Fix round manager. Add rush variants for dogs and mechz.

This commit is contained in:
JezuzLizard 2024-02-27 01:49:13 -08:00
parent 5ee8807644
commit 410ffad065
7 changed files with 625 additions and 314 deletions

View File

@ -171,11 +171,6 @@ init()
level thread init_flamethrower_triggers();
if ( isdefined( level.mechz_spawning_logic_override_func ) )
level thread [[ level.mechz_spawning_logic_override_func ]]();
else
level thread mechz_spawning_logic();
if ( level.script != "zm_tomb" )
{
scriptmodelsuseanimtree( #animtree );
@ -389,133 +384,6 @@ play_ambient_mechz_vocals()
}
}
enable_mechz_rounds()
{
/#
if ( getdvarint( #"_id_FA81816F" ) >= 2 )
return;
#/
level.mechz_rounds_enabled = 1;
flag_init( "mechz_round" );
level thread mechz_round_tracker();
}
mechz_round_tracker()
{
maps\mp\zombies\_zm_ai_mechz_ffotd::mechz_round_tracker_start();
level.num_mechz_spawned = 0;
old_spawn_func = level.round_spawn_func;
old_wait_func = level.round_wait_func;
while ( !isdefined( level.zombie_mechz_locations ) )
wait 0.05;
if ( getDvar( "mapname" ) == "zm_tomb" )
{
flag_wait( "activate_zone_nml" );
}
mech_start_round_num = 8;
if ( isdefined( level.is_forever_solo_game ) && level.is_forever_solo_game )
mech_start_round_num = 8;
while ( level.round_number < mech_start_round_num )
level waittill( "between_round_over" );
level.next_mechz_round = level.round_number;
level thread debug_print_mechz_round();
while ( true )
{
maps\mp\zombies\_zm_ai_mechz_ffotd::mechz_round_tracker_loop_start();
if ( level.num_mechz_spawned > 0 )
level.mechz_should_drop_powerup = 1;
if ( level.next_mechz_round <= level.round_number )
{
a_zombies = getaispeciesarray( level.zombie_team, "all" );
foreach ( zombie in a_zombies )
{
if ( isdefined( zombie.is_mechz ) && zombie.is_mechz && isalive( zombie ) )
{
level.next_mechz_round++;
break;
}
}
}
if ( level.mechz_left_to_spawn == 0 && level.next_mechz_round <= level.round_number )
{
mechz_health_increases();
if ( isdefined( level.is_forever_solo_game ) && level.is_forever_solo_game )
level.mechz_zombie_per_round = 1;
else if ( level.mechz_round_count < 2 )
level.mechz_zombie_per_round = 1;
else if ( level.mechz_round_count < 5 )
level.mechz_zombie_per_round = 2;
else
level.mechz_zombie_per_round = 3;
level.mechz_left_to_spawn = level.mechz_zombie_per_round;
mechz_spawning = level.mechz_left_to_spawn;
wait( randomfloatrange( 10.0, 15.0 ) );
level notify( "spawn_mechz" );
if ( isdefined( level.is_forever_solo_game ) && level.is_forever_solo_game )
n_round_gap = randomintrange( level.mechz_min_round_fq_solo, level.mechz_max_round_fq_solo );
else
n_round_gap = randomintrange( level.mechz_min_round_fq, level.mechz_max_round_fq );
level.next_mechz_round = level.round_number + n_round_gap;
level.mechz_round_count++;
level thread debug_print_mechz_round();
level.num_mechz_spawned = level.num_mechz_spawned + mechz_spawning;
}
maps\mp\zombies\_zm_ai_mechz_ffotd::mechz_round_tracker_loop_end();
level waittill( "between_round_over" );
mechz_clear_spawns();
}
}
debug_print_mechz_round()
{
flag_wait( "start_zombie_round_logic" );
/#
iprintln( "Next mechz Round = " + level.next_mechz_round );
#/
}
mechz_spawning_logic()
{
level thread enable_mechz_rounds();
while ( true )
{
level waittill( "spawn_mechz" );
while ( level.mechz_left_to_spawn )
{
while ( level.zombie_mechz_locations.size < 1 )
wait( randomfloatrange( 5.0, 10.0 ) );
ai = spawn_zombie( level.mechz_spawners[0] );
ai thread mechz_spawn();
level.mechz_left_to_spawn--;
if ( level.mechz_left_to_spawn == 0 )
level thread response_to_air_raid_siren_vo();
ai thread mechz_hint_vo();
wait( randomfloatrange( 3.0, 6.0 ) );
}
}
}
mechz_prespawn()
{
@ -736,10 +604,10 @@ get_best_mechz_spawn_pos( ignore_used_positions )
for ( i = 0; i < level.zombie_mechz_locations.size; i++ )
{
if ( level.script == "zm_tomb" && !ignore_used_positions && ( isdefined( level.zombie_mechz_locations[i].has_been_used ) && level.zombie_mechz_locations[i].has_been_used ) )
if ( !ignore_used_positions && ( isdefined( level.zombie_mechz_locations[i].has_been_used ) && level.zombie_mechz_locations[i].has_been_used ) )
continue;
if ( level.script == "zm_tomb" && ignore_used_positions == 1 && ( isdefined( level.zombie_mechz_locations[i].used_cooldown ) && level.zombie_mechz_locations[i].used_cooldown ) )
if ( ignore_used_positions == 1 && ( isdefined( level.zombie_mechz_locations[i].used_cooldown ) && level.zombie_mechz_locations[i].used_cooldown ) )
continue;
for ( j = 0; j < players.size; j++ )

View File

@ -7,11 +7,11 @@
main()
{
set_dvar_if_unset( "rm_min_rounds_before_special_round", 3 );
set_dvar_if_unset( "rm_max_rounds_before_special_round", 7 );
set_dvar_if_unset( "rm_max_rounds_before_special_round", 5 );
set_dvar_if_unset( "rm_special_round_chance", 33 );
set_dvar_if_unset( "rm_allow_same_round_as_last_round", 1 );
set_dvar_if_unset( "rm_allowed_special_rounds", "normal zombie_dog mechz brutus leaper ghost avogadro mixed" );
set_dvar_if_unset( "rm_allowed_special_rounds", "normal zombie_dog mechz" );
set_dvar_if_unset( "rm_allowed_special_round_variants", "default" );
set_dvar_if_unset( "rm_forced_special_round", "" );
set_dvar_if_unset( "rm_forced_special_variant", "" );
@ -31,24 +31,62 @@ main()
level.normal_round.current_data.variant = "";
scripts\zm\zm_ai_pack\rounds\_zombie_dog::main();
scripts\zm\zm_ai_pack\rounds\_mechz::main();
register_special_round( "zombie_dog", "default",
scripts\zm\zm_ai_pack\rounds\_zombie_dog::round_spawning,
scripts\zm\zm_ai_pack\rounds\_zombie_dog::round_wait,
scripts\zm\zm_ai_pack\rounds\_zombie_dog::round_max,
scripts\zm\zm_ai_pack\rounds\_zombie_dog::round_start,
scripts\zm\zm_ai_pack\rounds\_zombie_dog::round_over,
scripts\zm\zm_ai_pack\rounds\_zombie_dog::round_chance,
scripts\zm\zm_ai_pack\rounds\_zombie_dog::round_next );
register_special_round( "zombie_dog", "rush",
scripts\zm\zm_ai_pack\rounds\_zombie_dog::round_spawning_rush,
scripts\zm\zm_ai_pack\rounds\_zombie_dog::round_wait,
scripts\zm\zm_ai_pack\rounds\_zombie_dog::round_max_rush,
scripts\zm\zm_ai_pack\rounds\_zombie_dog::round_start,
scripts\zm\zm_ai_pack\rounds\_zombie_dog::round_over,
scripts\zm\zm_ai_pack\rounds\_zombie_dog::round_chance_rush,
scripts\zm\zm_ai_pack\rounds\_zombie_dog::round_next_rush );
register_special_round( "mechz", "default",
scripts\zm\zm_ai_pack\rounds\_mechz::round_spawning,
scripts\zm\zm_ai_pack\rounds\_mechz::round_wait,
scripts\zm\zm_ai_pack\rounds\_mechz::round_max,
scripts\zm\zm_ai_pack\rounds\_mechz::round_start,
scripts\zm\zm_ai_pack\rounds\_mechz::round_over,
scripts\zm\zm_ai_pack\rounds\_mechz::round_chance,
scripts\zm\zm_ai_pack\rounds\_mechz::round_next );
register_special_round( "mechz", "rush",
scripts\zm\zm_ai_pack\rounds\_mechz::round_spawning_rush,
scripts\zm\zm_ai_pack\rounds\_mechz::round_wait,
scripts\zm\zm_ai_pack\rounds\_mechz::round_max_rush,
scripts\zm\zm_ai_pack\rounds\_mechz::round_start,
scripts\zm\zm_ai_pack\rounds\_mechz::round_over,
scripts\zm\zm_ai_pack\rounds\_mechz::round_chance_rush,
scripts\zm\zm_ai_pack\rounds\_mechz::round_next_rush );
register_special_round( "normal", "default",
scripts\zm\zm_ai_pack\rounds\_zombie::round_spawning,
scripts\zm\zm_ai_pack\rounds\_zombie::round_wait,
scripts\zm\zm_ai_pack\rounds\_zombie::round_max,
scripts\zm\zm_ai_pack\rounds\_zombie::round_over,
scripts\zm\zm_ai_pack\rounds\_zombie::round_chance,
scripts\zm\zm_ai_pack\rounds\_zombie::round_next );
scripts\zm\zm_ai_pack\rounds\_normal::round_spawning,
scripts\zm\zm_ai_pack\rounds\_normal::round_wait,
scripts\zm\zm_ai_pack\rounds\_normal::round_max,
scripts\zm\zm_ai_pack\rounds\_normal::round_start,
scripts\zm\zm_ai_pack\rounds\_normal::round_over,
scripts\zm\zm_ai_pack\rounds\_normal::round_chance,
scripts\zm\zm_ai_pack\rounds\_normal::round_next );
//Future variants
// random - random ais, true_random - random ais + random behavior and stats
// elemental?
// durable
// waves for mixed round_type
// several default presets to cycle through
}
register_special_round( round_type, variant_type, round_spawning_func, round_wait_func, round_max_func, between_round_over_func, round_chance_func, next_instance_func )
register_special_round( round_type, variant_type, round_spawning_func, round_wait_func, round_max_func, round_start_func, between_round_over_func, round_chance_func, next_instance_func )
{
if ( !isDefined( level.round_manager_special_rounds ) )
{
@ -64,6 +102,7 @@ register_special_round( round_type, variant_type, round_spawning_func, round_wai
s.spawning_func = round_spawning_func;
s.wait_func = round_wait_func;
s.max_func = round_max_func;
s.start_func = round_start_func;
s.between_round_over_func = between_round_over_func;
s.chance_func = round_chance_func;
s.next_instance_func = next_instance_func;
@ -125,7 +164,7 @@ should_do_special_round()
chance = getDvarInt( "rm_special_round_chance" );
special_round_diff = level.round_number - level.special_round.last_round;
special_round_diff = level.round_number - level.special_round.last_data.round_number;
if ( special_round_diff >= max_round )
{
@ -145,16 +184,6 @@ determine_current_round_type()
return_value = sys::spawnstruct();
return_value.round_number = level.round_number;
should_do_special_round = should_do_special_round();
if ( !should_do_special_round || !isDefined( level.round_manager_special_rounds ) || level.round_manager_special_rounds.size <= 0 )
{
return_value.round_type = "normal";
return_value.variant = "default";
level.normal_round.current_data = return_value;
return level.normal_round.current_data;
}
level.special_round.last_data = level.special_round.current_data;
forced_special_round = getdvar( "rm_forced_special_round" );
@ -175,6 +204,16 @@ determine_current_round_type()
}
}
should_do_special_round = should_do_special_round();
if ( !should_do_special_round || !isDefined( level.round_manager_special_rounds ) || level.round_manager_special_rounds.size <= 0 )
{
return_value.round_type = "normal";
return_value.variant = "default";
level.normal_round.current_data = return_value;
return level.normal_round.current_data;
}
allowed_round_string = getDvar( "rm_allowed_special_rounds" );
variant_string = getdvar( "rm_allowed_special_round_variants" );
@ -247,6 +286,26 @@ get_zombie_dog_count()
return get_zombie_dog_array().size;
}
get_mechz_array()
{
zombies = getaiarray( level.zombie_team );
mechz = [];
for ( i = 0; i < zombies.size; i++ )
{
if ( isdefined( zombies[ i ].animname ) && zombies[ i ].animname == "mechz_zombie" )
{
mechz[ mechz.size ] = zombies[ i ];
}
}
return mechz;
}
get_mechz_count()
{
return get_mechz_array().size;
}
round_think_override( restart )
{
if ( !isdefined( restart ) )
@ -285,6 +344,12 @@ round_think_override( restart )
for (;;)
{
current_round_data = determine_current_round_type();
round_manager_inst = level.round_manager_special_rounds[ current_round_data.round_type ][ current_round_data.variant ];
level [[ round_manager_inst.start_func ]]();
maxreward = 50 * level.round_number;
if ( maxreward > 500 )
@ -318,9 +383,6 @@ round_think_override( restart )
while ( level.zombie_spawn_locations.size <= 0 )
wait 0.1;
current_round_data = determine_current_round_type();
round_manager_inst = level.round_manager_special_rounds[ current_round_data.round_type ][ current_round_data.variant ];
level.round_manager_special_rounds[ current_round_data.round_type ][ current_round_data.variant ].active = true;
level [[ round_manager_inst.max_func ]]();
level thread [[ round_manager_inst.spawning_func ]]();

View File

@ -0,0 +1,238 @@
#include maps\mp\zombies\_zm_utility;
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\zombies\_zm_ai_mechz;
#include scripts\zm\zm_ai_pack\_round_manager;
main()
{
set_dvar_if_unset( "rm_mechz_round_chance", 10 );
set_dvar_if_unset( "rm_mechz_min_round", 8 );
set_dvar_if_unset( "rm_mechz_initial_round_wait", 5.0 );
set_dvar_if_unset( "rm_mechz_max_mechz_alive", 3 );
set_dvar_if_unset( "rm_mechz_rush_round_chance", 6 );
set_dvar_if_unset( "rm_mechz_rush_min_round", 45 );
set_dvar_if_unset( "rm_mechz_rush_min_spawn_wait", 1.5 );
set_dvar_if_unset( "rm_mechz_rush_max_spawn_wait", 2.5 );
set_dvar_if_unset( "rm_mechz_rush_max_mechz_alive", 24 );
set_dvar_if_unset( "rm_mechz_rush_max_mechz_round", 24 );
}
round_spawning_common()
{
while ( !isdefined( level.zombie_mechz_locations ) )
wait 0.05;
initial_wait = getdvarint( "rm_mechz_initial_round_wait" );
wait( randomfloatrange( initial_wait, initial_wait + 5.0 ) );
level.mechz_should_drop_powerup = true;
}
round_spawning()
{
level endon( "intermission" );
level endon( "end_of_round" );
level endon( "restart_round" );
/#
level endon( "kill_round" );
#/
if ( level.intermission )
return;
/#
if ( getdvarint( #"zombie_cheat" ) == 2 || getdvarint( #"zombie_cheat" ) >= 4 )
return;
#/
round_spawning_common();
for (;;)
{
while ( get_mechz_count() >= level.zombie_ai_limit || get_mechz_count() >= getdvarint( "rm_mechz_max_mechz_alive" ) || level.zombie_total <= 0 )
wait 0.1;
while ( get_current_actor_count() >= level.zombie_actor_limit )
{
clear_all_corpses();
wait 0.1;
}
flag_wait( "spawn_zombies" );
while ( level.zombie_mechz_locations.size < 1 )
wait( randomfloatrange( 5.0, 10.0 ) );
ai = spawn_zombie( level.mechz_spawners[0] );
ai thread maps\mp\zombies\_zm_ai_mechz::mechz_spawn();
level.mechz_left_to_spawn--;
if ( level.mechz_left_to_spawn == 0 )
level thread maps\mp\zombies\_zm_ai_mechz::response_to_air_raid_siren_vo();
ai thread maps\mp\zombies\_zm_ai_mechz::mechz_hint_vo();
wait( randomfloatrange( 3.0, 6.0 ) );
}
}
round_wait()
{
level endon( "restart_round" );
/#
while ( getdvarint( #"zombie_cheat" ) == 2 || getdvarint( #"zombie_cheat" ) >= 4 )
wait 1;
#/
wait 1;
while ( true )
{
should_wait = get_mechz_count() > 0 || level.zombie_total > 0 || level.intermission;
if ( !should_wait )
return;
wait 1.0;
}
}
round_max()
{
if ( isdefined( level.is_forever_solo_game ) && level.is_forever_solo_game )
level.mechz_zombie_per_round = 1;
else if ( level.mechz_round_count < 2 )
level.mechz_zombie_per_round = 1;
else if ( level.mechz_round_count < 5 )
level.mechz_zombie_per_round = 2;
else
level.mechz_zombie_per_round = 3;
level.zombie_total = level.mechz_zombie_per_round;
level.mechz_left_to_spawn = level.zombie_total;
}
round_start()
{
}
round_over()
{
maps\mp\zombies\_zm_ai_mechz::mechz_health_increases();
level.mechz_round_count++;
maps\mp\zombies\_zm_ai_mechz::mechz_clear_spawns();
}
round_chance()
{
if ( flag_exists( "activate_zone_nml" ) && !flag( "activate_zone_nml" ) )
{
return false;
}
if ( level.round_number < getdvarint( "rm_mechz_min_round" ) )
{
return false;
}
return randomint( 100 ) <= getdvarint( "rm_mechz_round_chance" );
}
round_next()
{
min = getDvarInt( "rm_min_rounds_before_special_round" );
max = getDvarInt( "rm_max_rounds_before_special_round" );
if ( min >= max )
{
return level.special_round.last_data.round_number + 1;
}
else
{
return level.special_round.last_data.round_number + randomintrange( min, max );
}
}
round_spawning_rush()
{
level endon( "intermission" );
level endon( "end_of_round" );
level endon( "restart_round" );
/#
level endon( "kill_round" );
#/
if ( level.intermission )
return;
/#
if ( getdvarint( #"zombie_cheat" ) == 2 || getdvarint( #"zombie_cheat" ) >= 4 )
return;
#/
round_spawning_common();
for (;;)
{
while ( get_mechz_count() >= level.zombie_ai_limit || get_mechz_count() >= getdvarint( "rm_mechz_rush_max_mechz_alive" ) || level.zombie_total <= 0 )
wait 0.1;
while ( get_current_actor_count() >= level.zombie_actor_limit )
{
clear_all_corpses();
wait 0.1;
}
flag_wait( "spawn_zombies" );
while ( level.zombie_mechz_locations.size < 1 )
wait( randomfloatrange( 5.0, 10.0 ) );
ai = spawn_zombie( level.mechz_spawners[0] );
ai thread maps\mp\zombies\_zm_ai_mechz::mechz_spawn();
level.mechz_left_to_spawn--;
level.zombie_total--;
if ( level.mechz_left_to_spawn == 0 )
level thread maps\mp\zombies\_zm_ai_mechz::response_to_air_raid_siren_vo();
ai thread maps\mp\zombies\_zm_ai_mechz::mechz_hint_vo();
wait( randomfloatrange( getdvarfloat( "rm_mechz_rush_min_spawn_wait" ), getdvarfloat( "rm_mechz_rush_min_spawn_wait" ) + 0.05 ) );
}
}
round_max_rush()
{
level.zombie_total = getdvarint( "rm_mechz_rush_max_mechz_round" );
level.mechz_left_to_spawn = level.zombie_total;
}
round_chance_rush()
{
if ( flag_exists( "activate_zone_nml" ) && !flag( "activate_zone_nml" ) )
{
return false;
}
if ( level.round_number < getdvarint( "rm_mechz_rush_min_round" ) )
{
return false;
}
return randomint( 100 ) <= getdvarint( "rm_mechz_rush_round_chance" );
}
round_next_rush()
{
min = getDvarInt( "rm_min_rounds_before_special_round" );
max = getDvarInt( "rm_max_rounds_before_special_round" );
if ( min >= max )
{
return level.special_round.last_data.round_number + 1;
}
else
{
return level.special_round.last_data.round_number + randomintrange( min, max );
}
}

View File

@ -4,105 +4,6 @@
#include maps\mp\zombies\_zm;
default_max_zombie_func( max_num )
{
/#
count = getdvarint( #"zombie_default_max" );
if ( count > -1 )
return count;
#/
max = max_num;
if ( level.round_number < 2 )
max = int( max_num * 0.25 );
else if ( level.round_number < 3 )
max = int( max_num * 0.3 );
else if ( level.round_number < 4 )
max = int( max_num * 0.5 );
else if ( level.round_number < 5 )
max = int( max_num * 0.7 );
else if ( level.round_number < 6 )
max = int( max_num * 0.9 );
return max;
}
round_max()
{
players = sys::getplayers();
for ( i = 0; i < players.size; i++ )
players[i].zombification_time = 0;
max = level.zombie_vars["zombie_max_ai"];
multiplier = level.round_number / 5;
if ( multiplier < 1 )
multiplier = 1;
if ( level.round_number >= 10 )
multiplier = multiplier * ( level.round_number * 0.15 );
player_num = get_players().size;
if ( player_num == 1 )
max = max + int( 0.5 * level.zombie_vars["zombie_ai_per_player"] * multiplier );
else
max = max + int( ( player_num - 1 ) * level.zombie_vars["zombie_ai_per_player"] * multiplier );
if ( !isdefined( level.max_zombie_func ) )
level.max_zombie_func = ::default_max_zombie_func;
level.zombie_total = [[ level.max_zombie_func ]]( max );
level notify( "zombie_total_set" );
if ( isdefined( level.zombie_total_set_func ) )
level thread [[ level.zombie_total_set_func ]]();
}
round_chance()
{
return false;
}
round_next()
{
return level.round_number + 1;
}
round_wait()
{
level endon( "restart_round" );
/#
if ( getdvarint( #"zombie_rise_test" ) )
level waittill( "forever" );
#/
/#
while ( getdvarint( #"zombie_cheat" ) == 2 || getdvarint( #"zombie_cheat" ) >= 4 )
wait 1;
#/
wait 1;
while ( true )
{
should_wait = 0;
if ( isdefined( level.is_ghost_round_started ) && [[ level.is_ghost_round_started ]]() )
should_wait = 1;
else
should_wait = get_current_zombie_count() > 0 || level.zombie_total > 0 || level.intermission;
if ( !should_wait )
return;
if ( flag( "end_round_wait" ) )
return;
wait 1.0;
}
}
round_spawning()
{
level endon( "intermission" );
@ -129,7 +30,6 @@ round_spawning()
}
ai_calculate_health( level.round_number );
count = 0;
if ( level.round_number < 10 || level.speed_change_max > 0 )
level thread zombie_speed_up();
@ -195,10 +95,118 @@ round_spawning()
{
level.zombie_total--;
ai thread round_spawn_failsafe();
count++;
}
wait( level.zombie_vars["zombie_spawn_delay"] );
wait_network_frame();
}
}
round_wait()
{
level endon( "restart_round" );
/#
if ( getdvarint( #"zombie_rise_test" ) )
level waittill( "forever" );
#/
/#
while ( getdvarint( #"zombie_cheat" ) == 2 || getdvarint( #"zombie_cheat" ) >= 4 )
wait 1;
#/
wait 1;
while ( true )
{
should_wait = 0;
if ( isdefined( level.is_ghost_round_started ) && [[ level.is_ghost_round_started ]]() )
should_wait = 1;
else
should_wait = get_current_zombie_count() > 0 || level.zombie_total > 0 || level.intermission;
if ( !should_wait )
return;
if ( flag( "end_round_wait" ) )
return;
wait 1.0;
}
}
round_max()
{
players = sys::getplayers();
for ( i = 0; i < players.size; i++ )
players[i].zombification_time = 0;
max = level.zombie_vars["zombie_max_ai"];
multiplier = level.round_number / 5;
if ( multiplier < 1 )
multiplier = 1;
if ( level.round_number >= 10 )
multiplier = multiplier * ( level.round_number * 0.15 );
player_num = get_players().size;
if ( player_num == 1 )
max = max + int( 0.5 * level.zombie_vars["zombie_ai_per_player"] * multiplier );
else
max = max + int( ( player_num - 1 ) * level.zombie_vars["zombie_ai_per_player"] * multiplier );
if ( !isdefined( level.max_zombie_func ) )
level.max_zombie_func = ::default_max_zombie_func;
level.zombie_total = [[ level.max_zombie_func ]]( max );
level notify( "zombie_total_set" );
if ( isdefined( level.zombie_total_set_func ) )
level thread [[ level.zombie_total_set_func ]]();
}
round_start()
{
}
round_over()
{
}
round_chance()
{
return false;
}
round_next()
{
return level.round_number + 1;
}
default_max_zombie_func( max_num )
{
/#
count = getdvarint( #"zombie_default_max" );
if ( count > -1 )
return count;
#/
max = max_num;
if ( level.round_number < 2 )
max = int( max_num * 0.25 );
else if ( level.round_number < 3 )
max = int( max_num * 0.3 );
else if ( level.round_number < 4 )
max = int( max_num * 0.5 );
else if ( level.round_number < 5 )
max = int( max_num * 0.7 );
else if ( level.round_number < 6 )
max = int( max_num * 0.9 );
return max;
}

View File

@ -9,6 +9,16 @@
main()
{
set_dvar_if_unset( "rm_dog_round_chance", 40 );
set_dvar_if_unset( "rm_dog_rush_min_round", 20 );
set_dvar_if_unset( "rm_dog_rush_round_chance", 10 );
set_dvar_if_unset( "rm_dog_rush_max_dogs_alive", 24 );
set_dvar_if_unset( "rm_dog_rush_max_dogs_round", 128 );
set_dvar_if_unset( "rm_dog_rush_max_dogs_round_per_player", 8 );
set_dvar_if_unset( "rm_dog_rush_max_dogs_round_base", 24 );
set_dvar_if_unset( "rm_dog_rush_max_dogs_round_number_multiplier", 0.1 );
set_dvar_if_unset( "rm_dog_rush_max_spawn_wait", 0.5 );
set_dvar_if_unset( "rm_dog_rush_min_spawn_wait", 0.1 );
}
round_spawning()
@ -30,6 +40,52 @@ round_spawning()
if ( level.intermission )
return;
count = 0;
max = level.zombie_total;
while ( true )
{
while ( get_zombie_dog_count() >= level.zombie_ai_limit || level.zombie_total <= 0 )
wait 0.1;
for ( num_player_valid = get_number_of_valid_players(); get_zombie_dog_count() >= num_player_valid * 2; num_player_valid = get_number_of_valid_players() )
wait 2;
count = spawn_zombie_dog( count );
waiting_for_next_dog_spawn( count, max );
}
}
round_wait()
{
wait 7;
while ( get_zombie_dog_count() > 0 || level.zombie_total > 0 || level.intermission )
{
wait 0.5;
}
maps\mp\zombies\_zm::increment_dog_round_stat( "finished" );
wait 8;
}
round_max()
{
players = sys::getplayers();
if ( level.dog_round_count < 3 )
max = players.size * 6;
else
max = players.size * 8;
/#
if ( getdvar( #"force_dogs" ) != "" )
max = getdvarint( #"force_dogs" );
#/
level.zombie_total = max;
}
round_start()
{
level.music_round_override = 1;
maps\mp\zombies\_zm_ai_dogs::dog_round_start();
@ -40,17 +96,157 @@ round_spawning()
wait 1;
playsoundatposition( game["zmbdialog"]["prefix"] + "_event_dogstart_0", ( 0, 0, 0 ) );
wait 6;
}
round_over()
{
if ( !isDefined( level.dog_round_count ) )
{
level.dog_round_count = 1;
}
maps\mp\zombies\_zm_ai_dogs::dog_health_increase();
maps\mp\zombies\_zm_ai_dogs::dog_round_stop();
level.music_round_override = 0;
level.dog_round_count = level.dog_round_count + 1;
flag_clear( "dog_round" );
}
round_chance()
{
chance = getDvarInt( "rm_dog_round_chance" );
return randomInt( 100 ) <= chance;
}
round_next()
{
min = getDvarInt( "rm_min_rounds_before_special_round" );
max = getDvarInt( "rm_max_rounds_before_special_round" );
if ( min >= max )
{
return level.special_round.last_data.round_number + 1;
}
else
{
return level.special_round.last_data.round_number + randomintrange( min, max );
}
}
round_spawning_rush()
{
level endon( "end_of_round" );
level endon( "intermission" );
level.dog_targets = sys::getplayers();
for ( i = 0; i < level.dog_targets.size; i++ )
level.dog_targets[i].hunted_by = 0;
/#
level endon( "kill_round" );
if ( getdvarint( #"zombie_cheat" ) == 2 || getdvarint( #"zombie_cheat" ) >= 4 )
return;
#/
if ( level.intermission )
return;
dog_health_increase();
count = 0;
max = level.zombie_total;
while ( true )
{
while ( get_current_zombie_count() >= level.zombie_ai_limit || level.zombie_total <= 0 )
while ( get_zombie_dog_count() >= level.zombie_ai_limit || get_zombie_dog_count() >= getdvarint( "rm_dog_rush_max_dogs_alive" ) || level.zombie_total <= 0 )
wait 0.1;
for ( num_player_valid = get_number_of_valid_players(); get_zombie_dog_count() >= num_player_valid * 2; num_player_valid = get_number_of_valid_players() )
wait 2;
count = spawn_zombie_dog( count );
waiting_for_next_dog_spawn_rush( count, max );
}
}
round_max_rush()
{
players = sys::getplayers();
dog_max = getdvarint( "rm_dog_rush_max_dogs_round_base" );
dog_max += players.size * getdvarint( "rm_dog_rush_max_dogs_round_per_player" );
dog_max *= int( level.round_number * getdvarfloat( "rm_dog_rush_max_dogs_round_number_multiplier" ) );
max = getdvarint( "rm_dog_rush_max_dogs_round" );
if ( dog_max > max )
{
dog_max = max;
}
dog_max = int( dog_max );
level.zombie_total = dog_max;
}
round_chance_rush()
{
if ( level.round_number < getdvarint( "rm_dog_rush_min_round" ) )
{
return false;
}
return randomint( 100 ) <= getdvarint( "rm_dog_rush_round_chance" );
}
round_next_rush()
{
min = getDvarInt( "rm_min_rounds_before_special_round" );
max = getDvarInt( "rm_max_rounds_before_special_round" );
if ( min >= max )
{
return level.special_round.last_data.round_number + 1;
}
else
{
return level.special_round.last_data.round_number + randomintrange( min, max );
}
}
waiting_for_next_dog_spawn( count, max )
{
default_wait = 1.5;
if ( level.dog_round_count == 1 )
default_wait = 3;
else if ( level.dog_round_count == 2 )
default_wait = 2.5;
else if ( level.dog_round_count == 3 )
default_wait = 2;
else
default_wait = 1.5;
default_wait = default_wait - count / max;
wait( default_wait );
}
waiting_for_next_dog_spawn_rush( count, max )
{
default_wait = getdvarfloat( "rm_dog_rush_max_spawn_wait" );
default_wait = default_wait - ( ( count / max ) * 2 );
min_wait = getdvarfloat( "rm_dog_rush_min_spawn_wait" );
if ( default_wait <= min_wait )
{
default_wait = min_wait;
}
if ( default_wait < 0.05 )
{
default_wait = 0.05;
}
wait( default_wait );
}
spawn_zombie_dog( count )
{
players = sys::getplayers();
favorite_enemy = maps\mp\zombies\_zm_ai_dogs::get_favorite_enemy();
@ -82,78 +278,7 @@ round_spawning()
}
}
waiting_for_next_dog_spawn( count, max );
}
}
round_wait()
{
wait 7;
while ( get_zombie_dog_count() > 0 || level.zombie_total > 0 || level.intermission )
{
wait 0.5;
}
increment_dog_round_stat( "finished" );
}
round_max()
{
players = sys::getplayers();
if ( level.dog_round_count < 3 )
max = players.size * 6;
else
max = players.size * 8;
/#
if ( getdvar( #"force_dogs" ) != "" )
max = getdvarint( #"force_dogs" );
#/
level.zombie_total = max;
}
round_chance()
{
chance = getDvarInt( "rm_dog_round_chance" );
return randomInt( 100 ) <= chance;
}
round_next()
{
return level.special_round.last_data.round_number + randomintrange( getDvarInt( "rm_min_rounds_before_special_round" ), getDvarInt( "rm_max_rounds_before_special_round" ) );
}
waiting_for_next_dog_spawn( count, max )
{
default_wait = 1.5;
if ( level.dog_round_count == 1 )
default_wait = 3;
else if ( level.dog_round_count == 2 )
default_wait = 2.5;
else if ( level.dog_round_count == 3 )
default_wait = 2;
else
default_wait = 1.5;
default_wait = default_wait - count / max;
wait( default_wait );
}
round_over()
{
if ( !isDefined( level.dog_round_count ) )
{
level.dog_round_count = 1;
}
maps\mp\zombies\_zm_ai_dogs::dog_round_stop();
level.music_round_override = 0;
level.dog_round_count = level.dog_round_count + 1;
flag_clear( "dog_round" );
return count;
}
dog_spawn_sumpf_logic( dog_array, favorite_enemy )

View File

@ -52,8 +52,7 @@ main()
level.ai_data[ "mechz" ].should_execute = level.script != "zm_tomb";
level.ai_data[ "zombie_dog" ] = sys::spawnstruct();
level.ai_data[ "zombie_dog" ].main = maps\mp\zombies\_zm_ai_dogs::init;
level.ai_data[ "zombie_dog" ].init = maps\mp\zombies\_zm_ai_dogs::enable_dog_rounds;
level.ai_data[ "zombie_dog" ].should_execute = !( level.gametype == "zstandard" && getGametypeSetting( "allowDogs" ) == 1 );
level.ai_data[ "zombie_dog" ].should_execute = level.gametype != "zstandard" ;
keys = getArrayKeys( level.ai_data );
for ( i = 0; i < keys.size; i++ )

View File

@ -68,6 +68,17 @@ script,scripts/zm/zm_ai_pack_mod_main.gsc
script,scripts/zm/clientfield_alt_sys.csc
script,scripts/zm/clientfield_alt_sys.gsc
script,scripts/zm/zm_ai_pack/_utility.gsc
script,scripts/zm/zm_ai_pack/_round_manager.gsc
script,scripts/zm/zm_ai_pack/rounds/_avogadro.gsc
script,scripts/zm/zm_ai_pack/rounds/_brutus.gsc
script,scripts/zm/zm_ai_pack/rounds/_ghost.gsc
script,scripts/zm/zm_ai_pack/rounds/_leaper.gsc
script,scripts/zm/zm_ai_pack/rounds/_mechz.gsc
script,scripts/zm/zm_ai_pack/rounds/_mixed.gsc
script,scripts/zm/zm_ai_pack/rounds/_normal.gsc
script,scripts/zm/zm_ai_pack/rounds/_zombie_dog.gsc
script,sys.gsc
script,pluto_sys.gsc