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global function GamemodeAt_Init
global function RateSpawnpoints_AT
const int BH_AI_TEAM = TEAM_BOTH
const int BOUNTY_TITAN_DAMAGE_POOL = 400 // Rewarded for damage
const int BOUNTY_TITAN_KILL_REWARD = 100 // Rewarded for kill
const float WAVE_STATE_TRANSITION_TIME = 5.0
const array<string> VALID_BOUNTY_TITAN_SETTINGS = [
"npc_titan_atlas_stickybomb_bounty",
"npc_titan_atlas_tracker_bounty",
"npc_titan_ogre_minigun_bounty",
"npc_titan_ogre_meteor_bounty",
"npc_titan_stryder_leadwall_bounty",
"npc_titan_stryder_sniper_bounty",
"npc_titan_atlas_vanguard_bounty"
]
// IMPLEMENTATION NOTES:
// bounty hunt is a mode that was clearly pretty heavily developed, and had alot of scrapped concepts (i.e. most wanted player bounties, turret bounties, collectable blackbox objectives)
// in the interest of time, this script isn't gonna support any of that atm
// alot of the remote functions also take parameters that aren't used, i'm not gonna populate these and just use default values for now instead
// however, if you do want to mess with this stuff, almost all the remote functions for this stuff are still present in cl_gamemode_at, and should work fine with minimal fuckery in my experience
struct {
array<entity> campsToRegisterOnEntitiesDidLoad
array<entity> banks
array<AT_WaveOrigin> camps
table< int, table< string, int > > trackedCampNPCSpawns
} file
void function GamemodeAt_Init()
{
AddCallback_GameStateEnter( eGameState.Playing, RunATGame )
AddCallback_OnClientConnected( InitialiseATPlayer )
AddSpawnCallbackEditorClass( "info_target", "info_attrition_bank", CreateATBank )
AddSpawnCallbackEditorClass( "info_target", "info_attrition_camp", CreateATCamp )
AddCallback_EntitiesDidLoad( CreateATCamps_Delayed )
}
void function RateSpawnpoints_AT( int checkclass, array<entity> spawnpoints, int team, entity player )
{
RateSpawnpoints_Generic( checkclass, spawnpoints, team, player ) // temp
}
// world and player inits
void function InitialiseATPlayer( entity player )
{
Remote_CallFunction_NonReplay( player, "ServerCallback_AT_OnPlayerConnected" )
}
void function CreateATBank( entity spawnpoint )
{
entity bank = CreatePropDynamic( spawnpoint.GetModelName(), spawnpoint.GetOrigin(), spawnpoint.GetAngles(), SOLID_VPHYSICS )
bank.SetScriptName( "AT_Bank" )
// create tracker ent
// we don't need to store these at all, client just needs to get them
DispatchSpawn( GetAvailableBankTracker( bank ) )
thread PlayAnim( bank, "mh_inactive_idle" )
file.banks.append( bank )
}
void function CreateATCamp( entity spawnpoint )
{
// delay this so we don't do stuff before all spawns are initialised and that
file.campsToRegisterOnEntitiesDidLoad.append( spawnpoint )
}
void function CreateATCamps_Delayed()
{
// we delay registering camps until EntitiesDidLoad since they rely on spawnpoints and stuff, which might not all be ready in the creation callback
// unsure if this would be an issue in practice, but protecting against it in case it would be
foreach ( entity camp in file.campsToRegisterOnEntitiesDidLoad )
{
AT_WaveOrigin campStruct
campStruct.ent = camp
campStruct.origin = camp.GetOrigin()
campStruct.radius = expect string( camp.kv.radius ).tofloat()
campStruct.height = expect string( camp.kv.height ).tofloat()
// assumes every info_attrition_camp will have all 9 phases, possibly not a good idea?
for ( int i = 0; i < 9; i++ )
campStruct.phaseAllowed.append( expect string( camp.kv[ "phase_" + ( i + 1 ) ] ) == "1" )
// get droppod spawns
foreach ( entity spawnpoint in SpawnPoints_GetDropPod() )
if ( Distance( camp.GetOrigin(), spawnpoint.GetOrigin() ) < 1500.0 )
campStruct.dropPodSpawnPoints.append( spawnpoint )
foreach ( entity spawnpoint in SpawnPoints_GetTitan() )
if ( Distance( camp.GetOrigin(), spawnpoint.GetOrigin() ) < 1500.0 )
campStruct.titanSpawnPoints.append( spawnpoint )
// todo: turret spawns someday maybe
file.camps.append( campStruct )
}
file.campsToRegisterOnEntitiesDidLoad.clear()
}
// scoring funcs
// don't use this where possible as it doesn't set score and stuff
void function AT_SetPlayerCash( entity player, int amount )
{
// split into stacks of 256 where necessary
int stacks = amount / 256 // automatically rounds down because int division
player.SetPlayerNetInt( "AT_bonusPoints256", stacks )
player.SetPlayerNetInt( "AT_bonusPoints", amount - stacks * 256 )
}
void function AT_AddPlayerCash( entity player, int amount )
{
// update score difference
AddTeamScore( player.GetTeam(), amount / 2 )
AT_SetPlayerCash( player, player.GetPlayerNetInt( "AT_bonusPoints" ) + ( player.GetPlayerNetInt( "AT_bonusPoints256" ) * 256 ) + amount )
}
// run gamestate
void function RunATGame()
{
thread RunATGame_Threaded()
}
void function RunATGame_Threaded()
{
svGlobal.levelEnt.EndSignal( "GameStateChanged" )
OnThreadEnd( function()
{
SetGlobalNetBool( "banksOpen", false )
})
wait WAVE_STATE_TRANSITION_TIME // initial wait before first wave
for ( int waveCount = 1; ; waveCount++ )
{
wait WAVE_STATE_TRANSITION_TIME
// cap to number of real waves
int waveId = ( waveCount / 2 )
// last wave is clearly unfinished so don't use, just cap to last actually used one
if ( waveId >= GetWaveDataSize() - 1 )
{
waveId = GetWaveDataSize() - 2
waveCount = waveId * 2
}
SetGlobalNetInt( "AT_currentWave", waveId )
bool isBossWave = waveCount / float( 2 ) > waveId // odd number waveCount means boss wave
// announce the wave
foreach ( entity player in GetPlayerArray() )
{
if ( isBossWave )
Remote_CallFunction_NonReplay( player, "ServerCallback_AT_AnnounceBoss" )
else
Remote_CallFunction_NonReplay( player, "ServerCallback_AT_AnnouncePreParty", 0.0, waveId )
}
wait WAVE_STATE_TRANSITION_TIME
// run the wave
AT_WaveData wave = GetWaveData( waveId )
array< array<AT_SpawnData> > campSpawnData
if ( isBossWave )
campSpawnData = wave.bossSpawnData
else
campSpawnData = wave.spawnDataArrays
// initialise pending spawns
foreach ( array< AT_SpawnData > campData in campSpawnData )
{
foreach ( AT_SpawnData spawnData in campData )
spawnData.pendingSpawns = spawnData.totalToSpawn
}
// clear tracked spawns
file.trackedCampNPCSpawns = {}
while ( true )
{
// if this is ever 0 by the end of this loop, wave is complete
int numActiveCampSpawners = 0
// iterate over camp data for wave
for ( int campIdx = 0; campIdx < campSpawnData.len() && campIdx < file.camps.len(); campIdx++ )
{
if ( !( campIdx in file.trackedCampNPCSpawns ) )
file.trackedCampNPCSpawns[ campIdx ] <- {}
// iterate over ai spawn data for camp
foreach ( AT_SpawnData spawnData in campSpawnData[ campIdx ] )
{
if ( !( spawnData.aitype in file.trackedCampNPCSpawns[ campIdx ] ) )
file.trackedCampNPCSpawns[ campIdx ][ spawnData.aitype ] <- 0
if ( spawnData.pendingSpawns > 0 || file.trackedCampNPCSpawns[ campIdx ][ spawnData.aitype ] > 0 )
numActiveCampSpawners++
// try to spawn as many ai as we can, as long as the camp doesn't already have too many spawned
int spawnCount
for ( spawnCount = 0; spawnCount < spawnData.pendingSpawns && spawnCount < spawnData.totalAllowedOnField - file.trackedCampNPCSpawns[ campIdx ][ spawnData.aitype ]; )
{
// not doing this in a generic way atm, but could be good for the future if we want to support more ai
switch ( spawnData.aitype )
{
case "npc_soldier":
case "npc_spectre":
case "npc_stalker":
thread AT_SpawnDroppodSquad( campIdx, spawnData.aitype )
spawnCount += 4
break
case "npc_super_spectre":
thread AT_SpawnReaper( campIdx )
spawnCount += 1
break
case "npc_titan":
thread AT_SpawnBountyTitan( campIdx )
spawnCount += 1
break
default:
print( "BOUNTY HUNT: Tried to spawn unsupported ai of type \"" + "\" at camp " + campIdx )
}
}
// track spawns
file.trackedCampNPCSpawns[ campIdx ][ spawnData.aitype ] += spawnCount
spawnData.pendingSpawns -= spawnCount
}
}
if ( numActiveCampSpawners == 0 )
break
wait 0.5
}
wait WAVE_STATE_TRANSITION_TIME
// banking phase
}
}
// entity funcs
void function AT_SpawnDroppodSquad( int camp, string aiType )
{
entity spawnpoint
if ( file.camps[ camp ].dropPodSpawnPoints.len() == 0 )
spawnpoint = file.camps[ camp ].ent
else
spawnpoint = file.camps[ camp ].dropPodSpawnPoints.getrandom()
// add variation to spawns
wait RandomFloat( 1.0 )
AiGameModes_SpawnDropPod( spawnpoint.GetOrigin(), spawnpoint.GetAngles(), BH_AI_TEAM, aiType, void function( array<entity> guys ) : ( camp, aiType )
{
AT_HandleSquadSpawn( guys, camp, aiType )
})
}
void function AT_HandleSquadSpawn( array<entity> guys, int camp, string aiType )
{
foreach ( entity guy in guys )
{
guy.EnableNPCFlag( NPC_ALLOW_PATROL | NPC_ALLOW_INVESTIGATE | NPC_ALLOW_HAND_SIGNALS | NPC_ALLOW_FLEE )
// untrack them on death
thread AT_WaitToUntrackNPC( guy, camp, aiType )
}
}
void function AT_SpawnReaper( int camp )
{
entity spawnpoint
if ( file.camps[ camp ].dropPodSpawnPoints.len() == 0 )
spawnpoint = file.camps[ camp ].ent
else
spawnpoint = file.camps[ camp ].titanSpawnPoints.getrandom()
// add variation to spawns
wait RandomFloat( 1.0 )
AiGameModes_SpawnReaper( spawnpoint.GetOrigin(), spawnpoint.GetAngles(), BH_AI_TEAM, "npc_super_spectre",void function( entity reaper ) : ( camp )
{
thread AT_WaitToUntrackNPC( reaper, camp, "npc_super_spectre" )
})
}
void function AT_SpawnBountyTitan( int camp )
{
entity spawnpoint
if ( file.camps[ camp ].dropPodSpawnPoints.len() == 0 )
spawnpoint = file.camps[ camp ].ent
else
spawnpoint = file.camps[ camp ].titanSpawnPoints.getrandom()
// add variation to spawns
wait RandomFloat( 1.0 )
// look up titan to use
int bountyID = 0
try
{
bountyID = ReserveBossID( VALID_BOUNTY_TITAN_SETTINGS.getrandom() )
}
catch ( ex ) {} // if we go above the expected wave count that vanilla supports, there's basically no way to ensure that this func won't error, so default 0 after that point
string aisettings = GetTypeFromBossID( bountyID )
string titanClass = expect string( Dev_GetAISettingByKeyField_Global( aisettings, "npc_titan_player_settings" ) )
AiGameModes_SpawnTitan( spawnpoint.GetOrigin(), spawnpoint.GetAngles(), BH_AI_TEAM, titanClass, aisettings, void function( entity titan ) : ( camp, bountyID )
{
// set up titan-specific death/damage callbacks
AddEntityCallback_OnDamaged( titan, OnBountyDamaged)
AddEntityCallback_OnKilled( titan, OnBountyKilled )
titan.GetTitanSoul().soul.skipDoomState = true
// i feel like this should be localised, but there's nothing for it in r1_english?
titan.SetTitle( GetNameFromBossID( bountyID ) )
thread AT_WaitToUntrackNPC( titan, camp, "npc_titan" )
} )
}
// Tracked entities will require their own "wallet"
// for titans it should be used for rounding error compenstation
// for infantry it sould be used to store money if the npc kills a player
void function OnBountyDamaged( entity titan, var damageInfo )
{
entity attacker = DamageInfo_GetAttacker( damageInfo )
if ( !attacker.IsPlayer() )
attacker = GetLatestAssistingPlayerInfo( titan ).player
if ( IsValid( attacker ) && attacker.IsPlayer() )
{
int reward = int ( BOUNTY_TITAN_DAMAGE_POOL * DamageInfo_GetDamage( damageInfo ) / titan.GetMaxHealth() )
printt ( titan.GetMaxHealth(), DamageInfo_GetDamage( damageInfo ) )
AT_AddPlayerCash( attacker, reward )
}
}
void function OnBountyKilled( entity titan, var damageInfo )
{
entity attacker = DamageInfo_GetAttacker( damageInfo )
if ( !attacker.IsPlayer() )
attacker = GetLatestAssistingPlayerInfo( titan ).player
if ( IsValid( attacker ) && attacker.IsPlayer() )
AT_AddPlayerCash( attacker, BOUNTY_TITAN_KILL_REWARD )
}
void function AT_WaitToUntrackNPC( entity guy, int camp, string aiType )
{
guy.WaitSignal( "OnDeath", "OnDestroy" )
file.trackedCampNPCSpawns[ camp ][ aiType ]--
}
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