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|
untyped
global function Spawn_Init
global function FindSpawnPoint
global function SetSpawnpointGamemodeOverride
global function GetSpawnpointGamemodeOverride
global function AddSpawnpointValidationRule
global function SetRespawnsEnabled
global function RespawnsEnabled
global function CreateNoSpawnArea
global function DeleteNoSpawnArea
global function SpawnPointInNoSpawnArea
global function RateSpawnpoints_Generic
global function RateSpawnpoints_Frontline
global function RateSpawnpoints_SpawnZones
global function DecideSpawnZone_Generic
global struct spawnZoneProperties{
int controllingTeam = TEAM_UNASSIGNED
entity minimapEnt = null
float zoneRating = 0.0
}
global table< entity, spawnZoneProperties > mapSpawnZones // Global so other scripts can access this for custom ratings if needed
struct NoSpawnArea
{
string id
int blockedTeam
int blockOtherTeams
vector position
float lifetime
float radius
}
struct {
bool respawnsEnabled = true
array<NoSpawnArea> noSpawnAreas
string spawnpointGamemodeOverride
array< bool functionref( entity, int ) > customSpawnpointValidationRules
bool shouldCreateMinimapSpawnzones
} file
/*
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*/
void function Spawn_Init()
{
// callbacks for generic spawns
AddSpawnCallback( "info_spawnpoint_human", InitSpawnpoint )
AddSpawnCallback( "info_spawnpoint_titan", InitSpawnpoint )
AddSpawnCallback( "info_spawnpoint_droppod", InitSpawnpoint )
AddSpawnCallback( "info_spawnpoint_dropship", InitSpawnpoint )
AddSpawnCallback( "info_spawnpoint_human_start", InitSpawnpoint )
AddSpawnCallback( "info_spawnpoint_titan_start", InitSpawnpoint )
AddSpawnCallback( "info_spawnpoint_droppod_start", InitSpawnpoint )
AddSpawnCallback( "info_spawnpoint_dropship_start", InitSpawnpoint )
// callbacks for spawnzone spawns
AddCallback_GameStateEnter( eGameState.Prematch, ResetSpawnzones )
AddSpawnCallbackEditorClass( "trigger_multiple", "trigger_mp_spawn_zone", AddSpawnZoneTrigger )
float friendlyAIValue = 1.75
if ( GameModeHasCapturePoints() )
friendlyAIValue = 0.75
SpawnPoints_SetRatingMultipliers_Enemy( TD_TITAN, -10.0, -6.0, -1.0 )
SpawnPoints_SetRatingMultipliers_Enemy( TD_PILOT, -10.0, -6.0, -1.0 )
SpawnPoints_SetRatingMultipliers_Enemy( TD_AI, -2.0, -0.25, 0.0 )
SpawnPoints_SetRatingMultipliers_Friendly( TD_TITAN, 0.25, 1.75, friendlyAIValue )
SpawnPoints_SetRatingMultipliers_Friendly( TD_PILOT, 0.25, 1.75, friendlyAIValue )
SpawnPoints_SetRatingMultipliers_Friendly( TD_AI, 0.5, 0.25, 0.0 )
SpawnPoints_SetRatingMultiplier_PetTitan( 2.0 )
file.shouldCreateMinimapSpawnzones = GetCurrentPlaylistVarInt( "spawn_zone_enabled", 1 ) != 0
}
void function SetRespawnsEnabled( bool enabled )
{
file.respawnsEnabled = enabled
}
bool function RespawnsEnabled()
{
return file.respawnsEnabled
}
void function InitSpawnpoint( entity spawnpoint )
{
spawnpoint.s.lastUsedTime <- -999
spawnpoint.s.inUse <- false
}
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
noSpawnArea.id = UniqueString( "noSpawnArea" )
if ( lifetime > 0 )
thread NoSpawnAreaLifetime( noSpawnArea )
file.noSpawnAreas.append( noSpawnArea )
return noSpawnArea.id
}
void function NoSpawnAreaLifetime( NoSpawnArea noSpawnArea )
{
wait noSpawnArea.lifetime
DeleteNoSpawnArea( noSpawnArea.id )
}
void function DeleteNoSpawnArea( string noSpawnIdx )
{
foreach ( noSpawnArea in file.noSpawnAreas )
{
if ( noSpawnArea.id == noSpawnIdx )
file.noSpawnAreas.removebyvalue( noSpawnArea )
}
}
bool function SpawnPointInNoSpawnArea( vector vec, int team )
{
foreach ( noSpawnArea in file.noSpawnAreas )
{
if ( Distance( noSpawnArea.position, vec ) < noSpawnArea.radius )
{
if ( noSpawnArea.blockedTeam != TEAM_INVALID && noSpawnArea.blockedTeam == team )
return true
if ( noSpawnArea.blockOtherTeams != TEAM_INVALID && noSpawnArea.blockOtherTeams != team )
return true
}
}
return false
}
bool function IsSpawnpointValidDrop( entity spawnpoint, int team )
{
if ( spawnpoint.IsOccupied() || spawnpoint.s.inUse )
return false
return true
}
void function AddSpawnpointValidationRule( bool functionref( entity spawn, int team ) rule )
{
file.customSpawnpointValidationRules.append( rule )
}
void function SetSpawnpointGamemodeOverride( string gamemode )
{
file.spawnpointGamemodeOverride = gamemode
}
string function GetSpawnpointGamemodeOverride()
{
if ( file.spawnpointGamemodeOverride != "" )
return file.spawnpointGamemodeOverride
return GAMETYPE
}
/*
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*/
entity function FindSpawnPoint( entity player, bool isTitan, bool useStartSpawnpoint )
{
int team = player.GetTeam()
array<entity> spawnpoints
if ( useStartSpawnpoint )
spawnpoints = isTitan ? SpawnPoints_GetTitanStart( team ) : SpawnPoints_GetPilotStart( team )
else
spawnpoints = isTitan ? SpawnPoints_GetTitan() : SpawnPoints_GetPilot()
SpawnPoints_InitRatings( player, team )
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, isTitan )
spawnpoint.s.lastUsedTime = Time()
player.SetLastSpawnPoint( spawnpoint )
//SpawnPoints_DiscardRatings()
return spawnpoint
}
entity function GetBestSpawnpoint( entity player, array<entity> spawnpoints, bool isTitan )
{
array<entity> validSpawns
// I know this looks hacky but the native funcs to get the spawns is returning null arrays for FFA idk why.
if ( IsFFAGame() )
{
spawnpoints.clear()
if ( isTitan )
spawnpoints = GetEntArrayByClass_Expensive( "info_spawnpoint_titan" )
else
spawnpoints = GetEntArrayByClass_Expensive( "info_spawnpoint_human" )
}
foreach ( entity spawnpoint in spawnpoints )
{
if ( IsSpawnpointValid( spawnpoint, player.GetTeam() ) )
validSpawns.append( spawnpoint )
}
if ( !validSpawns.len() ) // First validity check
{
CodeWarning( "Map has no valid spawn points for " + GAMETYPE + " gamemode, attempting any other possible spawn point" )
foreach ( entity spawnpoint in spawnpoints )
validSpawns.append( spawnpoint )
}
if ( !validSpawns.len() ) // On all validity check, just gather the most basic spawn
{
CodeWarning( "Map has no proper spawn points, falling back to info_player_start" )
entity start = GetEnt( "info_player_start" )
if ( IsValid( start ) )
{
start.s.lastUsedTime <- -999
validSpawns.append( start )
}
else
throw( "Map has no player spawns at all" )
}
if ( IsFFAGame() )
return validSpawns.getrandom()
return validSpawns[0] // Return first entry in the array because native have already sorted everything through the ratings, so first one is the best one
}
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
}
foreach ( bool functionref( entity, int ) customValidationRule in file.customSpawnpointValidationRules )
if ( !customValidationRule( spawnpoint, team ) )
return false
if ( !IsSpawnpointValidDrop( spawnpoint, team ) || Time() - spawnpoint.s.lastUsedTime <= 10.0 )
return false
if ( SpawnPointInNoSpawnArea( spawnpoint.GetOrigin(), team ) )
return false
// Line of Sight Check, could use IsVisibleToEnemies but apparently that considers only players, not NPCs
array< entity > enemyTitans = GetTitanArrayOfEnemies( team )
if ( GetConVarBool( "spawnpoint_avoid_npc_titan_sight" ) )
{
foreach ( titan in enemyTitans )
{
if ( IsAlive( titan ) && titan.IsNPC() && titan.CanSee( spawnpoint ) )
return false
}
}
return !spawnpoint.IsVisibleToEnemies( team )
}
/*
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*/
void function RateSpawnpoints_Generic( int checkClass, array<entity> spawnpoints, int team, entity player )
{
foreach ( entity spawnpoint in spawnpoints )
{
float currentRating = 0.0
// Gather friendly scoring first to give positive rating first
currentRating += spawnpoint.NearbyAllyScore( team, "ai" )
currentRating += spawnpoint.NearbyAllyScore( team, "titan" )
currentRating += spawnpoint.NearbyAllyScore( team, "pilot" )
// Enemies then subtract that rating ( Values already returns negative, so no need to apply subtract again )
currentRating += spawnpoint.NearbyEnemyScore( team, "ai" )
currentRating += spawnpoint.NearbyEnemyScore( team, "titan" )
currentRating += spawnpoint.NearbyEnemyScore( team, "pilot" )
if ( spawnpoint == player.p.lastSpawnPoint ) // Reduce the rating of the spawn point used previously
currentRating += GetConVarFloat( "spawnpoint_last_spawn_rating" )
spawnpoint.CalculateRating( checkClass, team, currentRating, currentRating * 0.25 )
}
}
void function RateSpawnpoints_Frontline( int checkClass, array<entity> spawnpoints, int team, entity player )
{
Frontline currentFrontline = GetFrontline( team )
vector inverseFrontlineDir = currentFrontline.combatDir * -1
vector adjustedPosition = currentFrontline.origin + currentFrontline.combatDir * 8000
SpawnPoints_InitFrontlineData( adjustedPosition, currentFrontline.combatDir, currentFrontline.origin, currentFrontline.friendlyCenter, 4000 )
foreach ( entity spawnpoint in spawnpoints )
{
float frontlineRating = spawnpoint.CalculateFrontlineRating()
spawnpoint.CalculateRating( checkClass, team, frontlineRating, frontlineRating * 0.25 )
}
}
/*
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*/
void function ResetSpawnzones()
{
foreach ( zone, zoneProperties in mapSpawnZones )
{
if ( IsValid( zoneProperties.minimapEnt ) )
zoneProperties.minimapEnt.Destroy()
zoneProperties.controllingTeam = TEAM_UNASSIGNED
zoneProperties.zoneRating = 0.0
}
}
void function AddSpawnZoneTrigger( entity trigger )
{
spawnZoneProperties zoneProperties
mapSpawnZones[trigger] <- zoneProperties
}
bool function TeamHasDirtySpawnzone( int team )
{
foreach ( zone, zoneProperties in mapSpawnZones )
{
if ( zoneProperties.controllingTeam == team )
{
int numDeadInZone = 0
array<entity> teamPlayers = GetPlayerArrayOfTeam( team )
foreach ( entity player in teamPlayers )
{
if ( Time() - player.p.postDeathThreadStartTime < 20.0 && zone.ContainsPoint( player.p.deathOrigin ) )
numDeadInZone++
}
if ( numDeadInZone < teamPlayers.len() )
return false
}
}
return true
}
void function CreateTeamSpawnZoneEntity( entity spawnzone, int team )
{
entity minimapObj = CreatePropScript( $"models/dev/empty_model.mdl", spawnzone.GetOrigin() )
SetTeam( minimapObj, team )
minimapObj.Minimap_SetObjectScale( Distance2D( < 0, 0, 0 >, spawnzone.GetBoundingMaxs() ) / 16000 ) // 16000 cuz thats the total space Minimap uses
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 )
minimapObj.Minimap_SetCustomState( eMinimapObject_prop_script.SPAWNZONE_IMC )
else
minimapObj.Minimap_SetCustomState( eMinimapObject_prop_script.SPAWNZONE_MIL )
minimapObj.DisableHibernation()
mapSpawnZones[spawnzone].minimapEnt = minimapObj
}
void function RateSpawnpoints_SpawnZones( int checkClass, array<entity> spawnpoints, int team, entity player )
{
if ( ShouldStartSpawn( player ) )
{
RateSpawnpoints_Generic( checkClass, spawnpoints, team, player )
return
}
array< entity > zoneTriggers
foreach ( zone, zoneProperties in mapSpawnZones )
zoneTriggers.append( zone )
entity spawnzone = DecideSpawnZone_Generic( zoneTriggers, player.GetTeam() )
if ( !IsValid( spawnzone ) )
{
RateSpawnpoints_Generic( checkClass, spawnpoints, team, player )
return
}
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 = 10.0
else
rating = 2.0 * ( 1 - ( distance / 3000.0 ) )
spawn.CalculateRating( checkClass, team, rating, rating * 0.25 )
}
}
entity function DecideSpawnZone_Generic( array<entity> spawnzones, int team )
{
if ( !spawnzones.len() )
return null
array<entity> startSpawns = SpawnPoints_GetPilotStart( team )
array<entity> enemyStartSpawns = SpawnPoints_GetPilotStart( GetOtherTeam( team ) )
if ( !startSpawns.len() || !enemyStartSpawns.len() )
return null
vector averageFriendlySpawns
foreach ( entity spawn in startSpawns )
averageFriendlySpawns += spawn.GetOrigin()
averageFriendlySpawns /= startSpawns.len()
vector averageEnemySpawns
foreach ( entity spawn in enemyStartSpawns )
averageEnemySpawns += spawn.GetOrigin()
averageEnemySpawns /= enemyStartSpawns.len()
float baseDistance = Distance2D( averageFriendlySpawns, averageEnemySpawns )
if ( TeamHasDirtySpawnzone( team ) )
{
array<entity> possibleZones
foreach ( zone, zoneProperties in mapSpawnZones )
{
if ( zoneProperties.controllingTeam == GetOtherTeam( team ) )
continue
bool spawnzoneHasEnemies = false
foreach ( entity enemy in GetPlayerArrayOfEnemies_Alive( team ) )
{
if ( zone.ContainsPoint( enemy.GetOrigin() ) )
{
spawnzoneHasEnemies = true
break
}
}
if ( !spawnzoneHasEnemies && Distance2D( zone.GetOrigin(), averageFriendlySpawns ) > Distance2D( zone.GetOrigin(), averageEnemySpawns ) )
spawnzoneHasEnemies = true
if ( spawnzoneHasEnemies )
continue
Frontline frontline = GetFrontline( team )
float rating = 10 * ( 1.0 - Distance2D( averageFriendlySpawns, zone.GetOrigin() ) / baseDistance )
if ( frontline.friendlyCenter != < 0, 0, 0 > )
{
rating += rating * ( 1.0 - ( Distance2D( zone.GetOrigin(), frontline.friendlyCenter ) / baseDistance ) )
rating *= fabs( frontline.combatDir.y - Normalize( zone.GetOrigin() - averageFriendlySpawns ).y )
}
zoneProperties.zoneRating = rating
possibleZones.append( zone )
}
if ( !possibleZones.len() )
return null
possibleZones.sort( SortPossibleZones )
entity chosenZone = possibleZones[ minint( RandomInt( 3 ), possibleZones.len() - 1 ) ]
if ( file.shouldCreateMinimapSpawnzones )
{
foreach ( zone, zoneProperties in mapSpawnZones )
{
if ( chosenZone == zone )
continue
if ( IsValid( zoneProperties.minimapEnt ) && zoneProperties.controllingTeam == team )
zoneProperties.minimapEnt.Destroy()
}
CreateTeamSpawnZoneEntity( chosenZone, team )
}
foreach ( zone, zoneProperties in mapSpawnZones )
{
if ( chosenZone == zone )
continue
if ( zoneProperties.controllingTeam == team )
zoneProperties.controllingTeam = TEAM_UNASSIGNED
}
mapSpawnZones[chosenZone].controllingTeam = team
return chosenZone
}
return null
}
int function SortPossibleZones( entity a, entity b )
{
if ( mapSpawnZones[a].zoneRating > mapSpawnZones[b].zoneRating )
return -1
if ( mapSpawnZones[b].zoneRating > mapSpawnZones[a].zoneRating )
return 1
return 0
}
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