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untyped
global function InitRatings // temp for testing
global function Spawn_Init
global function SetRespawnsEnabled
global function RespawnsEnabled
global function SetSpawnpointGamemodeOverride
global function GetSpawnpointGamemodeOverride
global function CreateNoSpawnArea
global function DeleteNoSpawnArea
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
array<vector> preferSpawnNodes
} 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 )
AddCallback_EntitiesDidLoad( InitPreferSpawnNodes )
}
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 )
{
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 InitRatings( entity player, int team )
{
if ( player != null )
SpawnPoints_InitRatings( player, team ) // no idea what the second arg supposed to be lol
}
entity function FindSpawnPoint( entity player, bool isTitan, bool useStartSpawnpoint )
{
int team = player.GetTeam()
if ( HasSwitchedSides() )
team = GetOtherTeam( team )
array<entity> spawnpoints
if ( useStartSpawnpoint )
spawnpoints = isTitan ? SpawnPoints_GetTitanStart( team ) : SpawnPoints_GetPilotStart( team )
else
spawnpoints = isTitan ? SpawnPoints_GetTitan() : SpawnPoints_GetPilot()
InitRatings( player, team )
// don't think this is necessary since we call discardratings
//foreach ( entity spawnpoint in spawnpoints )
// spawnpoint.CalculateRating( isTitan ? TD_TITAN : TD_PILOT, team, 0.0, 0.0 )
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
}
}
// last resort
if ( validSpawns.len() == 0 )
{
print( "map has literally 0 spawnpoints, as such everything is fucked probably, attempting to use info_player_start if present" )
entity start = GetEnt( "info_player_start" )
if ( IsValid( start ) )
{
start.s.lastUsedTime <- -999
validSpawns.append( start )
}
}
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
if ( Time() - spawnpoint.s.lastUsedTime <= 1.0 )
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.GetOrigin(), spawnpoint.GetOrigin() ) > 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
}
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
// using old func for tests rq
// 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 )
}
}
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