mirror of
https://github.com/Jackzmc/sourcemod-plugins.git
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Merge branch 'master' of github.com:Jackzmc/sourcemod-plugins
This commit is contained in:
commit
9fbb89e162
3 changed files with 251 additions and 118 deletions
Binary file not shown.
240
scripting/epi/director.sp
Normal file
240
scripting/epi/director.sp
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@ -0,0 +1,240 @@
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|||
// SETTINGS
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#define DIRECTOR_WITCH_MIN_TIME 120 // The minimum amount of time to pass since last witch spawn for the next extra witch to spawn
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#define DIRECTOR_WITCH_CHECK_TIME 30.0 // How often to check if a witch should be spawned
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#define DIRECTOR_WITCH_MAX_WITCHES 6 // The maximum amount of extra witches to spawn
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#define DIRECTOR_WITCH_ROLLS 2 // The number of dice rolls, increase if you want to increase freq
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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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#define TOTAL_NUM_SPECIALS 8
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char SPECIAL_IDS[TOTAL_NUM_SPECIALS][] = {
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"smoker",
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"boomer",
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"hunter",
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"spitter",
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"jockey",
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"charger",
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"witch",
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"tank"
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};
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enum specialType {
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Special_Smoker,
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Special_Boomer,
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Special_Hunter,
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Special_Spitter,
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Special_Jockey,
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Special_Charger,
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Special_Witch,
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Special_Tank,
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};
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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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float g_extraWitchFlowPositions[DIRECTOR_WITCH_MAX_WITCHES] = {};
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/// EVENTS
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void Director_OnMapStart() {
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if(cvEPISpecialSpawning.BoolValue && abmExtraCount > 4) {
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InitExtraWitches();
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}
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float time = GetGameTime();
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for(int i = 0; i < TOTAL_NUM_SPECIALS; i++) {
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g_lastSpawnTime[i] = time;
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g_spawnLimit[i] = 1;
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g_spawnCount[i] = 0;
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}
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}
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void Director_OnMapEnd() {
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for(int i = 0; i <= DIRECTOR_WITCH_MAX_WITCHES; i++) {
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g_extraWitchFlowPositions[i] = 0.0;
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}
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delete witchSpawnTimer;
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}
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void Cvar_SpecialSpawningChange(ConVar convar, const char[] oldValue, const char[] newValue) {
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if(convar.IntValue & 2 && abmExtraCount > 4) {
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if(witchSpawnTimer == null)
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witchSpawnTimer = CreateTimer(DIRECTOR_WITCH_CHECK_TIME, Timer_DirectorWitch, _, TIMER_REPEAT);
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} else {
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delete witchSpawnTimer;
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}
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}
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void Event_WitchSpawn(Event event, const char[] name, bool dontBroadcast) {
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g_spawnCount[Special_Witch]++;
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}
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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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// 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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int client = GetClientOfUserId(event.GetInt("userid"));
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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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}
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}
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/// METHODS
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void InitExtraWitches() {
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float flowMax = L4D2Direct_GetMapMaxFlowDistance() - FLOW_CUTOFF;
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// Just in case we don't have max flow or the map is extremely tiny, don't run:
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if(flowMax > 0.0) {
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int count = abmExtraCount;
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if(count < 4) count = 4;
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// Calculate the number of witches we want to spawn.
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// We bias the dice roll to the right. We slowly increase min based on player count to shift distribution to the right
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int min = RoundToFloor(float(count - 4) / 4.0);
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extraWitchCount = DiceRoll(min, DIRECTOR_WITCH_MAX_WITCHES, DIRECTOR_WITCH_ROLLS, BIAS_LEFT);
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PrintDebug(DEBUG_SPAWNLOGIC, "InitExtraWitches: %d witches (min=%d, max=%d, rolls=%d) checkInterval=%f", extraWitchCount, min, DIRECTOR_WITCH_MAX_WITCHES, DIRECTOR_WITCH_ROLLS, DIRECTOR_WITCH_CHECK_TIME);
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for(int i = 0; i <= extraWitchCount; i++) {
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g_extraWitchFlowPositions[i] = GetURandomFloat() * (flowMax-FLOW_CUTOFF) + FLOW_CUTOFF;
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PrintDebug(DEBUG_SPAWNLOGIC, "Witch position #%d: flow %.2f (%.0f%%)", i, g_extraWitchFlowPositions[i], g_extraWitchFlowPositions[i] / flowMax);
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}
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witchSpawnTimer = CreateTimer(DIRECTOR_WITCH_CHECK_TIME, Timer_DirectorWitch, _, TIMER_REPEAT);
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}
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}
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void Director_PrintDebug(int client) {
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PrintToConsole(client, "===Extra Witches===");
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PrintToConsole(client, "Map Bounds: [%f, %f]", FLOW_CUTOFF, L4D2Direct_GetMapMaxFlowDistance() - (FLOW_CUTOFF*2.0));
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PrintToConsole(client, "Total Witches Spawned: %d | Target: %d", g_spawnCount[Special_Witch], extraWitchCount);
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for(int i = 0; i < extraWitchCount && i < DIRECTOR_WITCH_MAX_WITCHES; i++) {
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PrintToConsole(client, "%d. %f", i, g_extraWitchFlowPositions[i]);
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}
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}
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void Director_RandomizeLimits() {
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// We add +1 to spice it up
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int max = RoundToCeil(float(abmExtraCount - 4) / 4) + 1;
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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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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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Action Timer_Director(Handle h) {
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if(abmExtraCount <= 4) return Plugin_Continue;
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float time = GetGameTime();
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// Calculate the new highest flow
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int highestPlayer = L4D_GetHighestFlowSurvivor();
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float flow = L4D2Direct_GetFlowDistance(highestPlayer);
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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() < spawnChance) {
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DirectorSpawn(special);
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}
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}
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if(GetURandomFloat() < DIRECTOR_CHANGE_LIMIT_CHANCE) {
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Director_RandomizeLimits();
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}
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return Plugin_Continue;
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}
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Action Timer_DirectorWitch(Handle h) {
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if(g_spawnCount[Special_Witch] < extraWitchCount) { //&& time - g_lastSpawnTimes.witch > DIRECTOR_WITCH_MIN_TIME
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for(int i = 0; i <= extraWitchCount; i++) {
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if(g_extraWitchFlowPositions[i] > 0.0 && highestFlowAchieved >= g_extraWitchFlowPositions[i]) {
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// Reset the flow so we don't spawn another
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g_extraWitchFlowPositions[i] = 0.0;
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DirectorSpawn(Special_Witch);
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break;
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}
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}
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}
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return Plugin_Continue;
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}
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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 = 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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// Bypass director
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int bot = CreateFakeClient("EPI_BOT");
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if (bot != 0) {
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ChangeClientTeam(bot, 3);
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CreateTimer(0.1, Timer_Kick, bot);
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}
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}
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CheatCommand(player, "z_spawn_old", SPECIAL_IDS[view_as<int>(special)], "auto");
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g_lastSpawnTime[view_as<int>(special)] = GetGameTime();
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}
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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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@ -28,10 +28,7 @@
|
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#define EXTRA_PLAYER_HUD_UPDATE_INTERVAL 0.8
|
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//Sets abmExtraCount to this value if set
|
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// #define DEBUG_FORCE_PLAYERS 7
|
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#define DIRECTOR_WITCH_MIN_TIME 120 // The minimum amount of time to pass since last witch spawn for the next extra witch to spawn
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#define DIRECTOR_WITCH_CHECK_TIME 30.0 // How often to check if a witch should be spawned
|
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#define DIRECTOR_WITCH_MAX_WITCHES 6 // The maximum amount of extra witches to spawn
|
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#define DIRECTOR_WITCH_ROLLS 2 // The number of dice rolls, increase if you want to increase freq
|
||||
|
||||
#define FLOW_CUTOFF 100.0 // The cutoff of flow, so that witches / tanks don't spawn in saferooms / starting areas, [0 + FLOW_CUTOFF, MapMaxFlow - FLOW_CUTOFF]
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||||
#define EXTRA_TANK_MIN_SEC 2.0
|
||||
|
@ -82,11 +79,10 @@ public Plugin myinfo =
|
|||
url = "https://github.com/Jackzmc/sourcemod-plugins"
|
||||
};
|
||||
|
||||
static ConVar hExtraItemBasePercentage, hAddExtraKits, hMinPlayers, hUpdateMinPlayers, hMinPlayersSaferoomDoor, hSaferoomDoorWaitSeconds, hSaferoomDoorAutoOpen, hEPIHudState, hExtraFinaleTank, cvDropDisconnectTime, hSplitTankChance, cvFFDecreaseRate, cvZDifficulty, cvEPIHudFlags, cvEPISpecialSpawning;
|
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static int extraKitsAmount, extraKitsStarted, abmExtraCount, firstSaferoomDoorEntity, playersLoadedIn, playerstoWaitFor;
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ConVar hExtraItemBasePercentage, hAddExtraKits, hMinPlayers, hUpdateMinPlayers, hMinPlayersSaferoomDoor, hSaferoomDoorWaitSeconds, hSaferoomDoorAutoOpen, hEPIHudState, hExtraFinaleTank, cvDropDisconnectTime, hSplitTankChance, cvFFDecreaseRate, cvZDifficulty, cvEPIHudFlags, cvEPISpecialSpawning;
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int extraKitsAmount, extraKitsStarted, abmExtraCount, firstSaferoomDoorEntity, playersLoadedIn, playerstoWaitFor;
|
||||
static int currentChapter;
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static bool isCheckpointReached, isLateLoaded, firstGiven, isFailureRound, areItemsPopulated;
|
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static float highestFlowAchieved;
|
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static ArrayList ammoPacks;
|
||||
static Handle updateHudTimer;
|
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static bool showHudPingMode;
|
||||
|
@ -94,11 +90,6 @@ static int hudModeTicks;
|
|||
static char gamemode[32];
|
||||
|
||||
|
||||
static int witchSpawnCount, witchLastSpawnTime, extraWitchCount;
|
||||
float ExtraWitchFlowPositions[DIRECTOR_WITCH_MAX_WITCHES] = {};
|
||||
static Handle witchSpawnTimer = null;
|
||||
|
||||
|
||||
bool isCoop;
|
||||
|
||||
enum Difficulty {
|
||||
|
@ -236,7 +227,9 @@ enum struct Cabinet {
|
|||
}
|
||||
static Cabinet cabinets[10]; //Store 10 cabinets
|
||||
|
||||
//// Definitions complete
|
||||
//// Definitions completSe
|
||||
|
||||
#include <epi/director.sp>
|
||||
|
||||
public APLRes AskPluginLoad2(Handle myself, bool late, char[] error, int err_max) {
|
||||
if(late) isLateLoaded = true;
|
||||
|
@ -270,6 +263,7 @@ public void OnPluginStart() {
|
|||
//Special Event Tracking
|
||||
HookEvent("player_info", Event_PlayerInfo);
|
||||
HookEvent("player_disconnect", Event_PlayerDisconnect);
|
||||
HookEvent("player_death", Event_PlayerDeath);
|
||||
|
||||
HookEvent("charger_carry_start", Event_ChargerCarry);
|
||||
HookEvent("charger_carry_end", Event_ChargerCarry);
|
||||
|
@ -369,32 +363,7 @@ public void OnPluginStart() {
|
|||
|
||||
}
|
||||
|
||||
Action Timer_Director(Handle h) {
|
||||
if(abmExtraCount <= 4) return Plugin_Continue;
|
||||
|
||||
// Calculate the new highest flow
|
||||
int highestPlayer = L4D_GetHighestFlowSurvivor();
|
||||
float flow = L4D2Direct_GetFlowDistance(highestPlayer);
|
||||
if(flow > highestFlowAchieved) {
|
||||
highestFlowAchieved = flow;
|
||||
}
|
||||
return Plugin_Continue;
|
||||
}
|
||||
Action Timer_DirectorWitch(Handle h) {
|
||||
int time = GetTime();
|
||||
if(witchSpawnCount < extraWitchCount && time - witchLastSpawnTime > DIRECTOR_WITCH_MIN_TIME) {
|
||||
for(int i = 0; i <= extraWitchCount; i++) {
|
||||
if(ExtraWitchFlowPositions[i] > 0.0 && highestFlowAchieved >= ExtraWitchFlowPositions[i]) {
|
||||
PrintChatToAdmins("EPI: (ignore me) DirectorSpawn(Special_Witch)");
|
||||
PrintDebug(DEBUG_SPAWNLOGIC, "DirectorSpawn(Special_Witch)");
|
||||
// Reset
|
||||
ExtraWitchFlowPositions[i] = 0.0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
return Plugin_Continue;
|
||||
}
|
||||
|
||||
Action Timer_ForceUpdateInventories(Handle h) {
|
||||
for(int i = 1; i <= MaxClients; i++) {
|
||||
|
@ -406,6 +375,7 @@ Action Timer_ForceUpdateInventories(Handle h) {
|
|||
}
|
||||
|
||||
public void OnClientPutInServer(int client) {
|
||||
Director_OnClientPutInServer(client);
|
||||
if(!IsFakeClient(client)) {
|
||||
playerData[client].Setup(client);
|
||||
|
||||
|
@ -494,14 +464,6 @@ void Cvar_HudStateChange(ConVar convar, const char[] oldValue, const char[] newV
|
|||
}
|
||||
}
|
||||
}
|
||||
void Cvar_SpecialSpawningChange(ConVar convar, const char[] oldValue, const char[] newValue) {
|
||||
if(convar.IntValue & 2 && abmExtraCount > 4) {
|
||||
if(witchSpawnTimer == null)
|
||||
witchSpawnTimer = CreateTimer(DIRECTOR_WITCH_CHECK_TIME, Timer_DirectorWitch, _, TIMER_REPEAT);
|
||||
} else {
|
||||
delete witchSpawnTimer;
|
||||
}
|
||||
}
|
||||
|
||||
public void Event_GamemodeChange(ConVar cvar, const char[] oldValue, const char[] newValue) {
|
||||
cvar.GetString(gamemode, sizeof(gamemode));
|
||||
|
@ -660,12 +622,7 @@ Action Command_RunExtraItems(int client, int args) {
|
|||
}
|
||||
Action Command_Debug(int client, int args) {
|
||||
PrintToConsole(client, "abmExtraCount = %d", abmExtraCount);
|
||||
PrintToConsole(client, "===Extra Witches===");
|
||||
PrintToConsole(client, "Map Bounds: [%f, %f]", FLOW_CUTOFF, L4D2Direct_GetMapMaxFlowDistance() - (FLOW_CUTOFF*2.0));
|
||||
PrintToConsole(client, "Total Witches Spawned: %d | Target: %d", witchSpawnCount, extraWitchCount);
|
||||
for(int i = 0; i < extraWitchCount && i < DIRECTOR_WITCH_MAX_WITCHES; i++) {
|
||||
PrintToConsole(client, "%d. %f", i, ExtraWitchFlowPositions[i]);
|
||||
}
|
||||
Director_PrintDebug(client);
|
||||
return Plugin_Handled;
|
||||
}
|
||||
Action Command_DebugStats(int client, int args) {
|
||||
|
@ -819,10 +776,6 @@ public void OnGetWeaponsInfo(int pThis, const char[] classname) {
|
|||
if(maxClipSize > 0)
|
||||
weaponMaxClipSizes.SetValue(classname, maxClipSize);
|
||||
}
|
||||
void Event_WitchSpawn(Event event, const char[] name, bool dontBroadcast) {
|
||||
witchSpawnCount++;
|
||||
witchLastSpawnTime = GetTime();
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
//// PLAYER STATE MANAGEMENT
|
||||
|
@ -1168,8 +1121,6 @@ void Event_RoundStart(Event event, const char[] name, bool dontBroadcast) {
|
|||
public void OnMapStart() {
|
||||
PrintDebug(DEBUG_GENERIC, "OnMapStart");
|
||||
isCheckpointReached = false;
|
||||
witchSpawnCount = 0;
|
||||
witchLastSpawnTime = GetTime();
|
||||
//If previous round was a failure, restore the amount of kits that were left directly after map transition
|
||||
if(isFailureRound) {
|
||||
extraKitsAmount = extraKitsStarted;
|
||||
|
@ -1235,28 +1186,7 @@ public void OnMapStart() {
|
|||
finaleStage = Stage_Inactive;
|
||||
|
||||
L4D2_RunScript(HUD_SCRIPT_CLEAR);
|
||||
if(cvEPISpecialSpawning.BoolValue && abmExtraCount > 4) {
|
||||
InitExtraWitches();
|
||||
}
|
||||
}
|
||||
|
||||
void InitExtraWitches() {
|
||||
float flowMax = L4D2Direct_GetMapMaxFlowDistance() - (FLOW_CUTOFF*2); // *2 to calculate (max-min), save a minus
|
||||
// Just in case we don't have max flow or the map is extremely tiny, don't run:
|
||||
if(flowMax > 0.0) {
|
||||
int count = abmExtraCount;
|
||||
if(count < 4) count = 4;
|
||||
// Calculate the number of witches we want to spawn.
|
||||
// We bias the dice roll to the right. We slowly increase min based on player count to shift distribution to the right
|
||||
int min = RoundToFloor(float(count - 4) / 4.0);
|
||||
extraWitchCount = DiceRoll(min, DIRECTOR_WITCH_MAX_WITCHES, DIRECTOR_WITCH_ROLLS, BIAS_LEFT);
|
||||
PrintDebug(DEBUG_SPAWNLOGIC, "Extra witch count: %d (%d min)", extraWitchCount, min);
|
||||
for(int i = 0; i <= extraWitchCount; i++) {
|
||||
ExtraWitchFlowPositions[i] = GetURandomFloat() * flowMax + FLOW_CUTOFF;
|
||||
PrintDebug(DEBUG_SPAWNLOGIC, "Spawn location #%d: %f", i, ExtraWitchFlowPositions[i]);
|
||||
}
|
||||
witchSpawnTimer = CreateTimer(DIRECTOR_WITCH_CHECK_TIME, Timer_DirectorWitch, _, TIMER_REPEAT);
|
||||
}
|
||||
Director_OnMapStart();
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -1288,15 +1218,11 @@ public void OnMapEnd() {
|
|||
cabinets[i].items[b] = 0;
|
||||
}
|
||||
}
|
||||
for(int i = 0; i <= DIRECTOR_WITCH_MAX_WITCHES; i++) {
|
||||
ExtraWitchFlowPositions[i] = 0.0;
|
||||
}
|
||||
ammoPacks.Clear();
|
||||
playersLoadedIn = 0;
|
||||
highestFlowAchieved = 0.0;
|
||||
// abmExtraCount = 0;
|
||||
delete updateHudTimer;
|
||||
delete witchSpawnTimer;
|
||||
Director_OnMapEnd();
|
||||
}
|
||||
|
||||
public void Event_RoundFreezeEnd(Event event, const char[] name, bool dontBroadcast) {
|
||||
|
@ -2074,40 +2000,7 @@ stock float GetSurvivorFlowDifference() {
|
|||
client = GetLowestFlowSurvivor();
|
||||
return highestFlow - L4D2Direct_GetFlowDistance(client);
|
||||
}
|
||||
char SPECIAL_IDS[8][] = {
|
||||
"smoker",
|
||||
"boomer",
|
||||
"hunter",
|
||||
"spitter",
|
||||
"jockey",
|
||||
"charger",
|
||||
"witch",
|
||||
"tank"
|
||||
};
|
||||
enum SpecialType {
|
||||
Special_Smoker,
|
||||
Special_Boomer,
|
||||
Special_Hunter,
|
||||
Special_Spitter,
|
||||
Special_Jockey,
|
||||
Special_Charger,
|
||||
Special_Witch,
|
||||
Special_Tank,
|
||||
}
|
||||
|
||||
void DirectorSpawn(SpecialType special) {
|
||||
int player = L4D_GetHighestFlowSurvivor();
|
||||
PrintToServer("[EPI] Spawning %s On %N", SPECIAL_IDS[view_as<int>(special)], player);
|
||||
if(special != Special_Witch && special != Special_Tank) {
|
||||
// Bypass director
|
||||
int bot = CreateFakeClient("EPI_BOT");
|
||||
if (bot != 0) {
|
||||
ChangeClientTeam(bot, 3);
|
||||
CreateTimer(0.1, Timer_Kick, bot);
|
||||
}
|
||||
}
|
||||
CheatCommand(player, "z_spawn_old", SPECIAL_IDS[view_as<int>(special)], "auto");
|
||||
}
|
||||
Action Timer_Kick(Handle h, int bot) {
|
||||
KickClient(bot);
|
||||
return Plugin_Handled;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue