Check if map is compatible to avoid script crash

This commit is contained in:
Beu 2022-03-08 17:38:33 +01:00
parent 3124754b1e
commit 405bd533f8
1 changed files with 53 additions and 39 deletions

View File

@ -221,48 +221,62 @@ Net_CurrentRoundNb = Map_ValidRoundsNb + 1;
declare Text[] AccountIdsOfPlayers for This = [];
declare CMapLandmark[] Landmarks = Map::GetFinishesAndMultilaps();
declare CMapLandmark PlayerLM;
declare Integer LandmarkIndex for This = 0;
AccountIdsOfPlayers = [];
// Suffle Players list to randomise spawn
declare CSmPlayer[] ShuffledPlayers = Players;
declare Integer i=0;
while(i<ShuffledPlayers.count) { // this should be enough, you can use arbitrary values, should the need arise
// find a pair (a,b) of valid indices to swap
declare a=ML::Rand(0, ShuffledPlayers.count-1);
declare b=ML::Rand(0, ShuffledPlayers.count-1);
// now swap them
declare tmp=ShuffledPlayers[b];
ShuffledPlayers[b]=ShuffledPlayers[a];
ShuffledPlayers[a]=tmp;
i=i+1;
}
foreach (Player in ShuffledPlayers) {
PlayerLM = Null;
while (PlayerLM == Null) {
if (LandmarkIndex > Landmarks.count - 1 ) {
LandmarkIndex = 0;
}
if (Map::IsMultilap(Landmarks[LandmarkIndex])) {
PlayerLM = Landmarks[LandmarkIndex];
}
LandmarkIndex = LandmarkIndex + 1 ;
declare Boolean MapIsCompatible;
foreach (Landmark in Landmarks) {
if (Map::IsMultilap(Landmark)) {
MapIsCompatible = True;
break;
}
Race::Start(Player, PlayerLM , StartTime);
AccountIdsOfPlayers.add(Player.User.WebServicesUserId);
}
Net_NBPlayers = AccountIdsOfPlayers.count;
UpdateCustomRanking(Null, -1);
StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
CarRank::Update(CarRank::C_SortCriteria_BestRace);
Race::EnableIntroDuringMatch(False);
UIManager.UIAll.SendChat("$<$ff3$> Stay the most time on the structure. $<$ff9GL HF!$>");
if (!MapIsCompatible) {
UIManager.UIAll.QueueMessage(3000, 1, CUIConfig::EMessageDisplay::Big, _("This map is not valid"));
MB_Sleep(3000);
MB_StopMap();
} else {
declare CMapLandmark PlayerLM;
declare Integer LandmarkIndex for This = 0;
AccountIdsOfPlayers = [];
// Suffle Players list to randomise spawn
declare CSmPlayer[] ShuffledPlayers = Players;
declare Integer i=0;
while(i<ShuffledPlayers.count) { // this should be enough, you can use arbitrary values, should the need arise
// find a pair (a,b) of valid indices to swap
declare a=ML::Rand(0, ShuffledPlayers.count-1);
declare b=ML::Rand(0, ShuffledPlayers.count-1);
// now swap them
declare tmp=ShuffledPlayers[b];
ShuffledPlayers[b]=ShuffledPlayers[a];
ShuffledPlayers[a]=tmp;
i=i+1;
}
foreach (Player in ShuffledPlayers) {
PlayerLM = Null;
while (PlayerLM == Null) {
if (LandmarkIndex > Landmarks.count - 1 ) {
LandmarkIndex = 0;
}
if (Map::IsMultilap(Landmarks[LandmarkIndex])) {
PlayerLM = Landmarks[LandmarkIndex];
}
LandmarkIndex = LandmarkIndex + 1 ;
}
Race::Start(Player, PlayerLM , StartTime);
AccountIdsOfPlayers.add(Player.User.WebServicesUserId);
}
Net_NBPlayers = AccountIdsOfPlayers.count;
UpdateCustomRanking(Null, -1);
StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
CarRank::Update(CarRank::C_SortCriteria_BestRace);
Race::EnableIntroDuringMatch(False);
UIManager.UIAll.SendChat("$<$ff3$> Stay the most time on the structure. $<$ff9GL HF!$>");
}
***
***Match_PlayLoop***