mirror of
https://github.com/Jackzmc/sourcemod-plugins.git
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240 lines
No EOL
8.8 KiB
SourcePawn
240 lines
No EOL
8.8 KiB
SourcePawn
// 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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} |