Merge branch 'master' into martin-t/msnt 383/head
authorMartin Taibr <taibr.martin@gmail.com>
Sun, 6 Nov 2016 14:47:13 +0000 (15:47 +0100)
committerMartin Taibr <taibr.martin@gmail.com>
Sun, 6 Nov 2016 14:47:13 +0000 (15:47 +0100)
mutators.cfg
qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc
qcsrc/server/_all.qh

index 2188f80070834fc6b34ae7deef98256e6c73fda9..b5e9b76df68c7dcc9a962a191b19fe54b63a997e 100644 (file)
@@ -125,8 +125,9 @@ seta cl_spawn_near_teammate 1 "toggle for spawning near teammates (only effectiv
 set g_spawn_near_teammate 0 "if set, players prefer spawns near a team mate"
 set g_spawn_near_teammate_distance 640 "max distance to consider a spawn to be near a team mate"
 set g_spawn_near_teammate_ignore_spawnpoint 0 "ignore spawnpoints and spawn right at team mates, if 2, clients can ignore this option"
+set g_spawn_near_teammate_ignore_spawnpoint_max 10 "if set, test at most this many of the available teammates"
 set g_spawn_near_teammate_ignore_spawnpoint_delay 2.5 "how long to wait before its OK to spawn at a player after someone just spawned at this player"
-set g_spawn_near_teammate_ignore_spawnpoint_delay_death 0 "how long to wait before its OK to spawn at a player after death"
+set g_spawn_near_teammate_ignore_spawnpoint_delay_death 3 "how long to wait before its OK to spawn at a player after death"
 set g_spawn_near_teammate_ignore_spawnpoint_check_health 1 "only allow spawn at this player if their health is full"
 set g_spawn_near_teammate_ignore_spawnpoint_closetodeath 1 "spawn as close to death location as possible"
 
@@ -436,4 +437,4 @@ set g_walljump 0 "Enable wall jumping mutator"
 set g_walljump_delay 1 "Minimum delay between wall jumps"
 set g_walljump_force 300 "How far to bounce/jump off the wall"
 set g_walljump_velocity_xy_factor 1.15 "How much to slow down along horizontal axis, higher value = higher deceleration, if factor is < 1, you accelerate by wall jumping"
-set g_walljump_velocity_z_factor 0.5 "Upwards velocity factor, multiplied by normal jump velocity"
\ No newline at end of file
+set g_walljump_velocity_z_factor 0.5 "Upwards velocity factor, multiplied by normal jump velocity"
index 123b8caa03fbd9876d16af1c140b0a59479504fe..e4b784371525776b05566d4cb521902701dcb8e0 100644 (file)
@@ -1,10 +1,13 @@
 #include "sv_spawn_near_teammate.qh"
 
+const float FLOAT_MAX = 340282346638528859811704183484516925440.0f;
+
 float autocvar_g_spawn_near_teammate_distance;
 int autocvar_g_spawn_near_teammate_ignore_spawnpoint;
+int autocvar_g_spawn_near_teammate_ignore_spawnpoint_max;
 float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
 float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
-int autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health;
+bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health;
 bool autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath;
 
 REGISTER_MUTATOR(spawn_near_teammate, cvar("g_spawn_near_teammate"));
@@ -12,7 +15,6 @@ REGISTER_MUTATOR(spawn_near_teammate, cvar("g_spawn_near_teammate"));
 .entity msnt_lookat;
 
 .float msnt_timer;
-.vector msnt_deathloc;
 
 .float cvar_cl_spawn_near_teammate;
 
@@ -80,86 +82,124 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
                        player.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
 
                entity best_mate = NULL;
-               vector best_spot = '0 0 0';
-               float pc = 0, best_dist = 0, dist = 0;
-               FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
-                       if((autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health >= 0 && it.health >= autocvar_g_balance_health_regenstable) || autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health == 0)
-                       if(!IS_DEAD(it))
-                       if(it.msnt_timer < time)
-                       if(SAME_TEAM(player, it))
-                       if(time > it.spawnshieldtime) // spawn shielding
-                       if(!forbidWeaponUse(it))
-                       if(STAT(FROZEN, it) == 0)
-                       if(it != player)
+               vector best_pos = '0 0 0';
+               float best_dist2 = FLOAT_MAX;
+               int tested = 0;
+               FOREACH_CLIENT_RANDOM(IS_PLAYER(it), LAMBDA(
+                       if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_max && tested >= autocvar_g_spawn_near_teammate_ignore_spawnpoint_max) break;
+                       if (!SAME_TEAM(player, it)) continue;
+                       if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health && it.health < autocvar_g_balance_health_regenstable) continue;
+                       if (IS_DEAD(it)) continue;
+                       if (time < it.msnt_timer) continue;
+                       if (time < it.spawnshieldtime) continue;
+                       if (forbidWeaponUse(it)) continue;
+                       if (it == player) continue;
+
+                       tested++; // i consider a teammate to be available when he passes the checks above
+
+                       vector horiz_vel = vec2(it.velocity);
+                       // when walking slowly sideways, we assume the player wants a clear shot ahead - spawn behind him according to where he's looking
+                       // when running fast, spawn behind him according to his direction of movement to prevent colliding with the newly spawned player
+                       if (vdist(horiz_vel, >, autocvar_sv_maxspeed + 50))
+                               fixedmakevectors(vectoangles(horiz_vel));
+                       else
+                               fixedmakevectors(it.angles); // .angles is the angle of the model - usually/always 0 pitch
+
+                       // test different spots close to mate - trace upwards so it works on uneven surfaces
+                       // don't spawn in front of player or directly behind to avoid players shooting each other
+                       // test the potential spots in pairs (first pair is better than second and so on) but don't prefer one side
+                       RandomSelection_Init();
+                       for(int i = 0; i < 6; ++i)
                        {
-                               tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - '0 0 100', MOVE_NOMONSTERS, it);
-                               if(trace_fraction != 1.0)
-                               if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
+                               switch(i)
                                {
-                                       pc = pointcontents(trace_endpos + '0 0 1');
-                                       if(pc == CONTENT_EMPTY)
+                                       case 0:
+                                               tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 64 + v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it);
+                                               break;
+                                       case 1:
+                                               tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 64 - v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it);
+                                               break;
+                                       case 2:
+                                               tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it);
+                                               break;
+                                       case 3:
+                                               tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it);
+                                               break;
+                                       case 4:
+                                               tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 128 + v_right * 64 + v_up * 64, MOVE_NOMONSTERS, it);
+                                               break;
+                                       case 5:
+                                               tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 128 - v_right * 64 + v_up * 64, MOVE_NOMONSTERS, it);
+                                               break;
+                               }
+
+                               vector horizontal_trace_endpos = trace_endpos;
+                               //te_lightning1(NULL, it.origin, horizontal_trace_endpos);
+                               if (trace_fraction != 1.0) goto skip;
+
+                               // 400 is about the height of a typical laser jump (in overkill)
+                               // not traceline because we need space for the whole player, not just his origin
+                               tracebox(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), horizontal_trace_endpos - '0 0 400', MOVE_NORMAL, it);
+                               vector vectical_trace_endpos = trace_endpos;
+                               //te_lightning1(NULL, horizontal_trace_endpos, vectical_trace_endpos);
+                               if (trace_startsolid) goto skip; // inside another player
+                               if (trace_fraction == 1.0) goto skip; // above void or too high
+                               if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) goto skip;
+                               if (pointcontents(vectical_trace_endpos) != CONTENT_EMPTY) goto skip; // no lava or slime (or water which i assume would be annoying anyway)
+                               if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), vectical_trace_endpos)) goto skip;
+
+                               // make sure the spawned player will have floor ahead (or at least a wall - he shouldn't fall as soon as he starts moving)
+                               vector floor_test_start = vectical_trace_endpos + v_up * STAT(PL_MAX, NULL).z + v_forward * STAT(PL_MAX, NULL).x; // top front of player's bbox - highest point we know is not inside solid
+                               traceline(floor_test_start, floor_test_start + v_forward * 100 - v_up * 128, MOVE_NOMONSTERS, it);
+                               //te_beam(NULL, floor_test_start, trace_endpos);
+                               if (trace_fraction == 1.0) goto skip;
+
+                               if (autocvar_g_nades) {
+                                       bool nade_in_range = false;
+                                       IL_EACH(g_projectiles, it.classname == "nade",
                                        {
-                                               if(vdist(it.velocity, >, 5))
-                                                       fixedmakevectors(vectoangles(it.velocity));
-                                               else
-                                                       fixedmakevectors(it.angles);
+                                               if (vdist(it.origin - vectical_trace_endpos, <, autocvar_g_nades_nade_radius)) {
+                                                       nade_in_range = true;
+                                                       goto skip;
+                                               }
+                                       });
+                                       if (nade_in_range) goto skip;
+                               }
+
+                               // here, we know we found a good spot
+                               RandomSelection_Add(it, 0, string_null, vectical_trace_endpos, 1, 1);
+                               //te_lightning1(NULL, vectical_trace_endpos, vectical_trace_endpos + v_forward * 10);
 
-                                               for(pc = 0; pc < 4; ++pc) // test 4 diffrent spots close to mate
+LABEL(skip)
+                               if (i % 2 == 1 && RandomSelection_chosen_ent)
+                               {
+                                       if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
+                                       {
+                                               float dist2 = vlen2(RandomSelection_chosen_ent.origin - player.death_origin);
+                                               if (dist2 < best_dist2)
                                                {
-                                                       switch(pc)
-                                                       {
-                                                               case 0:
-                                                                       tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 128, MOVE_NOMONSTERS, it);
-                                                                       break;
-                                                               case 1:
-                                                                       tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 128 , MOVE_NOMONSTERS, it);
-                                                                       break;
-                                                               case 2:
-                                                                       tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin + v_right * 128 - v_forward * 64, MOVE_NOMONSTERS, it);
-                                                                       break;
-                                                               case 3:
-                                                                       tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_right * 128 - v_forward * 64, MOVE_NOMONSTERS, it);
-                                                                       break;
-                                                               //case 4:
-                                                                       //tracebox(it.origin , STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - v_forward * 128, MOVE_NOMONSTERS, it);
-                                                                       //break;
-                                                       }
-
-                                                       if(trace_fraction == 1.0)
-                                                       {
-                                                               traceline(trace_endpos + '0 0 4', trace_endpos - '0 0 100', MOVE_NOMONSTERS, it);
-                                                               if(trace_fraction != 1.0)
-                                                               {
-                                                                       if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
-                                                                       {
-                                                                               dist = vlen(trace_endpos - player.msnt_deathloc);
-                                                                               if(dist < best_dist || best_dist == 0)
-                                                                               {
-                                                                                       best_dist = dist;
-                                                                                       best_spot = trace_endpos;
-                                                                                       best_mate = it;
-                                                                               }
-                                                                       }
-                                                                       else
-                                                                       {
-                                                                               setorigin(player, trace_endpos);
-                                                                               player.angles = it.angles;
-                                                                               player.angles_z = 0; // never spawn tilted even if the spot says to
-                                                                               it.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
-                                                                               return;
-                                                                       }
-                                                               }
-                                                       }
+                                                       best_dist2 = dist2;
+                                                       best_pos = RandomSelection_chosen_vec;
+                                                       best_mate = RandomSelection_chosen_ent;
                                                }
                                        }
+                                       else
+                                       {
+                                               setorigin(player, RandomSelection_chosen_vec);
+                                               player.angles = RandomSelection_chosen_ent.angles;
+                                               player.angles_z = 0; // never spawn tilted even if the spot says to
+                                               RandomSelection_chosen_ent.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
+                                               return;
+                                       }
+                                       break; // don't test the other spots near this teammate, go to the next one
                                }
                        }
                ));
 
                if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
-               if(best_dist)
+               if(best_mate)
                {
-                       setorigin(player, best_spot);
+                       setorigin(player, best_pos);
                        player.angles = best_mate.angles;
                        player.angles_z = 0; // never spawn tilted even if the spot says to
                        best_mate.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
@@ -178,11 +218,4 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
        }
 }
 
-MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerDies)
-{
-       entity frag_target = M_ARGV(0, entity);
-
-       frag_target.msnt_deathloc = frag_target.origin;
-}
-
 REPLICATE(cvar_cl_spawn_near_teammate, bool, "cl_spawn_near_teammate");
index ed3083a1203fd94c69943efb17341c80c45127d1..1fabe4d0f965aa9abd6b564b180ad4e83637a96d 100644 (file)
@@ -43,6 +43,37 @@ const string STR_OBSERVER = "observer";
 
 #define FOREACH_CLIENT(cond, body) FOREACH_CLIENTSLOT(IS_CLIENT(it) && (cond), body)
 
+// using the "inside out" version of knuth-fisher-yates shuffle
+// https://en.wikipedia.org/wiki/Fisher–Yates_shuffle
+entity _FCR_clients[255];
+bool _FCR_entered = false;
+#define FOREACH_CLIENT_RANDOM(cond, body) \
+       MACRO_BEGIN { \
+               if (_FCR_entered) LOG_FATAL("FOREACH_CLIENT_RANDOM must not be nested"); \
+               _FCR_entered = true; \
+               int _cnt = 0; \
+               FOREACH_CLIENT(cond, LAMBDA( \
+                       int _j = floor(random() * (_cnt + 1)); \
+                       if (_j == _cnt) \
+                       { \
+                               _FCR_clients[_cnt] = it; \
+                       } \
+                       else \
+                       { \
+                               _FCR_clients[_cnt] = _FCR_clients[_j]; \
+                               _FCR_clients[_j] = it; \
+                       } \
+                       _cnt++; \
+               )); \
+               for (int _i = 0; _i < _cnt; ++_i) \
+               { \
+                       const noref int i = _i; \
+                       ITER_CONST noref entity it = _FCR_clients[i]; \
+                       if (cond) { LAMBDA(body) } \
+               } \
+               _FCR_entered = false; \
+       } MACRO_END
+
 // NOTE: FOR_EACH_MONSTER deprecated! Use the following instead: IL_EACH(g_monsters, true, { code; });
 
 #include <common/effects/all.qh>