]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
don't test all spots when a good one is found early
authorMartin Taibr <taibr.martin@gmail.com>
Fri, 28 Oct 2016 23:40:52 +0000 (01:40 +0200)
committerMartin Taibr <taibr.martin@gmail.com>
Fri, 28 Oct 2016 23:40:52 +0000 (01:40 +0200)
qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc

index 2a1daf3b3afc739291ae502a9548465231b98798..428408729354ae6bdea949a6f67304b57a9a2ca0 100644 (file)
@@ -58,8 +58,6 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
        entity player = M_ARGV(0, entity);
        entity spawn_spot = M_ARGV(1, entity);
 
-       //LOG_INFOF("PlayerSpawn for player: %s %v spawn_spot: %v\n", player.netname, player.origin, spawn_spot.origin);
-
        int num_red = 0, num_blue = 0, num_yellow = 0, num_pink = 0;
        FOREACH_CLIENT(IS_PLAYER(it),
        {
@@ -102,6 +100,8 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
 
                        // 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 but don't prefer one side
+                       RandomSelection_Init();
                        for(int i = 0; i < 6; ++i)
                        {
                                switch(i)
@@ -125,59 +125,69 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn)
                                                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) continue;
-
-                               // 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) continue; // inside another player
-                               if (trace_fraction == 1.0) continue; // above void or too high
-                               if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) continue;
-                               if (pointcontents(vectical_trace_endpos) != CONTENT_EMPTY) continue; // no lava or slime (this also prevents spawning in water which i assume would be annoying)
-                               if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), vectical_trace_endpos)) continue;
-
-                               // 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) continue;
-
-                               if (autocvar_g_nades) {
-                                       bool nade_in_range = false;
-                                       IL_EACH(g_projectiles, it.classname == "nade",
-                                       {
-                                               if (vdist(it.origin - vectical_trace_endpos, <, autocvar_g_nades_nade_radius)) {
-                                                       nade_in_range = true;
-                                                       break;
-                                               }
-                                       });
-                                       if (nade_in_range) continue;
-                               }
+                               do {
+                                       vector horizontal_trace_endpos = trace_endpos;
+                                       //te_lightning1(NULL, it.origin, horizontal_trace_endpos);
+                                       if (trace_fraction != 1.0) break;
+
+                                       // 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) break; // inside another player
+                                       if (trace_fraction == 1.0) break; // above void or too high
+                                       if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) break;
+                                       if (pointcontents(vectical_trace_endpos) != CONTENT_EMPTY) break; // 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)) break;
+
+                                       // 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) break;
+
+                                       if (autocvar_g_nades) {
+                                               bool nade_in_range = false;
+                                               IL_EACH(g_projectiles, it.classname == "nade",
+                                               {
+                                                       if (vdist(it.origin - vectical_trace_endpos, <, autocvar_g_nades_nade_radius)) {
+                                                               nade_in_range = true;
+                                                               break;
+                                                       }
+                                               });
+                                               if (nade_in_range) break;
+                                       }
+
+                                       // 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);
+                                       //LOG_INFOF("mod: %d, ent: %d\n", i % 2 == 1, etof(RandomSelection_chosen_ent));
+                               } while(0);
 
-                               if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
+                               if (i % 2 == 1 && RandomSelection_chosen_ent)
                                {
-                                       float dist = vlen(vectical_trace_endpos - player.msnt_deathloc);
-                                       //LOG_INFOF("      dist: %f, best_dist %f\n", dist, best_dist);
-                                       if(dist < best_dist || best_dist == 0)
+                                       if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
                                        {
-                                               //LOG_INFOF("      new best dist - pos: %v\n", vectical_trace_endpos);
-                                               best_dist = dist;
-                                               best_pos = vectical_trace_endpos;
-                                               best_mate = it;
+                                               float dist = vlen(RandomSelection_chosen_ent.origin - player.msnt_deathloc);
+                                               //LOG_INFOF("      dist: %f, best_dist %f\n", dist, best_dist);
+                                               if (dist < best_dist || best_dist == 0)
+                                               {
+                                                       //LOG_INFOF("      new best dist - pos: %v\n", RandomSelection_chosen_vec);
+                                                       best_dist = dist;
+                                                       best_pos = RandomSelection_chosen_vec;
+                                                       best_mate = RandomSelection_chosen_ent;
+                                               }
                                        }
-                               }
-                               else
-                               {
-                                       setorigin(player, vectical_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;
-                                       //LOG_INFOF("      PlayerSpawn return %v\n", player.origin);
-                                       return;
+                                       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;
+                                       }
+                                       continue; // don't test the other spots near this teammate, go to the next one
                                }
                        }
                ));