TM2020-Gamemodes/TM_CPKnockout_V2.Script.txt

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/**
* CP Knockout V2 mode
* Similar to TM_CPKnockout.Script.txt but allow multiple rounds, and can finish before the finish if not enough players
*/
// #RequireContext CSmMode
#Extends "Modes/Nadeo/Trackmania/Base/TrackmaniaRoundsBase.Script.txt"
#Const CompatibleMapTypes "TrackMania\\TM_Race,TM_Race"
#Const Version "2023-11-27"
#Const ScriptName "Modes/TM2020-Gamemodes/TM_CPKnockout.Script.txt"
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Libraries
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
#Include "TextLib" as TL
#Include "MathLib" as ML
#Include "Libs/Nadeo/Trackmania/MainMenu/Constants.Script.txt" as MenuConsts
#Include "Libs/Nadeo/Trackmania/Modes/Rounds/StateManager.Script.txt" as StateMgr
#Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/ScoresTable_Server.Script.txt" as UIModules_ScoresTable
#Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/TimeGap_Server.Script.txt" as UIModules_TimeGap
#Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/Checkpoint_Server.Script.txt" as UIModules_Checkpoint
#Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/PauseMenuOnline_Server.Script.txt" as UIModules_PauseMenu_Online
#Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/BigMessage_Server.Script.txt" as UIModules_BigMessage
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Settings
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
#Setting S_DisableGiveUp True as _("Disable give up")
#Setting S_NumberOfFinishers 8
#Setting S_FinishTimeout -1 as _("Finish timeout")
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#Setting S_WarmUpNb 1 as _("Number of warm up")
#Setting S_WarmUpDuration 30 as _("Duration of one warm up")
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#Setting S_WarmUpTimeout -1 as _("Warm up timeout")
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#Setting S_EliminatedPlayersNbRanks "2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,2,0,0,0,0" as "Number of eliminated by checkpoint sorted from the finish to the start"
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Constants
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
#Const C_ModeName "CP Knockout"
//L16N [Laps] Description of the mode rules
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#Const Description "Knockout per checkpoint game mode"
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#Const C_HudModulePath "" //< Path to the hud module
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#Const C_ManiaAppUrl "file://Media/ManiaApps/Nadeo/Trackmania/Modes/TimeAttack.Script.txt" //< Url of the mania app
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#Const C_UploadRecord True
#Const C_DisplayRecordGhost False
#Const C_DisplayRecordMedal False
#Const C_CelebrateRecordGhost True
#Const C_CelebrateRecordMedal True
#Struct K_State {
Integer NbAliveAfter;
Integer NbFinishers;
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Extends
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
***Match_LogVersions***
***
Log::RegisterScript(ScriptName, Version);
Log::RegisterScript(StateMgr::ScriptName, StateMgr::Version);
***
***Match_LoadLibraries***
***
StateMgr::Load();
***
***Match_UnloadLibraries***
***
StateMgr::Unload();
***
***Match_Settings***
***
MB_Settings_UseDefaultHud = (C_HudModulePath == "");
MB_Settings_UseDefaultTimer = False;
***
***Match_Rules***
***
ModeInfo::SetName(C_ModeName);
ModeInfo::SetType(ModeInfo::C_Type_FreeForAll);
ModeInfo::SetRules(Description);
ModeInfo::SetStatusMessage(_("TYPE: Free for all\nOBJECTIVE: Set the best time on the track."));
***
***Match_LoadHud***
***
if (C_HudModulePath != "") Hud_Load(C_HudModulePath);
***
***Match_AfterLoadHud***
***
ClientManiaAppUrl = C_ManiaAppUrl;
Race::SortScores(Race::C_Sort_TotalPoints);
UIModules_TimeGap::SetTimeGapMode(UIModules_TimeGap::C_TimeGapMode_BestRace);
UIModules_Checkpoint::SetRankMode(UIModules_Checkpoint::C_RankMode_BestRace);
UIModules_Checkpoint::SetVisibilityTimeDiff(False, True);
UIModules_PauseMenu_Online::SetHelp(Description);
Scores::SaveInScore(Scores::C_Points_Match);
UIModules_ScoresTable::SetScoreMode(UIModules_ScoresTable::C_Mode_PrevTime);
UIModules_ScoresTable::SetHideSpectators(True);
***
***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_StartServer***
***
// Initialize mode
Clans::SetClansNb(0);
StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]);
WarmUp::SetAvailability(True);
Race::SetRespawnBehaviour(Race::C_RespawnBehaviour_Normal);
Race::SetupRecord(
MenuConsts::C_ScopeType_Season,
MenuConsts::C_ScopeType_PersonalBest,
MenuConsts::C_GameMode_Laps,
"",
C_UploadRecord,
C_DisplayRecordGhost,
C_DisplayRecordMedal,
C_CelebrateRecordGhost,
C_CelebrateRecordMedal
);
Race::UseAutomaticDossardColor(False);
***
***Match_InitMatch***
***
foreach (Score in Scores) {
declare Boolean IsAlive for Score = False;
IsAlive = False;
}
UIModules_ScoresTable::SetCustomPoints([]);
UIModules_ScoresTable::SetCustomTimes([]);
declare Boolean Match_InitPlayers = True;
declare Integer Match_PlayersEliminated;
declare Integer Match_Players;
***
***Match_StartMap***
***
CarRank::Reset();
if (S_WarmUpNb > 0) {
foreach (Score in Scores) {
WarmUp::CanPlay(Score, True);
}
MB_WarmUp(S_WarmUpNb, S_WarmUpDuration * 1000, S_WarmUpTimeout * 1000);
}
if (Match_InitPlayers) {
Match_InitPlayers = False;
foreach (Score in Scores) {
declare Boolean IsAlive for Score = False;
IsAlive = True;
Match_Players += 1;
if (Score.User == Null) continue;
}
}
StartTime = Now + Race::C_SpawnDuration;
if (S_DisableGiveUp) {
Race::SetRespawnBehaviour(Race::C_RespawnBehaviour_NeverGiveUp);
} else {
Race::SetRespawnBehaviour(Race::C_RespawnBehaviour_Normal);
}
***
***Match_InitRound***
***
declare Integer Round_NumberOfPlayers = 0;
declare Integer Round_DossardsUpdateCooldown = 0;
declare Text Round_EliminatedPlayersNbRanks = "";
declare K_State[Integer] Round_State;
declare Ident[] Round_EliminatedScores;
***
***Match_StartRound***
***
Round_EliminatedPlayersNbRanks = S_EliminatedPlayersNbRanks;
declare Integer[Text] CustomTimes = [];
foreach (Player in Players) {
Player.Dossard_Color = <1., 1., 1.>;
if (Player.Score == Null || Player.User == Null) continue;
declare Boolean IsAlive for Player.Score = False;
if (IsAlive) {
Scores::SetPlayerMatchPoints(Player.Score, Match_Players);
CustomTimes[Player.User.WebServicesUserId] = 0;
Round_NumberOfPlayers += 1;
}
}
UIModules_ScoresTable::SetCustomTimes(CustomTimes);
Round_State = ComputeState(Round_NumberOfPlayers);
log("Round_State: " ^ Round_State);
EndTime = -1;
***
***Match_PlayLoop***
***
// Manage race events
foreach (Event in Race::GetPendingEvents()) {
Race::ValidEvent(Event);
// Waypoint
if (Event.Type == Events::C_Type_Waypoint) {
if (Event.Player != Null) {
declare Integer NBOfCP = Event.Player.RaceWaypointTimes.count;
if (Round_State.existskey(NBOfCP)) {
Round_State[NBOfCP].NbFinishers += 1;
// Proceed kick
if (Round_State[NBOfCP].NbFinishers >= Round_State[NBOfCP].NbAliveAfter) {
foreach (Player in Players) {
if (Player.SpawnStatus != CSmPlayer::ESpawnStatus::Spawned) continue;
if (Player.RaceWaypointTimes.count < NBOfCP) {
EliminatePlayer(Player, Match_PlayersEliminated);
Match_PlayersEliminated += 1;
Round_EliminatedScores.add(Player.Score.Id);
}
}
foreach (CPNb => State in Round_State) {
if (CPNb > Event.Player.RaceWaypointTimes.count) {
break;
}
}
}
}
if (Event.IsEndRace) {
Scores::UpdatePlayerPrevRace(Event.Player);
declare Integer[Text] CustomTimes = UIModules_ScoresTable::GetCustomTimes();
CustomTimes.removekey(Event.Player.User.WebServicesUserId);
UIModules_ScoresTable::SetCustomTimes(CustomTimes);
if (EndTime <= 0) {
EndTime = Race::GetFinishTimeout(S_FinishTimeout, Race::GetLapsNb(), Map);
}
}
// Update best race at each checkpoint to sort scores with C_Sort_BestRaceCheckpointsProgress
Scores::UpdatePlayerBestRace(Event.Player);
CarRank::ThrottleUpdate(CarRank::C_SortCriteria_CurrentRace);
if (Round_DossardsUpdateCooldown == 0) {
UpdateDossardColors(Round_State);
Round_DossardsUpdateCooldown = Now + 1000;
}
}
} else if (Event.Type == Events::C_Type_SkipOutro) {
if (Event.Player != Null) {
Race::StopSkipOutro(Event.Player);
}
}
}
// Manage mode events
foreach (Event in PendingEvents) {
if (Event.HasBeenPassed || Event.HasBeenDiscarded) continue;
Events::Invalid(Event);
}
if (Round_DossardsUpdateCooldown > 0 && Round_DossardsUpdateCooldown < Now) {
Round_DossardsUpdateCooldown = 0;
UpdateDossardColors(Round_State);
}
if (Round_EliminatedPlayersNbRanks != S_EliminatedPlayersNbRanks) {
Round_EliminatedPlayersNbRanks = S_EliminatedPlayersNbRanks;
Round_State = ComputeState(Round_NumberOfPlayers);
}
if (Players.count > 0 && Round_NumberOfPlayers > 0 && PlayersNbAlive <= S_NumberOfFinishers) {
MB_StopMatch();
}
***
***Match_EndRound***
***
Race::StopSkipOutroAll();
EndTime = -1;
StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]);
CarRank::Update(CarRank::C_SortCriteria_CurrentRace);
if (Round_ForceEndRound || Round_SkipPauseRound) {
declare Text[][Text] CustomPoints = UIModules_ScoresTable::GetCustomPoints();
foreach (Score in Scores) {
if (!Round_EliminatedScores.exists(Score.Id)) continue;
declare Boolean IsAlive for Score = False;
IsAlive = True;
if (Score.User == Null || !CustomPoints.existskey(Score.User.WebServicesUserId)) continue;
CustomPoints.removekey(Score.User.WebServicesUserId);
}
UIModules_ScoresTable::SetCustomPoints(CustomPoints);
// 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();
}
MB_SetValidRound(False);
} else {
UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::ForcedVisible;
UIManager.UIAll.UISequence = CUIConfig::EUISequence::EndRound;
MB_Sleep(S_ChatTime / 2);
UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::Normal;
UIManager.UIAll.UISequence = CUIConfig::EUISequence::Playing;
MB_Sleep(S_ChatTime / 2);
}
***
***Match_EndMap***
***
// Ensure that we stop the match (after a vote for the next map, ...)
MB_StopMatch();
EndTime = -1;
StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]);
CarRank::Update(CarRank::C_SortCriteria_CurrentRace);
Race::SortScores(Race::C_Sort_TotalPoints);
Scores::SetPlayerWinner(Scores::GetBestPlayer(Scores::C_Sort_MatchPoints));
Race::StopSkipOutroAll();
***
***Rounds_CanSpawn***
***
foreach (Score in Scores) {
declare Boolean ModeRounds_CanSpawn for Score = True;
ModeRounds_CanSpawn = CanSpawn(Score);
}
***
***Rounds_CheckCanSpawn***
***
// During PlayLoop Check
declare Boolean IsAlive for _Player.Score = False;
return IsAlive;
---PouleParty_Rounds_CanSpawn---
***
Boolean CanSpawn(CSmScore _Score) {
// Before PlayLoop Check
declare Boolean IsAlive for _Score = False;
return IsAlive;
}
/*
*
* Functions
*
*/
/** Compute Match State based on S_EliminatedPlayersNbRanks and number of Players
*
* @return K_State[Integer]
*/
K_State[Integer] ComputeState(Integer _NbOfPlayer) {
declare K_State[Integer] State;
declare Text[] KORepartition = TL::Split(",", S_EliminatedPlayersNbRanks);
declare Integer NBOfCP = Map::GetCheckpointsCount() + 1;
declare Integer NbAliveAfter = _NbOfPlayer;
for (I, 0 , NBOfCP) {
declare Integer CPIndex = NBOfCP - I;
if (KORepartition.existskey(CPIndex) && KORepartition[CPIndex] != "0") {
NbAliveAfter -= TL::ToInteger(KORepartition[CPIndex]);
State[I] = K_State{
NbAliveAfter = NbAliveAfter
};
}
}
return State;
}
/** Update Dossard Color of Players depending of the CP and the Rank
*
* @return Void
*/
Void UpdateDossardColors(K_State[Integer] _Round_State) {
Log::Log("UpdateDossardColors");
declare Integer Rank = 1;
foreach (Score in Scores) {
if (Score.User == Null) continue;
declare CSmPlayer Player = GetPlayer(Score.User.Login);
if (Player == Null) continue;
if (Player.SpawnStatus == CSmPlayer::ESpawnStatus::NotSpawned) continue;
declare Integer NbAlive;
if (_Round_State.existskey(Player.CurrentLapNumber + 1)) {
NbAlive = _Round_State[Player.CurrentLapNumber + 1].NbAliveAfter;
} else {
// get first CP
foreach (Value in _Round_State) {
NbAlive = Value.NbAliveAfter;
break;
}
}
if (Rank > NbAlive) {
Player.Dossard_Color = <1., 0., 0.>;
} else {
Player.Dossard_Color = <1., 1., 1.>;
}
Rank += 1;
}
}
/** Eliminate Player and send a message in a Chat
*
* @return Void
*/
Void EliminatePlayer(CSmPlayer _Player, Integer _Eliminated) {
if (_Player == Null || _Player.Score == Null) return;
if (_Player.SpawnStatus == CSmPlayer::ESpawnStatus::NotSpawned) return;
log("EliminatePlayer: " ^ _Player.User.Name ^ " (" ^ _Player.User.Login ^ ")");
Race::StopSkipOutro(_Player);
UIManager.UIAll.SendChat("Player $<$ff6" ^ _Player.User.Name ^ "$> is $<$f00eliminated$>");
declare Text[][Text] CustomPoints = UIModules_ScoresTable::GetCustomPoints();
CustomPoints[_Player.User.WebServicesUserId] = [_("|Status|K.O."), "f00"];
UIModules_ScoresTable::SetCustomPoints(CustomPoints);
Scores::SetPlayerMatchPoints(_Player.Score, _Eliminated);
declare Boolean IsAlive for _Player.Score = False;
IsAlive = False;
}