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205 lines
5.6 KiB
C++
205 lines
5.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "cbase.h"
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#include "usermessages.h"
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#include "funfactmgr_cs.h"
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const float kCooldownRatePlayer = 0.4f;
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const float kCooldownRateFunFact = 0.2f;
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const float kWeightPlayerCooldown = 0.8f;
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const float kWeightFunFactCooldown = 1.0f;
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const float kWeightCoolness = 2.0f;
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const float kWeightRarity = 1.0f;
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#define DEBUG_FUNFACT_SCORING 0
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//-----------------------------------------------------------------------------
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// Purpose: constructor
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//-----------------------------------------------------------------------------
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CCSFunFactMgr::CCSFunFactMgr() :
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CAutoGameSystemPerFrame( "CCSFunFactMgr" ),
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m_funFactDatabase(0, 100, DefLessFunc(int) )
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{
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for ( int i = 0; i < MAX_PLAYERS; ++i )
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{
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m_playerCooldown[i] = 0.0f;
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}
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}
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CCSFunFactMgr::~CCSFunFactMgr()
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{
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Shutdown();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initializes the fun fact manager
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//-----------------------------------------------------------------------------
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bool CCSFunFactMgr::Init()
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{
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ListenForGameEvent( "player_connect" );
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CFunFactHelper *pFunFactHelper = CFunFactHelper::s_pFirst;
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// create database of all fun fact evaluators (and initial usage metrics)
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while ( pFunFactHelper )
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{
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FunFactDatabaseEntry entry;
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entry.fCooldown = 0.0f;
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entry.iOccurrences = 0;
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entry.pEvaluator = pFunFactHelper->m_pfnCreate();
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m_funFactDatabase.Insert(entry.pEvaluator->GetId(), entry);
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pFunFactHelper = pFunFactHelper->m_pNext;
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}
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for (int i = 0; i < ARRAYSIZE(m_playerCooldown); ++i)
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{
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m_playerCooldown[i] = 0.0f;
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}
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m_numRounds = 0;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Shuts down the fun fact manager
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//-----------------------------------------------------------------------------
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void CCSFunFactMgr::Shutdown()
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{
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FOR_EACH_MAP( m_funFactDatabase, iter )
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{
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delete m_funFactDatabase[iter].pEvaluator;
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}
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m_funFactDatabase.RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Per frame processing
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//-----------------------------------------------------------------------------
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void CCSFunFactMgr::Update( float frametime )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Listens for game events. Clears out map based stats and player based stats when necessary
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//-----------------------------------------------------------------------------
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void CCSFunFactMgr::FireGameEvent( IGameEvent *event )
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{
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const char *eventname = event->GetName();
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if ( Q_strcmp( "player_connect", eventname ) == 0 )
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{
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int index = event->GetInt("index");// player slot (entity index-1)
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ASSERT( index >= 0 && index < MAX_PLAYERS );
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if( index >= 0 && index < MAX_PLAYERS )
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{
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m_playerCooldown[index] = 0.0f;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Finds the best fun fact to display and returns all necessary information through the parameters
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//-----------------------------------------------------------------------------
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bool CCSFunFactMgr::GetRoundEndFunFact( int iWinningTeam, int iRoundResult, FunFact& funfact )
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{
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FunFactVector validFunFacts;
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// Generate a vector of all valid fun facts for this round
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FOR_EACH_MAP( m_funFactDatabase, i )
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{
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FunFact funFact;
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if ( m_funFactDatabase[i].pEvaluator->Evaluate(validFunFacts) )
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{
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m_funFactDatabase[i].iOccurrences++;
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}
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}
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m_numRounds++;
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if (validFunFacts.Size() == 0)
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return false;
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// pick the fun fact with the highest score
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float fBestScore = -FLT_MAX;
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int iFunFactIndex = -1;
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#if DEBUG_FUNFACT_SCORING
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Msg("Scoring fun facts:\n");
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#endif
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FOR_EACH_VEC(validFunFacts, i)
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{
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float fScore = ScoreFunFact(validFunFacts[i]);
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#if DEBUG_FUNFACT_SCORING
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char szPlayerName[64];
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const FunFact& funfact = validFunFacts[i];
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if (funfact.iPlayer > 0)
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V_strncpy(szPlayerName, ToCSPlayer(UTIL_PlayerByIndex(funfact.iPlayer))->GetPlayerName(), sizeof(szPlayerName));
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else
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V_strcpy(szPlayerName, "");
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Msg("(%5.4f) %s, %s, %i, %i, %i\n", fScore, funfact.szLocalizationToken, szPlayerName, funfact.iData1, funfact.iData2, funfact.iData3);
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#endif
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if (fScore > fBestScore)
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{
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fBestScore = fScore;
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iFunFactIndex = i;
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}
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}
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if (iFunFactIndex < 0)
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return false;
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funfact = validFunFacts[iFunFactIndex];
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// decay player cooldowns
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for (int i = 0; i < MAX_PLAYERS; ++i )
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{
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m_playerCooldown[i] *= (1.0f - kCooldownRatePlayer);
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}
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// decay funfact cooldowns
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FOR_EACH_MAP(m_funFactDatabase, i)
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{
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m_funFactDatabase[i].fCooldown *= (1.0f - kCooldownRateFunFact);
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}
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// set player cooldown for player in funfact
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if ( funfact.iPlayer )
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{
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m_playerCooldown[funfact.iPlayer - 1] = 1.0f;
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}
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// set funfact cooldown for current funfact
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m_funFactDatabase[m_funFactDatabase.Find(funfact.id)].fCooldown = 1.0f;
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return true;
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}
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float CCSFunFactMgr::ScoreFunFact( const FunFact& funfact )
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{
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float fScore = 0.0f;
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const FunFactDatabaseEntry& dbEntry = m_funFactDatabase[m_funFactDatabase.Find(funfact.id)];
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// add the coolness score for the funfact
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fScore += kWeightCoolness * dbEntry.pEvaluator->GetCoolness() * (1.0f + funfact.fMagnitude);
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// subtract the cooldown for the funfact
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fScore -= kWeightFunFactCooldown * dbEntry.fCooldown;
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// subtract the cooldown for the player
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if ( funfact.iPlayer ) {
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fScore -= kWeightPlayerCooldown * m_playerCooldown[funfact.iPlayer - 1];
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}
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// add the rarity bonus
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fScore += kWeightRarity * powf((1.0f - (float)dbEntry.iOccurrences / m_numRounds), 2.0f);
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return fScore;
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}
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