1461 lines
30 KiB
Text
1461 lines
30 KiB
Text
#include maps\mp\_utility;
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#include common_scripts\utility;
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init()
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{
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level.friendlyDogModel = "german_shepherd";
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if(GetDvar("use_zombie_dog") != "")
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{
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level.enemyDogModel = "zombie_wolf";
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}
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else
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{
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level.enemyDogModel = "german_shepherd_black";
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}
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precacheModel(level.friendlyDogModel);
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precacheModel(level.enemyDogModel);
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precacheItem("dog_bite_mp");
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precacheShellshock("dog_bite");
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level.maxDogsAttackingPerPlayer = 2;
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level.spawnTimeWaitMin = 2;
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level.spawnTimeWaitMax = 5;
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level.no_dogs = false;
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init_node_arrays();
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if ( level.no_pathnodes )
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level.no_dogs = true;
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regenTime = 5;
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level.dogHealth_RegularRegenDelay = regenTime * 1000;
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level.dogHealthRegenDisabled = (level.dogHealth_RegularRegenDelay <= 0);
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dog_dvar_update();
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thread dog_dvar_updater();
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thread dog_usage_init();
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thread init_all_preexisting_dogs();
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// create_dogs();
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}
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pick_random_nodes( from, count )
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{
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to = [];
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if ( from.size < count )
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{
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to = from;
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}
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else
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{
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for ( i = 0; i < count; i++ )
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{
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to[i] = from[randomInt(from.size)];
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}
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}
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return to;
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}
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init_node_arrays()
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{
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nodes = getallnodes();
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pathnodes = [];
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for ( i = 0; i < nodes.size; i++ )
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{
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// anything with a scriptworthy is automatically a non-patrol node
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if ( isdefined(nodes[i].script_noteworthy) /* || nodes[i].script_noteworthy != "" */)
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continue;
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if ( isdefined(nodes[i].targetname) && nodes[i].targetname == "traverse" )
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continue;
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pathnodes[pathnodes.size] = nodes[i];
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}
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if ( pathnodes.size == 0 )
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{
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level.no_pathnodes = true;
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}
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else
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{
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level.no_pathnodes = false;
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}
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level.patrolnodes = [];
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level.patrolnodes = pick_random_nodes( pathnodes, 200 );
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level.dogspawnnodes = [];
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level.dogspawnnodes = getnodearray( "spawn", "script_noteworthy");
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if ( level.dogspawnnodes.size == 0 )
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{
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/#
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println("DOG PATHING: Could not find spawn nodes");
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#/
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// pick a random set of spawn nodes so we do not tax the spawn logic to much
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level.dogspawnnodes = pick_random_nodes( pathnodes, 20 );
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}
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level.dogexitnodes = [];
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level.dogexitnodes = getnodearray( "exit", "script_noteworthy");
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if ( level.dogexitnodes.size == 0 )
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{
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/#
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println("DOG PATHING: Could not find exit nodes");
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#/
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// pick a random set of spawn nodes so we do not tax the spawn logic to much
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level.dogexitnodes = pick_random_nodes( pathnodes, 20 );
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}
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}
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dog_dvar_update()
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{
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level.dog_time = dog_get_dvar_int("scr_dog_time", "60" );
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level.dog_health = dog_get_dvar_int("scr_dog_health", "100" );
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level.dog_count = dog_get_dvar_int("scr_dog_count", "8" );
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level.dog_count_max_at_once = dog_get_dvar_int("scr_dog_max_at_once", "4" );
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if ( level.dog_count < level.dog_count_max_at_once )
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{
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level.dog_count_max_at_once = level.dog_count;
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}
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level.dog_debug = dog_get_dvar_int("debug_dogs", "0" );
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level.dog_debug_sound = dog_get_dvar_int("debug_dog_sound", "0" );
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level.dog_debug_anims = dog_get_dvar_int("debug_dog_anims", "0" );
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level.dog_debug_anims_ent = dog_get_dvar_int("debug_dog_anims_ent", "0" );
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level.dog_debug_turns = dog_get_dvar_int("debug_dog_turns", "0" );
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level.dog_debug_orient = dog_get_dvar_int("debug_dog_orient", "0" );
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level.dog_debug_usage = dog_get_dvar_int("debug_dog_usage", "1" );
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}
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dog_dvar_updater()
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{
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dogs_in_the_bsp = count_preexisting_dogs();
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while(1)
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{
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dog_dvar_update();
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// 16 is max allowed by engine
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if ( level.dog_count + dogs_in_the_bsp > 16 )
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{
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level.dog_count = 16 - dogs_in_the_bsp;
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}
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wait (1);
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}
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}
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count_preexisting_dogs()
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{
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dogs = getentarray( "actor_enemy_dog", "classname" );
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alive_count = 0;
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for ( i = 0; i < dogs.size; i ++ )
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{
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if ( !isdefined(dogs[i]) )
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continue;
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if ( !isai(dogs[i]) )
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continue;
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alive_count++;
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}
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return alive_count;
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}
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init_all_preexisting_dogs()
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{
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array_thread( getentarray( "actor_enemy_dog", "classname" ), ::preexisting_init_dog );
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}
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preexisting_init_dog()
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{
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self init_dog();
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}
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dog_set_model()
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{
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self setModel(level.friendlyDogModel);
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self setEnemyModel(level.enemyDogModel);
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}
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init_dog()
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{
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if ( !isai(self) )
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return;
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self.aiteam = "axis";
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self.animTree = "dog.atr";
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self.type = "dog";
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self.accuracy = 0.2;
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self.health = level.dog_health;
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self.maxhealth = level.dog_health; // this currently does not hook to code maxhealth
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self.aiweapon = "dog_bite_mp";
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self.secondaryweapon = "";
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self.sidearm = "";
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self.grenadeAmmo = 0;
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self.goalradius = 128;
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self.noDodgeMove = true;
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self.ignoreSuppression = true;
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self.suppressionThreshold = 1;
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self.disableArrivals = false;
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self.pathEnemyFightDist = 512;
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self.meleeAttackDist = 102;
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self dog_set_model();
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self thread dogHealthRegen();
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self thread selfDefenseChallenge();
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}
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get_spawn_node( team )
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{
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if ( !level.teambased )
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return dog_pick_node_away_from_enemy(level.dogspawnnodes, team);
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return dog_pick_node_near_team(level.dogspawnnodes, team);
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}
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dog_watch_for_owner_team_change(owner)
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{
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self endon("death");
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owner endon("disconnect");
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while(1)
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{
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owner waittill("joined_team");
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if ( owner.pers["team"] != self.aiteam )
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{
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self clearentityowner();
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self notify("clear_owner");
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return;
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}
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}
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}
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dog_set_owner( owner, team, requiredDeathCount )
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{
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/#
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// no owner so he attacks the person who called him in
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if ( level.dog_debug )
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return;
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#/
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if ( !isdefined( owner ) )
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return;
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// if the owner switches teams while dogs are still spawning
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// do not set the owner
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if ( level.teambased && isplayer(owner) && owner.pers["team"] != team )
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return;
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self setentityowner(owner);
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self.requiredDeathCount = requiredDeathCount;
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self thread dog_watch_for_owner_team_change(owner);
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self endon("death");
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owner waittill("disconnect");
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self clearentityowner();
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}
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dog_create_spawn_influencer()
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{
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self maps\mp\gametypes\_spawning::create_dog_influencers();
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}
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dog_manager_spawn_dog( owner, team, spawn_node, index, requiredDeathCount )
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{
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dog = level.dog_spawner spawnactor();
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dog forceteleport(spawn_node.origin, spawn_node.angles);
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dog setgoalnode( spawn_node );
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dog.spawnnode = spawn_node;
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dog show();
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dog init_dog();
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dog dog_set_team(team);
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dog dog_set_model();
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dog dog_create_spawn_influencer();
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dog thread dog_set_owner(owner, team, requiredDeathCount );
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dog thread dog_usage(index);
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dog thread dog_owner_kills();
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dog thread dog_clean_up();
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dog thread dog_notify_level_on_death();
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dog dog_thread_behavior_function();
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return dog;
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}
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get_debug_team( team )
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{
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/#
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if ( level.teambased )
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{
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otherteam = getotherteam(team);
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if ( level.dog_debug )
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return otherteam;
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}
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#/
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if ( !level.teambased )
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return "free";
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return team;
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}
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dog_manager_spawn_dogs( team, enemyTeam, deathCount )
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{
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// this can hit if the round ends as the dogs are getting called in
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level endon("dogs done");
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level endon("dogs leaving");
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self endon("disconnect");
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if ( level.no_dogs )
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return;
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team = get_debug_team(team);
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requiredDeathCount = deathCount;
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level.dog_spawner = getent("dog_spawner","targetname" );
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if ( !isdefined( level.dog_spawner ) )
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return;
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level.dogs = [];
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level thread dog_manager_game_ended();
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level thread dog_manager_dog_alive_tracker();
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level thread dog_manager_dog_time_limit();
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level thread dog_usage_monitor();
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for ( i = 0; i < level.dog_count_max_at_once; i++ )
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{
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node = self get_spawn_node( team );
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level.dogs[i] = dog_manager_spawn_dog( self, team, node, i, requiredDeathCount );
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wait ( randomfloat( level.spawnTimeWaitMin, level.spawnTimeWaitMax ) );
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}
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level thread dog_manager_spawn_more_dogs_on_death( self, level.dog_count - level.dog_count_max_at_once, team );
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}
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dog_manager_spawn_more_dogs_on_death( owner, count, team )
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{
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level endon("dogs done");
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level endon("dogs leaving");
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while( count > 0 )
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{
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level waittill("dog died");
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// wait a bit before sending in the next dog
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wait ( randomfloat( level.spawnTimeWaitMin, level.spawnTimeWaitMax ) );
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node = get_spawn_node( team );
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level.dogs[level.dogs.size] = dog_manager_spawn_dog( owner, team, node, level.dogs.size );
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count -= 1;
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}
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/#
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iprintln("All dogs spawned");
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#/
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level notify("all dogs spawned");
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}
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dog_manager_dog_time_limit()
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{
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level endon("dogs done");
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level endon("dogs leaving");
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wait( level.dog_time );
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/#
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dog_debug_print( "time limit hit notify dogs leaving" );
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#/
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// this will shut this thread down
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level notify("dogs leaving");
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}
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dog_cleanup_wait( wait_for, notify_name )
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{
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self endon( notify_name );
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self waittill( wait_for );
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self notify( notify_name, wait_for );
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}
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dog_cleanup_waiter()
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{
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self thread dog_cleanup_wait( "all dogs spawned", "start_tracker");
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self thread dog_cleanup_wait( "dogs leaving", "start_tracker" );
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self waittill( "start_tracker", wait_for );
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/#
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self dog_debug_print("starting dog_manager_dog_alive_tracker reason " + wait_for );
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#/
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}
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dog_manager_dog_alive_tracker()
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{
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level dog_cleanup_waiter();
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while (1)
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{
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alive_count = 0;
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for ( i = 0; i < level.dogs.size; i ++ )
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{
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if ( !isdefined(level.dogs[i]) )
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continue;
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if ( !isalive(level.dogs[i]) )
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continue;
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alive_count++;
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}
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if ( alive_count == 0 )
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{
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wait(1);
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dog_manager_delete_dogs();
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level notify("dogs done");
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return;
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}
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wait (1);
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}
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}
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dog_manager_delete_dogs()
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{
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for ( i = 0; i < level.dogs.size; i ++ )
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{
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if ( !isdefined(level.dogs[i]) )
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continue;
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level.dogs[i] delete();
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}
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level.dogs = undefined;
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}
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dog_manager_game_ended()
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{
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level waittill("game_ended");
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make_all_dogs_leave();
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}
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make_all_dogs_leave()
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{
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/#
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dog_debug_print( "make_all_dogs_leave notify dogs leaving" );
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#/
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level notify("dogs leaving");
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}
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dog_set_team( team )
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{
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self.aiteam = team;
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}
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dog_clean_up()
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{
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self endon("death");
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self endon("leaving");
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level waittill("dogs leaving");
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thread dog_leave();
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}
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dog_notify_level_on_death()
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{
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self endon("leaving");
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self waittill("death");
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// do not access self past this point as its not valid
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level notify("dog died");
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}
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dog_thread_behavior_function()
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{
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self thread dog_patrol_when_no_enemy();
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// self thread dog_attack_when_enemy();
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}
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dog_leave()
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{
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self notify("leaving");
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self thread dog_leave_failsafe();
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// have them run to an exit node
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self clearentitytarget();
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self.ignoreall = true;
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self.goalradius = 30;
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self setgoalnode( self dog_get_exit_node() );
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self waittill("goal");
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self delete();
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}
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dog_leave_failsafe()
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{
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self endon("death");
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start_origin = self.origin;
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wait(2);
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if ( distance( start_origin, self.origin ) < 10 )
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{
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/#
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println( "DOG DELETE FAILSAFE: Dog appears to be stuck at " + self.origin );
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#/
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self delete();
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return;
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}
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wait(20);
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/#
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println( "DOG DELETE FAILSAFE: Dog has not gotten to it's delete point after 20 seconds. Currently at " + self.origin );
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#/
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self delete();
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}
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dog_patrol_when_no_enemy()
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{
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self endon("death");
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self endon("leaving");
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while(1)
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{
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if ( !isdefined(self.enemy) )
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{
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self dog_debug_print( "no enemy starting patrol" );
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self thread dog_patrol();
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}
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self waittill("enemy");
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}
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}
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dog_patrol_wait( wait_for, notify_name )
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{
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self endon("attacking");
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dog_wait( wait_for, notify_name );
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}
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dog_wait( wait_for, notify_name )
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{
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self endon("death");
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self endon("leaving");
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self endon( notify_name );
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self waittill( wait_for );
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self notify( notify_name, wait_for );
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}
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dog_patrol_path_waiter()
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{
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self thread dog_patrol_wait( "bad_path", "next_patrol_point");
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self thread dog_patrol_wait( "goal", "next_patrol_point" );
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self waittill( "next_patrol_point", wait_for );
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/#
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self dog_debug_print("ending patrol wait recieved " + wait_for );
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#/
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}
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dog_patrol()
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{
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self endon("death");
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self endon("enemy");
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self endon("leaving");
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self endon("attacking");
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self notify("on patrol");
|
|
|
|
self dog_patrol_debug();
|
|
|
|
while(1)
|
|
{
|
|
node = level.patrolnodes[randomInt(level.patrolnodes.size)];
|
|
|
|
// ignore all nodes with a script_noteworthy on them
|
|
if ( !isdefined( node.script_noteworthy ) )
|
|
{
|
|
/#
|
|
self dog_debug_print("patroling to node at " + node.origin );
|
|
#/
|
|
self setgoalnode( node );
|
|
self dog_patrol_path_waiter();
|
|
}
|
|
}
|
|
}
|
|
|
|
dog_wait_print( wait_for )
|
|
{
|
|
/#
|
|
self endon("kill dog_wait_prints");
|
|
|
|
self waittill( wait_for );
|
|
self notify("kill dog_wait_prints");
|
|
self dog_debug_print( "PATROL ENDING " + wait_for );
|
|
#/
|
|
}
|
|
|
|
dog_patrol_debug()
|
|
{
|
|
self thread dog_wait_print("death");
|
|
self thread dog_wait_print("enemy");
|
|
self thread dog_wait_print("leaving");
|
|
self thread dog_wait_print("attacking");
|
|
}
|
|
|
|
dog_get_dvar_int( dvar, def )
|
|
{
|
|
return int( dog_get_dvar( dvar, def ) );
|
|
}
|
|
|
|
// dvar set/fetch/check
|
|
dog_get_dvar( dvar, def )
|
|
{
|
|
if ( getdvar( dvar ) != "" )
|
|
return getdvarfloat( dvar );
|
|
else
|
|
{
|
|
setdvar( dvar, def );
|
|
return def;
|
|
}
|
|
}
|
|
|
|
dog_usage_init()
|
|
{
|
|
level.dog_usage = [];
|
|
|
|
for ( index = 0; index < level.dog_count; index++ )
|
|
{
|
|
level.dog_usage[index] = spawnStruct();
|
|
level.dog_usage[index].spawn_time = 0;
|
|
level.dog_usage[index].death_time = 0;
|
|
level.dog_usage[index].kills = 0;
|
|
level.dog_usage[index].died = false;
|
|
}
|
|
}
|
|
|
|
dog_usage_monitor()
|
|
{
|
|
start_time = GetTime();
|
|
|
|
level waittill("dogs done");
|
|
|
|
index = 0;
|
|
total_kills = 0;
|
|
last_alive = 0;
|
|
all_dead = true;
|
|
alive_count = 0;
|
|
never_spawned_count = 0;
|
|
total_count = 0;
|
|
|
|
for ( index = 0; index < level.dog_count; index++ )
|
|
{
|
|
total_count++;
|
|
|
|
if ( level.dog_usage[index].spawn_time == 0 )
|
|
{
|
|
never_spawned_count++;
|
|
continue;
|
|
}
|
|
else if ( !level.dog_usage[index].died )
|
|
{
|
|
alive_count++;
|
|
all_dead = false;
|
|
}
|
|
|
|
seconds = (level.dog_usage[index].death_time - level.dog_usage[index].spawn_time) / 1000;
|
|
if ( seconds > last_alive )
|
|
{
|
|
last_alive = seconds;
|
|
}
|
|
|
|
total_kills += level.dog_usage[index].kills;
|
|
}
|
|
|
|
/#
|
|
seconds = (GetTime() - start_time) / 1000;
|
|
msg = "Dogs- Time: " + seconds + " Kills: " + total_kills + " Last: " + last_alive;
|
|
|
|
// make sure that the dogs have printed everything
|
|
wait (1);
|
|
iprintln( msg );
|
|
println( msg );
|
|
#/
|
|
}
|
|
|
|
dog_usage(index)
|
|
{
|
|
level.dog_usage[index].spawn_time = GetTime();
|
|
level.dog_usage[index].death_time = 0;
|
|
level.dog_usage[index].kills = 0;
|
|
level.dog_usage[index].died = false;
|
|
|
|
self thread dog_usage_kills(index);
|
|
self thread dog_usage_time_alive(index);
|
|
}
|
|
|
|
dog_usage_kills(index)
|
|
{
|
|
self endon("death");
|
|
|
|
while(1)
|
|
{
|
|
self waittill("killed", player);
|
|
level.dog_usage[index].kills++;
|
|
}
|
|
}
|
|
|
|
dog_owner_kills(index)
|
|
{
|
|
if ( !isdefined( self.script_owner ) )
|
|
return;
|
|
|
|
self endon("clear_owner");
|
|
self endon("death");
|
|
self.script_owner endon("disconnect");
|
|
|
|
while(1)
|
|
{
|
|
self waittill("killed", player);
|
|
self.script_owner notify( "dog_handler" );
|
|
}
|
|
}
|
|
|
|
dog_usage_time_alive(index)
|
|
{
|
|
self endon("leaving");
|
|
|
|
self waittill("death");
|
|
level.dog_usage[index].death_time = GetTime();
|
|
level.dog_usage[index].died = true;
|
|
|
|
seconds = (level.dog_usage[index].death_time - level.dog_usage[index].spawn_time) / 1000 ;
|
|
/#
|
|
iprintln( "Dog#" + index + " killed. Alive for: "+ seconds + " seconds. Kills: " + level.dog_usage[index].kills );
|
|
println( "Dog#" + index + " killed. Alive for: "+ seconds + " seconds. Kills: " + level.dog_usage[index].kills );
|
|
#/
|
|
}
|
|
|
|
|
|
dogHealthRegen()
|
|
{
|
|
self endon("death");
|
|
self endon("end_healthregen");
|
|
|
|
if ( self.health <= 0 )
|
|
{
|
|
assert( !isalive( self ) );
|
|
return;
|
|
}
|
|
|
|
maxhealth = self.health;
|
|
oldhealth = maxhealth;
|
|
dog = self;
|
|
health_add = 0;
|
|
|
|
regenRate = 0.1; // 0.017;
|
|
veryHurt = false;
|
|
|
|
lastSoundTime_Recover = 0;
|
|
hurtTime = 0;
|
|
newHealth = 0;
|
|
|
|
for (;;)
|
|
{
|
|
wait (0.05);
|
|
if (dog.health == maxhealth)
|
|
{
|
|
veryHurt = false;
|
|
continue;
|
|
}
|
|
|
|
if (dog.health <= 0)
|
|
return;
|
|
|
|
wasVeryHurt = veryHurt;
|
|
ratio = dog.health / maxHealth;
|
|
if (ratio <= 0.55)
|
|
{
|
|
veryHurt = true;
|
|
if (!wasVeryHurt)
|
|
{
|
|
hurtTime = gettime();
|
|
}
|
|
}
|
|
|
|
if (dog.health >= oldhealth)
|
|
{
|
|
if (gettime() - hurttime < level.dogHealth_RegularRegenDelay)
|
|
continue;
|
|
|
|
if ( level.dogHealthRegenDisabled )
|
|
continue;
|
|
|
|
if (veryHurt)
|
|
{
|
|
newHealth = ratio;
|
|
if (gettime() > hurtTime + 3000)
|
|
newHealth += regenRate;
|
|
}
|
|
else
|
|
newHealth = 1;
|
|
|
|
if ( newHealth >= 1.0 )
|
|
{
|
|
newHealth = 1.0;
|
|
}
|
|
|
|
if (newHealth <= 0)
|
|
{
|
|
// dog is dead
|
|
return;
|
|
}
|
|
|
|
dog setnormalhealth (newHealth);
|
|
oldhealth = dog.health;
|
|
continue;
|
|
}
|
|
|
|
oldhealth = dog.health;
|
|
|
|
health_add = 0;
|
|
hurtTime = gettime();
|
|
}
|
|
}
|
|
|
|
|
|
selfDefenseChallenge()
|
|
{
|
|
self waittill ("death", attacker);
|
|
|
|
if ( isdefined( attacker ) && isPlayer( attacker ) )
|
|
{
|
|
if (isdefined ( self.script_owner ) && self.script_owner == attacker)
|
|
return;
|
|
if ( level.teambased && isdefined ( self.script_owner ) && self.script_owner.team == attacker.team )
|
|
return;
|
|
|
|
attacker notify ("selfdefense_dog");
|
|
}
|
|
|
|
}
|
|
|
|
dog_get_exit_node()
|
|
{
|
|
return getclosest( self.origin, level.dogexitnodes );
|
|
}
|
|
|
|
dog_debug_print( message )
|
|
{
|
|
/#
|
|
if ( level.dog_debug )
|
|
{
|
|
if ( isai( self ) )
|
|
{
|
|
println( " " + gettime() + " DOG " + self getentnum() + ": " + message );
|
|
}
|
|
else
|
|
{
|
|
println( " " + gettime() + " DOGS: " + message );
|
|
}
|
|
}
|
|
#/
|
|
}
|
|
|
|
// ================================================
|
|
|
|
getAllOtherPlayers()
|
|
{
|
|
aliveplayers = [];
|
|
|
|
// Make a list of fully connected, non-spectating, alive players
|
|
for(i = 0; i < level.players.size; i++)
|
|
{
|
|
if ( !isdefined( level.players[i] ) )
|
|
continue;
|
|
player = level.players[i];
|
|
|
|
if ( player.sessionstate != "playing" || player == self )
|
|
continue;
|
|
|
|
aliveplayers[aliveplayers.size] = player;
|
|
}
|
|
return aliveplayers;
|
|
}
|
|
|
|
dog_pick_node_near_team( nodes, team )
|
|
{
|
|
// There are no valid nodes in the map
|
|
if(!isdefined(nodes))
|
|
return undefined;
|
|
|
|
if ( !level.teambased )
|
|
return dog_pick_node_away_from_enemy(level.dogspawnnodes, team);
|
|
|
|
//prof_begin("basic_spawnlogic");
|
|
|
|
initWeights(nodes);
|
|
update_all_nodes( nodes, team );
|
|
|
|
//prof_begin(" getteams");
|
|
obj = spawnstruct();
|
|
getAllAlliedAndEnemyPlayers(obj, team);
|
|
//prof_end(" getteams");
|
|
|
|
numplayers = obj.allies.size + obj.enemies.size;
|
|
|
|
alliedDistanceWeight = 2;
|
|
dogDistanceWeight = 3;
|
|
|
|
//prof_begin(" sumdists");
|
|
myTeam = team;
|
|
|
|
enemyTeam = getOtherTeam( myTeam );
|
|
for (i = 0; i < nodes.size; i++)
|
|
{
|
|
node = nodes[i];
|
|
|
|
node.weight = 0;
|
|
|
|
if ( node.numPlayersAtLastUpdate > 0 )
|
|
{
|
|
allyDistSum = node.distSum[ myTeam ];
|
|
enemyDistSum = node.distSum[ enemyTeam ];
|
|
|
|
// high enemy distance is good, high ally distance is bad
|
|
node.weight = (enemyDistSum - alliedDistanceWeight*allyDistSum) / node.numPlayersAtLastUpdate;
|
|
}
|
|
|
|
if ( node.numDogsAtLastUpdate > 0 )
|
|
{
|
|
dogDistSum = node.distSum[ "dogs" ];
|
|
|
|
// high ally distance is bad
|
|
node.weight -= (dogDistSum*dogDistSum) / node.numDogsAtLastUpdate;
|
|
}
|
|
}
|
|
//prof_end(" sumdists");
|
|
|
|
//prof_end("basic_spawnlogic");
|
|
|
|
//prof_begin("complex_spawnlogic");
|
|
|
|
avoidSpawnReuse(nodes);
|
|
avoidEnemies(nodes, team, true);
|
|
|
|
//prof_end("complex_spawnlogic");
|
|
|
|
result = dog_pick_node_final(nodes, team, obj.enemies);
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
dog_pick_node_away_from_enemy(nodes, team)
|
|
{
|
|
// There are no valid nodes in the map
|
|
if(!isdefined(nodes))
|
|
return undefined;
|
|
|
|
initWeights(nodes);
|
|
update_all_nodes( nodes, team );
|
|
|
|
aliveplayers = getAllOtherPlayers();
|
|
|
|
// new logic: we want most players near idealDist units away.
|
|
// players closer than badDist units will be considered negatively
|
|
idealDist = 1600;
|
|
badDist = 1200;
|
|
|
|
if (aliveplayers.size > 0)
|
|
{
|
|
for (i = 0; i < nodes.size; i++)
|
|
{
|
|
totalDistFromIdeal = 0;
|
|
nearbyBadAmount = 0;
|
|
for (j = 0; j < aliveplayers.size; j++)
|
|
{
|
|
dist = distance(nodes[i].origin, aliveplayers[j].origin);
|
|
|
|
if (dist < badDist)
|
|
nearbyBadAmount += (badDist - dist) / badDist;
|
|
|
|
distfromideal = abs(dist - idealDist);
|
|
totalDistFromIdeal += distfromideal;
|
|
}
|
|
avgDistFromIdeal = totalDistFromIdeal / aliveplayers.size;
|
|
|
|
wellDistancedAmount = (idealDist - avgDistFromIdeal) / idealDist;
|
|
|
|
// wellDistancedAmount is between -inf and 1, 1 being best (likely around 0 to 1)
|
|
// nearbyBadAmount is between 0 and inf,
|
|
// and it is very important that we get a bad weight if we have a high nearbyBadAmount.
|
|
|
|
nodes[i].weight = wellDistancedAmount - nearbyBadAmount * 2 + randomfloat(.2);
|
|
}
|
|
}
|
|
|
|
avoidSpawnReuse(nodes);
|
|
avoidEnemies(nodes, team, true);
|
|
|
|
return dog_pick_node_final(nodes, team, aliveplayers);
|
|
}
|
|
|
|
dog_pick_node_random( nodes, team )
|
|
{
|
|
// There are no valid nodes in the map
|
|
if(!isdefined(nodes))
|
|
return undefined;
|
|
|
|
// randomize order
|
|
for(i = 0; i < nodes.size; i++)
|
|
{
|
|
j = randomInt(nodes.size);
|
|
node = nodes[i];
|
|
nodes[i] = nodes[j];
|
|
nodes[j] = node;
|
|
}
|
|
|
|
return dog_pick_node_final(nodes, team, undefined, false);
|
|
}
|
|
|
|
// selects a node, preferring ones with heigher weights (or toward the beginning of the array if no weights).
|
|
// also does final things like setting self.lastnode to the one chosen.
|
|
// this takes care of avoiding telefragging, so it doesn't have to be considered by any other function.
|
|
dog_pick_node_final( nodes, team, enemies, useweights )
|
|
{
|
|
//prof_begin( "dog_pick_node_final" );
|
|
|
|
bestnode = undefined;
|
|
|
|
if ( !isdefined( nodes ) || nodes.size == 0 )
|
|
return undefined;
|
|
|
|
if ( !isdefined( useweights ) )
|
|
useweights = true;
|
|
|
|
if ( useweights )
|
|
{
|
|
// choose node with best weight
|
|
// (if a tie, choose randomly from the best)
|
|
bestnode = getBestWeightedNode( nodes, team, enemies );
|
|
}
|
|
else
|
|
{
|
|
// (only place we actually get here from is dog_pick_node_random() )
|
|
// no weights. prefer nodes toward beginning of array
|
|
for ( i = 0; i < nodes.size; i++ )
|
|
{
|
|
if ( positionWouldTelefrag( nodes[i].origin ) )
|
|
continue;
|
|
|
|
bestnode = nodes[i];
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( !isdefined( bestnode ) )
|
|
{
|
|
// couldn't find a useable node! all will telefrag.
|
|
if ( useweights )
|
|
{
|
|
// at this point, forget about weights. just take a random one.
|
|
bestnode = nodes[randomint(nodes.size)];
|
|
}
|
|
else
|
|
{
|
|
bestnode = nodes[0];
|
|
}
|
|
}
|
|
|
|
self finalizeNodeChoice( bestnode );
|
|
|
|
//prof_end( "dog_pick_node_final" );
|
|
|
|
return bestnode;
|
|
}
|
|
|
|
getBestWeightedNode( nodes, team, enemies )
|
|
{
|
|
maxSightTracedNodes = 3;
|
|
for ( try = 0; try <= maxSightTracedNodes; try++ )
|
|
{
|
|
bestnodes = [];
|
|
bestweight = undefined;
|
|
bestnode = undefined;
|
|
for ( i = 0; i < nodes.size; i++ )
|
|
{
|
|
if ( !isdefined( bestweight ) || nodes[i].weight > bestweight )
|
|
{
|
|
if ( positionWouldTelefrag( nodes[i].origin ) )
|
|
continue;
|
|
|
|
bestnodes = [];
|
|
bestnodes[0] = nodes[i];
|
|
bestweight = nodes[i].weight;
|
|
}
|
|
else if ( nodes[i].weight == bestweight )
|
|
{
|
|
if ( positionWouldTelefrag( nodes[i].origin ) )
|
|
continue;
|
|
|
|
bestnodes[bestnodes.size] = nodes[i];
|
|
}
|
|
}
|
|
if ( bestnodes.size == 0 )
|
|
return undefined;
|
|
|
|
// pick randomly from the available nodes with the best weight
|
|
bestnode = bestnodes[randomint( bestnodes.size )];
|
|
|
|
if ( try == maxSightTracedNodes )
|
|
return bestnode;
|
|
|
|
if ( isdefined( bestnode.lastSightTraceTime ) && bestnode.lastSightTraceTime == gettime() )
|
|
return bestnode;
|
|
|
|
if ( !lastMinuteSightTraces( bestnode, team, enemies ) )
|
|
return bestnode;
|
|
|
|
penalty = getLosPenalty();
|
|
bestnode.weight -= penalty;
|
|
|
|
bestnode.lastSightTraceTime = gettime();
|
|
}
|
|
}
|
|
|
|
finalizeNodeChoice( node )
|
|
{
|
|
time = getTime();
|
|
|
|
self.lastnode = node;
|
|
self.lastspawntime = time;
|
|
node.lastspawneddog = self;
|
|
node.lastspawntime = time;
|
|
}
|
|
|
|
getLosPenalty()
|
|
{
|
|
return 100000;
|
|
}
|
|
|
|
lastMinuteSightTraces( node, dog_team, enemies )
|
|
{
|
|
//prof_begin("lastMinuteSightTraces");
|
|
|
|
team = "all";
|
|
if ( level.teambased )
|
|
team = getOtherTeam( dog_team );
|
|
|
|
if ( !isdefined( enemies ) )
|
|
return false;
|
|
|
|
closest = undefined;
|
|
closestDistsq = undefined;
|
|
secondClosest = undefined;
|
|
secondClosestDistsq = undefined;
|
|
|
|
for ( i = 0; i < enemies.size; i++ )
|
|
{
|
|
player = node.nearbyPlayers[team][i];
|
|
|
|
if ( !isdefined( player ) )
|
|
continue;
|
|
if ( player.sessionstate != "playing" )
|
|
continue;
|
|
if ( player == self )
|
|
continue;
|
|
|
|
distsq = distanceSquared( node.origin, player.origin );
|
|
if ( !isdefined( closest ) || distsq < closestDistsq )
|
|
{
|
|
secondClosest = closest;
|
|
secondClosestDistsq = closestDistsq;
|
|
|
|
closest = player;
|
|
closestDistSq = distsq;
|
|
}
|
|
else if ( !isdefined( secondClosest ) || distsq < secondClosestDistSq )
|
|
{
|
|
secondClosest = player;
|
|
secondClosestDistSq = distsq;
|
|
}
|
|
}
|
|
|
|
if ( isdefined( closest ) )
|
|
{
|
|
if ( bullettracepassed( closest.origin + (0,0,50), node.origin + (0,0,50), false, undefined) )
|
|
return true;
|
|
}
|
|
if ( isdefined( secondClosest ) )
|
|
{
|
|
if ( bullettracepassed( secondClosest.origin + (0,0,50), node.origin + (0,0,50), false, undefined) )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
update_all_nodes( nodes, team )
|
|
{
|
|
for ( i = 0; i < nodes.size; i++ )
|
|
{
|
|
nodeUpdate( nodes[i], team );
|
|
}
|
|
}
|
|
|
|
avoidEnemies(nodes, team,teambased)
|
|
{
|
|
lospenalty = getLosPenalty();
|
|
|
|
otherteam = "axis";
|
|
if ( team == "axis" )
|
|
otherteam = "allies";
|
|
|
|
minDistTeam = otherteam;
|
|
|
|
if ( !teambased )
|
|
{
|
|
minDistTeam = "all";
|
|
}
|
|
|
|
avoidWeight = getdvarfloat("scr_spawn_enemyavoidweight");
|
|
if ( avoidWeight != 0 )
|
|
{
|
|
nearbyEnemyOuterRange = getdvarfloat("scr_spawn_enemyavoiddist");
|
|
nearbyEnemyOuterRangeSq = nearbyEnemyOuterRange * nearbyEnemyOuterRange;
|
|
nearbyEnemyPenalty = 1500 * avoidWeight; // typical base weights tend to peak around 1500 or so. this is large enough to upset that while only locally dominating it.
|
|
nearbyEnemyMinorPenalty = 800 * avoidWeight; // additional negative weight for distances up to 2 * nearbyEnemyOuterRange
|
|
|
|
lastAttackerOrigin = (-99999,-99999,-99999);
|
|
lastDeathPos = (-99999,-99999,-99999);
|
|
|
|
for ( i = 0; i < nodes.size; i++ )
|
|
{
|
|
// penalty for nearby enemies
|
|
mindist = nodes[i].minDist[minDistTeam];
|
|
if ( mindist < nearbyEnemyOuterRange*2 )
|
|
{
|
|
penalty = nearbyEnemyMinorPenalty * (1 - mindist / (nearbyEnemyOuterRange*2));
|
|
if ( mindist < nearbyEnemyOuterRange )
|
|
penalty += nearbyEnemyPenalty * (1 - mindist / nearbyEnemyOuterRange);
|
|
if ( penalty > 0 )
|
|
{
|
|
nodes[i].weight -= penalty;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// DEBUG
|
|
//prof_end(" spawn_sc");
|
|
}
|
|
|
|
nodeUpdate( node, team )
|
|
{
|
|
if ( level.teambased )
|
|
{
|
|
node.sights["axis"] = 0;
|
|
node.sights["allies"] = 0;
|
|
|
|
node.nearbyPlayers["axis"] = [];
|
|
node.nearbyPlayers["allies"] = [];
|
|
}
|
|
else
|
|
{
|
|
node.sights = 0;
|
|
|
|
node.nearbyPlayers["all"] = [];
|
|
}
|
|
|
|
node.nearbyDogs = [];
|
|
|
|
nodedir = node.forward;
|
|
|
|
debug = false;
|
|
|
|
node.distSum["all"] = 0;
|
|
node.distSum["allies"] = 0;
|
|
node.distSum["axis"] = 0;
|
|
node.distSum["dogs"] = 0;
|
|
|
|
node.minDist["all"] = 9999999;
|
|
node.minDist["allies"] = 9999999;
|
|
node.minDist["axis"] = 9999999;
|
|
node.minDist["dogs"] = 9999999;
|
|
|
|
node.numPlayersAtLastUpdate = 0;
|
|
node.numDogsAtLastUpdate = 0;
|
|
|
|
for (i = 0; i < level.players.size; i++)
|
|
{
|
|
player = level.players[i];
|
|
|
|
if ( player.sessionstate != "playing" )
|
|
continue;
|
|
|
|
diff = player.origin - node.origin;
|
|
diff = (diff[0], diff[1], 0);
|
|
dist = length( diff ); // needs to be actual distance for distSum value
|
|
|
|
player_team = "all";
|
|
if ( level.teambased )
|
|
player_team = player.pers["team"];
|
|
|
|
if ( dist < 1024 )
|
|
{
|
|
node.nearbyPlayers[player_team][node.nearbyPlayers[player_team].size] = player;
|
|
}
|
|
|
|
if ( dist < node.minDist[player_team] )
|
|
node.minDist[player_team] = dist;
|
|
|
|
node.distSum[ player_team ] += dist;
|
|
node.numPlayersAtLastUpdate++;
|
|
}
|
|
|
|
for (i = 0; i < level.dogs.size; i++)
|
|
{
|
|
dog = level.dogs[i];
|
|
|
|
if ( !isdefined(dog) || !isalive(dog) )
|
|
continue;
|
|
|
|
diff = dog.origin - node.origin;
|
|
diff = (diff[0], diff[1], 0);
|
|
dist = length( diff ); // needs to be actual distance for distSum value
|
|
|
|
if ( dist < 1024 )
|
|
{
|
|
node.nearbyDogs[node.nearbyDogs.size] = dog;
|
|
}
|
|
|
|
if ( dist < node.minDist["dogs"] )
|
|
node.minDist["dogs"] = dist;
|
|
|
|
node.distSum[ "dogs" ] += dist;
|
|
node.numDogsAtLastUpdate++;
|
|
}
|
|
}
|
|
|
|
initWeights(nodes)
|
|
{
|
|
for (i = 0; i < nodes.size; i++)
|
|
nodes[i].weight = 0;
|
|
}
|
|
|
|
getAllAlliedAndEnemyPlayers( obj, team )
|
|
{
|
|
if ( level.teambased )
|
|
{
|
|
if ( team == "allies" )
|
|
{
|
|
obj.allies = level.alivePlayers["allies"];
|
|
obj.enemies = level.alivePlayers["axis"];
|
|
}
|
|
else
|
|
{
|
|
assert( team == "axis" );
|
|
obj.allies = level.alivePlayers["axis"];
|
|
obj.enemies = level.alivePlayers["allies"];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
obj.allies = [];
|
|
obj.enemies = level.activePlayers;
|
|
}
|
|
}
|
|
|
|
avoidSpawnReuse(nodes)
|
|
{
|
|
time = getTime();
|
|
|
|
maxtime = 3*1000;
|
|
maxdistSq = 1024 * 1024;
|
|
|
|
for (i = 0; i < nodes.size; i++)
|
|
{
|
|
node = nodes[i];
|
|
|
|
if (!isdefined(node.lastspawntime))
|
|
continue;
|
|
|
|
timepassed = time - node.lastspawntime;
|
|
if (timepassed < maxtime)
|
|
{
|
|
worsen = 1000 * (1 - timepassed/maxtime);
|
|
node.weight -= worsen;
|
|
}
|
|
}
|
|
}
|
|
|
|
flash_dogs( area )
|
|
{
|
|
self endon("disconnect");
|
|
|
|
if ( isdefined(level.dogs) )
|
|
{
|
|
for (i = 0; i < level.dogs.size; i++)
|
|
{
|
|
dog = level.dogs[i];
|
|
|
|
if ( !isalive(dog) )
|
|
continue;
|
|
if ( dog istouching(area) )
|
|
{
|
|
do_flash = true;
|
|
if ( isPlayer( self ) )
|
|
{
|
|
if ( level.teamBased && (dog.aiteam == self.pers["team"]) )
|
|
{
|
|
do_flash = false;
|
|
}
|
|
else if ( !level.teambased && isdefined(dog.script_owner) && self == dog.script_owner )
|
|
{
|
|
do_flash = false;
|
|
}
|
|
}
|
|
|
|
if ( isdefined( dog.lastFlashed ) && dog.lastFlashed + 1500 > gettime() )
|
|
{
|
|
do_flash = false;
|
|
}
|
|
|
|
if ( do_flash )
|
|
{
|
|
dog setFlashBanged( true, 500 );
|
|
dog.lastFlashed = gettime();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|