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untyped
global function GetFrontline
global function SetFrontline
global function AddCalculateFrontlineCallback
const DEBUG_FRONTLINE = false
global struct Frontline
{
vector origin = Vector( 0.0, 0.0, 0.0 )
vector combatDir = Vector( 0.0, 0.0, 0.0 )
vector line = Vector( 0.0, 0.0, 0.0 )
vector friendlyCenter = Vector( 0.0, 0.0, 0.0 )
vector enemyCenter = Vector( 0.0, 0.0, 0.0 )
float lastCalcTime = -1.0
}
struct
{
Frontline frontline
array<void functionref()> calculateFrontlineCallbacks
} file
Frontline function GetFrontline( team )
{
if ( file.frontline.lastCalcTime < Time() )
{
CalculateFrontline()
file.frontline.lastCalcTime = Time()
}
Frontline fl
fl = clone file.frontline
if ( team == TEAM_MILITIA )
{
fl.combatDir *= -1.0
vector temp = fl.friendlyCenter
fl.friendlyCenter = fl.enemyCenter
fl.enemyCenter = temp
}
return fl
}
void function AddCalculateFrontlineCallback( void functionref() callbackFunc )
{
// Check if this function has already been added
#if DEV
foreach ( func in file.calculateFrontlineCallbacks )
{
Assert( func != callbackFunc )
}
#endif
file.calculateFrontlineCallbacks.append( callbackFunc )
}
void function CalculateFrontline()
{
#if DEV
float debugTime = 0.2
#endif
if ( file.calculateFrontlineCallbacks.len() > 0 )
{
foreach ( callbackFunc in file.calculateFrontlineCallbacks )
{
callbackFunc()
}
}
else
{
vector militiaCenter = CalculateWeightedTeamCenter( TEAM_MILITIA )
vector imcCenter = CalculateWeightedTeamCenter( TEAM_IMC )
file.frontline.friendlyCenter = imcCenter // friendlyCenter is for TEAM_IMC by default
file.frontline.enemyCenter = militiaCenter
file.frontline.origin = ( militiaCenter + imcCenter ) * 0.5
file.frontline.combatDir = Normalize( militiaCenter - imcCenter ) // combatDir is for TEAM_IMC by default
file.frontline.line = CrossProduct( file.frontline.combatDir, Vector( 0.0, 0.0, 1.0 ) )
#if DEV
if ( DEBUG_FRONTLINE )
{
DrawBox( militiaCenter, Vector( -8.0, -8.0, -8.0 ), Vector( 8.0, 8.0, 8.0 ), 255, 102, 0, true, debugTime )
DrawBox( imcCenter, Vector( -8.0, -8.0, -8.0 ), Vector( 8.0, 8.0, 8.0 ), 0, 0, 255, true, debugTime )
DebugDrawLine( militiaCenter, imcCenter, 0, 255, 0, true, debugTime )
}
#endif
}
#if DEV
if ( DEBUG_FRONTLINE )
{
DrawBox( file.frontline.origin, Vector( -32.0, -32.0, -32.0 ), Vector( 32.0, 32.0, 32.0 ), 255, 0, 0, true, debugTime )
DebugDrawLine( file.frontline.origin - file.frontline.line * 500.0, file.frontline.origin + file.frontline.line * 500.0, 255, 0, 0, true, debugTime )
}
#endif
}
void function SetFrontline( vector origin, vector combatDir )
{
file.frontline.origin = origin
file.frontline.combatDir = combatDir
file.frontline.line = CrossProduct( file.frontline.combatDir, Vector( 0.0, 0.0, 1.0 ) )
}
vector function CalculateWeightedTeamCenter( int team )
{
array<entity> teamPlayers = GetPlayerArrayOfTeam_Alive( team )
int teamPlayersCount = teamPlayers.len()
if ( teamPlayersCount == 0 )
return Vector( 0.0, 0.0, 0.0 )
// find minimum distances between teammates
array<float> minTeammateDistances// = arrayofsize( teamPlayersCount, 99999.0 )
minTeammateDistances.resize( teamPlayersCount, 99999.0 )
for ( int i = 0; i < teamPlayersCount; i++ )
{
entity playerI = teamPlayers[ i ]
for ( int j = i + 1; j < teamPlayersCount; j++ )
{
entity playerJ = teamPlayers[ j ]
float distanceBetweenPlayers = Distance( playerI.GetOrigin(), playerJ.GetOrigin() )
if ( distanceBetweenPlayers < minTeammateDistances[ i ] )
minTeammateDistances[ i ] = distanceBetweenPlayers
if ( distanceBetweenPlayers < minTeammateDistances[ j ] )
minTeammateDistances[ j ] = distanceBetweenPlayers
}
}
vector weightedOrgSum = Vector( 0.0, 0.0, 0.0 )
float weightSum = 0.0
float weight = 0.0
float halfPi = 1.57 // passing a fraction of this value into sin which gives us the first part of a sin wave from 0 - 1
float maxPossibleDistance = MAX_WORLD_RANGE
float magicNumber = 14.0 // magic number gives the desired falloff
// calculate a weighted origin based on how close players are to teammates
foreach ( index, player in teamPlayers )
{
float radians = halfPi * ( minTeammateDistances[ index ] / maxPossibleDistance ) // radians will be a value between 0 - halfPi
weight = pow( ( 1.0 - sin( radians ) ), magicNumber ) // pow squashes the result so the curve has the falloff that's desired
weightedOrgSum += player.GetOrigin() * weight
weightSum += weight
}
return weightedOrgSum / weightSum
}
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