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

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2014-10-02 08:49:54 +08:00
function GM:OnSigilDestroyed(ent, dmginfo)
local numsigils = self:NumSigils()
if numsigils > 0 then
for _, pl in pairs(player.GetAll()) do
pl:CenterNotify({killicon = "default"}, " ", COLOR_RED, translate.ClientGet(pl, "sigil_destroyed"), {killicon = "default"})
if numsigils == 1 then
pl:CenterNotify(COLOR_RED, translate.ClientGet(pl, pl:Team() == TEAM_HUMAN and "sigil_destroyed_only_one_remain_h" or "sigil_destroyed_only_one_remain_z"))
else
pl:CenterNotify(COLOR_RED, translate.ClientFormat(pl, "sigil_destroyed_x_remain", numsigils))
end
end
else
for _, pl in pairs(player.GetAll()) do
pl:CenterNotify({killicon = "default"}, " ", COLOR_RED, translate.ClientGet(pl, "last_sigil_destroyed_all_is_lost"), {killicon = "default"})
pl:CenterNotify(COLOR_RED, translate.ClientGet(pl, "last_sigil_destroyed_all_is_lost2"))
end
self.LastHumanPosition = ent:LocalToWorld(ent:OBBCenter())
timer.Simple(4, function() gamemode.Call("EndRound", TEAM_UNDEAD) end)
end
end
local function SortDistFromLast(a, b)
return a.d < b.d
end
function GM:CreateSigils()
if #self.ProfilerNodes < self.MaxSigils
or self.ZombieEscape or self.ObjectiveMap
or self:IsClassicMode() or self.PantsMode or self:IsBabyMode() then
self:SetUseSigils(false)
return
end
-- Copy
local nodes = {}
for _, node in pairs(self.ProfilerNodes) do
local vec = Vector()
vec:Set(node)
nodes[#nodes + 1] = {v = vec}
end
local spawns = team.GetSpawnPoint(TEAM_UNDEAD)
for i=1, self.MaxSigils do
local id
local sigs = ents.FindByClass("prop_obj_sigil")
for _, n in pairs(nodes) do
n.d = 999999
for __, spawn in pairs(spawns) do
n.d = math.min(n.d, n.v:Distance(spawn:GetPos()))
end
for __, sig in pairs(sigs) do
n.d = math.min(n.d, n.v:Distance(sig.NodePos))
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 then sqrt it.
-- 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)
-- Remove the chosen point from the temp table and make the sigil.
local point = nodes[id].v
table.remove(nodes, id)
local ent = ents.Create("prop_obj_sigil")
if ent:IsValid() then
ent:SetPos(point)
ent:Spawn()
ent.NodePos = point
end
end
self:SetUseSigils(#ents.FindByClass("prop_obj_sigil") > 0)
end
function GM:SetUseSigils(use)
if self:GetUseSigils() ~= use then
self.UseSigils = use
SetGlobalBool("sigils", true)
end
end
function GM:GetUseSigils(use)
return self.UseSigils
end