]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Better random item selection algorithm.
authorLyberta <lyberta@lyberta.net>
Mon, 19 Mar 2018 12:22:20 +0000 (15:22 +0300)
committerLyberta <lyberta@lyberta.net>
Mon, 19 Mar 2018 12:22:20 +0000 (15:22 +0300)
qcsrc/common/items/item.qh
qcsrc/common/mutators/mutator/random_items/sv_random_items.qc
qcsrc/common/mutators/mutator/random_items/sv_random_items.qh

index e59152076b754552eb266411710fdbab1e4efcbb..22f291f6b22971c94ce0b2772d34d246216a6fa5 100644 (file)
@@ -8,6 +8,7 @@
 #endif
 
 #ifdef SVQC
+#include <server/defs.qh>
 #include <server/items.qh>
 #endif
 
@@ -56,7 +57,7 @@ const int IT_PICKUPMASK                       = IT_UNLIMITED_AMMO | IT_JETPACK | IT_FU
        { \
                if (!Item_IsDefinitionAllowed(item)) \
                { \
-                       startitem_failed = true; \
+                       /*startitem_failed = true;*/ \
                        delete(this); \
                        return; \
                } \
index 3d5d5c0f8e184790b709fe8d3360ec052a22d319..553dcf582ffccbd27d2ff23adc95e238d49bcb5d 100644 (file)
@@ -7,15 +7,6 @@
 
 //============================ Constants ======================================
 
-enum
-{
-       RANDOM_ITEM_TYPE_HEALTH = 1,
-       RANDOM_ITEM_TYPE_ARMOR,
-       RANDOM_ITEM_TYPE_RESOURCE,
-       RANDOM_ITEM_TYPE_WEAPON,
-       RANDOM_ITEM_TYPE_POWERUP
-};
-
 //======================= Global variables ====================================
 
 // Replace cvars
@@ -72,99 +63,137 @@ string RandomItems_GetRandomItemClassName(string prefix)
        {
                return RandomItems_GetRandomOverkillItemClassName(prefix);
        }
-       return RandomItems_GetRandomVanillaItemClassName(prefix);
+       return RandomItems_GetRandomVanillaItemClassName(prefix,
+               RANDOM_ITEM_TYPE_ALL);
 }
 
-string RandomItems_GetRandomVanillaItemClassName(string prefix)
+string RandomItems_GetRandomVanillaItemClassName(string prefix, int types)
 {
-       RandomSelection_Init();
-       string cvar_name = sprintf("g_%s_health_probability", prefix);
-       if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS))
-       {
-               LOG_WARNF("Random items: cvar %s doesn't exist.", cvar_name);
-       }
-       else
-       {
-               RandomSelection_AddFloat(RANDOM_ITEM_TYPE_HEALTH, cvar(cvar_name), 1);
-       }
-       cvar_name = sprintf("g_%s_armor_probability", prefix);
-       if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS))
-       {
-               LOG_WARNF("Random items: cvar %s doesn't exist.", cvar_name);
-       }
-       else
+       if (types == 0)
        {
-               RandomSelection_AddFloat(RANDOM_ITEM_TYPE_ARMOR, cvar(cvar_name), 1);
-       }
-       cvar_name = sprintf("g_%s_resource_probability", prefix);
-       if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS))
-       {
-               LOG_WARNF("Random items: cvar %s doesn't exist.", cvar_name);
-       }
-       else
-       {
-               RandomSelection_AddFloat(RANDOM_ITEM_TYPE_RESOURCE, cvar(cvar_name), 1);
-       }
-       cvar_name = sprintf("g_%s_weapon_probability", prefix);
-       if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS))
-       {
-               LOG_WARNF("Random items: cvar %s doesn't exist.", cvar_name);
-       }
-       else
-       {
-               RandomSelection_AddFloat(RANDOM_ITEM_TYPE_WEAPON, cvar(cvar_name), 1);
-       }
-       cvar_name = sprintf("g_%s_powerup_probability", prefix);
-       if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS))
-       {
-               LOG_WARNF("Random items: cvar %s doesn't exist.", cvar_name);
-       }
-       else
-       {
-               RandomSelection_AddFloat(RANDOM_ITEM_TYPE_POWERUP, cvar(cvar_name), 1);
+               return "";
        }
-       int item_type = RandomSelection_chosen_float;
-       switch (item_type)
+       while (types != 0)
        {
-               case RANDOM_ITEM_TYPE_HEALTH:
+               string cvar_name;
+               RandomSelection_Init();
+               if (types & RANDOM_ITEM_TYPE_HEALTH)
                {
-                       return RandomItems_GetRandomItemClassNameWithProperty(prefix,
-                               instanceOfHealth);
+                       cvar_name = sprintf("g_%s_health_probability", prefix);
+                       if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS))
+                       {
+                               LOG_WARNF("Random items: cvar %s doesn't exist.", cvar_name);
+                       }
+                       else
+                       {
+                               RandomSelection_AddFloat(RANDOM_ITEM_TYPE_HEALTH,
+                                       cvar(cvar_name), 1);
+                       }
                }
-               case RANDOM_ITEM_TYPE_ARMOR:
+               if (types & RANDOM_ITEM_TYPE_ARMOR)
                {
-                       return RandomItems_GetRandomItemClassNameWithProperty(prefix,
-                               instanceOfArmor);
+                       cvar_name = sprintf("g_%s_armor_probability", prefix);
+                       if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS))
+                       {
+                               LOG_WARNF("Random items: cvar %s doesn't exist.", cvar_name);
+                       }
+                       else
+                       {
+                               RandomSelection_AddFloat(RANDOM_ITEM_TYPE_ARMOR,
+                                       cvar(cvar_name), 1);
+                       }
                }
-               case RANDOM_ITEM_TYPE_RESOURCE:
+               if (types & RANDOM_ITEM_TYPE_RESOURCE)
                {
-                       return RandomItems_GetRandomItemClassNameWithProperty(prefix,
-                               instanceOfAmmo);
+                       cvar_name = sprintf("g_%s_resource_probability", prefix);
+                       if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS))
+                       {
+                               LOG_WARNF("Random items: cvar %s doesn't exist.", cvar_name);
+                       }
+                       else
+                       {
+                               RandomSelection_AddFloat(RANDOM_ITEM_TYPE_RESOURCE,
+                                       cvar(cvar_name), 1);
+                       }
+               }
+               if (types & RANDOM_ITEM_TYPE_WEAPON)
+               {
+                       cvar_name = sprintf("g_%s_weapon_probability", prefix);
+                       if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS))
+                       {
+                               LOG_WARNF("Random items: cvar %s doesn't exist.", cvar_name);
+                       }
+                       else
+                       {
+                               RandomSelection_AddFloat(RANDOM_ITEM_TYPE_WEAPON, cvar(cvar_name), 1);
+                       }
+               }
+               if (types & RANDOM_ITEM_TYPE_POWERUP)
+               {
+                       cvar_name = sprintf("g_%s_powerup_probability", prefix);
+                       if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS))
+                       {
+                               LOG_WARNF("Random items: cvar %s doesn't exist.", cvar_name);
+                       }
+                       else
+                       {
+                               RandomSelection_AddFloat(RANDOM_ITEM_TYPE_POWERUP, cvar(cvar_name), 1);
+                       }
                }
-               case RANDOM_ITEM_TYPE_WEAPON:
+               int item_type = RandomSelection_chosen_float;
+               string class_name = "";
+               switch (item_type)
                {
-                       RandomSelection_Init();
-                       FOREACH(Weapons, it != WEP_Null &&
-                               !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED),
+                       case RANDOM_ITEM_TYPE_HEALTH:
+                       {
+                               class_name = RandomItems_GetRandomItemClassNameWithProperty(
+                                       prefix, instanceOfHealth);
+                               break;
+                       }
+                       case RANDOM_ITEM_TYPE_ARMOR:
+                       {
+                               class_name = RandomItems_GetRandomItemClassNameWithProperty(
+                                       prefix, instanceOfArmor);
+                               break;
+                       }
+                       case RANDOM_ITEM_TYPE_RESOURCE:
                        {
-                               cvar_name = sprintf("g_%s_%s_probability", prefix,
-                                       it.m_canonical_spawnfunc);
-                               if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS))
+                               class_name = RandomItems_GetRandomItemClassNameWithProperty(
+                                       prefix, instanceOfAmmo);
+                               break;
+                       }
+                       case RANDOM_ITEM_TYPE_WEAPON:
+                       {
+                               RandomSelection_Init();
+                               FOREACH(Weapons, it != WEP_Null &&
+                                       !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED),
                                {
-                                       LOG_WARNF("Random items: cvar %s doesn't exist.",
-                                               cvar_name);
-                                       continue;
-                               }
-                               RandomSelection_AddString(it.m_canonical_spawnfunc,
-                                       cvar(cvar_name), 1);
-                       });
-                       return RandomSelection_chosen_string;
+                                       cvar_name = sprintf("g_%s_%s_probability", prefix,
+                                               it.m_canonical_spawnfunc);
+                                       if (!(cvar_type(cvar_name) & CVAR_TYPEFLAG_EXISTS))
+                                       {
+                                               LOG_WARNF("Random items: cvar %s doesn't exist.",
+                                                       cvar_name);
+                                               continue;
+                                       }
+                                       RandomSelection_AddString(it.m_canonical_spawnfunc,
+                                               cvar(cvar_name), 1);
+                               });
+                               class_name = RandomSelection_chosen_string;
+                               break;
+                       }
+                       case RANDOM_ITEM_TYPE_POWERUP:
+                       {
+                               class_name = RandomItems_GetRandomItemClassNameWithProperty(
+                                       prefix, instanceOfPowerup);
+                               break;
+                       }
                }
-               case RANDOM_ITEM_TYPE_POWERUP:
+               if (class_name != "")
                {
-                       return RandomItems_GetRandomItemClassNameWithProperty(prefix,
-                               instanceOfPowerup);
+                       return class_name;
                }
+               types &= ~item_type;
        }
        return "";
 }
index c9b4dbb9011ca91cd905d0c7221e3f089f4745b0..575336301caff14b1df586142768a672d8a4f539 100644 (file)
@@ -7,6 +7,16 @@
 
 bool autocvar_g_random_items; ///< Whether to enable random items.
 
+enum
+{
+       RANDOM_ITEM_TYPE_HEALTH = BIT(1),
+       RANDOM_ITEM_TYPE_ARMOR = BIT(2),
+       RANDOM_ITEM_TYPE_RESOURCE = BIT(3),
+       RANDOM_ITEM_TYPE_WEAPON = BIT(4),
+       RANDOM_ITEM_TYPE_POWERUP = BIT(5),
+       RANDOM_ITEM_TYPE_ALL = BITS(6)
+};
+
 /// \brief Returns a random classname of the item.
 /// \param[in] prefix Prefix of the cvars that hold probabilities.
 /// \return Random classname of the item.
@@ -16,10 +26,11 @@ string RandomItems_GetRandomItemClassName(string prefix);
 
 /// \brief Returns a random classname of the vanilla item.
 /// \param[in] prefix Prefix of the cvars that hold probabilities.
+/// \param[in] types Bitmask of the types. See RANDOM_ITEM_TYPE constants.
 /// \return Random classname of the vanilla item.
 /// \note This includes mutator items that don't change gameplay a lot such as
 /// jetpack and new toys.
-string RandomItems_GetRandomVanillaItemClassName(string prefix);
+string RandomItems_GetRandomVanillaItemClassName(string prefix, int types);
 
 /// \brief Returns a random classname of the instagib item.
 /// \param[in] prefix Prefix of the cvars that hold probabilities.