin() ) < 500.0 )
- rating /= 2
- }
+ 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, team, rating, rating )
+ spawn.CalculateRating( checkClass, player.GetTeam(), rating, rating )
}
}
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/levels/mp_complex3.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/levels/mp_complex3.nut
index 37b89169..2568b623 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/mp/levels/mp_complex3.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/levels/mp_complex3.nut
@@ -1 +1,12 @@
-//fuck \ No newline at end of file
+global function CodeCallback_MapInit
+
+void function CodeCallback_MapInit()
+{
+ AddCallback_EntitiesDidLoad( InitComplexRings )
+}
+
+void function InitComplexRings()
+{
+ entity rings = GetEntByScriptName( "rings_pristine" )
+ thread PlayAnim( rings, "animated_slow" )
+} \ No newline at end of file
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
index 26e4c713..61fabb3c 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
@@ -30,9 +30,7 @@ struct {
bool respawnsEnabled = true
string spawnpointGamemodeOverride
- array<vector> preferSpawnNodes
table<string, NoSpawnArea> noSpawnAreas
- bool sidesSwitched = false
bool frontlineBased = false
float lastImcFrontlineRatingTime
@@ -42,33 +40,13 @@ struct {
} file
void function Spawn_Init()
-{
- AddCallback_GameStateEnter( eGameState.SwitchingSides, OnSwitchingSides )
- AddCallback_EntitiesDidLoad( InitPreferSpawnNodes )
-
+{
AddSpawnCallback( "info_spawnpoint_human", InitSpawnpoint )
AddSpawnCallback( "info_spawnpoint_human_start", InitSpawnpoint )
AddSpawnCallback( "info_spawnpoint_titan", InitSpawnpoint )
AddSpawnCallback( "info_spawnpoint_titan_start", InitSpawnpoint )
}
-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() )
-}
-
void function InitSpawnpoint( entity spawnpoint )
{
spawnpoint.s.lastUsedTime <- -999
@@ -109,12 +87,8 @@ void function NoSpawnAreaLifetime( NoSpawnArea noSpawnArea )
void function DeleteNoSpawnArea( string noSpawnIdx )
{
- try // unsure if the trycatch is necessary but better safe than sorry
- {
+ if ( noSpawnIdx in file.noSpawnAreas )
delete file.noSpawnAreas[ noSpawnIdx ]
- }
- catch ( exception )
- {}
}
void function SetSpawnpointGamemodeOverride( string gamemode )
@@ -152,6 +126,7 @@ bool function InitRatings( entity player, int team )
return frontline.friendlyCenter == < 0, 0, 0 > && file.frontlineBased // if true, use startspawns
}
+// this sucks
Frontline function GetCurrentFrontline( int team )
{
float lastFrontlineRatingTime
@@ -173,40 +148,6 @@ Frontline function GetCurrentFrontline( int team )
print( "rerating frontline..." )
Frontline frontline = GetFrontline( team )
- // this doesn't work lol
- /*if ( frontline.friendlyCenter == < 0, 0, 0 > )
- {
- // recalculate to startspawnpoint positions
- array<entity> startSpawns = SpawnPoints_GetPilotStart( team )
-
- vector averagePos
- vector averageDir
- foreach ( entity spawnpoint in startSpawns )
- {
- averagePos.x += spawnpoint.GetOrigin().x
- averagePos.y += spawnpoint.GetOrigin().y
- averagePos.z += spawnpoint.GetOrigin().z
-
- averageDir.x += spawnpoint.GetAngles().x
- averageDir.y += spawnpoint.GetAngles().y
- averageDir.z += spawnpoint.GetAngles().z
- }
-
- averagePos.x /= startSpawns.len()
- averagePos.y /= startSpawns.len()
- averagePos.z /= startSpawns.len()
-
- averageDir.x /= startSpawns.len()
- averageDir.y /= startSpawns.len()
- averageDir.z /= startSpawns.len()
-
- print( "average " + averagePos )
-
- frontline.friendlyCenter = averagePos
- frontline.origin = averagePos
- frontline.combatDir = averageDir * -1
- }*/
-
if ( team == TEAM_IMC )
{
file.lastImcFrontlineRatingTime = Time()
@@ -227,7 +168,7 @@ Frontline function GetCurrentFrontline( int team )
entity function FindSpawnPoint( entity player, bool isTitan, bool useStartSpawnpoint )
{
int team = player.GetTeam()
- if ( file.sidesSwitched )
+ if ( HasSwitchedSides() )
team = GetOtherTeam( team )
useStartSpawnpoint = InitRatings( player, player.GetTeam() ) || useStartSpawnpoint // force startspawns if no frontline
@@ -302,23 +243,23 @@ entity function GetBestSpawnpoint( entity player, array<entity> spawnpoints )
bool function IsSpawnpointValid( entity spawnpoint, int team )
{
- //if ( !spawnpoint.HasKey( "ignoreGamemode" ) || ( spawnpoint.HasKey( "ignoreGamemode" ) && spawnpoint.kv.ignoreGamemode == "0" ) ) // used by script-spawned spawnpoints
- //{
- // if ( file.spawnpointGamemodeOverride != "" )
- // {
- // string gamemodeKey = "gamemode_" + file.spawnpointGamemodeOverride
- // if ( spawnpoint.HasKey( gamemodeKey ) && ( spawnpoint.kv[ gamemodeKey ] == "0" || spawnpoint.kv[ gamemodeKey ] == "" ) )
- // return false
- // }
- // else if ( GameModeRemove( spawnpoint ) )
- // return false
- //}
+ if ( !spawnpoint.HasKey( "ignoreGamemode" ) || ( spawnpoint.HasKey( "ignoreGamemode" ) && spawnpoint.kv.ignoreGamemode == "0" ) ) // used by script-spawned spawnpoints
+ {
+ if ( file.spawnpointGamemodeOverride != "" )
+ {
+ string gamemodeKey = "gamemode_" + file.spawnpointGamemodeOverride
+ if ( spawnpoint.HasKey( gamemodeKey ) && ( spawnpoint.kv[ gamemodeKey ] == "0" || spawnpoint.kv[ gamemodeKey ] == "" ) )
+ return false
+ }
+ else if ( GameModeRemove( spawnpoint ) )
+ return false
+ }
if ( Riff_FloorIsLava() && spawnpoint.GetOrigin().z < GetLethalFogTop() )
return false
int compareTeam = spawnpoint.GetTeam()
- if ( file.sidesSwitched && ( compareTeam == TEAM_MILITIA || compareTeam == TEAM_IMC ) )
+ if ( HasSwitchedSides() && ( compareTeam == TEAM_MILITIA || compareTeam == TEAM_IMC ) )
compareTeam = GetOtherTeam( compareTeam )
if ( spawnpoint.GetTeam() > 0 && compareTeam != team && !IsFFAGame() )
@@ -344,96 +285,42 @@ bool function IsSpawnpointValid( entity spawnpoint, int team )
if ( projectile.GetTeam() != team )
return false
- if ( Time() - spawnpoint.s.lastUsedTime <= 1.0 )
- return false
-
- return true
-}
-
-void function RateSpawnpoints_Generic( int checkClass, array<entity> spawnpoints, int team, entity player )
-{
- // calculate ratings for preferred nodes
- // this tries to prefer nodes with more teammates, then activity on them
- // todo: in the future it might be good to have this prefer nodes with enemies up to a limit of some sort
- // 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 )
+ // los check
+ array<entity> enemyLosPlayers
+ if ( IsFFAGame() )
+ enemyLosPlayers = GetPlayerArray()
+ else
+ enemyLosPlayers = GetPlayerArrayOfTeam( GetOtherTeam( team ) )
+
+ foreach ( entity enemyPlayer in enemyLosPlayers )
{
- float currentRating
+ if ( enemyPlayer.GetTeam() == team || !IsAlive( enemyPlayer ) )
+ continue
- // this seems weird, not using rn
- //Frontline currentFrontline = GetCurrentFrontline( team )
- //if ( !IsFFAGame() || currentFrontline.friendlyCenter != < 0, 0, 0 > )
- // currentRating += max( 0.0, ( 1000.0 - Distance2D( currentFrontline.origin, preferSpawnNode ) ) / 200 )
+ // check distance, constant here is basically arbitrary
+ if ( Distance( enemyPlayer, spawnpoint ) > 1000.0 )
+ continue
- foreach ( entity nodePlayer in GetPlayerArray() )
- {
- float currentChange = 0.0
-
- // the closer a player is to a node the more they matter
- float dist = Distance2D( preferSpawnNode, nodePlayer.GetOrigin() )
- if ( dist > 600.0 )
- continue
-
- currentChange = ( 600.0 - dist ) / 5
- if ( player == nodePlayer )
- currentChange *= -3 // always try to stay away from places we've already spawned
- else if ( !IsAlive( nodePlayer ) ) // dead players mean activity which is good, but they're also dead so they don't matter as much as living ones
- currentChange *= 0.6
- if ( nodePlayer.GetTeam() != player.GetTeam() ) // if someone isn't on our team and alive they're probably bad
- {
- if ( IsFFAGame() ) // in ffa everyone is on different teams, so this isn't such a big deal
- currentChange *= -0.2
- else
- currentChange *= -0.6
- }
-
- currentRating += currentChange
- }
+ // check fov, constant here is stolen from every other place this is done
+ if ( VectorDot_PlayerToOrigin( enemyPlayer, spawnpoint.GetOrigin() ) < 0.8 )
+ continue
- preferSpawnNodeRatings.append( currentRating )
+ // check actual los
+ if ( TraceLineSimple( enemyPlayer.EyePosition(), spawnpoint.GetOrigin() + < 0, 0, 48 >, enemyPlayer ) == 1.0 )
+ return false
}
- foreach ( entity spawnpoint in spawnpoints )
- {
- float currentRating
- 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++ )
- {
- // bonus if autotitan is nearish
- if ( IsAlive( player.GetPetTitan() ) && Distance( player.GetPetTitan().GetOrigin(), file.preferSpawnNodes[ i ] ) < 1200.0 )
- petTitanModifier += 10.0
-
- float dist = Distance2D( spawnpoint.GetOrigin(), file.preferSpawnNodes[ i ] )
- if ( dist > 750.0 )
- continue
-
- if ( dist < 600.0 && !spawnHasRecievedInitialBonus )
- {
- currentRating += 10.0
- spawnHasRecievedInitialBonus = true // should only get a bonus for simply being by a node once to avoid over-rating
- }
-
- currentRating += ( preferSpawnNodeRatings[ i ] * ( ( 750.0 - dist ) / 75 ) ) + max( RandomFloat( 1.25 ), 0.9 )
- if ( dist < 250.0 ) // shouldn't get TOO close to an active node
- currentRating *= 0.7
-
- if ( spawnpoint.s.lastUsedTime < 10.0 )
- currentRating *= 0.7
- }
-
- float rating = spawnpoint.CalculateRating( checkClass, team, currentRating, currentRating + petTitanModifier )
- //print( "spawnpoint at " + spawnpoint.GetOrigin() + " has rating: " + )
+ if ( Time() - spawnpoint.s.lastUsedTime <= 1.0 )
+ return false
- if ( rating != 0.0 || currentRating != 0.0 )
- print( "rating = " + rating + ", internal rating = " + currentRating )
- }
+ return true
}
-void function OnSwitchingSides()
-{
- file.sidesSwitched = true
+void function RateSpawnpoints_Generic( int checkClass, array<entity> spawnpoints, int team, entity player )
+{
+ // generic spawns v2
+ array<entity> startSpawns = checkClass == TD_TITAN ? SpawnPoints_GetTitanStart( team ) : SpawnPoints_GetPilotStart( team )
+
+ // realistically, this should spawn people fairly spread out across the map, preferring being closer to their startspawns
+ // should spawn like, near fights, but not in them
} \ No newline at end of file