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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / spawn_near_teammate / sv_spawn_near_teammate.qc
1 #include "sv_spawn_near_teammate.qh"
2
3 float autocvar_g_spawn_near_teammate_distance;
4 int autocvar_g_spawn_near_teammate_ignore_spawnpoint;
5 float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
6 float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
7 int autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health;
8 bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath;
9
10 REGISTER_MUTATOR(spawn_near_teammate, cvar("g_spawn_near_teammate"));
11
12 .entity msnt_lookat;
13
14 .float msnt_timer;
15 .vector msnt_deathloc;
16
17 .float cvar_cl_spawn_near_teammate;
18
19 MUTATOR_HOOKFUNCTION(spawn_near_teammate, Spawn_Score)
20 {
21         entity player = M_ARGV(0, entity);
22         entity spawn_spot = M_ARGV(1, entity);
23         vector spawn_score = M_ARGV(2, vector);
24
25         //LOG_INFOF("Spawn_Score player: %s %v spawn_spot: %v spawn_score: %f\n", player.netname, player.origin, spawn_spot.origin, spawn_score);
26
27         if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && player.cvar_cl_spawn_near_teammate))
28                 return;
29
30         spawn_spot.msnt_lookat = NULL;
31
32         if(!teamplay)
33                 return;
34
35         RandomSelection_Init();
36         FOREACH_CLIENT(IS_PLAYER(it) && it != player && SAME_TEAM(it, player) && !IS_DEAD(it), LAMBDA(
37                 if(vdist(spawn_spot.origin - it.origin, >, autocvar_g_spawn_near_teammate_distance))
38                         continue;
39                 if(vdist(spawn_spot.origin - it.origin, <, 48))
40                         continue;
41                 if(!checkpvs(spawn_spot.origin, it))
42                         continue;
43                 RandomSelection_Add(it, 0, string_null, 1, 1);
44         ));
45
46         if(RandomSelection_chosen_ent)
47         {
48                 spawn_spot.msnt_lookat = RandomSelection_chosen_ent;
49                 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_FOUND;
50         }
51         else if(player.team == spawn_spot.team)
52                 spawn_score.x += SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM; // prefer same team, if we can't find a spawn near teammate
53
54         //LOG_INFOF("Spawn_Score ret %v", spawn_score);
55         M_ARGV(2, vector) = spawn_score;
56 }
57
58 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
59 {
60         //if(!teamplay) { return; } // TODO DEBUGGING
61         entity player = M_ARGV(0, entity);
62         entity spawn_spot = M_ARGV(1, entity);
63
64         LOG_INFOF("PlayerSpawn for player: %s %v spawn_spot: %v\n", player.netname, player.origin, spawn_spot.origin);
65
66         /*
67         int num_red = 0, num_blue = 0, num_yellow = 0, num_pink = 0;
68         FOREACH_CLIENT(IS_PLAYER(it),
69         {
70                 switch(it.team)
71                 {
72                         case NUM_TEAM_1: ++num_red; break;
73                         case NUM_TEAM_2: ++num_blue; break;
74                         case NUM_TEAM_3: ++num_yellow; break;
75                         case NUM_TEAM_4: ++num_pink; break;
76                 }
77         });
78
79         if(num_red == 1 || num_blue == 1 || num_yellow == 1 || num_pink == 1)
80                 return; // at least 1 team has only 1 player, let's not give the bigger team too much of an advantage!
81         */ // // TODO DEBUGING
82
83         // Note: when entering this, fixangle is already set.
84         if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && player.cvar_cl_spawn_near_teammate))
85         {
86                 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
87                         player.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
88
89                 entity best_mate = NULL;
90                 vector best_pos = '0 0 0';
91                 float pc = 0, best_dist = 0, dist = 0;
92                 FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
93                         LOG_INFOF("  for client: %s %v\n", it.netname, it.origin);
94                         //if (!SAME_TEAM(player, it)) continue; // TODO DEBUGING
95                         if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health >= 0 && it.health < autocvar_g_balance_health_regenstable) continue;
96                         if (IS_DEAD(it)) continue;
97                         if (time < it.msnt_timer) continue;
98                         if (time < it.spawnshieldtime) continue;
99                         if (forbidWeaponUse(it)) continue;
100                         if (STAT(FROZEN, it)) continue;
101                         if (it == player) continue;
102
103                         vector horiz_vel = vec2(it.velocity);
104                         if(vdist(horiz_vel, >, 450)) {
105                                 fixedmakevectors(vectoangles(horiz_vel));
106                                 LOG_INFOF("    using velocity -> forward: %v\n", v_forward);
107                         } else {
108                                 fixedmakevectors(it.angles); // .angles is the angle of the model - usually/always 0 pitch
109                                 LOG_INFOF("    using angles -> forward: %v\n", v_forward);
110                         }
111
112                         // test diffrent spots close to mate - trace upwards so it works on uneven surfaces
113                         for(pc = 0; pc < 4; ++pc)
114                         {
115                                 switch(pc)
116                                 {
117                                         case 0:
118                                                 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it);
119                                                 break;
120                                         case 1:
121                                                 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it);
122                                                 break;
123                                         case 2:
124                                                 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 128 - v_forward * 64 + v_up * 64, MOVE_NOMONSTERS, it);
125                                                 break;
126                                         case 3:
127                                                 tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 128 - v_forward * 64 + v_up * 64, MOVE_NOMONSTERS, it);
128                                                 break;
129                                 }
130                                 vector horizontal_trace_endpos = trace_endpos;
131                                 te_lightning1(NULL, it.origin, horizontal_trace_endpos);
132                                 LOG_INFOF("    pc: %d trace_fraction %f\n", pc, trace_fraction);
133                                 if(trace_fraction != 1.0) continue;
134
135                                 // 400 is about the height of a typical laser jump (in overkill)
136                                 // not traceline because we need space for the whole payer, not just his origin
137                                 tracebox(horizontal_trace_endpos + '0 0 4', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), horizontal_trace_endpos - '0 0 400', MOVE_NORMAL, it);
138                                 vector vectical_trace_endpos = trace_endpos;
139                                 te_lightning1(NULL, horizontal_trace_endpos, vectical_trace_endpos);
140                                 LOG_INFOF("      trace_fraction2 %f\n", trace_fraction);
141                                 if (trace_startsolid) continue; // inside another player
142                                 if (trace_fraction == 1.0) continue; // above void or too high
143                                 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) continue;
144                                 if (pointcontents(vectical_trace_endpos) != CONTENT_EMPTY) continue; // this also prevents spawning in water which i assume would be annoying
145                                 if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), vectical_trace_endpos)) continue;
146
147                                 // make sure the spawned player will have floor ahead (or at least a wall - he shouldn't fall as soon as he starts moving)
148                                 vector floor_test_start = vectical_trace_endpos + v_up * STAT(PL_MAX, NULL).z; // top of player's head - highest point we know is not inside solid
149                                 traceline(floor_test_start, floor_test_start + v_forward * 128 - v_up * 128, MOVE_NOMONSTERS, it);
150                                 te_beam(NULL, floor_test_start, trace_endpos);
151                                 LOG_INFOF("      floor trace_fraction: %f\n", trace_fraction);
152                                 if (trace_fraction == 1.0) continue;
153
154                                 // TODO check for nades
155
156                                 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
157                                 {
158                                         dist = vlen(vectical_trace_endpos - player.msnt_deathloc);
159                                         LOG_INFOF("      dist: %f, best_dist %f\n", dist, best_dist);
160                                         if(dist < best_dist || best_dist == 0)
161                                         {
162                                                 LOG_INFOF("      new best dist - pos: %v\n", vectical_trace_endpos);
163                                                 best_dist = dist;
164                                                 best_pos = vectical_trace_endpos;
165                                                 best_mate = it;
166                                         }
167                                 }
168                                 else // TODO random to avoid favoring players who joined early
169                                 {
170                                         setorigin(player, vectical_trace_endpos);
171                                         player.angles = it.angles;
172                                         player.angles_z = 0; // never spawn tilted even if the spot says to
173                                         it.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
174                                         LOG_INFOF("      PlayerSpawn return %v\n", player.origin);
175                                         if (player.origin != vectical_trace_endpos) LOG_WARNF("wrong origin\n");
176                                         return;
177                                 }
178                         }
179                 ));
180
181                 if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
182                 if(best_dist)
183                 {
184                         tracebox(best_pos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), best_pos + '0 0 1', MOVE_NOMONSTERS, player);
185                         if (trace_startsolid || trace_fraction != 1.0) LOG_WARNF("bad spawn? %d %f", trace_startsolid, trace_fraction);
186                         setorigin(player, best_pos);
187                         LOG_INFOF("PlayerSpawn best_dist: pos: %v\n", best_pos);
188                         if (player.origin != best_pos) LOG_WARNF("wrong origin: %v", player.origin);
189
190                         player.angles = best_mate.angles;
191                         player.angles_z = 0; // never spawn tilted even if the spot says to
192                         best_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
193                 }
194         }
195         else if(spawn_spot.msnt_lookat)
196         {
197                 player.angles = vectoangles(spawn_spot.msnt_lookat.origin - player.origin);
198                 player.angles_x = -player.angles.x;
199                 player.angles_z = 0; // never spawn tilted even if the spot says to
200                 /*
201                 sprint(player, "You should be looking at ", spawn_spot.msnt_lookat.netname, "^7.\n");
202                 sprint(player, "distance: ", vtos(spawn_spot.msnt_lookat.origin - player.origin), "\n");
203                 sprint(player, "angles: ", vtos(player.angles), "\n");
204                 */
205         }
206
207         LOG_INFOF("PlayerSpawn end player: %s %v spawn_spot: %v\n", player.netname, player.origin, spawn_spot.origin);
208 }
209
210 MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerDies)
211 {
212         entity frag_target = M_ARGV(0, entity);
213
214         frag_target.msnt_deathloc = frag_target.origin;
215 }
216
217 REPLICATE(cvar_cl_spawn_near_teammate, bool, "cl_spawn_near_teammate");