TM2020-Gamemodes/TM_RoundsNearest.Script.txt

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2023-09-04 18:09:21 +02:00
/**
* Rounds mode
*/
#Extends "Libs/Nadeo/TMNext/TrackMania/Modes/TMNextRoundsBase.Script.txt"
#Const CompatibleMapTypes "TrackMania\\TM_Race,TM_Race"
#Const Version "2023-09-04"
#Const ScriptName "Modes/TM2020-Gamemodes/TM_RoundsNearest.Script.txt"
// #RequireContext CSmMode
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Libraries
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
#Include "TextLib" as TL
#Include "MathLib" as ML
#Include "Libs/Nadeo/CommonLibs/Common/Semver.Script.txt" as Semver
#Include "Libs/Nadeo/TMNext/TrackMania/Menu/Constants.Script.txt" as MenuConsts
#Include "Libs/Nadeo/TMNext/TrackMania/Modes/Rounds/StateManager.Script.txt" as StateMgr
#Include "Libs/Nadeo/CommonLibs/Common/Tracking.Script.txt" as Tracking
#Include "ManiaApps/Nadeo/TMxSM/Race/UIModules/Checkpoint_Server.Script.txt" as UIModules_Checkpoint
#Include "ManiaApps/Nadeo/TMxSM/Race/UIModules/PauseMenuOnline_Server.Script.txt" as UIModules_PauseMenu_Online
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Settings
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
#Setting S_PointsLimit 20 as _("Points limit")
#Setting S_FinishTimeout -1 as _("Finish timeout")
#Setting S_RoundsPerMap -1 as _("Number of rounds per track") ///< Number of round to play on one map before going to the next one
#Setting S_MapsPerMatch -1 as _("Number of tracks per match") ///< Number of maps to play before finishing the match
#Setting S_UseTieBreak True as _("Use tie-break") ///< Continue to play the map until the tie is broken
#Setting S_WarmUpNb 0 as _("Number of warm up")
#Setting S_WarmUpDuration 0 as _("Duration of one warm up")
#Setting S_WarmUpTimeout -1 as _("Warm up timeout")
#Setting S_PointsRepartition "1,0"
#Setting S_BonusForPerfect 4
#Setting S_TargetTime 20000
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Constants
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
#Const C_ModeName "Rounds"
//L16N [Rounds] Description of the mode rules
#Const Description _("$zIn $<$t$6F9Rounds$z$z$> mode, the goal is to win a maximum number of $<$t$6F9points.\n\n$z$>The rounds mode consists of $<$t$6F9a series of races$z$>.\nWhen you finish a race in a good $<$t$6F9position$z$>, you get $<$t$6F9points$z$>, added to your total.\n\nThe $<$t$6F9winner$z$> is the first player whose total reaches the $<$t$6F9point limit$z$> (30 for example).")
#Const C_HudModulePath "" //< Path to the hud module
#Const C_ManiaAppUrl "file://Media/ManiaApps/Nadeo/TMNext/TrackMania/Rounds/Rounds.Script.txt" //< Url of the mania app
#Const C_PointsLimit_NotReached 0
#Const C_PointsLimit_Reached 1
#Const C_PointsLimit_Tie 2
#Const C_UploadRecord True
#Const C_DisplayRecordGhost False
#Const C_DisplayRecordMedal False
#Const C_CelebrateRecordGhost True
#Const C_CelebrateRecordMedal True
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Extends
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
***Match_LogVersions***
***
Log::RegisterScript(ScriptName, Version);
Log::RegisterScript(Semver::ScriptName, Semver::Version);
Log::RegisterScript(ModeUtils::ScriptName, ModeUtils::Version);
Log::RegisterScript(StateMgr::ScriptName, StateMgr::Version);
***
***Match_LoadLibraries***
***
StateMgr::Load();
***
***Match_UnloadLibraries***
***
StateMgr::Unload();
***
***Match_Settings***
***
MB_Settings_UseDefaultHud = (C_HudModulePath == "");
***
***Match_Rules***
***
ModeInfo::SetName(C_ModeName);
ModeInfo::SetType(ModeInfo::C_Type_FreeForAll);
ModeInfo::SetRules(Description);
ModeInfo::SetStatusMessage("");
***
***Match_LoadHud***
***
if (C_HudModulePath != "") Hud_Load(C_HudModulePath);
***
***Match_AfterLoadHud***
***
ClientManiaAppUrl = C_ManiaAppUrl;
Race::SortScores(Race::C_Sort_TotalPoints);
UIModules_ScoresTable::SetScoreMode(UIModules_ScoresTable::C_Mode_Points);
UIModules_Checkpoint::SetVisibilityTimeDiff(False);
UIModules_Checkpoint::SetRankMode(UIModules_Checkpoint::C_RankMode_CurrentRace);
UIModules_PauseMenu_Online::SetHelp(Description);
UIModules_Sign16x9Small::SetScoreMode(UIModules_Sign16x9Small::C_ScoreMode_Points);
// Hide SM Overlay
UIManager.UIAll.OverlayHideSpectatorControllers = True;
UIManager.UIAll.OverlayHideSpectatorInfos = True;
UIManager.UIAll.OverlayHideChrono = True;
UIManager.UIAll.OverlayHideCountdown = True;
UIModules_ScoresTable::DisplayRoundPoints(True);
UIModules::UnloadModules(["UIModule_Race_TimeGap", "UIModule_Rounds_SmallScoresTable"]);
***
***Match_Yield***
***
foreach (Event in PendingEvents) {
switch (Event.Type) {
// Initialize players when they join the server
case CSmModeEvent::EType::OnPlayerAdded: {
StateMgr::InitializePlayer(Event.Player);
CarRank::InitializePlayer(Event.Player);
}
}
}
StateMgr::Yield();
***
***Match_InitServer***
***
declare Integer Server_PointsLimit;
declare Integer Server_RoundsPerMap;
declare Integer Server_MapsPerMatch;
***
***Match_StartServer***
***
// Initialize mode
Clans::SetClansNb(0);
Scores::SaveInScore(Scores::C_Points_Match);
StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]);
WarmUp::SetAvailability(True);
Race::SetupRecord(
MenuConsts::C_ScopeType_Season,
MenuConsts::C_ScopeType_PersonalBest,
MenuConsts::C_GameMode_Rounds,
"",
C_UploadRecord,
C_DisplayRecordGhost,
C_DisplayRecordMedal,
C_CelebrateRecordGhost,
C_CelebrateRecordMedal
);
Server_PointsLimit = S_PointsLimit - 1;
Server_RoundsPerMap = S_RoundsPerMap - 1;
Server_MapsPerMatch = S_MapsPerMatch - 1;
***
***Match_InitMap***
***
declare Integer Map_ValidRoundsNb;
declare Boolean Map_Skipped;
UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb);
***
***Match_StartMap***
***
Map_Skipped = True;
CarRank::Reset();
UIModules_ScoresTable::SetCustomPoints([]);
// Warm up
UIModules_ScoresTable::SetFooterInfo(_("Warm up"));
MB_WarmUp(S_WarmUpNb, S_WarmUpDuration * 1000, S_WarmUpTimeout * 1000);
***
***Match_StartRound***
***
UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb);
StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
UIModules_ScoresTable::SetCustomPoints([]);
***
***Rounds_PlayerSpawned***
***
CarRank::ThrottleUpdate(CarRank::C_SortCriteria_CurrentRace);
***
***Match_PlayLoop***
***
// Manage race events
declare Events::K_RaceEvent[] RacePendingEvents = Race::GetPendingEvents();
foreach (Event in RacePendingEvents) {
Race::ValidEvent(Event);
// Waypoint
if (Event.Type == Events::C_Type_Waypoint) {
CarRank::ThrottleUpdate(CarRank::C_SortCriteria_CurrentRace);
if (Event.Player != Null) {
if (Event.IsEndRace) {
Scores::UpdatePlayerBestRaceIfBetter(Event.Player);
Scores::UpdatePlayerBestLapIfBetter(Event.Player);
Scores::UpdatePlayerPrevRace(Event.Player);
ComputeLatestRaceScores();
Race::SortScores(Race::C_Sort_TotalPoints);
// Start the countdown if it's the first player to finish
if (EndTime <= 0) {
EndTime = GetFinishTimeout(S_FinishTimeout);
}
}
if (Event.IsEndLap) {
Scores::UpdatePlayerBestLapIfBetter(Event.Player);
}
}
}
}
// Manage mode events
foreach (Event in PendingEvents) {
if (Event.HasBeenPassed || Event.HasBeenDiscarded) continue;
Events::Invalid(Event);
}
// Server info change
if (
Server_PointsLimit != S_PointsLimit ||
Server_RoundsPerMap != S_RoundsPerMap ||
Server_MapsPerMatch != S_MapsPerMatch
) {
Server_PointsLimit = S_PointsLimit;
Server_RoundsPerMap = S_RoundsPerMap;
Server_MapsPerMatch = S_MapsPerMatch;
UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb);
}
***
***Match_EndRound***
***
Race::StopSkipOutroAll();
EndTime = -1;
StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]);
CarRank::Update(CarRank::C_SortCriteria_CurrentRace);
if (Semver::Compare(XmlRpc::GetApiVersion(), ">=", "2.1.1")) {
Scores::XmlRpc_SendScores(Scores::C_Section_PreEndRound, "");
}
if (Round_ForceEndRound || Round_SkipPauseRound || Round_Skipped) {
// Cancel points
foreach (Score in Scores) {
Scores::SetPlayerRoundPoints(Score, 0);
}
// Do not launch the forced end round sequence after a pause
if (!Round_SkipPauseRound) {
ForcedEndRoundSequence();
}
} else {
Map_ValidRoundsNb += 1;
// Get the last round points
ComputeLatestRaceScores();
Race::SortScores(Race::C_Sort_TotalPoints);
UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::ForcedVisible;
UIManager.UIAll.UISequence = CUIConfig::EUISequence::EndRound;
MB_Sleep(3000);
// Add them to the total scores
ComputeScores();
UIModules_ScoresTable::SetCustomPoints([]);
Race::SortScores(Race::C_Sort_TotalPoints);
MB_Sleep(3000);
UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::Normal;
UIManager.UIAll.UISequence = CUIConfig::EUISequence::Playing;
if (MapIsOver(S_UseTieBreak, S_PointsLimit, Map_ValidRoundsNb, S_RoundsPerMap)) {
Map_Skipped = False;
MB_StopMap();
}
}
***
***Match_EndMap***
***
if (MatchIsOver(S_UseTieBreak, S_PointsLimit, MB_GetMapCount(), S_MapsPerMatch, S_RoundsPerMap, Map_Skipped)) MB_StopMatch();
if (!MB_MapIsRunning() && MB_MatchIsRunning()) MB_SkipPodiumSequence();
Race::SortScores(Race::C_Sort_TotalPoints);
declare CSmScore Winner <=> Scores::GetBestPlayer(Scores::C_Sort_MatchPoints);
Scores::SetPlayerWinner(Winner);
if (!MB_MatchIsRunning()) {
// Compute ranking for tracking
declare Integer PreviousPoints = 0;
declare Integer Rank = 0;
foreach (Key => Score in Scores) {
if (Key == 0 || Scores::GetPlayerMatchPoints(Score) < PreviousPoints) {
PreviousPoints = Scores::GetPlayerMatchPoints(Score);
Rank = Key + 1;
}
Tracking::SendPlayerMatchResult(UIManager, Score.User, Rank, Winner == Score && Scores.count > 1);
}
}
***
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Functions
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/** Update the scores table footer text
*
* @param _PointsLimit The points limit
* @param _RoundsPerMap The number of rounds per map
* @param _MapsPerMatch The number of maps per match
* @param _ValidRoundsNb Number of valid rounds played
*/
Void UpdateScoresTableFooter(Integer _PointsLimit, Integer _RoundsPerMap, Integer _MapsPerMatch, Integer _ValidRoundsNb) {
declare Text[] Parts;
declare Text Message = "";
if (_PointsLimit > 0) {
if (Parts.count > 0) Message ^= "\n";
Message ^= """%{{{Parts.count + 1}}}{{{_PointsLimit}}}""";
//L16N [Rounds] Number of points to reach to win the match.
Parts.add(_("Points limit : "));
}
if (_RoundsPerMap > 0) {
if (Parts.count > 0) Message ^= "\n";
Message ^= """%{{{Parts.count + 1}}}{{{ML::Min(_ValidRoundsNb+1, _RoundsPerMap)}}}/{{{_RoundsPerMap}}}""";
//L16N [Rounds] Number of rounds played during the track.
Parts.add(_("Rounds : "));
}
if (_MapsPerMatch > 0) {
if (Parts.count > 0) Message ^= "\n";
Message ^= """%{{{Parts.count + 1}}}{{{MB_GetMapCount()}}}/{{{_MapsPerMatch}}}""";
//L16N [Rounds] Number of tracks played during the match.
Parts.add(_("Tracks : "));
}
switch (Parts.count) {
case 0: UIModules_ScoresTable::SetFooterInfo(Message);
case 1: UIModules_ScoresTable::SetFooterInfo(TL::Compose(Message, Parts[0]));
case 2: UIModules_ScoresTable::SetFooterInfo(TL::Compose(Message, Parts[0], Parts[1]));
case 3: UIModules_ScoresTable::SetFooterInfo(TL::Compose(Message, Parts[0], Parts[1], Parts[2]));
}
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/** Get the time left to the players to finish the round after the first player
*
* @return The time left in ms
*/
Integer GetFinishTimeout(Integer _FinishTimeout) {
declare Integer FinishTimeout = 0;
if (_FinishTimeout >= 0) {
FinishTimeout = _FinishTimeout * 1000;
} else {
FinishTimeout = 5000;
if (Map.TMObjective_IsLapRace && Race::GetLapsNb() > 0 && Map.TMObjective_NbLaps > 0) {
FinishTimeout += ((Map.TMObjective_AuthorTime / Map.TMObjective_NbLaps) * Race::GetLapsNb()) / 6;
} else {
FinishTimeout += Map.TMObjective_AuthorTime / 6;
}
}
return Now + FinishTimeout;
}
Text DeltaTimeToText(Integer _Time) {
if (_Time < 1000) {
return TL::FormatReal(_Time / 1000., 3, False, False);
}
declare Real TimeWithoutMs = _Time / 10.;
declare Real TimeInSeconds = TimeWithoutMs / 100.;
if (TimeInSeconds <= 10.) {
return TL::FormatReal(TimeInSeconds, 2, False, False);
} else if (TimeInSeconds <= 100.) {
return TL::FormatReal(TimeInSeconds, 1, False, False);
}
return TL::ToText(ML::FloorInteger(TimeInSeconds));
}
Text FormatPlayerName(Text _Name) {
return "$<$fff" ^ _Name ^ "$>";
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/// Compute the latest race scores
Void ComputeLatestRaceScores() {
Race::SortScores(Race::C_Sort_PrevRaceTime);
// Points distributed between all players
declare Text[][Text] CustomPoints = [];
declare CSmScore[][Integer] ScoresPerAbsoluteDelta;
foreach (Score in Scores) {
if (Score.User == Null) continue;
if (Scores::GetPlayerPrevRaceTime(Score) <= 0) continue;
declare Integer Delta = Scores::GetPlayerPrevRaceTime(Score) - S_TargetTime;
declare Integer AbsoluteDelta = ML::Abs(Delta);
if (!ScoresPerAbsoluteDelta.existskey(AbsoluteDelta)) ScoresPerAbsoluteDelta[AbsoluteDelta] = [];
ScoresPerAbsoluteDelta[AbsoluteDelta].add(Score);
declare Text TextDelta;
if (Delta >= 0) TextDelta = "+";
else TextDelta = "-";
TextDelta ^= DeltaTimeToText(AbsoluteDelta);
CustomPoints[Score.User.WebServicesUserId] = [Scores::GetPlayerMatchPoints(Score) ^ " (" ^ TextDelta ^ ")"];
}
UIModules_ScoresTable::SetCustomPoints(CustomPoints);
ScoresPerAbsoluteDelta = ScoresPerAbsoluteDelta.sortkey();
declare Integer I = 0;
declare Integer[] PointsRepartition = PointsRepartition::GetPointsRepartition();
foreach (Delta => CustomScores in ScoresPerAbsoluteDelta) {
// Attribute less points if they have the same time
if (CustomScores.count > 1) {
I += CustomScores.count - 1;
declare Text Names;
foreach (Key => Score in CustomScores) {
if (Key == 0) {
Names = FormatPlayerName(Score.User.Name);
} else if (Key == CustomScores.count - 1) {
Names ^= " and " ^ FormatPlayerName(Score.User.Name);
} else {
Names ^= ", " ^ FormatPlayerName(Score.User.Name);
}
}
UIManager.UIAll.SendChat("$ff3" ^ Names^ " have the same time");
}
foreach (Score in CustomScores) {
declare Integer Points;
if (PointsRepartition.existskey(I)) {
Points = PointsRepartition[I];
} else if (PointsRepartition.count > 0) {
Points = PointsRepartition[PointsRepartition.count - 1];
}
if (Delta == 0 && CustomScores.count == 1) {
Points += S_BonusForPerfect;
UIManager.UIAll.SendChat("$ff3" ^ FormatPlayerName(Score.User.Name) ^ " did the perfect time");
}
Scores::SetPlayerRoundPoints(Score, Points);
}
I += 1;
}
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/// Compute the map scores
Void ComputeScores() {
Scores::EndRound();
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/** Check if the points limit was reached
*
* @param _UseTieBreak Prevent ties or not
* @param _PointsLimit Number of points to get to win the match
*
* @return C_PointsLimit_Reached if the points limit is reached
* C_PointsLimit_Tie if there is a tie
* C_PointsLimit_NotReached if the points limit is not reached
*/
Integer PointsLimitReached(Boolean _UseTieBreak, Integer _PointsLimit) {
declare Integer MaxScore = -1;
declare Boolean Tie = False;
foreach (Score in Scores) {
declare Integer Points = Scores::GetPlayerMatchPoints(Score);
if (Points > MaxScore) {
MaxScore = Points;
Tie = False;
} else if (Points == MaxScore) {
Tie = True;
}
}
if (_UseTieBreak && Tie) return C_PointsLimit_Tie; //< There is a tie and it is not allowed
if (_PointsLimit > 0 && MaxScore >= _PointsLimit) return C_PointsLimit_Reached; //< There is a points limit and it is reached
return C_PointsLimit_NotReached; //< There is no points limit or the points limit is not reached
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/** Check if we should go to the next map
*
* @param _UseTieBreak Prevent ties or not
* @param _PointsLimit Number of points to get to win the match
* @param _ValidRoundsNb Number of valid rounds played
* @param _RoundsPerMap Number of rounds to play to complete the map
*
* @return True if it is the case, false otherwise
*/
Boolean MapIsOver(Boolean _UseTieBreak, Integer _PointsLimit, Integer _ValidRoundsNb, Integer _RoundsPerMap) {
declare Integer PointsLimitReached = PointsLimitReached(_UseTieBreak, _PointsLimit);
Log::Log("""[Rounds] MapIsOver() > _UseTieBreak: {{{_UseTieBreak}}} | _PointsLimit: {{{_PointsLimit}}} | _ValidRoundsNb: {{{_ValidRoundsNb}}} | _RoundsPerMap: {{{_RoundsPerMap}}} | PointsLimitReached: {{{PointsLimitReached}}}""");
if (PointsLimitReached == C_PointsLimit_Reached) return True; //< There is a points limit and it is reached
if (_RoundsPerMap > 0 && _ValidRoundsNb >= _RoundsPerMap) return True; //< There is a rounds limit and it is reached
return False;
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/** Check if we should go to the next match
*
* @param _UseTieBreak Prevent ties or not
* @param _PointsLimit Number of points to get to win the match
* @param _MapsPerMatch Number of maps to play to complete a match
* @param _RoundsPerMap Number of rounds to play to complete the map
*
* @return True if it is the case, false otherwise
*/
Boolean MatchIsOver(Boolean _UseTieBreak, Integer _PointsLimit, Integer _MapCount, Integer _MapsPerMatch, Integer _RoundsPerMap, Boolean _MapSkipped) {
declare Integer PointsLimitReached = PointsLimitReached(_UseTieBreak, _PointsLimit);
Log::Log("""[Rounds] MatchIsOver() > _UseTieBreak: {{{_UseTieBreak}}} | _PointsLimit: {{{_PointsLimit}}} | _MapCount: {{{_MapCount}}} | _MapsPerMatch: {{{_MapsPerMatch}}} | _RoundsPerMap: {{{_RoundsPerMap}}} | PointsLimitReached: {{{PointsLimitReached}}} | _MapSkipped : {{{_MapSkipped}}}""");
// If there is a point limit and it is reached, stop the match
if (PointsLimitReached == C_PointsLimit_Reached) {
return True;
}
// If there is an explicit maps limit ...
else if (_MapsPerMatch >= 1) {
if (
(_MapCount >= _MapsPerMatch && PointsLimitReached != C_PointsLimit_Tie) || //< ... stop the match if the maps limit is reached and the match is not a tie
(_MapSkipped && _MapsPerMatch == 1 && _MapCount >= _MapsPerMatch) //< ... stop the match if the map was skipped and the match is played on only one map
) {
return True;
}
}
// If there is a rounds limit but no maps limit, continue to play until another limit is reached
else if (_RoundsPerMap >= 1) {
return False;
}
// If there is neither a points limit nor a rounds limit, always stop the match at the end of the first map, even if there is a tie
else {
return True;
}
// In all other cases continue to play
return False;
}