Bot spawn improvements
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4 changed files with 76 additions and 4 deletions
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@ -5,6 +5,6 @@
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<ImplicitUsings>enable</ImplicitUsings>
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<ImplicitUsings>enable</ImplicitUsings>
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<LangVersion>latest</LangVersion>
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<LangVersion>latest</LangVersion>
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<Deterministic>true</Deterministic>
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<Deterministic>true</Deterministic>
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<Version>1.0.1</Version>
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<Version>1.0.2</Version>
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</PropertyGroup>
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</PropertyGroup>
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</Project>
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</Project>
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@ -217,6 +217,10 @@ public sealed class SurvivalConfig
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[JsonPropertyName("BudgetBase")] public int BudgetBase { get; set; } = 6;
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[JsonPropertyName("BudgetBase")] public int BudgetBase { get; set; } = 6;
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[JsonPropertyName("BudgetPerWave")] public int BudgetPerWave { get; set; } = 4;
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[JsonPropertyName("BudgetPerWave")] public int BudgetPerWave { get; set; } = 4;
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[JsonPropertyName("BudgetPerPlayer")] public int BudgetPerPlayer { get; set; } = 3;
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[JsonPropertyName("BudgetPerPlayer")] public int BudgetPerPlayer { get; set; } = 3;
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// Directed spawn placement: each streamed-in bot is teleported to a map spawn point at least this many units (horizontal)
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// from every live survivor — replaces mp_randomspawn (which ignores distance-to-player and dropped clusters on your head
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// at 20 alive). On a map too small for any point to satisfy it, the farthest available point is used. 0 disables placement.
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[JsonPropertyName("MinSpawnDistance")] public double MinSpawnDistance { get; set; } = 700.0;
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// ---- wave structure ----
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// ---- wave structure ----
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[JsonPropertyName("WaveCount")] public int WaveCount { get; set; } = 20; // finite campaign; clearing this = WIN. Tune by feel + XP-vs-TDM/GG.
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[JsonPropertyName("WaveCount")] public int WaveCount { get; set; } = 20; // finite campaign; clearing this = WIN. Tune by feel + XP-vs-TDM/GG.
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@ -10,7 +10,7 @@ namespace Outnumbered;
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public sealed partial class OutnumberedPlugin : BasePlugin, IPluginConfig<OutnumberedConfig>
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public sealed partial class OutnumberedPlugin : BasePlugin, IPluginConfig<OutnumberedConfig>
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{
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{
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public override string ModuleName => "Outnumbered";
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public override string ModuleName => "Outnumbered";
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public override string ModuleVersion => "1.0.1-modes";
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public override string ModuleVersion => "1.0.2-modes";
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public override string ModuleAuthor => "snake";
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public override string ModuleAuthor => "snake";
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public override string ModuleDescription => "Players-vs-bots RPG / perk mod.";
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public override string ModuleDescription => "Players-vs-bots RPG / perk mod.";
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@ -49,6 +49,13 @@ public sealed class SurvivalDriver : IMatchDriver, IDraftDriver
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private double _teamDealMult = 1.0;
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private double _teamDealMult = 1.0;
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private double _teamTakeMult = 1.0;
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private double _teamTakeMult = 1.0;
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// Directed bot spawn placement (replaces mp_randomspawn): map spawn-point origins gathered once per map, so each streamed
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// -in bot lands away from the squad instead of on their heads. Entity names span the DM/arms-race/classic spawn types;
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// whichever the map actually has is used. Empty (no such entities) => placement is skipped (bots keep their team spawn).
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private static readonly string[] SpawnEntityNames =
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["info_deathmatch_spawn", "info_player_terrorist", "info_player_counterterrorist", "info_armsrace_counter", "info_armsrace_terrorist"];
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private readonly List<Vector> _spawnPoints = [];
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// ---- Field Medic teammate-revive (card-only: no FieldMedic card => none of this runs) ----
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// ---- Field Medic teammate-revive (card-only: no FieldMedic card => none of this runs) ----
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private CounterStrikeSharp.API.Modules.Timers.Timer? _reviveTick; // 0.1s heartbeat: proximity detect + channel progress (finer than the 0.5s WaveTick for a smooth bar/locator)
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private CounterStrikeSharp.API.Modules.Timers.Timer? _reviveTick; // 0.1s heartbeat: proximity detect + channel progress (finer than the 0.5s WaveTick for a smooth bar/locator)
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private readonly Dictionary<ulong, DownedInfo> _downed = []; // downed player's SteamId -> death spot + world beacon (created only while the squad has a medic)
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private readonly Dictionary<ulong, DownedInfo> _downed = []; // downed player's SteamId -> death spot + world beacon (created only while the squad has a medic)
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@ -86,7 +93,9 @@ public sealed class SurvivalDriver : IMatchDriver, IDraftDriver
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// Nobody auto-respawns: humans are revived at wave-clear (ReviveSurvivor); bots are spawned/streamed entirely by the
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// Nobody auto-respawns: humans are revived at wave-clear (ReviveSurvivor); bots are spawned/streamed entirely by the
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// wave machine (force-Respawn in UpdateBotQuota). Engine auto-respawn for bots is OFF so it can't fight the wave drain
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// wave machine (force-Respawn in UpdateBotQuota). Engine auto-respawn for bots is OFF so it can't fight the wave drain
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// AND so we don't depend on it spawning bots (which it refuses after repeated T-side wipes — the wave-3 stall).
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// AND so we don't depend on it spawning bots (which it refuses after repeated T-side wipes — the wave-3 stall).
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public string ExtraCvars => "mp_randomspawn 1;mp_respawn_on_death_ct 0;mp_respawn_on_death_t 0;";
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// mp_randomspawn OFF: bot spawn placement is done ourselves (DirectedBotSpawn -> a map spawn point away from the squad),
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// because mp_randomspawn ignores distance-to-player and drops clusters on your head once ~20 bots are alive at once.
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public string ExtraCvars => "mp_randomspawn 0;mp_respawn_on_death_ct 0;mp_respawn_on_death_t 0;";
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public double HandicapProgress(PlayerData pd) => 0.0; // survival escalates via the wave FLOOR, not the progress axis
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public double HandicapProgress(PlayerData pd) => 0.0; // survival escalates via the wave FLOOR, not the progress axis
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public bool OwnsBotPopulation => true; // the wave machine drives bot_quota, not the core's SyncBots
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public bool OwnsBotPopulation => true; // the wave machine drives bot_quota, not the core's SyncBots
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public bool RunInProgress => _runActive; // EnforceHumanTeam fail-closed: no mid-run joins
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public bool RunInProgress => _runActive; // EnforceHumanTeam fail-closed: no mid-run joins
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@ -210,6 +219,7 @@ public sealed class SurvivalDriver : IMatchDriver, IDraftDriver
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{
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{
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_ready = true;
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_ready = true;
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_mapReadyAt = Server.CurrentTime + _p.Config.Survival.StartGraceSeconds;
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_mapReadyAt = Server.CurrentTime + _p.Config.Survival.StartGraceSeconds;
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GatherSpawnPoints(); // map entities are up by now (SetupMap runs ~3s after map start) -> cache bot spawn origins
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}
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}
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public void OnMatchReset()
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public void OnMatchReset()
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@ -595,7 +605,7 @@ public sealed class SurvivalDriver : IMatchDriver, IDraftDriver
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foreach (var b in bots)
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foreach (var b in bots)
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{
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{
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if (alive >= want) break;
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if (alive >= want) break;
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if (!b.PawnIsAlive) { b.Respawn(); alive++; }
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if (!b.PawnIsAlive) { DirectedBotSpawn(b); alive++; } // respawn + teleport away from the squad (anti-on-head)
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}
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}
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else if (alive > want) // cull: kill excess down to `want` (break clear / over-count). Suicide => no kill credit
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else if (alive > want) // cull: kill excess down to `want` (break clear / over-count). Suicide => no kill credit
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foreach (var b in bots)
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foreach (var b in bots)
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@ -627,6 +637,64 @@ public sealed class SurvivalDriver : IMatchDriver, IDraftDriver
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if (moved > 0) _p.LogSurvival($"wave {_wave} stalled (no kill {_p.Config.Survival.StallNudgeSeconds:0}s) — pulled {moved} bot(s) to the squad");
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if (moved > 0) _p.LogSurvival($"wave {_wave} stalled (no kill {_p.Config.Survival.StallNudgeSeconds:0}s) — pulled {moved} bot(s) to the squad");
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}
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}
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// ---- directed spawn placement (anti-clump / anti-on-head, replaces mp_randomspawn) ----
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// Cache every map spawn-point origin once per map. Whichever entity type this map uses is found; if NONE match, the list
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// stays empty and DirectedBotSpawn falls back to the plain respawn (team spawn) — with a warning so the map's spawn entity
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// name can be added. Spawn geometry is static, so gathering once at map setup is enough.
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private void GatherSpawnPoints()
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{
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_spawnPoints.Clear();
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foreach (var name in SpawnEntityNames)
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foreach (var e in Utilities.FindAllEntitiesByDesignerName<CBaseEntity>(name))
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if (e is { IsValid: true } && e.AbsOrigin is { } o)
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_spawnPoints.Add(new Vector(o.X, o.Y, o.Z));
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if (_spawnPoints.Count == 0)
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_p.LogSurvival($"WARN: no bot spawn points found ({string.Join("/", SpawnEntityNames)}) — directed placement disabled, bots use team spawn");
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else
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_p.LogSurvival($"gathered {_spawnPoints.Count} bot spawn points for directed placement");
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}
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// Respawn a pool bot, then (deferred a frame so the spawn settles) teleport it to a spawn point away from the squad.
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private void DirectedBotSpawn(CCSPlayerController bot)
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{
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bot.Respawn();
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if (_spawnPoints.Count == 0 || _p.Config.Survival.MinSpawnDistance <= 0) return; // no candidates / disabled -> plain respawn
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int slot = bot.Slot;
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OutnumberedPlugin.NextFrameForSlot(slot, b =>
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{
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if (PickSpawnPoint() is { } pos && b.PlayerPawn.Value is { } pawn)
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pawn.Teleport(pos, null, new Vector(0, 0, 0));
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}, requireAlive: true);
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}
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// A spawn point at least MinSpawnDistance (HORIZONTAL) from every live survivor, picked at random among the valid ones so
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// consecutive spawns scatter (bots approach from varied bearings, not one corner). If the map is too tight for any point
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// to qualify, use the one that maximises the distance to the nearest survivor. null only if there are no spawn points.
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private Vector? PickSpawnPoint()
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{
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if (_spawnPoints.Count == 0) return null;
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var humans = CtHumans().Where(h => h.PawnIsAlive && h.PlayerPawn.Value?.AbsOrigin is not null)
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.Select(h => h.PlayerPawn.Value!.AbsOrigin!).ToList();
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if (humans.Count == 0) return _spawnPoints[Random.Shared.Next(_spawnPoints.Count)]; // nobody to avoid -> any point
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double min2 = _p.Config.Survival.MinSpawnDistance * _p.Config.Survival.MinSpawnDistance;
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var valid = new List<Vector>();
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Vector? farthest = null;
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double farthestNear2 = -1;
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foreach (var sp in _spawnPoints)
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{
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double near2 = double.MaxValue; // squared distance to the CLOSEST survivor
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foreach (var h in humans)
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{
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double dx = sp.X - h.X, dy = sp.Y - h.Y; // horizontal only (a point above/below is still "near")
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double d2 = dx * dx + dy * dy;
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if (d2 < near2) near2 = d2;
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}
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if (near2 >= min2) valid.Add(sp);
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if (near2 > farthestNear2) { farthestNear2 = near2; farthest = sp; }
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}
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return valid.Count > 0 ? valid[Random.Shared.Next(valid.Count)] : farthest;
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}
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// HUD line for the active run: wave number + bots remaining to clear it (or the break state). "" when no run.
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// HUD line for the active run: wave number + bots remaining to clear it (or the break state). "" when no run.
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// Surfaced to the core via IMatchDriver.HudStatusLine so the HUD never type-checks the concrete driver.
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// Surfaced to the core via IMatchDriver.HudStatusLine so the HUD never type-checks the concrete driver.
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public string HudStatusLine(PlayerData pd) => WaveHud();
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public string HudStatusLine(PlayerData pd) => WaveHud();
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