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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 AddSpawnpointValidationRule
global function CreateNoSpawnArea
global function DeleteNoSpawnArea
global function FindSpawnPoint
global function RateSpawnpoints_Generic
global function RateSpawnpoints_Frontline
global function SetSpawnZoneRatingFunc
global function SetShouldCreateMinimapSpawnZones
global function CreateTeamSpawnZoneEntity
global function RateSpawnpoints_SpawnZones
global function DecideSpawnZone_Generic
struct NoSpawnArea
{
string id
int blockedTeam
int blockOtherTeams
vector position
float lifetime
float radius
}
struct {
bool respawnsEnabled = true
string spawnpointGamemodeOverride
array< bool functionref( entity, int ) > customSpawnpointValidationRules
table<string, NoSpawnArea> noSpawnAreas
} 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 )
// callbacks for generic spawns
AddCallback_EntitiesDidLoad( InitPreferSpawnNodes )
// callbacks for spawnzone spawns
AddCallback_GameStateEnter( eGameState.Prematch, ResetSpawnzones )
AddSpawnCallbackEditorClass( "trigger_multiple", "trigger_mp_spawn_zone", AddSpawnZoneTrigger )
}
void function InitSpawnpoint( entity spawnpoint )
{
spawnpoint.s.lastUsedTime <- -999
}
void function SetRespawnsEnabled( bool enabled )
{
file.respawnsEnabled = enabled
}
bool function RespawnsEnabled()
{
return file.respawnsEnabled
}
void function AddSpawnpointValidationRule( bool functionref( entity spawn, int team ) rule )
{
file.customSpawnpointValidationRules.append( rule )
}
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, player.GetTeam() )
// 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
}
int compareTeam = spawnpoint.GetTeam()
if ( HasSwitchedSides() && ( compareTeam == TEAM_MILITIA || compareTeam == TEAM_IMC ) )
compareTeam = GetOtherTeam( compareTeam )
foreach ( bool functionref( entity, int ) customValidationRule in file.customSpawnpointValidationRules )
if ( !customValidationRule( spawnpoint, team ) )
return false
if ( spawnpoint.GetTeam() > 0 && compareTeam != team && !IsFFAGame() )
return false
if ( spawnpoint.IsOccupied() )
return false
if ( Time() - spawnpoint.s.lastUsedTime <= 10.0 )
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(), 600 )
foreach ( entity projectile in projectiles )
if ( projectile.GetTeam() != team )
return false
// los check
return !spawnpoint.IsVisibleToEnemies( team )
}
// SPAWNPOINT RATING FUNCS BELOW
// generic
struct {
array<vector> preferSpawnNodes
} spawnStateGeneric
void function RateSpawnpoints_Generic( int checkClass, array<entity> spawnpoints, int team, entity player )
{
if ( !IsFFAGame() )
{
// use frontline spawns in 2-team modes
RateSpawnpoints_Frontline( checkClass, spawnpoints, team, player )
return
}
else
{
// todo: ffa spawns :terror:
}
// old algo: keeping until we have a better ffa spawn algo
// i'm not a fan of this func, but i really don't have a better way to do this rn, and it's surprisingly good with los checks implemented now
// 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 spawnStateGeneric.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 < spawnStateGeneric.preferSpawnNodes.len(); i++ )
{
// bonus if autotitan is nearish
if ( IsAlive( player.GetPetTitan() ) && Distance( player.GetPetTitan().GetOrigin(), spawnStateGeneric.preferSpawnNodes[ i ] ) < 1200.0 )
petTitanModifier += 10.0
float dist = Distance2D( spawnpoint.GetOrigin(), spawnStateGeneric.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 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
spawnStateGeneric.preferSpawnNodes.append( hardpoint.GetOrigin() )
}
//foreach ( entity frontline in GetEntArrayByClass_Expensive( "info_frontline" ) )
// spawnStateGeneric.preferSpawnNodes.append( frontline.GetOrigin() )
}
// frontline
void function RateSpawnpoints_Frontline( int checkClass, array<entity> spawnpoints, int team, entity player )
{
Frontline frontline = GetFrontline( player.GetTeam() )
// heavily based on ctf spawn algo iteration 4, only changes it at the end
array<entity> startSpawns = SpawnPoints_GetPilotStart( team )
array<entity> enemyStartSpawns = SpawnPoints_GetPilotStart( GetOtherTeam( team ) )
if ( startSpawns.len() == 0 || enemyStartSpawns.len() == 0 ) // ensure we don't crash
return
// get average startspawn position and max dist between spawns
// could probably cache this, tbh, not like it should change outside of halftimes
vector averageFriendlySpawns
float maxFriendlySpawnDist
foreach ( entity spawn in startSpawns )
{
foreach ( entity otherSpawn in startSpawns )
{
float dist = Distance2D( spawn.GetOrigin(), otherSpawn.GetOrigin() )
if ( dist > maxFriendlySpawnDist )
maxFriendlySpawnDist = dist
}
averageFriendlySpawns += spawn.GetOrigin()
}
averageFriendlySpawns /= startSpawns.len()
// get average enemy startspawn position
vector averageEnemySpawns
foreach ( entity spawn in enemyStartSpawns )
averageEnemySpawns += spawn.GetOrigin()
averageEnemySpawns /= enemyStartSpawns.len()
// from here, rate spawns
float baseDistance = Distance2D( averageFriendlySpawns, averageEnemySpawns )
foreach ( entity spawn in spawnpoints )
{
// ratings should max/min out at 100 / -100
// start by prioritizing closer spawns, but not so much that enemies won't really affect them
float rating = 10 * ( 1.0 - Distance2D( averageFriendlySpawns, spawn.GetOrigin() ) / baseDistance )
// rate based on distance to frontline, and then prefer spawns in the same dir from the frontline as the combatdir
rating += rating * ( 1.0 - ( Distance2D( spawn.GetOrigin(), frontline.friendlyCenter ) / baseDistance ) )
rating *= fabs( frontline.combatDir.y - Normalize( spawn.GetOrigin() - averageFriendlySpawns ).y )
spawn.CalculateRating( checkClass, player.GetTeam(), rating, rating )
}
}
// spawnzones
struct {
array<entity> mapSpawnzoneTriggers
entity functionref( array<entity>, int ) spawnzoneRatingFunc
bool shouldCreateMinimapSpawnzones = false
// for DecideSpawnZone_Generic
table<int, entity> activeTeamSpawnzones
table<int, entity> activeTeamSpawnzoneMinimapEnts
} spawnStateSpawnzones
void function ResetSpawnzones()
{
spawnStateSpawnzones.activeTeamSpawnzones.clear()
foreach ( int team, entity minimapEnt in spawnStateSpawnzones.activeTeamSpawnzoneMinimapEnts )
if ( IsValid( minimapEnt ) )
minimapEnt.Destroy()
spawnStateSpawnzones.activeTeamSpawnzoneMinimapEnts.clear()
}
void function AddSpawnZoneTrigger( entity trigger )
{
trigger.s.spawnzoneRating <- 0.0
spawnStateSpawnzones.mapSpawnzoneTriggers.append( trigger )
}
void function SetSpawnZoneRatingFunc( entity functionref( array<entity>, int ) ratingFunc )
{
spawnStateSpawnzones.spawnzoneRatingFunc = ratingFunc
}
void function SetShouldCreateMinimapSpawnZones( bool shouldCreateMinimapSpawnzones )
{
spawnStateSpawnzones.shouldCreateMinimapSpawnzones = shouldCreateMinimapSpawnzones
}
entity function CreateTeamSpawnZoneEntity( entity spawnzone, int team )
{
entity minimapObj = CreatePropScript( $"models/dev/empty_model.mdl", spawnzone.GetOrigin() )
SetTeam( minimapObj, team )
minimapObj.Minimap_SetObjectScale( 100.0 / Distance2D( < 0, 0, 0 >, spawnzone.GetBoundingMaxs() ) )
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()
return minimapObj
}
void function RateSpawnpoints_SpawnZones( int checkClass, array<entity> spawnpoints, int team, entity player )
{
if ( spawnStateSpawnzones.spawnzoneRatingFunc == null )
spawnStateSpawnzones.spawnzoneRatingFunc = DecideSpawnZone_Generic
// don't use spawnzones if we're using start spawns
if ( ShouldStartSpawn( player ) )
{
RateSpawnpoints_Generic( checkClass, spawnpoints, team, player )
return
}
entity spawnzone = spawnStateSpawnzones.spawnzoneRatingFunc( spawnStateSpawnzones.mapSpawnzoneTriggers, player.GetTeam() )
if ( !IsValid( spawnzone ) ) // no spawn zone, use generic algo
{
RateSpawnpoints_Generic( checkClass, spawnpoints, team, player )
return
}
// rate spawnpoints
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 = 100.0
else // max 35 rating if not in zone, rate by closest
rating = 35.0 * ( 1 - ( distance / 5000.0 ) )
spawn.CalculateRating( checkClass, player.GetTeam(), rating, rating )
}
}
entity function DecideSpawnZone_Generic( array<entity> spawnzones, int team )
{
if ( spawnzones.len() == 0 )
return null
// get average team startspawn positions
int spawnCompareTeam = team
if ( HasSwitchedSides() )
spawnCompareTeam = GetOtherTeam( team )
array<entity> startSpawns = SpawnPoints_GetPilotStart( spawnCompareTeam )
array<entity> enemyStartSpawns = SpawnPoints_GetPilotStart( GetOtherTeam( spawnCompareTeam ) )
if ( startSpawns.len() == 0 || enemyStartSpawns.len() == 0 ) // ensure we don't crash
return null
// get average startspawn position and max dist between spawns
// could probably cache this, tbh, not like it should change outside of halftimes
vector averageFriendlySpawns
foreach ( entity spawn in startSpawns )
averageFriendlySpawns += spawn.GetOrigin()
averageFriendlySpawns /= startSpawns.len()
// get average enemy startspawn position
vector averageEnemySpawns
foreach ( entity spawn in enemyStartSpawns )
averageEnemySpawns += spawn.GetOrigin()
averageEnemySpawns /= enemyStartSpawns.len()
float baseDistance = Distance2D( averageFriendlySpawns, averageEnemySpawns )
bool needNewZone = true
if ( team in spawnStateSpawnzones.activeTeamSpawnzones )
{
foreach ( entity player in GetPlayerArray() )
{
// couldn't get IsTouching, GetTouchingEntities or enter callbacks to work in testing, so doing this
if ( player.GetTeam() != team && spawnStateSpawnzones.activeTeamSpawnzones[ team ].ContainsPoint( player.GetOrigin() ) )
break
}
needNewZone = false
}
if ( needNewZone )
{
// find new zone
array<entity> possibleZones
foreach ( entity spawnzone in spawnStateSpawnzones.mapSpawnzoneTriggers )
{
// don't remeber if you can do a "value in table.values" sorta thing in squirrel so doing manual lookup
bool spawnzoneTaken = false
foreach ( int otherTeam, entity otherSpawnzone in spawnStateSpawnzones.activeTeamSpawnzones )
{
if ( otherSpawnzone == spawnzone )
{
spawnzoneTaken = true
break
}
}
if ( spawnzoneTaken )
continue
// check zone validity
bool spawnzoneEvil = false
foreach ( entity player in GetPlayerArray() )
{
// couldn't get IsTouching, GetTouchingEntities or enter callbacks to work in testing, so doing this
if ( player.GetTeam() != team && spawnzone.ContainsPoint( player.GetOrigin() ) )
{
spawnzoneEvil = true
break
}
}
// don't choose spawnzones that are closer to enemy base than friendly base
if ( !spawnzoneEvil && Distance2D( spawnzone.GetOrigin(), averageFriendlySpawns ) > Distance2D( spawnzone.GetOrigin(), averageEnemySpawns ) )
spawnzoneEvil = true
if ( spawnzoneEvil )
continue
// rate spawnzone based on distance to frontline
Frontline frontline = GetFrontline( team )
// prefer spawns close to base pos
float rating = 10 * ( 1.0 - Distance2D( averageFriendlySpawns, spawnzone.GetOrigin() ) / baseDistance )
if ( frontline.friendlyCenter != < 0, 0, 0 > )
{
// rate based on distance to frontline, and then prefer spawns in the same dir from the frontline as the combatdir
rating += rating * ( 1.0 - ( Distance2D( spawnzone.GetOrigin(), frontline.friendlyCenter ) / baseDistance ) )
rating *= fabs( frontline.combatDir.y - Normalize( spawnzone.GetOrigin() - averageFriendlySpawns ).y )
}
spawnzone.s.spawnzoneRating = rating
possibleZones.append( spawnzone )
}
if ( possibleZones.len() == 0 )
return null
possibleZones.sort( int function( entity a, entity b )
{
if ( a.s.spawnzoneRating > b.s.spawnzoneRating )
return -1
if ( b.s.spawnzoneRating > a.s.spawnzoneRating )
return 1
return 0
} )
entity chosenZone = possibleZones[ minint( RandomInt( 3 ), possibleZones.len() - 1 ) ]
if ( spawnStateSpawnzones.shouldCreateMinimapSpawnzones )
{
entity oldEnt
if ( team in spawnStateSpawnzones.activeTeamSpawnzoneMinimapEnts )
oldEnt = spawnStateSpawnzones.activeTeamSpawnzoneMinimapEnts[ team ]
spawnStateSpawnzones.activeTeamSpawnzoneMinimapEnts[ team ] <- CreateTeamSpawnZoneEntity( chosenZone, team )
if ( IsValid( oldEnt ) )
oldEnt.Destroy()
}
spawnStateSpawnzones.activeTeamSpawnzones[ team ] <- chosenZone
}
return spawnStateSpawnzones.activeTeamSpawnzones[ team ]
}
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