Change tank priority distance to be flow based

This commit is contained in:
Jackz 2022-11-11 11:03:05 -06:00
parent 2a9a34eb08
commit 74f39824e9
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GPG key ID: E0BBD94CF657F603
2 changed files with 64 additions and 11 deletions

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@ -7,6 +7,7 @@
#include <sourcemod>
#include <sdktools>
#include <left4dhooks>
//#include <sdkhooks>
public Plugin myinfo =
@ -22,19 +23,25 @@ public Plugin myinfo =
static int tankChooseVictimTicks[MAXPLAYERS+1]; //Per tank
static int tankChosenVictim[MAXPLAYERS+1];
static int totalTankDamage[MAXPLAYERS+1]; //Per survivor
static int targettingTank[MAXPLAYERS+1];
// tankDamage[tank][client]
static int totalTankDamage[MAXPLAYERS+1][MAXPLAYERS+1];
static float highestFlow[MAXPLAYERS+1];
static ArrayList clients;
static bool finaleStarted;
public void OnPluginStart() {
EngineVersion g_Game = GetEngineVersion();
if(g_Game != Engine_Left4Dead && g_Game != Engine_Left4Dead2) {
SetFailState("This plugin is for L4D/L4D2 only.");
}
clients = new ArrayList(2);
clients = new ArrayList(3);
HookEvent("player_hurt", Event_PlayerHurt);
HookEvent("tank_spawn", Event_TankSpawn);
HookEvent("tank_killed", Event_TankKilled);
}
@ -49,17 +56,33 @@ public Action L4D2_OnChooseVictim(int attacker, int &curTarget) {
static float tankPos[3], clientPos[3];
GetClientAbsOrigin(attacker, tankPos);
float tankFlow = L4D2Direct_GetFlowDistance(attacker);
// TODO: check if player has been set with tankChosenVictim (or make clone var)
for(int i = 1; i <= MaxClients; i++) {
if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2 && IsPlayerAlive(i) && !IsPlayerIncapacitated(i)) {
if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2 && IsPlayerAlive(i) && !IsPlayerIncapacitated(i) && !IsFakeClient(i) && targettingTank[curTarget] == 0) {
//If a player does less than 50 damage, and has green health add them to list
if(totalTankDamage[i] < 100 && GetClientHealth(i) > 40) {
if(totalTankDamage[attacker][i] < 100 && GetClientHealth(i) > 40) {
GetClientAbsOrigin(i, clientPos);
float dist = GetVectorDistance(clientPos, tankPos);
float flow = L4D2Direct_GetFlowDistance(i);
if(flow > highestFlow[i]) {
highestFlow[i] = flow;
}
// Ignore far behind players who never reached the tank
if(highestFlow[i] < tankFlow) continue;
// float dist = GetVectorDistance(clientPos, tankPos);
// Only add targets who are far enough away from tank
if(dist > 3000.0) {
PrintToConsoleAll("[TankPriority/debug] Adding player %N to possible victim list. Dist=%f Dmg=%d", i, dist, totalTankDamage[i]);
// Add targets where their flow difference is greater than 100
/*
[TankPriority/debug] Adding player CoCo Nibbz to possible victim list. TankFlow=11057.665039 Flow=10753.859375 Dmg=0
[TankPriority] Player Selected to target: CoCo Nibbz
[TankPriority/debug] Adding player CoCo Nibbz to possible victim list. TankFlow=10650.624023 Flow=9850.155273 Dmg=0
*/
if(tankFlow - flow > 500.0) {
PrintToConsoleAll("[TankPriority/debug] Add %N to possible targets. TankFlow=%f Flow=%f HighestFlow=%f Dmg=%d", i, tankFlow, flow, highestFlow[i], totalTankDamage[i]);
int index = clients.Push(i);
clients.Set(index, dist, 1);
clients.Set(index, GetVectorDistance(clientPos, tankPos, true), 1);
clients.Set(index, attacker, 2);
}
}
}
@ -70,6 +93,7 @@ public Action L4D2_OnChooseVictim(int attacker, int &curTarget) {
clients.SortCustom(Sort_TankTargetter);
curTarget = clients.Get(0);
tankChosenVictim[attacker] = curTarget;
targettingTank[curTarget] = attacker;
PrintToConsoleAll("[TankPriority] Player Selected to target: %N", curTarget);
//TODO: Possibly clear totalTankDamage
return Plugin_Changed;
@ -89,14 +113,15 @@ public Action L4D2_OnChooseVictim(int attacker, int &curTarget) {
int Sort_TankTargetter(int index1, int index2, Handle array, Handle hndl) {
int client1 = GetArrayCell(array, index1);
int client2 = GetArrayCell(array, index2);
float distance1 = GetArrayCell(array, index2, 0);
float distance1 = GetArrayCell(array, index1, 1);
float distance2 = GetArrayCell(array, index2, 1);
int tankIndex = GetArrayCell(array, index2, 2);
/*500 units away, 0 damage vs 600 units away, 0 damage
-> target closest 500
500 units away, 10 damage, vs 600 units away 0 damage
500 - 10 = 450 vs 600
*/
return (totalTankDamage[client1] + RoundFloat(distance1)) - (totalTankDamage[client2] + RoundFloat(distance2));
return (totalTankDamage[tankIndex][client1] + RoundFloat(distance1)) - (totalTankDamage[tankIndex][client2] + RoundFloat(distance2));
}
public void Event_PlayerHurt(Event event, const char[] name, bool dontBroadcast) {
@ -105,7 +130,7 @@ public void Event_PlayerHurt(Event event, const char[] name, bool dontBroadcast)
int dmg = event.GetInt("dmg_health");
if(dmg > 0 && attacker > 0 && victim > 0 && IsFakeClient(victim) && GetEntProp(victim, Prop_Send, "m_zombieClass") == TANK_CLASS_ID) {
if(GetClientTeam(victim) == 3 && GetClientTeam(attacker) == 2) {
totalTankDamage[victim] += dmg;
totalTankDamage[victim][attacker] += dmg;
}
}
}
@ -117,15 +142,43 @@ public void Event_TankSpawn(Event event, const char[] name, bool dontBroadcast)
}
}
public void L4D2_OnChangeFinaleStage_Post(int finaleType, const char[] arg) {
if(finaleType == 1) {
finaleStarted = true;
}
}
public void Event_TankKilled(Event event, const char[] name, bool dontBroadcast) {
int tank = GetClientOfUserId(GetEventInt(event, "userid"));
if(tank > 0 && IsFakeClient(tank)) {
targettingTank[tankChosenVictim[tank]] = 0;
tankChosenVictim[tank] = 0;
for(int i = 1; i <= MaxClients; i++) {
totalTankDamage[tank][i] = 0;
}
}
}
bool IsPlayerIncapacitated(int client) {
return (GetEntProp(client, Prop_Send, "m_isIncapacitated") == 1);
}
public void OnClientDisconnect(int client) {
tankChosenVictim[client] = 0;
targettingTank[client] = 0;
for(int i = 1; i <= MaxClients; i++) {
if(tankChosenVictim[i] == client) {
tankChosenVictim[i] = 0;
targettingTank[i] = 0;
}
// If tank:
totalTankDamage[client][i] = 0;
// If player:
totalTankDamage[i][client] = 0;
}
highestFlow[client] = 0.0;
}
public void OnMapEnd() {
finaleStarted = false;
}