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untyped
global function GamemodeAITdm_Init
// these are now default settings
const int SQUADS_PER_TEAM = 4
const int REAPERS_PER_TEAM = 2
const int LEVEL_SPECTRES = 125
const int LEVEL_STALKERS = 380
const int LEVEL_REAPERS = 500
// add settings
global function AITdm_SetSquadsPerTeam
global function AITdm_SetReapersPerTeam
global function AITdm_SetLevelSpectres
global function AITdm_SetLevelStalkers
global function AITdm_SetLevelReapers
struct
{
// Due to team based escalation everything is an array
array< int > levels = [] // Initilazed in `Spawner_Threaded`
array< array< string > > podEntities = [ [ "npc_soldier" ], [ "npc_soldier" ] ]
array< bool > reapers = [ false, false ]
// default settings
int squadsPerTeam = SQUADS_PER_TEAM
int reapersPerTeam = REAPERS_PER_TEAM
int levelSpectres = LEVEL_SPECTRES
int levelStalkers = LEVEL_STALKERS
int levelReapers = LEVEL_REAPERS
} file
void function GamemodeAITdm_Init()
{
SetSpawnpointGamemodeOverride( ATTRITION ) // use bounty hunt spawns as vanilla game has no spawns explicitly defined for aitdm
AddCallback_GameStateEnter( eGameState.Prematch, OnPrematchStart )
AddCallback_GameStateEnter( eGameState.Playing, OnPlaying )
AddCallback_OnNPCKilled( HandleScoreEvent )
AddCallback_OnPlayerKilled( HandleScoreEvent )
AddCallback_OnClientConnected( OnPlayerConnected )
AddCallback_NPCLeeched( OnSpectreLeeched )
if ( GetCurrentPlaylistVarInt( "aitdm_archer_grunts", 0 ) == 0 )
{
AiGameModes_SetNPCWeapons( "npc_soldier", [ "mp_weapon_rspn101", "mp_weapon_dmr", "mp_weapon_r97", "mp_weapon_lmg" ] )
AiGameModes_SetNPCWeapons( "npc_spectre", [ "mp_weapon_hemlok_smg", "mp_weapon_doubletake", "mp_weapon_mastiff" ] )
AiGameModes_SetNPCWeapons( "npc_stalker", [ "mp_weapon_hemlok_smg", "mp_weapon_lstar", "mp_weapon_mastiff" ] )
}
else
{
AiGameModes_SetNPCWeapons( "npc_soldier", [ "mp_weapon_rocket_launcher" ] )
AiGameModes_SetNPCWeapons( "npc_spectre", [ "mp_weapon_rocket_launcher" ] )
AiGameModes_SetNPCWeapons( "npc_stalker", [ "mp_weapon_rocket_launcher" ] )
}
ScoreEvent_SetupEarnMeterValuesForMixedModes()
}
// add settings
void function AITdm_SetSquadsPerTeam( int squads )
{
file.squadsPerTeam = squads
}
void function AITdm_SetReapersPerTeam( int reapers )
{
file.reapersPerTeam = reapers
}
void function AITdm_SetLevelSpectres( int level )
{
file.levelSpectres = level
}
void function AITdm_SetLevelStalkers( int level )
{
file.levelStalkers = level
}
void function AITdm_SetLevelReapers( int level )
{
file.levelReapers = level
}
//
// Starts skyshow, this also requiers AINs but doesn't crash if they're missing
void function OnPrematchStart()
{
thread StratonHornetDogfightsIntense()
}
void function OnPlaying()
{
// don't run spawning code if ains and nms aren't up to date
if ( GetAINScriptVersion() == AIN_REV && GetNodeCount() != 0 )
{
thread SpawnIntroBatch_Threaded( TEAM_MILITIA )
thread SpawnIntroBatch_Threaded( TEAM_IMC )
}
}
// Sets up mode specific hud on client
void function OnPlayerConnected( entity player )
{
Remote_CallFunction_NonReplay( player, "ServerCallback_AITDM_OnPlayerConnected" )
}
// Used to handle both player and ai events
void function HandleScoreEvent( entity victim, entity attacker, var damageInfo )
{
// Basic checks
if ( victim == attacker || !( attacker.IsPlayer() || attacker.IsTitan() ) || GetGameState() != eGameState.Playing )
return
// Hacked spectre filter
if ( victim.GetOwner() == attacker )
return
// NPC titans without an owner player will not count towards any team's score
if ( attacker.IsNPC() && attacker.IsTitan() && !IsValid( GetPetTitanOwner( attacker ) ) )
return
// Split score so we can check if we are over the score max
// without showing the wrong value on client
int teamScore
int playerScore
string eventName
// Handle AI, marvins aren't setup so we check for them to prevent crash
if ( victim.IsNPC() && victim.GetClassName() != "npc_marvin" )
{
switch ( victim.GetClassName() )
{
case "npc_soldier":
case "npc_spectre":
case "npc_stalker":
playerScore = 1
break
case "npc_super_spectre":
playerScore = 3
break
default:
playerScore = 0
break
}
// Titan kills get handled bellow this
if ( eventName != "KillNPCTitan" && eventName != "" )
playerScore = ScoreEvent_GetPointValue( GetScoreEvent( eventName ) )
}
if ( victim.IsPlayer() )
playerScore = 5
// Player ejecting triggers this without the extra check
if ( victim.IsTitan() && victim.GetBossPlayer() != attacker )
playerScore += 10
teamScore = playerScore
// Check score so we dont go over max
if ( GameRules_GetTeamScore(attacker.GetTeam()) + teamScore > GetScoreLimit_FromPlaylist() )
teamScore = GetScoreLimit_FromPlaylist() - GameRules_GetTeamScore(attacker.GetTeam())
// Add score + update network int to trigger the "Score +n" popup
AddTeamScore( attacker.GetTeam(), teamScore )
attacker.AddToPlayerGameStat( PGS_ASSAULT_SCORE, playerScore )
attacker.SetPlayerNetInt("AT_bonusPoints", attacker.GetPlayerGameStat( PGS_ASSAULT_SCORE ) )
}
// When attrition starts both teams spawn ai on preset nodes, after that
// Spawner_Threaded is used to keep the match populated
void function SpawnIntroBatch_Threaded( int team )
{
array<entity> dropPodNodes = GetEntArrayByClass_Expensive( "info_spawnpoint_droppod_start" )
array<entity> dropShipNodes = GetValidIntroDropShipSpawn( dropPodNodes )
array<entity> podNodes
array<entity> shipNodes
// mp_rise has weird droppod_start nodes, this gets around it
// To be more specific the teams aren't setup and some nodes are scattered in narnia
if( GetMapName() == "mp_rise" )
{
entity spawnPoint
// Get a spawnpoint for team
foreach ( point in GetEntArrayByClass_Expensive( "info_spawnpoint_dropship_start" ) )
{
if ( point.HasKey( "gamemode_tdm" ) )
if ( point.kv[ "gamemode_tdm" ] == "0" )
continue
if ( point.GetTeam() == team )
{
spawnPoint = point
break
}
}
// Get nodes close enough to team spawnpoint
foreach ( node in dropPodNodes )
{
if ( node.HasKey("teamnum") && Distance2D( node.GetOrigin(), spawnPoint.GetOrigin()) < 2000 )
podNodes.append( node )
}
}
else
{
// Sort per team
foreach ( node in dropPodNodes )
{
if ( node.GetTeam() == team )
podNodes.append( node )
}
}
shipNodes = GetValidIntroDropShipSpawn( podNodes )
// Spawn logic
int startIndex = 0
bool first = true
entity node
int pods = RandomInt( podNodes.len() + 1 )
int ships = shipNodes.len()
for ( int i = 0; i < file.squadsPerTeam; i++ )
{
if ( pods != 0 || ships == 0 )
{
int index = i
if ( index > podNodes.len() - 1 )
index = RandomInt( podNodes.len() )
node = podNodes[ index ]
thread AiGameModes_SpawnDropPod( node.GetOrigin(), node.GetAngles(), team, "npc_soldier", SquadHandler )
pods--
}
else
{
if ( startIndex == 0 )
startIndex = i // save where we started
node = shipNodes[ i - startIndex ]
thread AiGameModes_SpawnDropShip( node.GetOrigin(), node.GetAngles(), team, 4, SquadHandler )
ships--
}
// Vanilla has a delay after first spawn
if ( first )
wait 2
first = false
}
wait 15
thread Spawner_Threaded( team )
}
// Populates the match
void function Spawner_Threaded( int team )
{
svGlobal.levelEnt.EndSignal( "GameStateChanged" )
// used to index into escalation arrays
int index = team == TEAM_MILITIA ? 0 : 1
file.levels = [ file.levelSpectres, file.levelSpectres ] // due we added settings, should init levels here!
while( true )
{
Escalate( team )
// TODO: this should possibly not count scripted npc spawns, probably only the ones spawned by this script
array<entity> npcs = GetNPCArrayOfTeam( team )
int count = npcs.len()
int reaperCount = GetNPCArrayEx( "npc_super_spectre", team, -1, <0,0,0>, -1 ).len()
// REAPERS
if ( file.reapers[ index ] )
{
array< entity > points = SpawnPoints_GetDropPod()
if ( reaperCount < file.reapersPerTeam )
{
entity node = points[ GetSpawnPointIndex( points, team ) ]
waitthread AiGameModes_SpawnReaper( node.GetOrigin(), node.GetAngles(), team, "npc_super_spectre_aitdm", ReaperHandler )
}
}
// NORMAL SPAWNS
if ( count < file.squadsPerTeam * 4 - 2 )
{
string ent = file.podEntities[ index ][ RandomInt( file.podEntities[ index ].len() ) ]
array< entity > points = GetZiplineDropshipSpawns()
// Prefer dropship when spawning grunts
if ( ent == "npc_soldier" && points.len() != 0 )
{
if ( RandomInt( points.len() ) )
{
entity node = points[ GetSpawnPointIndex( points, team ) ]
waitthread Aitdm_SpawnDropShip( node, team )
continue
}
}
points = SpawnPoints_GetDropPod()
entity node = points[ GetSpawnPointIndex( points, team ) ]
waitthread AiGameModes_SpawnDropPod( node.GetOrigin(), node.GetAngles(), team, ent, SquadHandler )
}
WaitFrame()
}
}
void function Aitdm_SpawnDropShip( entity node, int team )
{
thread AiGameModes_SpawnDropShip( node.GetOrigin(), node.GetAngles(), team, 4, SquadHandler )
wait 20
}
// Based on points tries to balance match
void function Escalate( int team )
{
int score = GameRules_GetTeamScore( team )
int index = team == TEAM_MILITIA ? 1 : 0
// This does the "Enemy x incoming" text
string defcon = team == TEAM_MILITIA ? "IMCdefcon" : "MILdefcon"
// Return if the team is under score threshold to escalate
if ( score < file.levels[ index ] || file.reapers[ index ] )
return
// Based on score escalate a team
switch ( file.levels[ index ] )
{
case file.levelSpectres:
file.levels[ index ] = file.levelStalkers
file.podEntities[ index ].append( "npc_spectre" )
SetGlobalNetInt( defcon, 2 )
return
case file.levelStalkers:
file.levels[ index ] = file.levelReapers
file.podEntities[ index ].append( "npc_stalker" )
SetGlobalNetInt( defcon, 3 )
return
case file.levelReapers:
file.reapers[ index ] = true
SetGlobalNetInt( defcon, 4 )
return
}
unreachable // hopefully
}
// Decides where to spawn ai
// Each team has their "zone" where they and their ai spawns
// These zones should swap based on which team is dominating where
int function GetSpawnPointIndex( array< entity > points, int team )
{
entity zone = DecideSpawnZone_Generic( points, team )
if ( IsValid( zone ) )
{
// 20 Tries to get a random point close to the zone
for ( int i = 0; i < 20; i++ )
{
int index = RandomInt( points.len() )
if ( Distance2D( points[ index ].GetOrigin(), zone.GetOrigin() ) < 6000 )
return index
}
}
return RandomInt( points.len() )
}
// tells infantry where to go
// In vanilla there seem to be preset paths ai follow to get to the other teams vone and capture it
// AI can also flee deeper into their zone suggesting someone spent way too much time on this
void function SquadHandler( array<entity> guys )
{
int team = guys[0].GetTeam()
// show the squad enemy radar
array<entity> players = GetPlayerArrayOfEnemies( team )
foreach ( entity guy in guys )
{
if ( IsAlive( guy ) )
{
foreach ( player in players )
guy.Minimap_AlwaysShow( 0, player )
}
}
// Not all maps have assaultpoints / have weird assault points ( looking at you ac )
// So we use enemies with a large radius
while ( GetNPCArrayOfEnemies( team ).len() == 0 ) // if we can't find any enemy npcs, keep waiting
WaitFrame()
// our waiting is end, check if any soldiers left
bool squadAlive = false
foreach ( entity guy in guys )
{
if ( IsAlive( guy ) )
squadAlive = true
else
guys.removebyvalue( guy )
}
if ( !squadAlive )
return
array<entity> points = GetNPCArrayOfEnemies( team )
vector point
point = points[ RandomInt( points.len() ) ].GetOrigin()
// Setup AI, first assault point
foreach ( guy in guys )
{
guy.EnableNPCFlag( NPC_ALLOW_PATROL | NPC_ALLOW_INVESTIGATE | NPC_ALLOW_HAND_SIGNALS | NPC_ALLOW_FLEE )
guy.AssaultPoint( point )
guy.AssaultSetGoalRadius( 1600 ) // 1600 is minimum for npc_stalker, works fine for others
//thread AITdm_CleanupBoredNPCThread( guy )
}
// Every 5 - 15 secs change AssaultPoint
while ( true )
{
foreach ( guy in guys )
{
// Check if alive
if ( !IsAlive( guy ) )
{
guys.removebyvalue( guy )
continue
}
// Stop func if our squad has been killed off
if ( guys.len() == 0 )
return
}
// Get point and send our whole squad to it
points = GetNPCArrayOfEnemies( team )
if ( points.len() == 0 ) // can't find any points here
continue
point = points[ RandomInt( points.len() ) ].GetOrigin()
foreach ( guy in guys )
{
if ( IsAlive( guy ) )
guy.AssaultPoint( point )
}
wait RandomFloatRange(5.0,15.0)
}
}
// Award for hacking
void function OnSpectreLeeched( entity spectre, entity player )
{
// Set Owner so we can filter in HandleScore
spectre.SetOwner( player )
// Add score + update network int to trigger the "Score +n" popup
AddTeamScore( player.GetTeam(), 1 )
player.AddToPlayerGameStat( PGS_ASSAULT_SCORE, 1 )
player.SetPlayerNetInt("AT_bonusPoints", player.GetPlayerGameStat( PGS_ASSAULT_SCORE ) )
}
// Same as SquadHandler, just for reapers
void function ReaperHandler( entity reaper )
{
array<entity> players = GetPlayerArrayOfEnemies( reaper.GetTeam() )
foreach ( player in players )
reaper.Minimap_AlwaysShow( 0, player )
reaper.AssaultSetGoalRadius( 500 )
// Every 10 - 20 secs get a player and go to him
// Definetly not annoying or anything :)
while( IsAlive( reaper ) )
{
players = GetPlayerArrayOfEnemies( reaper.GetTeam() )
if ( players.len() != 0 )
{
entity player = GetClosest2D( players, reaper.GetOrigin() )
reaper.AssaultPoint( player.GetOrigin() )
}
wait RandomFloatRange(10.0,20.0)
}
// thread AITdm_CleanupBoredNPCThread( reaper )
}
// Currently unused as this is handled by SquadHandler
// May need to use this if my implementation falls apart
void function AITdm_CleanupBoredNPCThread( entity guy )
{
// track all ai that we spawn, ensure that they're never "bored" (i.e. stuck by themselves doing fuckall with nobody to see them) for too long
// if they are, kill them so we can free up slots for more ai to spawn
// we shouldn't ever kill ai if players would notice them die
// NOTE: this partially covers up for the fact that we script ai alot less than vanilla probably does
// vanilla probably messes more with making ai assaultpoint to fights when inactive and stuff like that, we don't do this so much
guy.EndSignal( "OnDestroy" )
wait 15.0 // cover spawning time from dropship/pod + before we start cleaning up
int cleanupFailures = 0 // when this hits 2, cleanup the npc
while ( cleanupFailures < 2 )
{
wait 10.0
if ( guy.GetParent() != null )
continue // never cleanup while spawning
array<entity> otherGuys = GetPlayerArray()
otherGuys.extend( GetNPCArrayOfTeam( GetOtherTeam( guy.GetTeam() ) ) )
bool failedChecks = false
foreach ( entity otherGuy in otherGuys )
{
// skip dead people
if ( !IsAlive( otherGuy ) )
continue
failedChecks = false
// don't kill if too close to anything
if ( Distance( otherGuy.GetOrigin(), guy.GetOrigin() ) < 2000.0 )
break
// don't kill if ai or players can see them
if ( otherGuy.IsPlayer() )
{
if ( PlayerCanSee( otherGuy, guy, true, 135 ) )
break
}
else
{
if ( otherGuy.CanSee( guy ) )
break
}
// don't kill if they can see any ai
if ( guy.CanSee( otherGuy ) )
break
failedChecks = true
}
if ( failedChecks )
cleanupFailures++
else
cleanupFailures--
}
print( "cleaning up bored npc: " + guy + " from team " + guy.GetTeam() )
guy.Destroy()
}
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