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path: root/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
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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
}