diff --git a/Directory.Build.props b/Directory.Build.props index 71ab1b2..200e5ad 100644 --- a/Directory.Build.props +++ b/Directory.Build.props @@ -5,6 +5,6 @@ enable latest true - 1.0.4 + 1.0.1 diff --git a/Outnumbered/Config/DomainConfig.cs b/Outnumbered/Config/DomainConfig.cs index 1257718..ba37622 100644 --- a/Outnumbered/Config/DomainConfig.cs +++ b/Outnumbered/Config/DomainConfig.cs @@ -217,10 +217,6 @@ public sealed class SurvivalConfig [JsonPropertyName("BudgetBase")] public int BudgetBase { get; set; } = 6; [JsonPropertyName("BudgetPerWave")] public int BudgetPerWave { get; set; } = 4; [JsonPropertyName("BudgetPerPlayer")] public int BudgetPerPlayer { get; set; } = 3; - // Directed spawn placement: each streamed-in bot is teleported to a map spawn point at least this many units (horizontal) - // from every live survivor — replaces mp_randomspawn (which ignores distance-to-player and dropped clusters on your head - // at 20 alive). On a map too small for any point to satisfy it, the farthest available point is used. 0 disables placement. - [JsonPropertyName("MinSpawnDistance")] public double MinSpawnDistance { get; set; } = 700.0; // ---- wave structure ---- [JsonPropertyName("WaveCount")] public int WaveCount { get; set; } = 20; // finite campaign; clearing this = WIN. Tune by feel + XP-vs-TDM/GG. diff --git a/Outnumbered/Engine/GrenadeSpawner.cs b/Outnumbered/Engine/GrenadeSpawner.cs index fb8eaf0..0fb3a4d 100644 --- a/Outnumbered/Engine/GrenadeSpawner.cs +++ b/Outnumbered/Engine/GrenadeSpawner.cs @@ -32,7 +32,7 @@ internal static class GrenadeSpawner try { _heCreate = new(IsLinux - ? "55 4C 89 C1 48 89 E5 41 57 49 89 FF 41 56 49 89 D6" + ? "55 4C 89 C1 48 89 E5 41 57 49 89 D7" : "48 89 5C 24 08 48 89 6C 24 10 48 89 74 24 18 57 48 83 EC 50 48 8B AC 24 80 00 00 00 49 8B F8"); _ok = true; } diff --git a/Outnumbered/Engine/RespawnFix.cs b/Outnumbered/Engine/RespawnFix.cs deleted file mode 100644 index a9ddde8..0000000 --- a/Outnumbered/Engine/RespawnFix.cs +++ /dev/null @@ -1,23 +0,0 @@ -using System; -using CounterStrikeSharp.API.Core; -using CounterStrikeSharp.API.Modules.Memory; - -namespace Outnumbered.Engine; - -// Workaround, pending a CounterStrikeSharp release carrying the upstream fix: CSSharp's -// CCSPlayerController.Respawn() calls SetPawn(PlayerPawn.Value), which faults inside the engine's -// network-state change code when the pawn is DEAD — the usual respawn case — on the current CS2 -// build (a bot respawned right after we kill it took the crash). This mirrors CSSharp's Respawn() -// but only re-attaches a LIVE pawn; the CCSPlayerController_Respawn vfunc re-creates the pawn on -// respawn regardless. Revert every SafeRespawn() call back to .Respawn() once the fixed package ships. -internal static class RespawnFix -{ - public static void SafeRespawn(this CCSPlayerController controller) - { - if (controller is not { IsValid: true }) return; - var pawn = controller.PlayerPawn.Value; - if (pawn == null) return; - if (pawn is { IsValid: true, Health: > 0 }) controller.SetPawn(pawn); - VirtualFunction.CreateVoid(controller.Handle, GameData.GetOffset("CCSPlayerController_Respawn"))(controller.Handle); - } -} diff --git a/Outnumbered/Outnumbered.cs b/Outnumbered/Outnumbered.cs index e5c18a0..1753b78 100644 --- a/Outnumbered/Outnumbered.cs +++ b/Outnumbered/Outnumbered.cs @@ -10,7 +10,7 @@ namespace Outnumbered; public sealed partial class OutnumberedPlugin : BasePlugin, IPluginConfig { public override string ModuleName => "Outnumbered"; - public override string ModuleVersion => "1.0.4-modes"; + public override string ModuleVersion => "1.0.1-modes"; public override string ModuleAuthor => "snake"; public override string ModuleDescription => "Players-vs-bots RPG / perk mod."; diff --git a/Outnumbered/Survival.cs b/Outnumbered/Survival.cs index cb5829e..ac1f27c 100644 --- a/Outnumbered/Survival.cs +++ b/Outnumbered/Survival.cs @@ -49,13 +49,6 @@ public sealed class SurvivalDriver : IMatchDriver, IDraftDriver private double _teamDealMult = 1.0; private double _teamTakeMult = 1.0; - // Directed bot spawn placement (replaces mp_randomspawn): map spawn-point origins gathered once per map, so each streamed - // -in bot lands away from the squad instead of on their heads. Entity names span the DM/arms-race/classic spawn types; - // whichever the map actually has is used. Empty (no such entities) => placement is skipped (bots keep their team spawn). - private static readonly string[] SpawnEntityNames = - ["info_deathmatch_spawn", "info_player_terrorist", "info_player_counterterrorist", "info_armsrace_counter", "info_armsrace_terrorist"]; - private readonly List _spawnPoints = []; - // ---- Field Medic teammate-revive (card-only: no FieldMedic card => none of this runs) ---- 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) private readonly Dictionary _downed = []; // downed player's SteamId -> death spot + world beacon (created only while the squad has a medic) @@ -93,9 +86,7 @@ public sealed class SurvivalDriver : IMatchDriver, IDraftDriver // Nobody auto-respawns: humans are revived at wave-clear (ReviveSurvivor); bots are spawned/streamed entirely by the // wave machine (force-Respawn in UpdateBotQuota). Engine auto-respawn for bots is OFF so it can't fight the wave drain // AND so we don't depend on it spawning bots (which it refuses after repeated T-side wipes — the wave-3 stall). - // mp_randomspawn OFF: bot spawn placement is done ourselves (DirectedBotSpawn -> a map spawn point away from the squad), - // because mp_randomspawn ignores distance-to-player and drops clusters on your head once ~20 bots are alive at once. - public string ExtraCvars => "mp_randomspawn 0;mp_respawn_on_death_ct 0;mp_respawn_on_death_t 0;"; + public string ExtraCvars => "mp_randomspawn 1;mp_respawn_on_death_ct 0;mp_respawn_on_death_t 0;"; public double HandicapProgress(PlayerData pd) => 0.0; // survival escalates via the wave FLOOR, not the progress axis public bool OwnsBotPopulation => true; // the wave machine drives bot_quota, not the core's SyncBots public bool RunInProgress => _runActive; // EnforceHumanTeam fail-closed: no mid-run joins @@ -219,7 +210,6 @@ public sealed class SurvivalDriver : IMatchDriver, IDraftDriver { _ready = true; _mapReadyAt = Server.CurrentTime + _p.Config.Survival.StartGraceSeconds; - GatherSpawnPoints(); // map entities are up by now (SetupMap runs ~3s after map start) -> cache bot spawn origins } public void OnMatchReset() @@ -605,7 +595,7 @@ public sealed class SurvivalDriver : IMatchDriver, IDraftDriver foreach (var b in bots) { if (alive >= want) break; - if (!b.PawnIsAlive) { DirectedBotSpawn(b); alive++; } // respawn + teleport away from the squad (anti-on-head) + if (!b.PawnIsAlive) { b.Respawn(); alive++; } } else if (alive > want) // cull: kill excess down to `want` (break clear / over-count). Suicide => no kill credit foreach (var b in bots) @@ -637,64 +627,6 @@ public sealed class SurvivalDriver : IMatchDriver, IDraftDriver if (moved > 0) _p.LogSurvival($"wave {_wave} stalled (no kill {_p.Config.Survival.StallNudgeSeconds:0}s) — pulled {moved} bot(s) to the squad"); } - // ---- directed spawn placement (anti-clump / anti-on-head, replaces mp_randomspawn) ---- - // Cache every map spawn-point origin once per map. Whichever entity type this map uses is found; if NONE match, the list - // stays empty and DirectedBotSpawn falls back to the plain respawn (team spawn) — with a warning so the map's spawn entity - // name can be added. Spawn geometry is static, so gathering once at map setup is enough. - private void GatherSpawnPoints() - { - _spawnPoints.Clear(); - foreach (var name in SpawnEntityNames) - foreach (var e in Utilities.FindAllEntitiesByDesignerName(name)) - if (e is { IsValid: true } && e.AbsOrigin is { } o) - _spawnPoints.Add(new Vector(o.X, o.Y, o.Z)); - if (_spawnPoints.Count == 0) - _p.LogSurvival($"WARN: no bot spawn points found ({string.Join("/", SpawnEntityNames)}) — directed placement disabled, bots use team spawn"); - else - _p.LogSurvival($"gathered {_spawnPoints.Count} bot spawn points for directed placement"); - } - - // Respawn a pool bot, then (deferred a frame so the spawn settles) teleport it to a spawn point away from the squad. - private void DirectedBotSpawn(CCSPlayerController bot) - { - bot.SafeRespawn(); // CSSharp's Respawn() faults in SetPawn on a dead controller (see RespawnFix) - if (_spawnPoints.Count == 0 || _p.Config.Survival.MinSpawnDistance <= 0) return; // no candidates / disabled -> plain respawn - int slot = bot.Slot; - OutnumberedPlugin.NextFrameForSlot(slot, b => - { - if (PickSpawnPoint() is { } pos && b.PlayerPawn.Value is { } pawn) - pawn.Teleport(pos, null, new Vector(0, 0, 0)); - }, requireAlive: true); - } - - // A spawn point at least MinSpawnDistance (HORIZONTAL) from every live survivor, picked at random among the valid ones so - // consecutive spawns scatter (bots approach from varied bearings, not one corner). If the map is too tight for any point - // to qualify, use the one that maximises the distance to the nearest survivor. null only if there are no spawn points. - private Vector? PickSpawnPoint() - { - if (_spawnPoints.Count == 0) return null; - var humans = CtHumans().Where(h => h.PawnIsAlive && h.PlayerPawn.Value?.AbsOrigin is not null) - .Select(h => h.PlayerPawn.Value!.AbsOrigin!).ToList(); - if (humans.Count == 0) return _spawnPoints[Random.Shared.Next(_spawnPoints.Count)]; // nobody to avoid -> any point - double min2 = _p.Config.Survival.MinSpawnDistance * _p.Config.Survival.MinSpawnDistance; - var valid = new List(); - Vector? farthest = null; - double farthestNear2 = -1; - foreach (var sp in _spawnPoints) - { - double near2 = double.MaxValue; // squared distance to the CLOSEST survivor - foreach (var h in humans) - { - double dx = sp.X - h.X, dy = sp.Y - h.Y; // horizontal only (a point above/below is still "near") - double d2 = dx * dx + dy * dy; - if (d2 < near2) near2 = d2; - } - if (near2 >= min2) valid.Add(sp); - if (near2 > farthestNear2) { farthestNear2 = near2; farthest = sp; } - } - return valid.Count > 0 ? valid[Random.Shared.Next(valid.Count)] : farthest; - } - // HUD line for the active run: wave number + bots remaining to clear it (or the break state). "" when no run. // Surfaced to the core via IMatchDriver.HudStatusLine so the HUD never type-checks the concrete driver. public string HudStatusLine(PlayerData pd) => WaveHud(); @@ -923,7 +855,7 @@ public sealed partial class OutnumberedPlugin if (p is not { IsValid: true } || p.IsBot || p.PawnIsAlive || p.Team != CsTeam.CounterTerrorist) return; if (p.AuthorizedSteamID?.SteamId64 is not { } sid) return; var dest = teleportTo is { } t ? new Vector(t.X, t.Y, t.Z) : null; - p.SafeRespawn(); // CSSharp's Respawn() faults in SetPawn on a dead controller (see RespawnFix) + p.Respawn(); NextFrameForSlot(p.Slot, sid, pl => { var pd = PdOf(pl); var pawn = pl.PlayerPawn.Value; diff --git a/Outnumbered/outnumbered.csproj b/Outnumbered/outnumbered.csproj index f768397..768d96b 100644 --- a/Outnumbered/outnumbered.csproj +++ b/Outnumbered/outnumbered.csproj @@ -12,7 +12,7 @@ - + diff --git a/README.md b/README.md index b0ea153..6a43d6b 100644 --- a/README.md +++ b/README.md @@ -18,7 +18,7 @@ servers. ## Requirements - A CS2 dedicated server with **Metamod:Source** and **CounterStrikeSharp** installed - (compiled against CounterStrikeSharp API **1.0.370**; use a matching or newer server build). + (compiled against CounterStrikeSharp API **1.0.369**; use a matching or newer server build). - **.NET 10** — provided by the CounterStrikeSharp runtime; only needed as an SDK if you build from source. - **Linux** — the damage path, native grenade spawning, and launch-flag parsing are Linux-specific. - A database: **PostgreSQL** for production (recommended, required for multi-instance), or **SQLite** for single-server/dev.