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untyped
global function GamemodeMfd_Init
global function RateSpawnpoints_Frontline
struct {
entity imcLastMark
entity militiaLastMark
bool isMfdPro
} file
void function GamemodeMfd_Init()
{
GamemodeMfdShared_Init()
RegisterSignal( "MarkKilled" )
ScoreEvent_SetupEarnMeterValuesForMixedModes()
// todo
if ( GAMETYPE == MARKED_FOR_DEATH_PRO )
{
file.isMfdPro = true
SetRespawnsEnabled( true )
SetRoundBased( true )
SetShouldUseRoundWinningKillReplay( true )
Riff_ForceSetEliminationMode( eEliminationMode.Pilots )
}
AddCallback_OnClientConnected( SetupMFDPlayer )
AddCallback_OnPlayerKilled( UpdateMarksForKill )
AddCallback_GameStateEnter( eGameState.Playing, CreateInitialMarks )
}
void function SetupMFDPlayer( entity player )
{
player.s.roundsSincePicked <- 0
}
void function CreateInitialMarks()
{
entity imcMark = CreateEntity( MARKER_ENT_CLASSNAME )
imcMark.kv.spawnflags = SF_INFOTARGET_ALWAYS_TRANSMIT_TO_CLIENT
SetTeam( imcMark, TEAM_IMC )
SetTargetName( imcMark, MARKET_ENT_MARKED_NAME ) // why is it market_ent lol
DispatchSpawn( imcMark )
FillMFDMarkers( imcMark )
entity imcPendingMark = CreateEntity( MARKER_ENT_CLASSNAME )
imcPendingMark.kv.spawnflags = SF_INFOTARGET_ALWAYS_TRANSMIT_TO_CLIENT
SetTeam( imcPendingMark, TEAM_IMC )
SetTargetName( imcPendingMark, MARKET_ENT_PENDING_MARKED_NAME )
DispatchSpawn( imcPendingMark )
FillMFDMarkers( imcPendingMark )
entity militiaMark = CreateEntity( MARKER_ENT_CLASSNAME )
militiaMark.kv.spawnflags = SF_INFOTARGET_ALWAYS_TRANSMIT_TO_CLIENT
SetTeam( militiaMark, TEAM_MILITIA )
SetTargetName( militiaMark, MARKET_ENT_MARKED_NAME )
DispatchSpawn( militiaMark )
FillMFDMarkers( militiaMark )
entity militiaPendingMark = CreateEntity( MARKER_ENT_CLASSNAME )
militiaPendingMark.kv.spawnflags = SF_INFOTARGET_ALWAYS_TRANSMIT_TO_CLIENT
SetTeam( militiaPendingMark, TEAM_MILITIA )
SetTargetName( militiaPendingMark, MARKET_ENT_PENDING_MARKED_NAME )
DispatchSpawn( militiaPendingMark )
FillMFDMarkers( militiaPendingMark )
thread MFDThink()
}
void function MFDThink()
{
svGlobal.levelEnt.EndSignal( "GameStateChanged" )
entity imcMark
entity militiaMark
while ( true )
{
if ( !TargetsMarkedImmediately() )
wait MFD_BETWEEN_MARKS_TIME
// wait for enough players to spawn
while ( GetPlayerArrayOfTeam( TEAM_IMC ).len() == 0 || GetPlayerArrayOfTeam( TEAM_MILITIA ).len() == 0 )
WaitFrame()
imcMark = PickTeamMark( TEAM_IMC )
militiaMark = PickTeamMark( TEAM_MILITIA )
level.mfdPendingMarkedPlayerEnt[ TEAM_IMC ].SetOwner( imcMark )
level.mfdPendingMarkedPlayerEnt[ TEAM_MILITIA ].SetOwner( militiaMark )
foreach ( entity player in GetPlayerArray() )
{
Remote_CallFunction_NonReplay( player, "SCB_MarkedChanged" )
Remote_CallFunction_NonReplay( player, "ServerCallback_MFD_StartNewMarkCountdown", Time() + MFD_COUNTDOWN_TIME )
}
// reset if mark leaves
bool shouldReset
float endTime = Time() + MFD_COUNTDOWN_TIME
while ( endTime > Time() || ( !IsAlive( imcMark ) || !IsAlive( militiaMark ) ) )
{
if ( !IsValid( imcMark ) || !IsValid( militiaMark ) )
{
shouldReset = true
break
}
WaitFrame()
}
if ( shouldReset )
continue
waitthread MarkPlayers( imcMark, militiaMark )
}
}
entity function PickTeamMark( int team )
{
array<entity> possibleMarks
int maxRounds
foreach ( entity player in GetPlayerArrayOfTeam( team ) )
{
if ( maxRounds < player.s.roundsSincePicked )
{
maxRounds = expect int( player.s.roundsSincePicked )
possibleMarks = [ player ]
}
else if ( maxRounds == player.s.roundsSincePicked )
possibleMarks.append( player )
}
entity mark = possibleMarks.getrandom()
foreach ( entity player in GetPlayerArrayOfTeam( team ) )
if ( player != mark )
player.s.roundsSincePicked++
return mark
}
void function MarkPlayers( entity imcMark, entity militiaMark )
{
imcMark.EndSignal( "OnDestroy" )
imcMark.EndSignal( "Disconnected" )
militiaMark.EndSignal( "OnDestroy" )
militiaMark.EndSignal( "Disconnected" )
OnThreadEnd( function() : ( imcMark, militiaMark )
{
// clear marks
level.mfdActiveMarkedPlayerEnt[ TEAM_IMC ].SetOwner( null )
level.mfdActiveMarkedPlayerEnt[ TEAM_MILITIA ].SetOwner( null )
foreach ( entity player in GetPlayerArray() )
Remote_CallFunction_NonReplay( player, "SCB_MarkedChanged" )
})
// clear pending marks
level.mfdPendingMarkedPlayerEnt[ TEAM_IMC ].SetOwner( null )
level.mfdPendingMarkedPlayerEnt[ TEAM_MILITIA ].SetOwner( null )
// set marks
level.mfdActiveMarkedPlayerEnt[ TEAM_IMC ].SetOwner( imcMark )
level.mfdActiveMarkedPlayerEnt[ TEAM_MILITIA ].SetOwner( militiaMark )
foreach ( entity player in GetPlayerArray() )
Remote_CallFunction_NonReplay( player, "SCB_MarkedChanged" )
// wait until mark dies
entity deadMark = expect entity( svGlobal.levelEnt.WaitSignal( "MarkKilled" ).mark )
// award points
entity livingMark = GetMarked( GetOtherTeam( deadMark.GetTeam() ) )
livingMark.SetPlayerGameStat( PGS_DEFENSE_SCORE, livingMark.GetPlayerGameStat( PGS_DEFENSE_SCORE ) + 1 )
// thread this so we don't kill our own thread
thread AddTeamScore( livingMark.GetTeam(), 1 )
}
void function UpdateMarksForKill( entity victim, entity attacker, var damageInfo )
{
if ( victim == GetMarked( victim.GetTeam() ) )
{
MessageToAll( eEventNotifications.MarkedForDeathKill, null, victim, attacker.GetEncodedEHandle() )
svGlobal.levelEnt.Signal( "MarkKilled", { mark = victim } )
if ( attacker.IsPlayer() )
attacker.SetPlayerGameStat( PGS_ASSAULT_SCORE, attacker.GetPlayerGameStat( PGS_ASSAULT_SCORE ) + 1 )
}
}
// could probably put this in spawn.nut? only here because i believe it's the main mode that uses this func
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 ) )
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 )
{
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 )
float spawnIterations = ( baseDistance / maxFriendlySpawnDist ) / 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 )
// 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 )
}
}
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