zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/sv_sigils.lua

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function GM:PreOnSigilCorrupted(ent, dmginfo)
end
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function GM:OnSigilCorrupted(ent, dmginfo)
net.Start("zs_sigilcorrupted")
net.WriteUInt(self:NumCorruptedSigils(), 8)
net.Broadcast()
end
function GM:PreOnSigilUncorrupted(ent, dmginfo)
end
function GM:OnSigilUncorrupted(ent, dmginfo)
net.Start("zs_sigiluncorrupted")
--net.WriteUInt(self:NumCorruptedSigils(), 8)
net.Broadcast()
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end
local function SortDistFromLast(a, b)
return a.d < b.d
end
local validity_trace = {
start = Vector(0, 0, 0), endpos = Vector(0, 0, 0), mins = Vector(-18, -18, 0), maxs = Vector(18, 18, 2), mask = MASK_SOLID_BRUSHONLY
}
function GM:CreateSigils(secondtry, rearrange)
local alreadycreated = self:NumSigils()
--if #self.ProfilerNodes < self.MaxSigils
if self.ZombieEscape or self.ObjectiveMap
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or self:IsClassicMode() or self.PantsMode or self:IsBabyMode() then
self:SetUseSigils(false)
return
end
if alreadycreated >= self.MaxSigils and not rearrange then return end
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local nodes = {}
-- Maybe the mapper made some!
local vec
local mapplacednodes = ents.FindByClass("info_sigilnode")
if #mapplacednodes > 0 and not self.ProfilerIsPreMade then -- or maybe they're a twit
for _, placednode in pairs(mapplacednodes) do
nodes[#nodes + 1] = {v = placednode:GetPos(), en = placednode}
end
else
-- Copy from profile
for _, node in pairs(self.ProfilerNodes) do
-- Check to see if this node is stuck in something.
validity_trace.start:Set(node)
validity_trace.start.z = node.z + 1
validity_trace.endpos:Set(node)
validity_trace.endpos.z = node.z + 73
if util.TraceHull(validity_trace).Hit then
print("bad sigil node at", node)
else
vec = Vector(0, 0, 0)
vec:Set(node)
nodes[#nodes + 1] = {v = vec}
end
end
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end
--[[if secondtry then
local needed = self.MaxSigils - #nodes - alreadycreated
if needed > 0 then
-- We seem to be missing some nodes...
-- This might happen if nobody seeds the map and the round begins.
for i = 1, needed do
local spawns = team.GetSpawnPoint(TEAM_HUMAN)
if #spawns > 0 then
local spawnid = math.random(#spawns)
local spawn = spawns[spawnid]
nodes[#nodes + 1] = {v = spawn:GetPos()}
spawn.Disabled = true
end
end
end
end]]
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local spawns = team.GetSpawnPoint(TEAM_UNDEAD)
for i = 1 + (rearrange and 0 or alreadycreated), self.MaxSigils do
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local id
local sigs = ents.FindByClass("prop_obj_sigil")
local numsigs = #sigs
if rearrange then
for _, sig in pairs(sigs) do
sig.NodePos = Vector(99999, 99999, 99999)
end
end
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local force
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for _, n in pairs(nodes) do
if n.en and n.en.ForceSpawn then
force = n
end
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n.d = 999999
if numsigs == 0 then
for __, spawn in pairs(spawns) do
n.d = math.min(n.d, n.v:Distance(spawn:GetPos()))
end
else
for __, sig in pairs(sigs) do
n.d = math.min(n.d, n.v:Distance(sig.NodePos))
end
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end
local tr = util.TraceLine({start = n.v + Vector(0, 0, 8), endpos = n.v + Vector(0, 0, 512), mask = MASK_SOLID_BRUSHONLY})
n.d = n.d * (2 - tr.Fraction)
end
-- Sort the nodes by their distances.
table.sort(nodes, SortDistFromLast)
-- Now select a node using an exponential weight.
-- We use a random float between 0 and 1 and use exponential on it.
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-- This way we're much more likely to get a lower index but a higher index is still possible.
id = math.Rand(0, 0.7) ^ 0.3
id = math.Clamp(math.ceil(id * #nodes), 1, #nodes)
if force then
id = table.KeyFromValue(nodes, force)
end
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-- Remove the chosen point from the temp table and make the sigil.
local node = nodes[id]
if node then
local point = node.v
table.remove(nodes, id)
local ent = rearrange and sigs[i] or ents.Create("prop_obj_sigil")
if ent:IsValid() then
ent:SetPos(point)
if not rearrange then
ent:Spawn()
end
ent.NodePos = point
end
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end
end
self:SetUseSigils(self:NumSigils() > 0)
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end
function GM:SetUseSigils(use)
--if self:GetUseSigils() ~= use then
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self.UseSigils = use
SetGlobalBool("sigils", use)
--end
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end
function GM:GetUseSigils(use)
return self.UseSigils
end