aboutsummaryrefslogtreecommitdiff
path: root/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ps.nut
blob: 64a78d35556f3d00615b05ca5aedb51108239f8b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
untyped
global function GamemodePs_Init
global function RateSpawnpoints_SpawnZones

struct {
	array<entity> spawnzones
	
	entity militiaActiveSpawnZone
	entity imcActiveSpawnZone
	
	array<entity> militiaPreviousSpawnZones
	array<entity> imcPreviousSpawnZones
} file

void function GamemodePs_Init()
{
	Riff_ForceTitanAvailability( eTitanAvailability.Never )

	AddCallback_OnPlayerKilled( GiveScoreForPlayerKill )
	ScoreEvent_SetupEarnMeterValuesForMixedModes()
	SetTimeoutWinnerDecisionFunc( CheckScoreForDraw )

	// spawnzone stuff
	AddCallback_OnPlayerKilled( CheckSpawnzoneSuspiciousDeaths )
	AddSpawnCallbackEditorClass( "trigger_multiple", "trigger_mp_spawn_zone", SpawnzoneTriggerInit )
	
	file.militiaPreviousSpawnZones = [ null, null, null ]
	file.imcPreviousSpawnZones = [ null, null, null ]
}

void function GiveScoreForPlayerKill( entity victim, entity attacker, var damageInfo )
{
	if ( victim != attacker && victim.IsPlayer() && attacker.IsPlayer() || GetGameState() != eGameState.Playing )
		AddTeamScore( attacker.GetTeam(), 1 )

	table<int, bool> alreadyAssisted
	foreach( DamageHistoryStruct attackerInfo in victim.e.recentDamageHistory )
	{
		bool exists = attackerInfo.attacker.GetEncodedEHandle() in alreadyAssisted ? true : false
		if( attackerInfo.attacker != attacker && !exists )
		{
			alreadyAssisted[attackerInfo.attacker.GetEncodedEHandle()] <- true
			attackerInfo.attacker.AddToPlayerGameStat( PGS_ASSISTS, 1 )
		}
	}

}

int function CheckScoreForDraw()
{
	if ( GameRules_GetTeamScore( TEAM_IMC ) > GameRules_GetTeamScore( TEAM_MILITIA ) )
		return TEAM_IMC
	else if ( GameRules_GetTeamScore( TEAM_MILITIA ) > GameRules_GetTeamScore( TEAM_IMC ) )
		return TEAM_MILITIA

	return TEAM_UNASSIGNED
}

// spawnzone logic
void function SpawnzoneTriggerInit( entity spawnzone )
{
	// initialise spawnzone script vars
	spawnzone.s.lastDeathRateCheck <- 0.0
	spawnzone.s.numRecentSuspiciousDeaths <- 0
	spawnzone.s.minimapObj <- null
	
	file.spawnzones.append( spawnzone )
}

void function SetNewSpawnzoneForTeam( int team, entity spawnzone )
{
	entity minimapObj = CreatePropScript( $"models/dev/empty_model.mdl", spawnzone.GetOrigin() )
	SetTeam( minimapObj, team )	
	minimapObj.Minimap_SetObjectScale( 100.0 / Distance2D( < 0, 0, 0 >, spawnzone.GetBoundingMaxs() ) )
	minimapObj.Minimap_SetAlignUpright( true )
	minimapObj.Minimap_AlwaysShow( TEAM_IMC, null )
	minimapObj.Minimap_AlwaysShow( TEAM_MILITIA, null )
	minimapObj.Minimap_SetHeightTracking( true )
	minimapObj.Minimap_SetZOrder( MINIMAP_Z_OBJECT )
	
	if ( team == TEAM_IMC ) 
	{
		if ( IsValid( file.imcActiveSpawnZone ) )
			file.imcActiveSpawnZone.s.minimapObj.Destroy()
	
		// update last 3 zones
		file.imcPreviousSpawnZones[ 2 ] = file.imcPreviousSpawnZones[ 1 ]
		file.imcPreviousSpawnZones[ 1 ] = file.imcPreviousSpawnZones[ 0 ]
		file.imcPreviousSpawnZones[ 0 ] = file.imcActiveSpawnZone
	
		file.imcActiveSpawnZone = spawnzone
		minimapObj.Minimap_SetCustomState( eMinimapObject_prop_script.SPAWNZONE_IMC )
	}
	else
	{
		if ( IsValid( file.militiaActiveSpawnZone ) )
			file.militiaActiveSpawnZone.s.minimapObj.Destroy()
	
		// update last 3 zones
		file.militiaPreviousSpawnZones[ 2 ] = file.militiaPreviousSpawnZones[ 1 ]
		file.militiaPreviousSpawnZones[ 1 ] = file.militiaPreviousSpawnZones[ 0 ]
		file.militiaPreviousSpawnZones[ 0 ] = file.militiaActiveSpawnZone
	
		file.militiaActiveSpawnZone = spawnzone
		minimapObj.Minimap_SetCustomState( eMinimapObject_prop_script.SPAWNZONE_MIL )
	}
	
	minimapObj.DisableHibernation()	
	
	spawnzone.s.minimapObj = minimapObj
	spawnzone.s.lastDeathRateCheck = 0.0
	spawnzone.s.numRecentSuspiciousDeaths = Time()
}

void function CheckSpawnzoneSuspiciousDeaths( entity victim, entity attacker, var damageInfo )
{
	if ( victim.s.respawnTime + 10.0 < Time() )
		return

	entity spawnzone
	if ( victim.GetTeam() == TEAM_IMC )
		spawnzone = file.imcActiveSpawnZone
	else
		spawnzone = file.militiaActiveSpawnZone
	
	if ( Distance2D( victim.GetOrigin(), spawnzone.GetOrigin() ) <= Distance2D( < 0, 0, 0 >, spawnzone.GetBoundingMaxs() ) * 1.2 )
		spawnzone.s.numRecentSuspiciousDeaths++
}

entity function FindNewSpawnZone( int team )
{
	array<entity> startSpawns = SpawnPoints_GetPilotStart( team )
	array<entity> enemyStartSpawns = SpawnPoints_GetPilotStart( GetOtherTeam( team ) )
	
	// get average friendly startspawn position
	vector averageFriendlySpawns
	foreach ( entity spawn in startSpawns )
		averageFriendlySpawns += spawn.GetOrigin()
	averageFriendlySpawns /= startSpawns.len()
	
	// get average enemy startspawn position
	vector averageEnemySpawns
	foreach ( entity spawn in enemyStartSpawns )
		averageEnemySpawns += spawn.GetOrigin()
	averageEnemySpawns /= enemyStartSpawns.len()
	
	array<entity> validZones
	array<entity> enemyPlayers = GetPlayerArrayOfTeam( GetOtherTeam( team ) )
	float averageFriendlySpawnDist
	
	foreach ( entity spawnzone in file.spawnzones )
	{
		if ( team == TEAM_IMC && file.imcPreviousSpawnZones.contains( spawnzone ) )
			continue
		else if ( file.militiaPreviousSpawnZones.contains( spawnzone ) )
			continue
	
		// check if it's too far from startspawns
		float friendlySpawnDist = Distance2D( spawnzone.GetOrigin(), averageFriendlySpawns )
		if ( friendlySpawnDist > Distance2D( averageFriendlySpawns, averageEnemySpawns ) * 1.2 )
			continue
		
		// check if it's safe atm
		bool safe = true
		foreach ( entity enemy in enemyPlayers )
		{
			if ( Distance2D( enemy.GetOrigin(), spawnzone.GetOrigin() ) < Distance2D( < 0, 0, 0 >, spawnzone.GetBoundingMaxs() ) * 1.2 )
			{
				safe = false
				break
			}
		}
		
		if ( !safe )
			continue
		
		averageFriendlySpawnDist += friendlySpawnDist
		validZones.append( spawnzone )
	}
	
	averageFriendlySpawnDist /= validZones.len()
	
	array<entity> realValidZones = clone validZones
	foreach ( entity validzone in validZones )
	{
		if ( Distance2D( averageFriendlySpawns, validzone.GetOrigin() ) < averageFriendlySpawnDist * 1.4 )
			realValidZones.append( validzone )
	}
	
	entity spawnzone = realValidZones.getrandom()
	SetNewSpawnzoneForTeam( team, spawnzone )
		
	return spawnzone
}

void function RateSpawnpoints_SpawnZones( int checkClass, array<entity> spawnpoints, int team, entity player )
{
	entity spawnzone
	if ( player.GetTeam() == TEAM_IMC )
		spawnzone = file.imcActiveSpawnZone
	else
		spawnzone = file.militiaActiveSpawnZone
	
	// spawnzones don't exist yet, create them now
	if ( !IsValid( spawnzone ) )
		spawnzone = FindNewSpawnZone( player.GetTeam() )
	
	// check if we should shift spawnzones
	// if it's been more than 15 seconds since last check, reset
	if ( spawnzone.s.lastDeathRateCheck + 15.0 < Time() )
	{
		spawnzone.s.numRecentSuspiciousDeaths = 0
		spawnzone.s.lastDeathRateCheck = Time()
	}
	
	// check if we've gone over the threshold for recent deaths too close to our current spawnzone
	if ( spawnzone.s.numRecentSuspiciousDeaths >= GetPlayerArrayOfTeam( player.GetTeam() ).len() * 0.4 )
		// over the threshold, find a new spawn zone
		spawnzone = FindNewSpawnZone( player.GetTeam() )
	
	// rate spawnpoints
	foreach ( entity spawn in spawnpoints ) 
	{
		float rating = 0.0
		float distance = Distance2D( spawn.GetOrigin(), spawnzone.GetOrigin() )
		if ( distance < Distance2D( < 0, 0, 0 >, spawnzone.GetBoundingMaxs() ) )
			rating = 100.0
		else // max 35 rating if not in zone, rate by closest
			rating = 35.0 * ( 1 - ( distance / 5000.0 ) )
			
		spawn.CalculateRating( checkClass, player.GetTeam(), rating, rating )
	}
}