sourcemod-plugins/scripting/l4d2_crescendo_control.sp

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SourcePawn

#pragma semicolon 1
#pragma newdecls required
#define DEBUG 0
#define PLUGIN_VERSION "1.0"
#include <sourcemod>
#include <sdktools>
#include <left4dhooks>
//#include <sdkhooks>
#define PANIC_DETECT_THRESHOLD 50.0
#define MAX_GROUPS 4
enum struct Group {
float pos[3];
ArrayList members;
}
enum struct GroupResult {
int groupCount;
int ungroupedCount;
float ungroupedRatio;
}
static ConVar hPercent, hRange, hEnabled, hGroupTeamDist;
static char gamemode[32];
static bool panicStarted;
static float lastButtonPressTime;
static float flowRate[MAXPLAYERS+1];
static Group g_groups[MAX_GROUPS];
public Plugin myinfo =
{
name = "L4D2 Crescendo Control",
author = "jackzmc",
description = "Prevents players from starting crescendos early",
version = PLUGIN_VERSION,
url = "https://github.com/Jackzmc/sourcemod-plugins"
};
public void OnPluginStart()
{
EngineVersion g_Game = GetEngineVersion();
if(g_Game != Engine_Left4Dead2)
{
SetFailState("This plugin is for L4D2 only.");
}
hEnabled = CreateConVar("l4d2_crescendo_control", "1", "Should plugin be active?\n 1 = Enabled normally\n2 = Admins with bypass allowed only", FCVAR_NONE, true, 0.0, true, 1.0);
hPercent = CreateConVar("l4d2_crescendo_percent", "0.5", "The percent of players needed to be in range for crescendo to start", FCVAR_NONE);
hRange = CreateConVar("l4d2_crescendo_range", "250.0", "How many units away something range brain no work", FCVAR_NONE);
hGroupTeamDist = CreateConVar("l4d2_cc_team_maxdist", "320.0", "The maximum distance another player can be away from someone to form a group", FCVAR_NONE, true, 10.0);
ConVar hGamemode = FindConVar("mp_gamemode");
hGamemode.GetString(gamemode, sizeof(gamemode));
hGamemode.AddChangeHook(Event_GamemodeChange);
AddNormalSoundHook(SoundHook);
RegAdminCmd("sm_dgroup", Command_DebugGroups, ADMFLAG_GENERIC);
for(int i = 0; i < MAX_GROUPS; i++) {
g_groups[i].members = null;
}
}
Action Command_DebugGroups(int client, int args) {
PrintDebug("Running manual compute of groups");
if(client == 0) {
PrintDebug("Ran from server console, using first player on server");
for(int i = 1; i <= MaxClients; i++) {
if(IsClientConnected(i) && IsClientInGame(i)) {
client = i;
PrintDebug("User: %N", i);
break;
}
}
}
float activatorFlow = L4D2Direct_GetFlowDistance(client);
GroupResult result;
ComputeGroups(result, activatorFlow);
return Plugin_Handled;
}
public void Event_GamemodeChange(ConVar cvar, const char[] oldValue, const char[] newValue) {
cvar.GetString(gamemode, sizeof(gamemode));
}
public void OnMapStart() {
if(StrEqual(gamemode, "coop")) {
HookEntityOutput("func_button", "OnPressed", Event_ButtonPress);
CreateTimer(1.0, Timer_GetFlows, _, TIMER_REPEAT | TIMER_FLAG_NO_MAPCHANGE);
}
}
public void OnMapEnd() {
panicStarted = false;
for(int i = 1; i <= MaxClients; i++) {
flowRate[i] = 0.0;
}
}
public void OnClientDisconnect(int client) {
flowRate[client] = 0.0;
}
public Action Timer_GetFlows(Handle h) {
static float flow;
for(int i = 1; i <= MaxClients; i++) {
if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2 && IsPlayerAlive(i)) {
flow = L4D2Direct_GetFlowDistance(i);
if(flow > flowRate[i]) {
flowRate[i] = flow;
}
}
}
return Plugin_Continue;
}
public float GetFlowAtPosition(const float pos[3]) {
Address area = L4D_GetNearestNavArea(pos, 50.0, false, false, false, 2);
if(area == Address_Null) return -1.0;
return L4D2Direct_GetTerrorNavAreaFlow(area);
}
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);
GroupResult result;
ComputeGroups(result, activatorFlow);
PrintToConsoleAll("[CC] Button Press by %N", client);
AdminId admin = GetUserAdmin(client);
if(admin != INVALID_ADMIN_ID && admin.HasFlag(Admin_Custom1)) {
lastButtonPressTime = GetGameTime();
return Plugin_Continue;
} else if(result.groupCount > 0 && result.ungroupedCount > 0) {
lastButtonPressTime = GetGameTime();
return Plugin_Continue;
}
if(panicStarted) {
panicStarted = false;
return Plugin_Continue;
}
static float pos[3];
GetEntPropVector(entity, Prop_Send, "m_vecOrigin", pos);
if(hEnabled.IntValue == 2 || !IsActivationAllowed(activatorFlow, 1500.0)) {
ClientCommand(client, "play ui/menu_invalid.wav");
PrintToChat(client, "Please wait for players to catch up.");
AcceptEntityInput(entity, "Lock");
RequestFrame(Frame_ResetButton, entity);
return Plugin_Handled;
}
lastButtonPressTime = GetGameTime();
}
return Plugin_Continue;
}
public Action SoundHook(int clients[MAXPLAYERS], int& numClients, char sample[PLATFORM_MAX_PATH], int& entity, int& channel, float& volume, int& level, int& pitch, int& flags, char soundEntry[PLATFORM_MAX_PATH], int& seed) {
if(StrEqual(sample, "npc/mega_mob/mega_mob_incoming.wav") && lastButtonPressTime > 0) {
if(GetGameTime() - lastButtonPressTime < PANIC_DETECT_THRESHOLD) {
panicStarted = true;
}
}
return Plugin_Continue;
}
public void Frame_ResetButton(int entity) {
AcceptEntityInput(entity, "Unlock");
}
bool ComputeGroups(GroupResult result, float activateFlow) {
float prevPos[3], pos[3];
// int prevMember = -1;
// ArrayList groupMembers = new ArrayList();
int groupIndex = 0;
// ArrayList groups = new ArrayList();
// Group group;
// // Create the first group
// group.pos = pos;
// group.members = new ArrayList();
// PrintToServer("[cc] Creating first group");
bool inGroup[MAXPLAYERS+1];
ArrayList members = new ArrayList();
for(int i = 0; i < MAX_GROUPS; i++) {
if(g_groups[i].members != null) {
delete g_groups[i].members;
}
}
for(int i = 1; i <= MaxClients; i++) {
if(!inGroup[i] && IsClientConnected(i) && IsClientInGame(i) && IsPlayerAlive(i) && GetClientTeam(i) == 2) {
float prevFlow = L4D2Direct_GetFlowDistance(i);
GetClientAbsOrigin(i, prevPos);
members.Clear();
for(int j = 1; j <= MaxClients; j++) {
if(j != i && IsClientConnected(j) && IsClientInGame(j) && IsPlayerAlive(j) && GetClientTeam(j) == 2) {
// TODO: MERGE groups
GetClientAbsOrigin(j, pos);
float flow = L4D2Direct_GetFlowDistance(j);
float dist = FloatAbs(GetVectorDistance(prevPos, pos));
float flowDiff = FloatAbs(prevFlow - flow);
if(dist <= hGroupTeamDist.FloatValue) {
// Add user as leader to group:
if(members.Length == 0) {
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;
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(members.Length > 1) {
// Drop the old members:
if(g_groups[groupIndex].members != null) {
delete g_groups[groupIndex].members;
}
g_groups[groupIndex].pos = prevPos;
g_groups[groupIndex].members = members;
members = new ArrayList();
// PrintDebug("created group #%d with %d members", groupIndex + 1, g_groups[groupIndex].members.Length);
groupIndex++;
if(groupIndex == MAX_GROUPS) {
PrintDebug("maximum amount of groups reached (%d)", MAX_GROUPS);
break;
}
}
}
}
delete members;
int totalGrouped = 0;
for(int i = 1; i <= MaxClients; i++) {
if(IsClientConnected(i) && IsClientInGame(i) && IsPlayerAlive(i) && GetClientTeam(i) == 2) {
if(inGroup[i])
totalGrouped++;
else
result.ungroupedCount++;
}
}
result.ungroupedRatio = float(result.ungroupedCount) / float(totalGrouped);
PrintDebug("total grouped: %d | total ungrouped: %d | ratio: %f", totalGrouped, result.ungroupedCount, result.ungroupedRatio);
PrintDebug("total groups created: %d", groupIndex);
PrintDebug("===GROUP SUMMARY===");
for(int i = 0; i < MAX_GROUPS; i++) {
if(g_groups[i].members != null && g_groups[i].members.Length > 0) {
PrintDebug("---Group %d---", i + 1);
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) (gtdist:%.f)", FloatAbs(activateFlow - groupFlow), activateFlow, groupFlow, hGroupTeamDist.FloatValue);
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);
}
}
}
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;
result.groupCount = groupIndex;
return groupIndex > 0;
}
public Action L4D2_CGasCan_EventKilled(int gascan, int &inflictor, int &attacker) {
if(hEnabled.IntValue > 0 && attacker > 0 && attacker <= MaxClients) {
float activatorFlow = L4D2Direct_GetFlowDistance(attacker);
PrintToConsoleAll("[CC] Gascan Shot by %N", attacker);
// GroupResult result;
// ComputeGroups(result, activatorFlow);
lastButtonPressTime = GetGameTime();
return Plugin_Continue;
// AdminId admin = GetUserAdmin(attacker);
// if(admin != INVALID_ADMIN_ID && admin.HasFlag(Admin_Custom1)) {
// lastButtonPressTime = GetGameTime();
// return Plugin_Continue;
// } else if(result.groupCount > 0 && result.ungroupedCount > 0) {
// lastButtonPressTime = GetGameTime();
// return Plugin_Continue;
// }
if(panicStarted) {
panicStarted = false;
return Plugin_Continue;
}
}
return Plugin_Continue;
}
// 5 far/8 total
// [Debug] average 4222.518066 - difference 2262.424316
// [Debug] Percentage of far players: 0.625000% | Average 4222.518066
stock bool IsActivationAllowed(float flowmax, float threshold) {
// Broken behavior, just short circuit true
if(flowmax <= 0.01) return true;
int farSurvivors, totalSurvivors;
float totalFlow;
for(int i = 1; i <= MaxClients; i++) {
if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2 && IsPlayerAlive(i) && !IsFakeClient(i)) {
if(flowRate[i] < flowmax - threshold) {
PrintDebug("Adding %N with flow of %.2f to far survivors average", i, flowRate[i]);
farSurvivors++;
totalFlow += flowRate[i];
}
totalSurvivors++;
}
}
if(farSurvivors == 0 || totalSurvivors == 1) return true;
float average = totalFlow / farSurvivors;
float percentFar = float(farSurvivors) / float(totalSurvivors);
PrintDebug("Average Flow %f - Difference %f - Far % %f%% ", average, flowmax - average, percentFar * 100);
//If the average is in the range, allow
if(flowmax - average <= threshold) {
PrintDebug("Activation is allowed (in range)");
return true;
}
//If not, check the ratio of players
bool isAllowed = percentFar <= 0.40;
PrintDebug("Activation is %s", isAllowed ? "allowed" : "blocked");
return isAllowed;
}
stock float GetAverageFlowBehind(float flowmax) {
int survivors;
float totalFlow;
for(int i = 1; i <= MaxClients; i++) {
if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2 && IsPlayerAlive(i)) {
survivors++;
totalFlow += flowRate[i];
}
}
return totalFlow / survivors;
}
stock void PrintDebug(const char[] format, any ... ) {
#if defined DEBUG
char buffer[256];
VFormat(buffer, sizeof(buffer), format, 2);
// PrintToServer("[CrescendoControl:Debug] %s", buffer);
PrintToConsoleAll("[CrescendoControl:Debug] %s", buffer);
LogToFile("crescendo_control.log", "%s", buffer);
#endif
}