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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
array<vector> preferSpawnNodes
table<string, NoSpawnArea> noSpawnAreas
bool sidesSwitched = false
bool frontlineBased = false
float lastImcFrontlineRatingTime
float lastMilitiaFrontlineRatingTime
Frontline& lastImcFrontline
Frontline& lastMilitiaFrontline
} file
void function Spawn_Init()
{
AddCallback_GameStateEnter( eGameState.SwitchingSides, OnSwitchingSides )
AddCallback_EntitiesDidLoad( InitPreferSpawnNodes )
AddSpawnCallback( "info_spawnpoint_human", InitSpawnpoint )
AddSpawnCallback( "info_spawnpoint_human_start", InitSpawnpoint )
AddSpawnCallback( "info_spawnpoint_titan", InitSpawnpoint )
AddSpawnCallback( "info_spawnpoint_titan_start", InitSpawnpoint )
}
void function InitPreferSpawnNodes()
{
foreach ( entity hardpoint in GetEntArrayByClass_Expensive( "info_hardpoint" ) )
{
if ( !hardpoint.HasKey( "hardpointGroup" ) )
continue
if ( hardpoint.kv.hardpointGroup != "A" && hardpoint.kv.hardpointGroup != "B" && hardpoint.kv.hardpointGroup != "C" )
continue
file.preferSpawnNodes.append( hardpoint.GetOrigin() )
}
//foreach ( entity frontline in GetEntArrayByClass_Expensive( "info_frontline" ) )
// file.preferSpawnNodes.append( frontline.GetOrigin() )
}
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 )
{
try // unsure if the trycatch is necessary but better safe than sorry
{
delete file.noSpawnAreas[ noSpawnIdx ]
}
catch ( exception )
{}
}
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
}
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 )
// this doesn't work lol
/*if ( frontline.friendlyCenter == < 0, 0, 0 > )
{
// recalculate to startspawnpoint positions
array<entity> startSpawns = SpawnPoints_GetPilotStart( team )
vector averagePos
vector averageDir
foreach ( entity spawnpoint in startSpawns )
{
averagePos.x += spawnpoint.GetOrigin().x
averagePos.y += spawnpoint.GetOrigin().y
averagePos.z += spawnpoint.GetOrigin().z
averageDir.x += spawnpoint.GetAngles().x
averageDir.y += spawnpoint.GetAngles().y
averageDir.z += spawnpoint.GetAngles().z
}
averagePos.x /= startSpawns.len()
averagePos.y /= startSpawns.len()
averagePos.z /= startSpawns.len()
averageDir.x /= startSpawns.len()
averageDir.y /= startSpawns.len()
averageDir.z /= startSpawns.len()
print( "average " + averagePos )
frontline.friendlyCenter = averagePos
frontline.origin = averagePos
frontline.combatDir = averageDir * -1
}*/
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 ( file.sidesSwitched )
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 ( file.sidesSwitched && ( 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
if ( Time() - spawnpoint.s.lastUsedTime <= 1.0 )
return false
return true
}
void function RateSpawnpoints_Generic( int checkClass, array<entity> spawnpoints, int team, entity player )
{
// calculate ratings for preferred nodes
// this tries to prefer nodes with more teammates, then activity on them
// todo: in the future it might be good to have this prefer nodes with enemies up to a limit of some sort
// especially in ffa modes i could deffo see this falling apart a bit rn
// perhaps dead players could be used to calculate some sort of activity rating? so high-activity points with an even balance of friendly/unfriendly players are preferred
array<float> preferSpawnNodeRatings
foreach ( vector preferSpawnNode in file.preferSpawnNodes )
{
float currentRating
// this seems weird, not using rn
//Frontline currentFrontline = GetCurrentFrontline( team )
//if ( !IsFFAGame() || currentFrontline.friendlyCenter != < 0, 0, 0 > )
// currentRating += max( 0.0, ( 1000.0 - Distance2D( currentFrontline.origin, preferSpawnNode ) ) / 200 )
foreach ( entity nodePlayer in GetPlayerArray() )
{
float currentChange = 0.0
// the closer a player is to a node the more they matter
float dist = Distance2D( preferSpawnNode, nodePlayer.GetOrigin() )
if ( dist > 600.0 )
continue
currentChange = ( 600.0 - dist ) / 5
if ( player == nodePlayer )
currentChange *= -3 // always try to stay away from places we've already spawned
else if ( !IsAlive( nodePlayer ) ) // dead players mean activity which is good, but they're also dead so they don't matter as much as living ones
currentChange *= 0.6
if ( nodePlayer.GetTeam() != player.GetTeam() ) // if someone isn't on our team and alive they're probably bad
{
if ( IsFFAGame() ) // in ffa everyone is on different teams, so this isn't such a big deal
currentChange *= -0.2
else
currentChange *= -0.6
}
currentRating += currentChange
}
preferSpawnNodeRatings.append( currentRating )
}
foreach ( entity spawnpoint in spawnpoints )
{
float currentRating
float petTitanModifier
// scale how much a given spawnpoint matters to us based on how far it is from each node
bool spawnHasRecievedInitialBonus = false
for ( int i = 0; i < file.preferSpawnNodes.len(); i++ )
{
// bonus if autotitan is nearish
if ( IsAlive( player.GetPetTitan() ) && Distance( player.GetPetTitan().GetOrigin(), file.preferSpawnNodes[ i ] ) < 1200.0 )
petTitanModifier += 10.0
float dist = Distance2D( spawnpoint.GetOrigin(), file.preferSpawnNodes[ i ] )
if ( dist > 750.0 )
continue
if ( dist < 600.0 && !spawnHasRecievedInitialBonus )
{
currentRating += 10.0
spawnHasRecievedInitialBonus = true // should only get a bonus for simply being by a node once to avoid over-rating
}
currentRating += ( preferSpawnNodeRatings[ i ] * ( ( 750.0 - dist ) / 75 ) ) + max( RandomFloat( 1.25 ), 0.9 )
if ( dist < 250.0 ) // shouldn't get TOO close to an active node
currentRating *= 0.7
if ( spawnpoint.s.lastUsedTime < 10.0 )
currentRating *= 0.7
}
float rating = spawnpoint.CalculateRating( checkClass, team, currentRating, currentRating + petTitanModifier )
//print( "spawnpoint at " + spawnpoint.GetOrigin() + " has rating: " + )
if ( rating != 0.0 || currentRating != 0.0 )
print( "rating = " + rating + ", internal rating = " + currentRating )
}
}
void function OnSwitchingSides()
{
file.sidesSwitched = true
}
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