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complite-mutation's Issues

Implement boss management

I don't see any way around this in the case that mission.txt sets tank spawn chance to anything but 100%. I've verified that info_zombie_spawn can produce the exact kind of tank spawn behavior that you'd expect in normal gameplay ("YOU WILL BECOME THE TANK"), at a specified vector.

Console commands used (this will spawn a tank in the start safe room of c1m2):

script SpawnEntityFromTable("info_zombie_spawn", {
targetname = "tankspawner"
offer_tank = 1
population = "Tank"
angles = "0 0 0"
origin = Vector(2337, 5044, 515)
});

script EntFire("tankspawner", "SpawnZombie");

The problem then becomes that there's no implementation of GetPositionForFlowPercent(), only the inverse: GetFlowPercentForPosition(). Ideally I'd like to just do something like:

  • Place our info_zombie_spawn at a position corresponding to flow% from a randomly generated float (within allowed tank bounds)
  • Watch for furthest survivor flow in Update() and when it gets to x% (what's default? 10%? 20%?) in flow before our info_zombie_spawn, fire SpawnZombie from our tank spawner.

I worry that we may end up just having to place a bunch of info_tank_spawns manually and just pick a random one to trigger. Upside would be that we could use NF's "Competitive Boss Spawning System for Custom Maps" a la Dark Carnival: Remix if we want to get fancy. Do we just crowdsource a bunch of getpos values for places that we expect tanks to spawn in this case? Maybe we just go through every single map (or every map that is worth doing) and place a few manually where they "make sense".

Implement health bonus

If we can get m_iVersusDistancePerSurvivor netprop values from the terror_gamerules entity via NetProps when one player has traveled the entire flow (i.e. when Director.GetFurthestSurvivorFlow() == GetMaxFlowDistance()), we should be able to derive the map distance point value for each map. Using this, and Convars.SetValue("vs_survival_bonus", healthBonusFinal/numSurvivorsAlive), (just example var names) we should be able to approach full health bonus functionality.

Replace spawning algorithm using ConvertZombieClass()

Competitive players tend to think about what SI comp they will get next rather than what an individual player will get. Let's track spawn times of all classes for the team rather than individual, so that players can predict more readily what to expect next ("x class died last, we won't get one next, boomer+spitter died last, we'll get quad", etc.)

Prevent bunnyhopping for suvivors and tank?

If this is even something we want to port in, could we hook OnGameEvent_player_jump and use CBaseEntity.GetVelocity() and CBaseEntity.SetVelocity() to implement this behavior?

Implement god frame changes

bool AllowTakeDamage(table damageTable) seems to imply that we can force certain damage events to go through. Unsure if it'll interact with god frames or not. Worth a look.

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