Use centralized group instance, show ungrouped

This commit is contained in:
Jackzie 2023-08-16 16:05:20 -05:00
parent 76e80c8fc7
commit 4eea4871f0

View file

@ -30,6 +30,8 @@ static bool panicStarted;
static float lastButtonPressTime;
static float flowRate[MAXPLAYERS+1];
static Group g_groups[MAX_GROUPS];
public Plugin myinfo =
{
name = "L4D2 Crescendo Control",
@ -59,7 +61,9 @@ public void OnPluginStart()
AddNormalSoundHook(SoundHook);
RegAdminCmd("sm_dgroup", Command_DebugGroups, ADMFLAG_GENERIC);
//dhook setup
for(int i = 0; i < MAX_GROUPS; i++) {
g_groups[i].members = new ArrayList();
}
}
Action Command_DebugGroups(int client, int args) {
@ -75,9 +79,8 @@ Action Command_DebugGroups(int client, int args) {
}
}
float activatorFlow = L4D2Direct_GetFlowDistance(client);
Group groups[MAX_GROUPS];
GroupResult result;
ComputeGroups(groups, result, activatorFlow);
ComputeGroups(result, activatorFlow);
return Plugin_Handled;
}
@ -126,9 +129,8 @@ public float GetFlowAtPosition(const float pos[3]) {
public Action Event_ButtonPress(const char[] output, int entity, int client, float delay) {
if(hEnabled.IntValue > 0 && client > 0 && client <= MaxClients) {
float activatorFlow = L4D2Direct_GetFlowDistance(client);
Group groups[MAX_GROUPS];
GroupResult result;
ComputeGroups(groups, result, activatorFlow);
ComputeGroups(result, activatorFlow);
PrintToConsoleAll("[CC] Button Press by %N", client);
AdminId admin = GetUserAdmin(client);
@ -175,7 +177,7 @@ public Action SoundHook(int clients[MAXPLAYERS], int& numClients, char sample[PL
public void Frame_ResetButton(int entity) {
AcceptEntityInput(entity, "Unlock");
}
bool ComputeGroups(Group groups[MAX_GROUPS], GroupResult result, float activateFlow) {
bool ComputeGroups(GroupResult result, float activateFlow) {
float prevPos[3], pos[3];
// int prevMember = -1;
// ArrayList groupMembers = new ArrayList();
@ -194,7 +196,7 @@ bool ComputeGroups(Group groups[MAX_GROUPS], GroupResult result, float activateF
if(!inGroup[i] && IsClientConnected(i) && IsClientInGame(i) && IsPlayerAlive(i) && GetClientTeam(i) == 2) {
float prevFlow = L4D2Direct_GetFlowDistance(i);
GetClientAbsOrigin(i, prevPos);
groups[groupIndex].members.Clear();
g_groups[groupIndex].members.Clear();
for(int j = 1; j <= MaxClients; j++) {
if(j != i && IsClientConnected(j) && IsClientInGame(j) && IsPlayerAlive(j) && GetClientTeam(j) == 2) {
@ -205,21 +207,21 @@ bool ComputeGroups(Group groups[MAX_GROUPS], GroupResult result, float activateF
float flowDiff = FloatAbs(prevFlow - flow);
if(dist <= hGroupTeamDist.FloatValue) {
// Add user as leader to group:
if(groups[groupIndex].members.Length == 0) {
groups[groupIndex].members.Push(GetClientUserId(i));
if(g_groups[groupIndex].members.Length == 0) {
g_groups[groupIndex].members.Push(GetClientUserId(i));
inGroup[i] = true;
// PrintDebug("add leader to group %d: %N", groupIndex + 1, i);
}
// PrintDebug("add member to group %d: %N (dist = %.4f) (fldiff = %.1f)", groupIndex + 1, j, dist, flowDiff);
inGroup[j] = true;
groups[groupIndex].members.Push(GetClientUserId(j));
g_groups[groupIndex].members.Push(GetClientUserId(j));
} else {
// PrintDebug("not adding member to group %d: %N (dist = %.4f) (fldiff = %.1f) (l:%N)", groupIndex + 1, j, dist, flowDiff, i);
}
}
}
if(groups[groupIndex].members.Length > 1) {
groups[groupIndex].pos = prevPos;
if(g_groups[groupIndex].members.Length > 1) {
g_groups[groupIndex].pos = prevPos;
groupIndex++;
PrintDebug("created group #%d with %d members", groupIndex, members.Length);
if(groupIndex == MAX_GROUPS) {
@ -283,19 +285,27 @@ bool ComputeGroups(Group groups[MAX_GROUPS], GroupResult result, float activateF
PrintDebug("===GROUP SUMMARY===");
for(int i = 0; i < MAX_GROUPS; i++) {
if(groups[i].members != null) {
if(g_groups[i].members.Length > 0) {
PrintDebug("---Group %d---", i + 1);
PrintDebug("Origin: %.1f %.1f %.1f", groups[i].pos[0], groups[i].pos[1], groups[i].pos[2]);
float groupFlow = GetFlowAtPosition(groups[i].pos);
PrintDebug("Origin: %.1f %.1f %.1f", g_groups[i].pos[0], g_groups[i].pos[1], g_groups[i].pos[2]);
float groupFlow = GetFlowAtPosition(g_groups[i].pos);
PrintDebug("Flow Diff: %.2f (g:%.1f) (a:%.1f) (gdt:%.f)", FloatAbs(activateFlow - groupFlow), activateFlow, groupFlow, hGroupTeamDist.FloatValue);
PrintDebug("Leader: %N (uid#%d)", GetClientOfUserId(groups[i].members.Get(0)), groups[i].members.Get(0));
for(int j = 1; j < groups[i].members.Length; j++) {
int userid = groups[i].members.Get(j);
PrintDebug("Leader: %N (uid#%d)", GetClientOfUserId(g_groups[i].members.Get(0)), g_groups[i].members.Get(0));
for(int j = 1; j < g_groups[i].members.Length; j++) {
int userid = g_groups[i].members.Get(j);
PrintDebug("Member: %N (uid#%d)", GetClientOfUserId(userid), userid);
}
delete groups[i].members;
}
}
if(result.ungroupedCount > 0) {
PrintDebug("==UNGROUPED SUMMARY==")
for(int i = 1; i <= MaxClients; i++) {
if(!inGroup[i] && IsClientConnected(i) && IsClientInGame(i) && IsPlayerAlive(i) && GetClientTeam(i) == 2) {
PrintDebug("User: %N (uid#%d)", i, GetClientUserId(i));
}
}
PrintDebug("==END UNGROUPED SUMMARY==")
}
PrintDebug("===END GROUP SUMMARY===");
// delete groupMembers;
@ -306,10 +316,9 @@ bool ComputeGroups(Group groups[MAX_GROUPS], GroupResult result, float activateF
public Action L4D2_CGasCan_EventKilled(int gascan, int &inflictor, int &attacker) {
if(hEnabled.IntValue > 0 && attacker > 0 && attacker <= MaxClients) {
float activatorFlow = L4D2Direct_GetFlowDistance(attacker);
Group groups[MAX_GROUPS];
GroupResult result;
PrintToConsoleAll("[CC] Gascan Shot by %N", attacker);
ComputeGroups(groups, result, activatorFlow);
ComputeGroups(result, activatorFlow);
AdminId admin = GetUserAdmin(attacker);
if(admin != INVALID_ADMIN_ID && admin.HasFlag(Admin_Custom1)) {