Implement round manager system.

This commit is contained in:
JezuzLizard 2024-02-26 18:24:06 -08:00
parent 380ee3fc39
commit eeb62712f3
11 changed files with 688 additions and 532 deletions

View File

@ -57,11 +57,6 @@ init()
enable_dog_rounds()
{
level.dog_rounds_enabled = 1;
if ( !isdefined( level.dog_round_track_override ) )
level.dog_round_track_override = ::dog_round_tracker;
level thread [[ level.dog_round_track_override ]]();
}
dog_spawner_init()
@ -91,105 +86,6 @@ dog_spawner_init()
level.enemy_dog_spawns = sys::getentarray( "zombie_spawner_dog_init", "targetname" );
}
dog_round_spawning()
{
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;
level.dog_intermission = 1;
level thread dog_round_aftermath();
players = sys::getplayers();
array_thread( players, ::play_dog_round );
wait 1;
playsoundatposition( game["zmbdialog"]["prefix"] + "_event_dogstart_0", ( 0, 0, 0 ) );
wait 6;
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;
dog_health_increase();
count = 0;
while ( true )
{
while ( get_current_zombie_count() >= level.zombie_ai_limit || level.zombie_total <= 0 )
wait 0.1;
for ( num_player_valid = get_number_of_valid_players(); get_current_zombie_count() >= num_player_valid * 2; num_player_valid = get_number_of_valid_players() )
wait 2;
players = sys::getplayers();
favorite_enemy = get_favorite_enemy();
if ( isdefined( level.dog_spawn_func ) )
{
spawn_loc = [[ level.dog_spawn_func ]]( level.dog_spawners, favorite_enemy );
ai = spawn_zombie( level.dog_spawners[0] );
if ( isdefined( ai ) )
{
ai.favoriteenemy = favorite_enemy;
spawn_loc thread dog_spawn_fx( ai, spawn_loc );
level.zombie_total--;
count++;
}
}
else
{
spawn_point = dog_spawn_factory_logic( level.enemy_dog_spawns, favorite_enemy );
ai = spawn_zombie( level.dog_spawners[0] );
if ( isdefined( ai ) )
{
ai.favoriteenemy = favorite_enemy;
spawn_point thread dog_spawn_fx( ai, spawn_point );
level.zombie_total--;
count++;
flag_set( "dog_clips" );
}
}
waiting_for_next_dog_spawn( count, 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 );
}
dog_round_aftermath()
{
level waittill( "last_dog_down" );
@ -232,52 +128,6 @@ dog_spawn_fx( ai, ent )
ai notify( "visible" );
}
dog_spawn_sumpf_logic( dog_array, favorite_enemy )
{
assert( dog_array.size > 0, "Dog Spawner array is empty." );
dog_array = array_randomize( dog_array );
for ( i = 0; i < dog_array.size; i++ )
{
if ( isdefined( level.old_dog_spawn ) && level.old_dog_spawn == dog_array[i] )
continue;
if ( sys::distancesquared( dog_array[i].origin, favorite_enemy.origin ) > 160000 && sys::distancesquared( dog_array[i].origin, favorite_enemy.origin ) < 640000 )
{
if ( sys::distancesquared( ( 0, 0, dog_array[i].origin[2] ), ( 0, 0, favorite_enemy.origin[2] ) ) > 10000 )
continue;
else
{
level.old_dog_spawn = dog_array[i];
return dog_array[i];
}
}
}
return dog_array[0];
}
dog_spawn_factory_logic( dog_array, favorite_enemy )
{
dog_locs = array_randomize( level.zombie_dog_locations );
for ( i = 0; i < dog_locs.size; i++ )
{
if ( isdefined( level.old_dog_spawn ) && level.old_dog_spawn == dog_locs[i] )
continue;
dist_squared = sys::distancesquared( dog_locs[i].origin, favorite_enemy.origin );
if ( dist_squared > 160000 && dist_squared < 1000000 )
{
level.old_dog_spawn = dog_locs[i];
return dog_locs[i];
}
}
return dog_locs[0];
}
get_favorite_enemy()
{
dog_targets = sys::getplayers();
@ -319,44 +169,6 @@ dog_health_increase()
level.dog_health = 1600;
}
dog_round_tracker()
{
level.dog_round_count = 1;
level.next_dog_round = level.round_number + randomintrange( 4, 7 );
old_spawn_func = level.round_spawn_func;
old_wait_func = level.round_wait_func;
while ( true )
{
level waittill( "between_round_over" );
/#
if ( getdvarint( #"force_dogs" ) > 0 )
level.next_dog_round = level.round_number;
#/
if ( level.round_number == level.next_dog_round )
{
level.music_round_override = 1;
old_spawn_func = level.round_spawn_func;
old_wait_func = level.round_wait_func;
dog_round_start();
level.round_spawn_func = ::dog_round_spawning;
level.next_dog_round = level.round_number + randomintrange( 4, 6 );
/#
sys::getplayers()[0] iprintln( "Next dog round: " + level.next_dog_round );
#/
}
else if ( flag( "dog_round" ) )
{
dog_round_stop();
level.round_spawn_func = old_spawn_func;
level.round_wait_func = old_wait_func;
level.music_round_override = 0;
level.dog_round_count = level.dog_round_count + 1;
}
}
}
dog_round_start()
{
flag_set( "dog_round" );
@ -654,66 +466,6 @@ dog_clip_monitor()
special_dog_spawn( spawners, num_to_spawn )
{
dogs = getaispeciesarray( "all", "zombie_dog" );
if ( isdefined( dogs ) && dogs.size >= 9 )
return false;
if ( !isdefined( num_to_spawn ) )
num_to_spawn = 1;
spawn_point = undefined;
count = 0;
while ( count < num_to_spawn )
{
players = sys::getplayers();
favorite_enemy = get_favorite_enemy();
if ( isdefined( spawners ) )
{
spawn_point = spawners[randomint( spawners.size )];
ai = spawn_zombie( spawn_point );
if ( isdefined( ai ) )
{
ai.favoriteenemy = favorite_enemy;
spawn_point thread dog_spawn_fx( ai );
count++;
flag_set( "dog_clips" );
}
}
else if ( isdefined( level.dog_spawn_func ) )
{
spawn_loc = [[ level.dog_spawn_func ]]( level.dog_spawners, favorite_enemy );
ai = spawn_zombie( level.dog_spawners[0] );
if ( isdefined( ai ) )
{
ai.favoriteenemy = favorite_enemy;
spawn_loc thread dog_spawn_fx( ai, spawn_loc );
count++;
flag_set( "dog_clips" );
}
}
else
{
spawn_point = dog_spawn_factory_logic( level.enemy_dog_spawns, favorite_enemy );
ai = spawn_zombie( level.dog_spawners[0] );
if ( isdefined( ai ) )
{
ai.favoriteenemy = favorite_enemy;
spawn_point thread dog_spawn_fx( ai, spawn_point );
count++;
flag_set( "dog_clips" );
}
}
waiting_for_next_dog_spawn( count, num_to_spawn );
}
return true;
}
dog_run_think()

View File

@ -6,45 +6,235 @@
main()
{
scripts\zm\zm_ai_pack\rounds\_dog_rounds::main();
register_special_round( "zombie_dog", scripts\zm\zm_ai_pack\rounds\_dog_rounds::round_spawning,
scripts\zm\zm_ai_pack\rounds\_dog_rounds::round_wait,
scripts\zm\zm_ai_pack\rounds\_dog_rounds::round_max,
scripts\zm\zm_ai_pack\rounds\_dog_rounds::round_chance,
scripts\zm\zm_ai_pack\rounds\_dog_rounds::round_next );
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_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_round_variants", "default" );
set_dvar_if_unset( "rm_forced_special_round", "" );
set_dvar_if_unset( "rm_forced_special_variant", "" );
level.special_round = sys::spawnstruct();
level.special_round.current_data = sys::spawnstruct();
level.special_round.current_data.round_type = "";
level.special_round.current_data.variant = "";
level.special_round.current_data.round_number = 0;
level.special_round.last_data = sys::spawnstruct();
level.special_round.last_data.round_type = "";
level.special_round.last_data.variant = "";
level.special_round.last_data.round_number = 0;
level.normal_round = sys::spawnstruct();
level.normal_round.current_data = sys::spawnstruct();
level.normal_round.current_data.round_type = "";
level.normal_round.current_data.variant = "";
scripts\zm\zm_ai_pack\rounds\_zombie_dog::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_over,
scripts\zm\zm_ai_pack\rounds\_zombie_dog::round_chance,
scripts\zm\zm_ai_pack\rounds\_zombie_dog::round_next );
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 );
}
register_special_round( round_type, round_difficulty_type, round_spawning_func, round_wait_func, round_max_func, round_chance_func, next_instance_func )
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 )
{
if ( !isDefined( level.round_manager_special_rounds ) )
{
level.round_manager_special_rounds = [];
}
if ( !isDefined( level.round_manager_special_rounds[ round_type ] ) )
{
level.round_manager_special_rounds[ round_type ] = [];
}
s = sys::spawnstruct();
s.difficulty = round_difficulty_type;
s.spawning_func = round_spawning_func;
s.wait_func = round_wait_func;
s.max_func = round_max_func;
s.between_round_over_func = between_round_over_func;
s.chance_func = round_chance_func;
s.next_instance_func = next_instance_func;
level.round_manager_special_rounds[ round_type ] = s;
s.active = false;
level.round_manager_special_rounds[ round_type ][ variant_type ] = s;
}
register_special_spawning_during_normal_rounds_func( spawning_type, round_difficulty_type, spawning_func, spawning_portion_of_zombie_total_func, spawning_chance_func, spawning_limit_per_round_func, spawning_cooldown_func )
register_mixed_round_spawning_behavior( spawning_type, variant_type, spawning_func, spawning_portion_of_zombie_total_func, spawning_chance_func, spawning_limit_per_round_func, spawning_cooldown_func )
{
if ( !isDefined( level.round_manager_normal_round_spawning_behaviors ) )
{
level.round_manager_normal_round_spawning_behaviors = [];
}
if ( !isDefined( level.round_manager_normal_round_spawning_behaviors[ spawning_type ] ) )
{
level.round_manager_normal_round_spawning_behaviors[ spawning_type ] = [];
}
s = sys::spawnstruct();
s.difficulty = round_difficulty_type;
s.spawning_func = spawning_func;
s.portion_of_zombie_total_func = spawning_portion_of_zombie_total_func;
s.chance_func = spawning_chance_func;
s.limit_per_round_func = spawning_limit_per_round_func;
s.cooldown_func = spawning_cooldown_func;
level.round_manager_normal_round_spawning_behaviors[ spawning_type ] = s;
level.round_manager_normal_round_spawning_behaviors[ spawning_type ][ variant_type ] = s;
}
should_do_special_round()
{
if ( getDvar( "rm_forced_special_round" ) != "" && getdvar( "rm_forced_special_variant" ) )
{
return true;
}
special_round_string = getDvar( "rm_allowed_special_rounds" );
if ( special_round_string == "" || special_round_string == "normal" )
{
return false;
}
normal_exists = false;
special_round_types = strTok( special_round_string, " " );
for ( i = 0; i < special_round_types.size; i++ )
{
if ( special_round_types[ i ] == "normal" )
{
normal_exists = true;
}
}
if ( !normal_exists )
{
return true;
}
min_round = getDvarInt( "rm_min_rounds_before_special_round" );
max_round = getDvarInt( "rm_max_rounds_before_special_round" );
chance = getDvarInt( "rm_special_round_chance" );
special_round_diff = level.round_number - level.special_round.last_round;
if ( special_round_diff >= max_round )
{
return true;
}
if ( special_round_diff >= min_round )
{
return randomInt( 100 ) <= chance;
}
return false;
}
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" );
forced_variant = getdvar( "rm_forced_special_variant" );
if ( forced_special_round != "" && forced_variant != "" )
{
if ( !isDefined( level.round_manager_special_rounds[ forced_special_round ] ) || !isDefined( level.round_manager_special_rounds[ forced_special_round ][ forced_variant ] ) )
{
print( "Round Manager ERROR: Can't set special round and variant to " + forced_special_round + " and " + forced_variant + " because it wasn't registered" );
assert( false );
}
else
{
return_value.round_type = forced_special_round;
return_value.variant = forced_variant;
level.special_round.current_data = return_value;
return level.special_round.current_data;
}
}
allowed_round_string = getDvar( "rm_allowed_special_rounds" );
variant_string = getdvar( "rm_allowed_special_round_variants" );
pick_default_variant = variant_string == "" || variant_string == "default";
possible_round_types_keys = strTok( allowed_round_string, " " );
if ( !pick_default_variant )
{
possible_variants_keys = strTok( variant_string, " " );
}
else
{
possible_variants_keys = [];
possible_variants_keys[ 0 ] = "default";
}
max_iterations = 50;
current_iterations = 0;
allow_repeats = getDvarInt( "rm_allow_same_round_as_last_round" ) != 0;
for (;;)
{
possible_round_types = array_randomize( possible_round_types_keys );
for ( i = 0; i < possible_round_types.size; i++ )
{
assert( isDefined( level.round_manager_special_rounds[ possible_round_types[ i ] ] ) );
possible_variants = array_randomize( possible_variants_keys );
if ( !allow_repeats && possible_round_types.size > 1 && possible_round_types[ i ] == level.special_round.last_data.round_type )
{
continue;
}
assert( possible_variants.size > 0 );
for ( j = 0; j < possible_variants.size; j++ )
{
assert( isDefined( level.round_manager_special_rounds[ possible_round_types[ i ] ][ possible_variants[ j ] ] ) );
if ( possible_round_types.size <= 1 || [[ level.round_manager_special_rounds[ possible_round_types[ i ] ][ possible_variants[ j ] ].chance_func ]]()
&& [[ level.round_manager_special_rounds[ possible_round_types[ i ] ][ possible_variants[ j ] ].next_instance_func ]]() <= level.round_number )
{
return_value.round_type = possible_round_types[ i ];
return_value.variant = possible_variants[ j ];
level.special_round.current_data = return_value;
return level.special_round.current_data;
}
}
}
current_iterations++;
if ( current_iterations >= max_iterations )
{
assertmsg( "Round Manager ERROR: Reached max iterations for picking round type" );
return_value.round_type = possible_round_types[ 0 ];
return_value.variant = "default";
level.special_round.current_data = return_value;
return level.special_round.current_data;
}
}
}
get_zombie_dog_array()
@ -57,271 +247,6 @@ get_zombie_dog_count()
return get_zombie_dog_array().size;
}
round_wait_override()
{
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;
if ( flag( "dog_round" ) )
{
wait 7;
while ( get_zombie_dog_count() > 0 || level.zombie_total > 0 || level.intermission )
{
wait 0.5;
}
increment_dog_round_stat( "finished" );
}
else
{
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_override()
{
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;
#/
if ( level.zombie_spawn_locations.size < 1 )
{
/#
assertmsg( "No active spawners in the map. Check to see if the zone is active and if it's pointing to spawners." );
#/
return;
}
ai_calculate_health( level.round_number );
count = 0;
players = get_players();
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;
if ( !( isdefined( level.kill_counter_hud ) && level.zombie_total > 0 ) )
{
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 ]]();
if ( level.round_number < 10 || level.speed_change_max > 0 )
level thread zombie_speed_up();
mixed_spawns = 0;
old_spawn = undefined;
while ( true )
{
while ( get_current_zombie_count() >= level.zombie_ai_limit || 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_spawn_locations.size <= 0 )
wait 0.1;
run_custom_ai_spawn_checks();
spawn_point = level.zombie_spawn_locations[randomint( level.zombie_spawn_locations.size )];
if ( !isdefined( old_spawn ) )
old_spawn = spawn_point;
else if ( spawn_point == old_spawn )
spawn_point = level.zombie_spawn_locations[randomint( level.zombie_spawn_locations.size )];
old_spawn = spawn_point;
if ( isdefined( level.mixed_rounds_enabled ) && level.mixed_rounds_enabled == 1 )
{
spawn_dog = 0;
if ( level.round_number > 30 )
{
if ( randomint( 100 ) < 3 )
spawn_dog = 1;
}
else if ( level.round_number > 25 && mixed_spawns < 3 )
{
if ( randomint( 100 ) < 2 )
spawn_dog = 1;
}
else if ( level.round_number > 20 && mixed_spawns < 2 )
{
if ( randomint( 100 ) < 2 )
spawn_dog = 1;
}
else if ( level.round_number > 15 && mixed_spawns < 1 )
{
if ( randomint( 100 ) < 1 )
spawn_dog = 1;
}
if ( spawn_dog )
{
keys = getarraykeys( level.zones );
for ( i = 0; i < keys.size; i++ )
{
if ( level.zones[keys[i]].is_occupied )
{
akeys = getarraykeys( level.zones[keys[i]].adjacent_zones );
for ( k = 0; k < akeys.size; k++ )
{
if ( level.zones[akeys[k]].is_active && !level.zones[akeys[k]].is_occupied && level.zones[akeys[k]].zombie_dog_locations.size > 0 )
{
maps\mp\zombies\_zm_ai_dogs::special_dog_spawn( undefined, 1 );
level.zombie_total--;
wait_network_frame();
}
}
}
}
}
}
if ( isdefined( level.zombie_spawners ) )
{
if ( isdefined( level.use_multiple_spawns ) && level.use_multiple_spawns )
{
if ( isdefined( spawn_point.script_int ) )
{
if ( isdefined( level.zombie_spawn[spawn_point.script_int] ) && level.zombie_spawn[spawn_point.script_int].size )
spawner = random( level.zombie_spawn[spawn_point.script_int] );
else
{
/#
assertmsg( "Wanting to spawn from zombie group " + spawn_point.script_int + "but it doens't exist" );
#/
}
}
else if ( isdefined( level.zones[spawn_point.zone_name].script_int ) && level.zones[spawn_point.zone_name].script_int )
spawner = random( level.zombie_spawn[level.zones[spawn_point.zone_name].script_int] );
else if ( isdefined( level.spawner_int ) && ( isdefined( level.zombie_spawn[level.spawner_int].size ) && level.zombie_spawn[level.spawner_int].size ) )
spawner = random( level.zombie_spawn[level.spawner_int] );
else
spawner = random( level.zombie_spawners );
}
else
spawner = random( level.zombie_spawners );
ai = spawn_zombie( spawner, spawner.targetname, spawn_point );
}
if ( isdefined( ai ) )
{
level.zombie_total--;
ai thread round_spawn_failsafe();
count++;
}
wait( level.zombie_vars["zombie_spawn_delay"] );
wait_network_frame();
}
}
round_tracker()
{
level.dog_round_count = 1;
level.next_dog_round = level.round_number + randomintrange( 4, 7 );
old_spawn_func = level.round_spawn_func;
old_wait_func = level.round_wait_func;
while ( true )
{
level waittill( "between_round_over" );
/#
if ( getdvarint( #"force_dogs" ) > 0 )
level.next_dog_round = level.round_number;
#/
if ( level.round_number == level.next_dog_round )
{
level.music_round_override = 1;
old_spawn_func = level.round_spawn_func;
old_wait_func = level.round_wait_func;
dog_round_start();
level.round_spawn_func = ::dog_round_spawning;
level.next_dog_round = level.round_number + randomintrange( 4, 6 );
/#
sys::getplayers()[0] iprintln( "Next dog round: " + level.next_dog_round );
#/
}
else if ( flag( "dog_round" ) )
{
dog_round_stop();
level.round_spawn_func = old_spawn_func;
level.round_wait_func = old_wait_func;
level.music_round_override = 0;
level.dog_round_count = level.dog_round_count + 1;
}
}
}
round_think_override( restart )
{
if ( !isdefined( restart ) )
@ -378,7 +303,7 @@ round_think_override( restart )
}
maps\mp\zombies\_zm_powerups::powerup_round_start();
players = get_players();
players = sys::getplayers();
array_thread( players, maps\mp\zombies\_zm_blockers::rebuild_barrier_reward_reset );
if ( !( isdefined( level.headshots_only ) && level.headshots_only ) && !restart )
@ -393,7 +318,13 @@ round_think_override( restart )
while ( level.zombie_spawn_locations.size <= 0 )
wait 0.1;
level thread [[ level.round_spawn_func ]]();
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 ]]();
//level thread [[ level.round_spawn_func ]]();
level notify( "start_of_round" );
recordzombieroundstart();
players = getplayers();
@ -409,7 +340,8 @@ round_think_override( restart )
if ( isdefined( level.round_start_custom_func ) )
[[ level.round_start_custom_func ]]();
[[ level.round_wait_func ]]();
level [[ round_manager_inst.wait_func ]]();
//[[ level.round_wait_func ]]();
level.first_round = 0;
level notify( "end_of_round" );
level thread maps\mp\zombies\_zm_audio::change_zombie_music( "round_end" );
@ -418,7 +350,7 @@ round_think_override( restart )
if ( isdefined( level.round_end_custom_logic ) )
[[ level.round_end_custom_logic ]]();
players = get_players();
players = sys::getplayers();
if ( isdefined( level.no_end_game_check ) && level.no_end_game_check )
{
@ -428,7 +360,7 @@ round_think_override( restart )
else if ( 1 != players.size )
level thread spectators_respawn();
players = get_players();
players = sys::getplayers();
array_thread( players, maps\mp\zombies\_zm_pers_upgrades_system::round_end );
timer = level.zombie_vars["zombie_spawn_delay"];
@ -449,7 +381,7 @@ round_think_override( restart )
setroundsplayed( level.round_number );
matchutctime = getutc();
players = get_players();
players = sys::getplayers();
foreach ( player in players )
{
@ -463,6 +395,8 @@ round_think_override( restart )
check_quickrevive_for_hotjoin();
level round_over();
level notify( "between_round_over" );
level.round_manager_special_rounds[ current_round_data.round_type ][ current_round_data.variant ].active = false;
level [[ round_manager_inst.between_round_over_func ]]();
restart = 0;
}
}

View File

@ -0,0 +1,63 @@
special_dog_spawn( spawners, num_to_spawn )
{
dogs = getaispeciesarray( "all", "zombie_dog" );
if ( isdefined( dogs ) && dogs.size >= 9 )
return false;
if ( !isdefined( num_to_spawn ) )
num_to_spawn = 1;
spawn_point = undefined;
count = 0;
while ( count < num_to_spawn )
{
players = sys::getplayers();
favorite_enemy = get_favorite_enemy();
if ( isdefined( spawners ) )
{
spawn_point = spawners[randomint( spawners.size )];
ai = spawn_zombie( spawn_point );
if ( isdefined( ai ) )
{
ai.favoriteenemy = favorite_enemy;
spawn_point thread dog_spawn_fx( ai );
count++;
flag_set( "dog_clips" );
}
}
else if ( isdefined( level.dog_spawn_func ) )
{
spawn_loc = [[ level.dog_spawn_func ]]( level.dog_spawners, favorite_enemy );
ai = spawn_zombie( level.dog_spawners[0] );
if ( isdefined( ai ) )
{
ai.favoriteenemy = favorite_enemy;
spawn_loc thread dog_spawn_fx( ai, spawn_loc );
count++;
flag_set( "dog_clips" );
}
}
else
{
spawn_point = dog_spawn_factory_logic( level.enemy_dog_spawns, favorite_enemy );
ai = spawn_zombie( level.dog_spawners[0] );
if ( isdefined( ai ) )
{
ai.favoriteenemy = favorite_enemy;
spawn_point thread dog_spawn_fx( ai, spawn_point );
count++;
flag_set( "dog_clips" );
}
}
waiting_for_next_dog_spawn( count, num_to_spawn );
}
return true;
}

View File

@ -0,0 +1,204 @@
#include maps\mp\zombies\_zm_utility;
#include common_scripts\utility;
#include maps\mp\_utility;
#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" );
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;
#/
if ( level.zombie_spawn_locations.size < 1 )
{
/#
assertmsg( "No active spawners in the map. Check to see if the zone is active and if it's pointing to spawners." );
#/
return;
}
ai_calculate_health( level.round_number );
count = 0;
if ( level.round_number < 10 || level.speed_change_max > 0 )
level thread zombie_speed_up();
mixed_spawns = 0;
old_spawn = undefined;
while ( true )
{
while ( get_current_zombie_count() >= level.zombie_ai_limit || 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_spawn_locations.size <= 0 )
wait 0.1;
run_custom_ai_spawn_checks();
spawn_point = level.zombie_spawn_locations[randomint( level.zombie_spawn_locations.size )];
if ( !isdefined( old_spawn ) )
old_spawn = spawn_point;
else if ( spawn_point == old_spawn )
spawn_point = level.zombie_spawn_locations[randomint( level.zombie_spawn_locations.size )];
old_spawn = spawn_point;
if ( isdefined( level.zombie_spawners ) )
{
if ( isdefined( level.use_multiple_spawns ) && level.use_multiple_spawns )
{
if ( isdefined( spawn_point.script_int ) )
{
if ( isdefined( level.zombie_spawn[spawn_point.script_int] ) && level.zombie_spawn[spawn_point.script_int].size )
spawner = random( level.zombie_spawn[spawn_point.script_int] );
else
{
/#
assertmsg( "Wanting to spawn from zombie group " + spawn_point.script_int + "but it doens't exist" );
#/
}
}
else if ( isdefined( level.zones[spawn_point.zone_name].script_int ) && level.zones[spawn_point.zone_name].script_int )
spawner = random( level.zombie_spawn[level.zones[spawn_point.zone_name].script_int] );
else if ( isdefined( level.spawner_int ) && ( isdefined( level.zombie_spawn[level.spawner_int].size ) && level.zombie_spawn[level.spawner_int].size ) )
spawner = random( level.zombie_spawn[level.spawner_int] );
else
spawner = random( level.zombie_spawners );
}
else
spawner = random( level.zombie_spawners );
ai = spawn_zombie( spawner, spawner.targetname, spawn_point );
}
if ( isdefined( ai ) )
{
level.zombie_total--;
ai thread round_spawn_failsafe();
count++;
}
wait( level.zombie_vars["zombie_spawn_delay"] );
wait_network_frame();
}
}

View File

@ -0,0 +1,203 @@
#include maps\mp\zombies\_zm_utility;
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\zombies\_zm_ai_dogs;
#include scripts\zm\zm_ai_pack\_round_manager;
main()
{
set_dvar_if_unset( "rm_dog_round_chance", 40 );
}
round_spawning()
{
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;
level.music_round_override = 1;
maps\mp\zombies\_zm_ai_dogs::dog_round_start();
level.dog_intermission = 1;
level thread maps\mp\zombies\_zm_ai_dogs::dog_round_aftermath();
players = sys::getplayers();
array_thread( players, maps\mp\zombies\_zm_ai_dogs::play_dog_round );
wait 1;
playsoundatposition( game["zmbdialog"]["prefix"] + "_event_dogstart_0", ( 0, 0, 0 ) );
wait 6;
dog_health_increase();
count = 0;
while ( true )
{
while ( get_current_zombie_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;
players = sys::getplayers();
favorite_enemy = maps\mp\zombies\_zm_ai_dogs::get_favorite_enemy();
if ( isdefined( level.dog_spawn_func ) )
{
spawn_loc = [[ level.dog_spawn_func ]]( level.dog_spawners, favorite_enemy );
ai = spawn_zombie( level.dog_spawners[0] );
if ( isdefined( ai ) )
{
ai.favoriteenemy = favorite_enemy;
spawn_loc thread maps\mp\zombies\_zm_ai_dogs::dog_spawn_fx( ai, spawn_loc );
level.zombie_total--;
count++;
}
}
else
{
spawn_point = dog_spawn_factory_logic( level.enemy_dog_spawns, favorite_enemy );
ai = spawn_zombie( level.dog_spawners[0] );
if ( isdefined( ai ) )
{
ai.favoriteenemy = favorite_enemy;
spawn_point thread maps\mp\zombies\_zm_ai_dogs::dog_spawn_fx( ai, spawn_point );
level.zombie_total--;
count++;
flag_set( "dog_clips" );
}
}
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" );
}
dog_spawn_sumpf_logic( dog_array, favorite_enemy )
{
assert( dog_array.size > 0, "Dog Spawner array is empty." );
dog_array = array_randomize( dog_array );
for ( i = 0; i < dog_array.size; i++ )
{
if ( isdefined( level.old_dog_spawn ) && level.old_dog_spawn == dog_array[i] )
continue;
if ( sys::distancesquared( dog_array[i].origin, favorite_enemy.origin ) > 160000 && sys::distancesquared( dog_array[i].origin, favorite_enemy.origin ) < 640000 )
{
if ( sys::distancesquared( ( 0, 0, dog_array[i].origin[2] ), ( 0, 0, favorite_enemy.origin[2] ) ) > 10000 )
continue;
else
{
level.old_dog_spawn = dog_array[i];
return dog_array[i];
}
}
}
return dog_array[0];
}
dog_spawn_factory_logic( dog_array, favorite_enemy )
{
dog_locs = array_randomize( level.zombie_dog_locations );
for ( i = 0; i < dog_locs.size; i++ )
{
if ( isdefined( level.old_dog_spawn ) && level.old_dog_spawn == dog_locs[i] )
continue;
dist_squared = sys::distancesquared( dog_locs[i].origin, favorite_enemy.origin );
if ( dist_squared > 160000 && dist_squared < 1000000 )
{
level.old_dog_spawn = dog_locs[i];
return dog_locs[i];
}
}
return dog_locs[0];
}

View File

@ -50,7 +50,7 @@ main()
level.ai_data[ "mechz" ].init = maps\mp\zombies\_zm_ai_mechz::init;
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" ].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 );