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|
untyped
// this needs a refactor lol
global function CaptureTheFlag_Init
global function RateSpawnpoints_CTF
const array<string> SWAP_FLAG_MAPS = [
"mp_forwardbase_kodai",
"mp_lf_meadow"
]
struct {
entity imcFlagSpawn
entity imcFlag
entity imcFlagReturnTrigger
entity militiaFlagSpawn
entity militiaFlag
entity militiaFlagReturnTrigger
array<entity> imcCaptureAssistList
array<entity> militiaCaptureAssistList
} file
void function CaptureTheFlag_Init()
{
PrecacheModel( CTF_FLAG_MODEL )
PrecacheModel( CTF_FLAG_BASE_MODEL )
CaptureTheFlagShared_Init()
SetSwitchSidesBased( true )
SetSuddenDeathBased( true )
SetShouldUseRoundWinningKillReplay( true )
SetRoundWinningKillReplayKillClasses( false, false ) // make these fully manual
AddCallback_OnClientConnected( CTFInitPlayer )
AddCallback_GameStateEnter( eGameState.Prematch, CreateFlags )
AddCallback_OnTouchHealthKit( "item_flag", OnFlagCollected )
AddCallback_OnPlayerKilled( OnPlayerKilled )
AddCallback_OnPilotBecomesTitan( DropFlagForBecomingTitan )
AddSpawnpointValidationRule( VerifyCTFSpawnpoint )
RegisterSignal( "FlagReturnEnded" )
RegisterSignal( "ResetDropTimeout" )
// setup stuff for the functions in sh_gamemode_ctf
// don't really like using level for stuff but just how it be
level.teamFlags <- {}
// setup score event earnmeter values
ScoreEvent_SetEarnMeterValues( "KillPilot", 0.05, 0.20 )
ScoreEvent_SetEarnMeterValues( "Headshot", 0.0, 0.02 )
ScoreEvent_SetEarnMeterValues( "FirstStrike", 0.0, 0.05 )
ScoreEvent_SetEarnMeterValues( "KillTitan", 0.0, 0.25 )
ScoreEvent_SetEarnMeterValues( "PilotBatteryStolen", 0.0, 0.35 )
ScoreEvent_SetEarnMeterValues( "FlagCarrierKill", 0.0, 0.20 )
ScoreEvent_SetEarnMeterValues( "FlagTaken", 0.0, 0.10 )
ScoreEvent_SetEarnMeterValues( "FlagCapture", 0.0, 0.30 )
ScoreEvent_SetEarnMeterValues( "FlagCaptureAssist", 0.0, 0.20 )
ScoreEvent_SetEarnMeterValues( "FlagReturn", 0.0, 0.20 )
}
void function RateSpawnpoints_CTF( int checkClass, array<entity> spawnpoints, int team, entity player )
{
// 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 averageFriendlySpawnDist
int averageDistCount
foreach ( entity spawn in startSpawns )
{
foreach ( entity otherSpawn in startSpawns )
{
float dist = Distance2D( spawn.GetOrigin(), otherSpawn.GetOrigin() )
averageFriendlySpawnDist += dist
averageDistCount++
}
averageFriendlySpawns += spawn.GetOrigin()
}
averageFriendlySpawns /= startSpawns.len()
averageFriendlySpawnDist /= averageDistCount
// 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 )
float spawnIterations = ( baseDistance / averageFriendlySpawnDist ) / 2
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 )
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++ )
{
vector zonePos = averageFriendlySpawns + Normalize( averageEnemySpawns - averageFriendlySpawns ) * ( i * averageFriendlySpawnDist )
float zonePower
foreach ( entity otherPlayer in enemyPlayers )
if ( Distance2D( otherPlayer.GetOrigin(), zonePos ) < averageFriendlySpawnDist )
zonePower += 1.0 / enemyPlayers.len()
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, player.GetTeam(), rating, rating )
}
}
bool function VerifyCTFSpawnpoint( entity spawnpoint, int team )
{
// ensure spawnpoints aren't too close to enemy base
if ( HasSwitchedSides() )
team = GetOtherTeam( team )
array<entity> startSpawns = SpawnPoints_GetPilotStart( team )
array<entity> enemyStartSpawns = SpawnPoints_GetPilotStart( GetOtherTeam( team ) )
vector averageFriendlySpawns
vector averageEnemySpawns
foreach ( entity spawn in startSpawns )
averageFriendlySpawns += spawn.GetOrigin()
averageFriendlySpawns /= startSpawns.len()
foreach ( entity spawn in enemyStartSpawns )
averageEnemySpawns += spawn.GetOrigin()
averageEnemySpawns /= startSpawns.len()
return Distance2D( spawnpoint.GetOrigin(), averageEnemySpawns ) / Distance2D( averageFriendlySpawns, averageEnemySpawns ) > 0.35
}
void function CTFInitPlayer( entity player )
{
if ( !IsValid( file.imcFlagSpawn ) )
return
vector imcSpawn = file.imcFlagSpawn.GetOrigin()
Remote_CallFunction_NonReplay( player, "ServerCallback_SetFlagHomeOrigin", TEAM_IMC, imcSpawn.x, imcSpawn.y, imcSpawn.z )
vector militiaSpawn = file.militiaFlagSpawn.GetOrigin()
Remote_CallFunction_NonReplay( player, "ServerCallback_SetFlagHomeOrigin", TEAM_MILITIA, militiaSpawn.x, militiaSpawn.y, militiaSpawn.z )
}
void function OnPlayerKilled( entity victim, entity attacker, var damageInfo )
{
if ( GetFlagForTeam( GetOtherTeam( victim.GetTeam() ) ).GetParent() == victim )
{
if ( victim != attacker && attacker.IsPlayer() )
AddPlayerScore( attacker, "FlagCarrierKill", victim )
DropFlag( victim )
}
}
void function CreateFlags()
{
if ( IsValid( file.imcFlagSpawn ) )
{
file.imcFlagSpawn.Destroy()
file.imcFlag.Destroy()
file.imcFlagReturnTrigger.Destroy()
file.militiaFlagSpawn.Destroy()
file.militiaFlag.Destroy()
file.militiaFlagReturnTrigger.Destroy()
}
foreach ( entity spawn in GetEntArrayByClass_Expensive( "info_spawnpoint_flag" ) )
{
// on some maps flags are on the opposite side from what they should be
// likely this is because respawn uses distance checks from spawns to check this in official
// but i don't like doing that so just using a list of maps to swap them on lol
bool switchedSides = HasSwitchedSides() == 1
bool shouldSwap = SWAP_FLAG_MAPS.contains( GetMapName() ) ? !switchedSides : switchedSides
int flagTeam = spawn.GetTeam()
if ( shouldSwap )
{
flagTeam = GetOtherTeam( flagTeam )
SetTeam( spawn, flagTeam )
}
// create flag base
entity base = CreatePropDynamic( CTF_FLAG_BASE_MODEL, spawn.GetOrigin(), spawn.GetAngles(), 0 )
SetTeam( base, spawn.GetTeam() )
svGlobal.flagSpawnPoints[ flagTeam ] = base
// create flag
entity flag = CreateEntity( "item_flag" )
flag.SetValueForModelKey( CTF_FLAG_MODEL )
SetTeam( flag, flagTeam )
flag.MarkAsNonMovingAttachment()
DispatchSpawn( flag )
flag.SetModel( CTF_FLAG_MODEL )
flag.SetOrigin( spawn.GetOrigin() + < 0, 0, base.GetBoundingMaxs().z * 2 > ) // ensure flag doesn't spawn clipped into geometry
flag.SetVelocity( < 0, 0, 1 > )
flag.s.canTake <- true
flag.s.playersReturning <- []
level.teamFlags[ flag.GetTeam() ] <- flag
entity returnTrigger = CreateEntity( "trigger_cylinder" )
SetTeam( returnTrigger, flagTeam )
returnTrigger.SetRadius( CTF_GetFlagReturnRadius() )
returnTrigger.SetAboveHeight( CTF_GetFlagReturnRadius() )
returnTrigger.SetBelowHeight( CTF_GetFlagReturnRadius() )
returnTrigger.SetEnterCallback( OnPlayerEntersFlagReturnTrigger )
returnTrigger.SetLeaveCallback( OnPlayerExitsFlagReturnTrigger )
DispatchSpawn( returnTrigger )
thread TrackFlagReturnTrigger( flag, returnTrigger )
if ( flagTeam == TEAM_IMC )
{
file.imcFlagSpawn = base
file.imcFlag = flag
file.imcFlagReturnTrigger = returnTrigger
SetGlobalNetEnt( "imcFlag", file.imcFlag )
SetGlobalNetEnt( "imcFlagHome", file.imcFlagSpawn )
}
else
{
file.militiaFlagSpawn = base
file.militiaFlag = flag
file.militiaFlagReturnTrigger = returnTrigger
SetGlobalNetEnt( "milFlag", file.militiaFlag )
SetGlobalNetEnt( "milFlagHome", file.militiaFlagSpawn )
}
}
foreach ( entity player in GetPlayerArray() )
CTFInitPlayer( player )
}
void function TrackFlagReturnTrigger( entity flag, entity returnTrigger )
{
// this is a bit of a hack, it seems parenting the return trigger to the flag actually sets the pickup radius of the flag to be the same as the trigger
// this isn't wanted since only pickups should use that additional radius
flag.EndSignal( "OnDestroy" )
while ( true )
{
returnTrigger.SetOrigin( flag.GetOrigin() )
WaitFrame()
}
}
void function SetFlagStateForTeam( int team, int state )
{
if ( state == eFlagState.Away ) // we tell the client the flag is the player carrying it if they're carrying it
SetGlobalNetEnt( team == TEAM_IMC ? "imcFlag" : "milFlag", ( team == TEAM_IMC ? file.imcFlag : file.militiaFlag ).GetParent() )
else
SetGlobalNetEnt( team == TEAM_IMC ? "imcFlag" : "milFlag", team == TEAM_IMC ? file.imcFlag : file.militiaFlag )
SetGlobalNetInt( team == TEAM_IMC ? "imcFlagState" : "milFlagState", state )
}
bool function OnFlagCollected( entity player, entity flag )
{
if ( !IsAlive( player ) || flag.GetParent() != null || player.IsTitan() || player.IsPhaseShifted() )
return false
if ( player.GetTeam() != flag.GetTeam() && flag.s.canTake )
GiveFlag( player, flag ) // pickup enemy flag
else if ( player.GetTeam() == flag.GetTeam() && IsFlagHome( flag ) && PlayerHasEnemyFlag( player ) )
CaptureFlag( player, GetFlagForTeam( GetOtherTeam( flag.GetTeam() ) ) ) // cap the flag
return false // don't wanna delete the flag entity
}
void function GiveFlag( entity player, entity flag )
{
print( player + " picked up the flag!" )
flag.Signal( "ResetDropTimeout" )
flag.SetParent( player, "FLAG" )
thread DropFlagIfPhased( player, flag )
// do notifications
MessageToPlayer( player, eEventNotifications.YouHaveTheEnemyFlag )
EmitSoundOnEntityOnlyToPlayer( player, player, "UI_CTF_1P_GrabFlag" )
AddPlayerScore( player, "FlagTaken", player )
PlayFactionDialogueToPlayer( "ctf_flagPickupYou", player )
MessageToTeam( player.GetTeam(), eEventNotifications.PlayerHasEnemyFlag, player, player )
EmitSoundOnEntityToTeamExceptPlayer( flag, "UI_CTF_3P_TeamGrabFlag", player.GetTeam(), player )
PlayFactionDialogueToTeamExceptPlayer( "ctf_flagPickupFriendly", player.GetTeam(), player )
MessageToTeam( flag.GetTeam(), eEventNotifications.PlayerHasFriendlyFlag, player, player )
EmitSoundOnEntityToTeam( flag, "UI_CTF_EnemyGrabFlag", flag.GetTeam() )
SetFlagStateForTeam( flag.GetTeam(), eFlagState.Away ) // used for held
}
void function DropFlagIfPhased( entity player, entity flag )
{
player.EndSignal( "StartPhaseShift" )
player.EndSignal( "OnDestroy" )
OnThreadEnd( function() : ( player )
{
DropFlag( player, true )
})
while( flag.GetParent() == player )
WaitFrame()
}
void function DropFlagForBecomingTitan( entity pilot, entity titan )
{
DropFlag( pilot, true )
}
void function DropFlag( entity player, bool realDrop = true )
{
entity flag = GetFlagForTeam( GetOtherTeam( player.GetTeam() ) )
if ( flag.GetParent() != player )
return
print( player + " dropped the flag!" )
flag.ClearParent()
flag.SetAngles( < 0, 0, 0 > )
flag.SetVelocity( < 0, 0, 0 > )
if ( realDrop )
{
// start drop timeout countdown
thread TrackFlagDropTimeout( flag )
// add to capture assists
if ( player.GetTeam() == TEAM_IMC )
file.imcCaptureAssistList.append( player )
else
file.militiaCaptureAssistList.append( player )
// do notifications
MessageToPlayer( player, eEventNotifications.YouDroppedTheEnemyFlag )
EmitSoundOnEntityOnlyToPlayer( player, player, "UI_CTF_1P_FlagDrop" )
MessageToTeam( player.GetTeam(), eEventNotifications.PlayerDroppedEnemyFlag, player, player )
// todo need a sound here maybe
MessageToTeam( GetOtherTeam( player.GetTeam() ), eEventNotifications.PlayerDroppedFriendlyFlag, player, player )
// todo need a sound here maybe
}
SetFlagStateForTeam( flag.GetTeam(), eFlagState.Home ) // used for return prompt
}
void function TrackFlagDropTimeout( entity flag )
{
flag.EndSignal( "ResetDropTimeout" )
wait CTF_GetDropTimeout()
ResetFlag( flag )
}
void function ResetFlag( entity flag )
{
// ensure we can't pickup the flag after it's been dropped but before it's been reset
flag.s.canTake = false
if ( flag.GetParent() != null )
DropFlag( flag.GetParent(), false )
entity spawn
if ( flag.GetTeam() == TEAM_IMC )
spawn = file.imcFlagSpawn
else
spawn = file.militiaFlagSpawn
flag.SetOrigin( spawn.GetOrigin() + < 0, 0, spawn.GetBoundingMaxs().z + 1 > )
// we can take it again now
flag.s.canTake = true
SetFlagStateForTeam( flag.GetTeam(), eFlagState.None ) // used for home
flag.Signal( "ResetDropTimeout" )
}
void function CaptureFlag( entity player, entity flag )
{
// reset flag
ResetFlag( flag )
print( player + " captured the flag!" )
// score
int team = player.GetTeam()
AddTeamScore( team, 1 )
AddPlayerScore( player, "FlagCapture", player )
player.AddToPlayerGameStat( PGS_ASSAULT_SCORE, 1 ) // add 1 to captures on scoreboard
SetRoundWinningKillReplayAttacker( player ) // set attacker for last cap replay
array<entity> assistList
if ( player.GetTeam() == TEAM_IMC )
assistList = file.imcCaptureAssistList
else
assistList = file.militiaCaptureAssistList
foreach( entity assistPlayer in assistList )
if ( player != assistPlayer )
AddPlayerScore( assistPlayer, "FlagCaptureAssist", player )
assistList.clear()
// notifs
MessageToPlayer( player, eEventNotifications.YouCapturedTheEnemyFlag )
EmitSoundOnEntityOnlyToPlayer( player, player, "UI_CTF_1P_PlayerScore" )
MessageToTeam( team, eEventNotifications.PlayerCapturedEnemyFlag, player, player )
EmitSoundOnEntityToTeamExceptPlayer( flag, "UI_CTF_3P_TeamScore", player.GetTeam(), player )
MessageToTeam( GetOtherTeam( team ), eEventNotifications.PlayerCapturedFriendlyFlag, player, player )
EmitSoundOnEntityToTeam( flag, "UI_CTF_3P_EnemyScore", flag.GetTeam() )
if ( GameRules_GetTeamScore( team ) == GameMode_GetRoundScoreLimit( GAMETYPE ) - 1 )
{
PlayFactionDialogueToTeam( "ctf_notifyWin1more", team )
PlayFactionDialogueToTeam( "ctf_notifyLose1more", GetOtherTeam( team ) )
}
}
void function OnPlayerEntersFlagReturnTrigger( entity trigger, entity player )
{
entity flag
if ( trigger.GetTeam() == TEAM_IMC )
flag = file.imcFlag
else
flag = file.militiaFlag
if ( !player.IsPlayer() || player.IsTitan() || player.GetTeam() != flag.GetTeam() || IsFlagHome( flag ) || flag.GetParent() != null )
return
thread TryReturnFlag( player, flag )
}
void function OnPlayerExitsFlagReturnTrigger( entity trigger, entity player )
{
entity flag
if ( trigger.GetTeam() == TEAM_IMC )
flag = file.imcFlag
else
flag = file.militiaFlag
if ( !player.IsPlayer() || player.IsTitan() || player.GetTeam() != flag.GetTeam() || IsFlagHome( flag ) || flag.GetParent() != null )
return
player.Signal( "FlagReturnEnded" )
}
void function TryReturnFlag( entity player, entity flag )
{
// start return progress bar
Remote_CallFunction_NonReplay( player, "ServerCallback_CTF_StartReturnFlagProgressBar", Time() + CTF_GetFlagReturnTime() )
EmitSoundOnEntityOnlyToPlayer( player, player, "UI_CTF_1P_FlagReturnMeter" )
OnThreadEnd( function() : ( player )
{
// cleanup
Remote_CallFunction_NonReplay( player, "ServerCallback_CTF_StopReturnFlagProgressBar" )
StopSoundOnEntity( player, "UI_CTF_1P_FlagReturnMeter" )
})
player.EndSignal( "FlagReturnEnded" )
player.EndSignal( "OnDeath" )
wait CTF_GetFlagReturnTime()
// flag return succeeded
// return flag
ResetFlag( flag )
// do notifications for return
MessageToPlayer( player, eEventNotifications.YouReturnedFriendlyFlag )
AddPlayerScore( player, "FlagReturn", player )
player.AddToPlayerGameStat( PGS_DEFENSE_SCORE, 1 )
MessageToTeam( flag.GetTeam(), eEventNotifications.PlayerReturnedFriendlyFlag, null, player )
EmitSoundOnEntityToTeam( flag, "UI_CTF_3P_TeamReturnsFlag", flag.GetTeam() )
PlayFactionDialogueToTeam( "ctf_flagReturnedFriendly", flag.GetTeam() )
MessageToTeam( GetOtherTeam( flag.GetTeam() ), eEventNotifications.PlayerReturnedEnemyFlag, null, player )
EmitSoundOnEntityToTeam( flag, "UI_CTF_3P_EnemyReturnsFlag", GetOtherTeam( flag.GetTeam() ) )
PlayFactionDialogueToTeam( "ctf_flagReturnedEnemy", GetOtherTeam( flag.GetTeam() ) )
}
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