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Scale value, find a suitable victim
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parent
fe09f9b4c6
commit
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1 changed files with 47 additions and 3 deletions
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@ -6,6 +6,8 @@
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#define DIRECTOR_MIN_SPAWN_TIME 20.0 // Possibly randomized, per-special
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#define DIRECTOR_SPAWN_CHANCE 30.0 // The raw chance of a spawn
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#define DIRECTOR_CHANGE_LIMIT_CHANCE 0.10 // The chance that the maximum amount per-special is changed
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#define DIRECTOR_SPECIAL_TANK_CHANCE 0.05 // The chance that specials can spawn when a tank is active
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#define DIRECTOR_STRESS_CUTOFF 0.60 // The minimum chance a random cut off stress value is chosen [this, 1.0]
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/// DEFINITIONS
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#define NUM_SPECIALS 6
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@ -35,6 +37,8 @@ static float highestFlowAchieved;
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static float g_lastSpawnTime[TOTAL_NUM_SPECIALS];
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static int g_spawnLimit[TOTAL_NUM_SPECIALS];
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static int g_spawnCount[TOTAL_NUM_SPECIALS];
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static float g_minFlowSpawn; // The minimum flow for specials to start spawning (waiting for players to leave saferom)
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static float g_minStressIntensity; // The minimum stress that specials arent allowed to spawn
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static int extraWitchCount;
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static Handle witchSpawnTimer = null;
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@ -76,7 +80,13 @@ void Event_WitchSpawn(Event event, const char[] name, bool dontBroadcast) {
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void Director_OnClientPutInServer(int client) {
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if(client > 0 && GetClientTeam(client) == 3) {
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int class = GetEntProp(client, Prop_Send, "m_zombieClass");
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g_spawnCount[class]++;
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// Ignore a hacky temp bot spawn
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// To bypass director limits many plugins spawn an infected "bot" that immediately gets kicked, which allows a window to spawn a special
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static char buf[32];
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GetClientName(special, buf, sizeof(buf));
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if(StrContains(buf, "bot", false) == -1) {
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g_spawnCount[class]++;
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}
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}
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}
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void Event_PlayerDeath(Event event, const char[] name, bool dontBroadcast) {
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@ -125,6 +135,11 @@ void Director_RandomizeLimits() {
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g_spawnLimit[i] = GetRandomInt(0, max);
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}
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}
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void Director_RandomizeThings() {
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g_minStressIntensity = GetRandomFloat(DIRECTOR_STRESS_CUTOFF, 1.0);
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g_minFlowSpawn = GetRandomFloat(FLOW_CUTOFF, FLOW_CUTOFF * 2);
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}
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/// TIMERS
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@ -138,14 +153,27 @@ Action Timer_Director(Handle h) {
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if(flow > highestFlowAchieved) {
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highestFlowAchieved = flow;
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}
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// Only start spawning once they get to g_minFlowSpawn - a little past the start saferoom
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if(highestFlowAchieved < g_minFlowSpawn) return Plugin_Continue;
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float curAvgStress = L4D_GetAvgSurvivorIntensity();
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// Don't spawn specials when tanks active, but have a small chance (DIRECTOR_SPECIAL_TANK_CHANCE) to bypass
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if(L4D2_IsTankInPlay() && GetURandomFloat() > DIRECTOR_SPECIAL_TANK_CHANCE) {
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return Plugin_Continue;
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} else {
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// Stop spawning when players are stressed from a random value chosen by [DIRECTOR_STRESS_CUTOFF, 1.0]
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if(curAvgStress >= g_minStressIntensity) return Plugin_Continue;
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}
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// TODO: Scale spawning chance based on intensity? 0.0 = more likely, < g_minStressIntensity = less likely
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// Scale the chance where stress = 0.0, the chance is 50% more, and stress = 1.0, the chance is 50% less
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float spawnChance = DIRECTOR_SPAWN_CHANCE + (0.5 - curAvgStress) / 10
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for(int i = 0; i < NUM_SPECIALS; i++) {
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specialType special = view_as<specialType>(i);
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// Skip if we hit our limit, or too soon:
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if(g_spawnCount[i] >= g_spawnLimit[i]) continue;
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if(time - g_lastSpawnTime[i] < DIRECTOR_MIN_SPAWN_TIME) continue;
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if(GetURandomFloat() < DIRECTOR_SPAWN_CHANCE) {
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if(GetURandomFloat() < spawnChance) {
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DirectorSpawn(special);
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}
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}
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@ -175,7 +203,7 @@ Action Timer_DirectorWitch(Handle h) {
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// UTIL functions
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void DirectorSpawn(specialType special) {
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PrintChatToAdmins("EPI: DirectorSpawn(%s) (dont worry about it)", SPECIAL_IDS[view_as<int>(special)]);
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int player = L4D_GetHighestFlowSurvivor();
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int player = GetSuitableVictim();
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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)]);
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PrintToServer("[EPI] Spawning %s On %N", SPECIAL_IDS[view_as<int>(special)], player);
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if(special != Special_Witch && special != Special_Tank) {
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@ -193,4 +221,20 @@ void DirectorSpawn(specialType special) {
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// TODO: make
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void DirectSpawn(specialType special, const float pos[3]) {
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}
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// Finds a player that is suitable (lowest intensity)
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int GetSuitableVictim() {
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int victim = -1;
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float lowestIntensity = 0.0;
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for(int i = 1; i <= MaxClients; i++) {
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if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2 && IsPlayerAlive(i)) {
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float intensity = L4D_GetPlayerIntensity(i);
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// TODO: possibly add perm health into calculations
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if(intensity < lowestIntensity || victim == -1) {
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lowestIntensity = intensity;
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victim = i;
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}
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}
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}
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return victim;
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}
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