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untyped
global function InitRatings // temp for testing
global function Spawn_Init
global function SetSpawnsUseFrontline
global function SetRespawnsEnabled
global function RespawnsEnabled
global function SetSpawnpointGamemodeOverride
global function GetSpawnpointGamemodeOverride
global function CreateNoSpawnArea
global function DeleteNoSpawnArea
global function GetCurrentFrontline
global function FindSpawnPoint
global function RateSpawnpoints_Generic
struct NoSpawnArea
{
string id
int blockedTeam
int blockOtherTeams
vector position
float lifetime
float radius
}
struct {
bool respawnsEnabled = true
string spawnpointGamemodeOverride
table<string, NoSpawnArea> noSpawnAreas
bool frontlineBased = false
float lastImcFrontlineRatingTime
float lastMilitiaFrontlineRatingTime
Frontline& lastImcFrontline
Frontline& lastMilitiaFrontline
} file
void function Spawn_Init()
{
AddSpawnCallback( "info_spawnpoint_human", InitSpawnpoint )
AddSpawnCallback( "info_spawnpoint_human_start", InitSpawnpoint )
AddSpawnCallback( "info_spawnpoint_titan", InitSpawnpoint )
AddSpawnCallback( "info_spawnpoint_titan_start", InitSpawnpoint )
}
void function InitSpawnpoint( entity spawnpoint )
{
spawnpoint.s.lastUsedTime <- -999
}
void function SetRespawnsEnabled( bool enabled )
{
file.respawnsEnabled = enabled
}
bool function RespawnsEnabled()
{
return file.respawnsEnabled
}
string function CreateNoSpawnArea( int blockSpecificTeam, int blockEnemiesOfTeam, vector position, float lifetime, float radius )
{
NoSpawnArea noSpawnArea
noSpawnArea.blockedTeam = blockSpecificTeam
noSpawnArea.blockOtherTeams = blockEnemiesOfTeam
noSpawnArea.position = position
noSpawnArea.lifetime = lifetime
noSpawnArea.radius = radius
// generate an id
noSpawnArea.id = UniqueString( "noSpawnArea" )
thread NoSpawnAreaLifetime( noSpawnArea )
return noSpawnArea.id
}
void function NoSpawnAreaLifetime( NoSpawnArea noSpawnArea )
{
wait noSpawnArea.lifetime
DeleteNoSpawnArea( noSpawnArea.id )
}
void function DeleteNoSpawnArea( string noSpawnIdx )
{
if ( noSpawnIdx in file.noSpawnAreas )
delete file.noSpawnAreas[ noSpawnIdx ]
}
void function SetSpawnpointGamemodeOverride( string gamemode )
{
file.spawnpointGamemodeOverride = gamemode
}
string function GetSpawnpointGamemodeOverride()
{
if ( file.spawnpointGamemodeOverride != "" )
return file.spawnpointGamemodeOverride
else
return GAMETYPE
unreachable
}
void function SetSpawnsUseFrontline( bool useFrontline )
{
file.frontlineBased = useFrontline
}
bool function InitRatings( entity player, int team )
{
Frontline frontline = GetCurrentFrontline( team )
print( team )
print( frontline.friendlyCenter )
vector offsetOrigin = frontline.friendlyCenter + frontline.combatDir * 256
SpawnPoints_InitFrontlineData( offsetOrigin, frontline.combatDir, frontline.line, frontline.friendlyCenter, 2.0 ) // temp
if ( player != null )
SpawnPoints_InitRatings( player, team ) // no idea what the second arg supposed to be lol
return frontline.friendlyCenter == < 0, 0, 0 > && file.frontlineBased // if true, use startspawns
}
// this sucks
Frontline function GetCurrentFrontline( int team )
{
float lastFrontlineRatingTime
Frontline lastFrontline
if ( team == TEAM_IMC )
{
lastFrontline = file.lastImcFrontline
lastFrontlineRatingTime = file.lastImcFrontlineRatingTime
}
else
{
lastFrontline = file.lastMilitiaFrontline
lastFrontlineRatingTime = file.lastMilitiaFrontlineRatingTime
}
// current frontline is old, get a new one
if ( lastFrontlineRatingTime + 20.0 < Time() || lastFrontline.friendlyCenter == < 0, 0, 0 > )
{
print( "rerating frontline..." )
Frontline frontline = GetFrontline( team )
if ( team == TEAM_IMC )
{
file.lastImcFrontlineRatingTime = Time()
file.lastImcFrontline = frontline
}
else
{
file.lastMilitiaFrontlineRatingTime = Time()
file.lastMilitiaFrontline = frontline
}
lastFrontline = frontline
}
return lastFrontline
}
entity function FindSpawnPoint( entity player, bool isTitan, bool useStartSpawnpoint )
{
int team = player.GetTeam()
if ( HasSwitchedSides() )
team = GetOtherTeam( team )
useStartSpawnpoint = InitRatings( player, player.GetTeam() ) || useStartSpawnpoint // force startspawns if no frontline
print( "useStartSpawnpoint: " + useStartSpawnpoint )
array<entity> spawnpoints
if ( useStartSpawnpoint )
spawnpoints = isTitan ? SpawnPoints_GetTitanStart( team ) : SpawnPoints_GetPilotStart( team )
else
spawnpoints = isTitan ? SpawnPoints_GetTitan() : SpawnPoints_GetPilot()
void functionref( int, array<entity>, int, entity ) ratingFunc = isTitan ? GameMode_GetTitanSpawnpointsRatingFunc( GAMETYPE ) : GameMode_GetPilotSpawnpointsRatingFunc( GAMETYPE )
ratingFunc( isTitan ? TD_TITAN : TD_PILOT, spawnpoints, team, player )
if ( isTitan )
{
if ( useStartSpawnpoint )
SpawnPoints_SortTitanStart()
else
SpawnPoints_SortTitan()
spawnpoints = useStartSpawnpoint ? SpawnPoints_GetTitanStart( team ) : SpawnPoints_GetTitan()
}
else
{
if ( useStartSpawnpoint )
SpawnPoints_SortPilotStart()
else
SpawnPoints_SortPilot()
spawnpoints = useStartSpawnpoint ? SpawnPoints_GetPilotStart( team ) : SpawnPoints_GetPilot()
}
entity spawnpoint = GetBestSpawnpoint( player, spawnpoints )
spawnpoint.s.lastUsedTime = Time()
player.SetLastSpawnPoint( spawnpoint )
return spawnpoint
}
entity function GetBestSpawnpoint( entity player, array<entity> spawnpoints )
{
// not really 100% sure on this randomisation, needs some thought
array<entity> validSpawns
foreach ( entity spawnpoint in spawnpoints )
{
if ( IsSpawnpointValid( spawnpoint, player.GetTeam() ) )
{
validSpawns.append( spawnpoint )
if ( validSpawns.len() == 3 ) // arbitrary small sample size
break
}
}
if ( validSpawns.len() == 0 )
{
// no valid spawns, very bad, so dont care about spawns being valid anymore
print( "found no valid spawns! spawns may be subpar!" )
foreach ( entity spawnpoint in spawnpoints )
{
validSpawns.append( spawnpoint )
if ( validSpawns.len() == 3 ) // arbitrary small sample size
break
}
}
return validSpawns[ RandomInt( validSpawns.len() ) ] // slightly randomize it
}
bool function IsSpawnpointValid( entity spawnpoint, int team )
{
if ( !spawnpoint.HasKey( "ignoreGamemode" ) || ( spawnpoint.HasKey( "ignoreGamemode" ) && spawnpoint.kv.ignoreGamemode == "0" ) ) // used by script-spawned spawnpoints
{
if ( file.spawnpointGamemodeOverride != "" )
{
string gamemodeKey = "gamemode_" + file.spawnpointGamemodeOverride
if ( spawnpoint.HasKey( gamemodeKey ) && ( spawnpoint.kv[ gamemodeKey ] == "0" || spawnpoint.kv[ gamemodeKey ] == "" ) )
return false
}
else if ( GameModeRemove( spawnpoint ) )
return false
}
if ( Riff_FloorIsLava() && spawnpoint.GetOrigin().z < GetLethalFogTop() )
return false
int compareTeam = spawnpoint.GetTeam()
if ( HasSwitchedSides() && ( compareTeam == TEAM_MILITIA || compareTeam == TEAM_IMC ) )
compareTeam = GetOtherTeam( compareTeam )
if ( spawnpoint.GetTeam() > 0 && compareTeam != team && !IsFFAGame() )
return false
if ( spawnpoint.IsOccupied() )
return false
foreach ( k, NoSpawnArea noSpawnArea in file.noSpawnAreas )
{
if ( Distance( noSpawnArea.position, spawnpoint.GetOrigin() ) > noSpawnArea.radius )
continue
if ( noSpawnArea.blockedTeam != TEAM_INVALID && noSpawnArea.blockedTeam == team )
return false
if ( noSpawnArea.blockOtherTeams != TEAM_INVALID && noSpawnArea.blockOtherTeams != team )
return false
}
array<entity> projectiles = GetProjectileArrayEx( "any", TEAM_ANY, TEAM_ANY, spawnpoint.GetOrigin(), 400 )
foreach ( entity projectile in projectiles )
if ( projectile.GetTeam() != team )
return false
// los check
array<entity> enemyLosPlayers
if ( IsFFAGame() )
enemyLosPlayers = GetPlayerArray()
else
enemyLosPlayers = GetPlayerArrayOfTeam( GetOtherTeam( team ) )
foreach ( entity enemyPlayer in enemyLosPlayers )
{
if ( enemyPlayer.GetTeam() == team || !IsAlive( enemyPlayer ) )
continue
// check distance, constant here is basically arbitrary
if ( Distance( enemyPlayer, spawnpoint ) > 1000.0 )
continue
// check fov, constant here is stolen from every other place this is done
if ( VectorDot_PlayerToOrigin( enemyPlayer, spawnpoint.GetOrigin() ) < 0.8 )
continue
// check actual los
if ( TraceLineSimple( enemyPlayer.EyePosition(), spawnpoint.GetOrigin() + < 0, 0, 48 >, enemyPlayer ) == 1.0 )
return false
}
if ( Time() - spawnpoint.s.lastUsedTime <= 1.0 )
return false
return true
}
void function RateSpawnpoints_Generic( int checkClass, array<entity> spawnpoints, int team, entity player )
{
// generic spawns v2
array<entity> startSpawns = checkClass == TD_TITAN ? SpawnPoints_GetTitanStart( team ) : SpawnPoints_GetPilotStart( team )
// realistically, this should spawn people fairly spread out across the map, preferring being closer to their startspawns
// should spawn like, near fights, but not in them
}
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