Scale value, find a suitable victim

This commit is contained in:
Jackzie 2023-09-30 13:01:23 -05:00
parent fe09f9b4c6
commit 3206e04cc1

View file

@ -6,6 +6,8 @@
#define DIRECTOR_MIN_SPAWN_TIME 20.0 // Possibly randomized, per-special
#define DIRECTOR_SPAWN_CHANCE 30.0 // The raw chance of a spawn
#define DIRECTOR_CHANGE_LIMIT_CHANCE 0.10 // The chance that the maximum amount per-special is changed
#define DIRECTOR_SPECIAL_TANK_CHANCE 0.05 // The chance that specials can spawn when a tank is active
#define DIRECTOR_STRESS_CUTOFF 0.60 // The minimum chance a random cut off stress value is chosen [this, 1.0]
/// DEFINITIONS
#define NUM_SPECIALS 6
@ -35,6 +37,8 @@ static float highestFlowAchieved;
static float g_lastSpawnTime[TOTAL_NUM_SPECIALS];
static int g_spawnLimit[TOTAL_NUM_SPECIALS];
static int g_spawnCount[TOTAL_NUM_SPECIALS];
static float g_minFlowSpawn; // The minimum flow for specials to start spawning (waiting for players to leave saferom)
static float g_minStressIntensity; // The minimum stress that specials arent allowed to spawn
static int extraWitchCount;
static Handle witchSpawnTimer = null;
@ -76,7 +80,13 @@ void Event_WitchSpawn(Event event, const char[] name, bool dontBroadcast) {
void Director_OnClientPutInServer(int client) {
if(client > 0 && GetClientTeam(client) == 3) {
int class = GetEntProp(client, Prop_Send, "m_zombieClass");
g_spawnCount[class]++;
// Ignore a hacky temp bot spawn
// To bypass director limits many plugins spawn an infected "bot" that immediately gets kicked, which allows a window to spawn a special
static char buf[32];
GetClientName(special, buf, sizeof(buf));
if(StrContains(buf, "bot", false) == -1) {
g_spawnCount[class]++;
}
}
}
void Event_PlayerDeath(Event event, const char[] name, bool dontBroadcast) {
@ -125,6 +135,11 @@ void Director_RandomizeLimits() {
g_spawnLimit[i] = GetRandomInt(0, max);
}
}
void Director_RandomizeThings() {
g_minStressIntensity = GetRandomFloat(DIRECTOR_STRESS_CUTOFF, 1.0);
g_minFlowSpawn = GetRandomFloat(FLOW_CUTOFF, FLOW_CUTOFF * 2);
}
/// TIMERS
@ -138,14 +153,27 @@ Action Timer_Director(Handle h) {
if(flow > highestFlowAchieved) {
highestFlowAchieved = flow;
}
// Only start spawning once they get to g_minFlowSpawn - a little past the start saferoom
if(highestFlowAchieved < g_minFlowSpawn) return Plugin_Continue;
float curAvgStress = L4D_GetAvgSurvivorIntensity();
// Don't spawn specials when tanks active, but have a small chance (DIRECTOR_SPECIAL_TANK_CHANCE) to bypass
if(L4D2_IsTankInPlay() && GetURandomFloat() > DIRECTOR_SPECIAL_TANK_CHANCE) {
return Plugin_Continue;
} else {
// Stop spawning when players are stressed from a random value chosen by [DIRECTOR_STRESS_CUTOFF, 1.0]
if(curAvgStress >= g_minStressIntensity) return Plugin_Continue;
}
// TODO: Scale spawning chance based on intensity? 0.0 = more likely, < g_minStressIntensity = less likely
// Scale the chance where stress = 0.0, the chance is 50% more, and stress = 1.0, the chance is 50% less
float spawnChance = DIRECTOR_SPAWN_CHANCE + (0.5 - curAvgStress) / 10
for(int i = 0; i < NUM_SPECIALS; i++) {
specialType special = view_as<specialType>(i);
// Skip if we hit our limit, or too soon:
if(g_spawnCount[i] >= g_spawnLimit[i]) continue;
if(time - g_lastSpawnTime[i] < DIRECTOR_MIN_SPAWN_TIME) continue;
if(GetURandomFloat() < DIRECTOR_SPAWN_CHANCE) {
if(GetURandomFloat() < spawnChance) {
DirectorSpawn(special);
}
}
@ -175,7 +203,7 @@ Action Timer_DirectorWitch(Handle h) {
// UTIL functions
void DirectorSpawn(specialType special) {
PrintChatToAdmins("EPI: DirectorSpawn(%s) (dont worry about it)", SPECIAL_IDS[view_as<int>(special)]);
int player = L4D_GetHighestFlowSurvivor();
int player = GetSuitableVictim();
PrintDebug(DEBUG_SPAWNLOGIC, "Director: spawning %s from %N (cnt=%d,lim=%d)", SPECIAL_IDS[view_as<int>(special)], player, g_spawnCount[view_as<int>(special)], g_spawnLimit[view_as<int>(special)]);
PrintToServer("[EPI] Spawning %s On %N", SPECIAL_IDS[view_as<int>(special)], player);
if(special != Special_Witch && special != Special_Tank) {
@ -193,4 +221,20 @@ void DirectorSpawn(specialType special) {
// TODO: make
void DirectSpawn(specialType special, const float pos[3]) {
}
// Finds a player that is suitable (lowest intensity)
int GetSuitableVictim() {
int victim = -1;
float lowestIntensity = 0.0;
for(int i = 1; i <= MaxClients; i++) {
if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2 && IsPlayerAlive(i)) {
float intensity = L4D_GetPlayerIntensity(i);
// TODO: possibly add perm health into calculations
if(intensity < lowestIntensity || victim == -1) {
lowestIntensity = intensity;
victim = i;
}
}
}
return victim;
}