Add RoundsThenTimeattack gamemode
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TM_RoundsThenTimeattack.Script.txt
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625
TM_RoundsThenTimeattack.Script.txt
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#Extends "Modes/Nadeo/Trackmania/Base/TrackmaniaRoundsBase.Script.txt"
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// #RequireContext CSmMode
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#Const CompatibleMapTypes "TrackMania\\TM_Race,TM_Race"
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#Const Version "2024-06-03"
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#Const ScriptName "Modes/TM2020-Gamemodes/TM_RoundsThenTimeattack.Script.txt"
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// MARK: Libraries
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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#Include "TextLib" as TL
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#Include "MathLib" as ML
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#Include "Libs/Nadeo/CMGame/Utils/Semver.Script.txt" as Semver
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#Include "Libs/Nadeo/Trackmania/MainMenu/Constants.Script.txt" as MenuConsts
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#Include "Libs/Nadeo/Trackmania/Modes/Rounds/StateManager.Script.txt" as StateMgr
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#Include "Libs/Nadeo/TMGame/Utils/Tracking.Script.txt" as Tracking
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#Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/Checkpoint_Server.Script.txt" as UIModules_Checkpoint
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#Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/PauseMenuOnline_Server.Script.txt" as UIModules_PauseMenu_Online
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#Include "Libs/Nadeo/CMGame/Modes/UIModules_Server.Script.txt" as UIModules_Server
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#Include "Libs/Nadeo/CMGame/Modes/UIModules_Common.Script.txt" as UIModules_Common
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// MARK: Settings
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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#Setting S_TimeLimit 300 as _("Time limit") ///< Time limit before going to the next map
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#Setting S_PointsLimit 50 as _("Points limit")
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#Setting S_FinishTimeout -1 as _("Finish timeout")
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#Setting S_RoundsPerMap -1 as _("Number of rounds per track") ///< Number of round to play on one map before going to the next one
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#Setting S_MapsPerMatch -1 as _("Number of tracks per match") ///< Number of maps to play before finishing the match
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#Setting S_UseTieBreak True as _("Use tie-break") ///< Continue to play the map until the tie is broken
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#Setting S_WarmUpNb 0 as _("Number of warm up")
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#Setting S_WarmUpDuration 0 as _("Duration of one warm up")
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#Setting S_WarmUpTimeout -1 as _("Warm up timeout")
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// MARK: Constants
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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#Const C_ModeName "Rounds"
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//L16N [Rounds] Description of the mode rules
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#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).")
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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/Rounds.Script.txt" //< Url of the mania app
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#Const C_FakeUsersNb 0
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#Const C_PointsLimit_NotReached 0
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#Const C_PointsLimit_Reached 1
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#Const C_PointsLimit_Tie 2
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#Const C_UploadRecord True
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#Const C_DisplayRecordGhost False
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#Const C_DisplayRecordMedal False
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#Const C_CelebrateRecordGhost True
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#Const C_CelebrateRecordMedal True
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// MARK: Extends
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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***Match_LogVersions***
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***
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Log::RegisterScript(ScriptName, Version);
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Log::RegisterScript(Semver::ScriptName, Semver::Version);
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Log::RegisterScript(ModeUtils::ScriptName, ModeUtils::Version);
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Log::RegisterScript(StateMgr::ScriptName, StateMgr::Version);
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***
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***Match_LoadLibraries***
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***
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StateMgr::Load();
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***
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***Match_UnloadLibraries***
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***
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StateMgr::Unload();
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***
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***Match_Settings***
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***
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MB_Settings_UseDefaultHud = (C_HudModulePath == "");
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***
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***Match_Rules***
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***
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ModeInfo::SetName(C_ModeName);
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ModeInfo::SetType(ModeInfo::C_Type_FreeForAll);
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ModeInfo::SetRules(Description);
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ModeInfo::SetStatusMessage("");
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***
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***Match_LoadHud***
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***
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if (C_HudModulePath != "") Hud_Load(C_HudModulePath);
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***
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***Match_AfterLoadHud***
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***
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ClientManiaAppUrl = C_ManiaAppUrl;
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Race::SortScores(Race::C_Sort_TotalPoints);
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UIModules_ScoresTable::SetScoreMode(UIModules_ScoresTable::C_Mode_Points);
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UIModules_Checkpoint::SetVisibilityTimeDiff(False);
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UIModules_Checkpoint::SetRankMode(UIModules_Checkpoint::C_RankMode_CurrentRace);
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UIModules_PauseMenu_Online::SetHelp(Description);
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UIModules_Sign16x9Small::SetScoreMode(UIModules_Sign16x9Small::C_ScoreMode_Points);
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// Hide SM Overlay
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UIManager.UIAll.OverlayHideSpectatorInfos = True;
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UIManager.UIAll.OverlayHideCountdown = True;
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***
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***Match_Yield***
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***
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foreach (Event in PendingEvents) {
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switch (Event.Type) {
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// Initialize players when they join the server
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case CSmModeEvent::EType::OnPlayerAdded: {
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StateMgr::InitializePlayer(Event.Player);
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CarRank::InitializePlayer(Event.Player);
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}
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}
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}
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StateMgr::Yield();
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***
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***Match_InitServer***
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***
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declare Integer Server_PointsLimit;
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declare Integer Server_RoundsPerMap;
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declare Integer Server_MapsPerMatch;
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***
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***Match_StartServer***
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***
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// Initialize mode
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Clans::SetClansNb(0);
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Scores::SaveInScore(Scores::C_Points_Match);
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StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]);
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WarmUp::SetAvailability(True);
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Race::SetupRecord(
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MenuConsts::C_ScopeType_Season,
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MenuConsts::C_ScopeType_PersonalBest,
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MenuConsts::C_GameMode_Rounds,
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"",
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C_UploadRecord,
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C_DisplayRecordGhost,
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C_DisplayRecordMedal,
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C_CelebrateRecordGhost,
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C_CelebrateRecordMedal
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);
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Server_PointsLimit = S_PointsLimit - 1;
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Server_RoundsPerMap = S_RoundsPerMap - 1;
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Server_MapsPerMatch = S_MapsPerMatch - 1;
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***
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***Match_InitMap***
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***
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declare Integer Map_ValidRoundsNb;
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declare Boolean Map_Skipped;
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UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb);
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***
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***Match_StartMap***
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***
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// Add bot when necessary
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Users_SetNbFakeUsers(C_FakeUsersNb, 0);
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Map_Skipped = True;
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CarRank::Reset();
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// Warm up
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UIModules_ScoresTable::SetFooterInfo(_("Warm up"));
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MB_WarmUp(S_WarmUpNb, S_WarmUpDuration * 1000, S_WarmUpTimeout * 1000);
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***
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***Match_InitRound***
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***
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declare Boolean Round_IsTimeAttack;
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declare Integer Round_TimeLimit;
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declare Integer[Ident] Round_Scores_Times;
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***
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***Match_StartRound***
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***
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UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb);
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StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
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Round_IsTimeAttack = (Map_ValidRoundsNb + 1 >= S_RoundsPerMap);
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if (Round_IsTimeAttack) {
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Round_TimeLimit = S_TimeLimit;
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StartTime = Now + Race::C_SpawnDuration;
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SetTimeLimit(StartTime, S_TimeLimit);
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UIModules_Server::Private_CustomizableModule_SetProperties("Rounds_SmallScoresTable", UIModules_Common::K_ModuleProperties {
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Position = <-158.5, 40.>,
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Scale = 1.,
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Visible = False
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});
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UIModules_ScoresTable::SetScoreMode(UIModules_ScoresTable::C_Mode_PrevTime);
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} else {
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UIModules_Server::Private_CustomizableModule_SetProperties("Rounds_SmallScoresTable", UIModules_Common::K_ModuleProperties {
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Position = <-158.5, 40.>,
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Scale = 1.,
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Visible = True
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});
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UIModules_ScoresTable::SetScoreMode(UIModules_ScoresTable::C_Mode_Points);
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}
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UIModules_ScoresTable::SetCustomTimes([]);
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***
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***Rounds_PlayerSpawned***
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***
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CarRank::ThrottleUpdate(CarRank::C_SortCriteria_CurrentRace);
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***
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***Match_PlayLoop***
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***
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// Manage race events
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foreach (Event in Race::GetPendingEvents()) {
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Race::ValidEvent(Event);
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// Waypoint
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if (Event.Type == Events::C_Type_Waypoint) {
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CarRank::ThrottleUpdate(CarRank::C_SortCriteria_CurrentRace);
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if (Event.Player != Null && Event.Player.Score != Null) {
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if (Event.IsEndRace) {
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Scores::UpdatePlayerBestRaceIfBetter(Event.Player);
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Scores::UpdatePlayerBestLapIfBetter(Event.Player);
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Scores::UpdatePlayerPrevRace(Event.Player);
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Race::SortScores(Race::C_Sort_TotalPoints);
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if (Round_IsTimeAttack) {
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if (!Round_Scores_Times.existskey(Event.Player.Score.Id)) {
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Round_Scores_Times[Event.Player.Score.Id] = Event.RaceTime;
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declare Integer[Text] CustomTimes = UIModules_ScoresTable::GetCustomTimes();
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CustomTimes[Event.Player.User.WebServicesUserId] = Event.RaceTime;
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UIModules_ScoresTable::SetCustomTimes(CustomTimes);
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} else if (Round_Scores_Times[Event.Player.Score.Id] > Event.RaceTime) {
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Round_Scores_Times[Event.Player.Score.Id] = Event.RaceTime;
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declare Integer[Text] CustomTimes = UIModules_ScoresTable::GetCustomTimes();
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CustomTimes[Event.Player.User.WebServicesUserId] = Event.RaceTime;
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UIModules_ScoresTable::SetCustomTimes(CustomTimes);
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}
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} else {
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ComputeLatestRaceScores();
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}
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// Start the countdown if it's the first player to finish
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if (EndTime <= 0) {
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EndTime = GetFinishTimeout(S_FinishTimeout);
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}
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}
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if (Event.IsEndLap) {
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Scores::UpdatePlayerBestLapIfBetter(Event.Player);
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}
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}
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}
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}
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if (Round_IsTimeAttack) {
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if (PlayersNbDead > 0) {
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foreach (Player in Players) {
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if (Player.SpawnStatus == CSmPlayer::ESpawnStatus::NotSpawned && Race::IsReadyToStart(Player)) {
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Race::Start(Player);
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}
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}
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}
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// Update the map duration setting
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if (Round_TimeLimit != S_TimeLimit) {
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Round_TimeLimit = S_TimeLimit;
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SetTimeLimit(StartTime, S_TimeLimit);
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}
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}
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// Manage mode events
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foreach (Event in PendingEvents) {
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if (Event.HasBeenPassed || Event.HasBeenDiscarded) continue;
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Events::Invalid(Event);
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}
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// Server info change
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if (
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Server_PointsLimit != S_PointsLimit ||
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Server_RoundsPerMap != S_RoundsPerMap ||
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Server_MapsPerMatch != S_MapsPerMatch
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) {
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Server_PointsLimit = S_PointsLimit;
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Server_RoundsPerMap = S_RoundsPerMap;
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Server_MapsPerMatch = S_MapsPerMatch;
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UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb);
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}
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***
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***Rounds_CheckStopRound***
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***
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// End the round
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// If All players finished
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if (!Round_IsTimeAttack && Players.count > 0 && PlayersNbAlive <= 0) {
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MB_StopRound();
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Round_Skipped = False;
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}
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// If time limit is reached
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if (EndTime > 0 && Now >= EndTime) {
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MB_StopRound();
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Round_Skipped = False;
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}
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// If forced end round or round skipped after pause
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if (Round_ForceEndRound || Round_SkipPauseRound) {
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MB_StopRound();
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Round_Skipped = False;
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}
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***
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***Match_EndRound***
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***
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Race::StopSkipOutroAll();
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EndTime = -1;
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StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]);
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CarRank::Update(CarRank::C_SortCriteria_CurrentRace);
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if (Semver::Compare(XmlRpc::GetApiVersion(), ">=", "2.1.1")) {
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Scores::XmlRpc_SendScores(Scores::C_Section_PreEndRound, "");
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}
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if (Round_ForceEndRound || Round_SkipPauseRound || Round_Skipped) {
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// Cancel points
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foreach (Score in Scores) {
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Scores::SetPlayerRoundPoints(Score, 0);
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}
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// Do not launch the forced end round sequence after a pause
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if (!Round_SkipPauseRound) {
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ForcedEndRoundSequence();
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}
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MB_SetValidRound(False);
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} else {
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Map_ValidRoundsNb += 1;
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UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::ForcedVisible;
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UIManager.UIAll.UISequence = CUIConfig::EUISequence::EndRound;
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// Get the last round points
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if (Round_IsTimeAttack) {
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MB_Sleep(3000);
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ComputeBestRaceScores(Round_Scores_Times);
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UIModules_ScoresTable::SetCustomTimes([]);
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UIModules_ScoresTable::SetScoreMode(UIModules_ScoresTable::C_Mode_Points);
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} else {
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ComputeLatestRaceScores();
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}
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Race::SortScores(Race::C_Sort_TotalPoints);
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MB_Sleep(3000);
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// Add them to the total scores
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ComputeScores();
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Race::SortScores(Race::C_Sort_TotalPoints);
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MB_Sleep(3000);
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UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::Normal;
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UIManager.UIAll.UISequence = CUIConfig::EUISequence::Playing;
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if (MapIsOver(S_UseTieBreak, S_PointsLimit, Map_ValidRoundsNb, S_RoundsPerMap)) {
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Map_Skipped = False;
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MB_StopMap();
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}
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}
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***
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***Match_EndMap***
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***
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if (MatchIsOver(S_UseTieBreak, S_PointsLimit, MB_GetMapCount(), S_MapsPerMatch, S_RoundsPerMap, Map_Skipped)) MB_StopMatch();
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if (!MB_MapIsRunning() && MB_MatchIsRunning()) MB_SkipPodiumSequence();
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Race::SortScores(Race::C_Sort_TotalPoints);
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declare CSmScore Winner <=> Scores::GetBestPlayer(Scores::C_Sort_MatchPoints);
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Scores::SetPlayerWinner(Winner);
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if (!MB_MatchIsRunning()) {
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// Compute ranking for tracking
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declare Integer PreviousPoints = 0;
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declare Integer Rank = 0;
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foreach (Key => Score in Scores) {
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if (Key == 0 || Scores::GetPlayerMatchPoints(Score) < PreviousPoints) {
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PreviousPoints = Scores::GetPlayerMatchPoints(Score);
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Rank = Key + 1;
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}
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Tracking::SendPlayerMatchResult(UIManager, Score.User, Rank, Winner == Score && Scores.count > 1);
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}
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}
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***
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// MARK: Functions
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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/** Update the time limit
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*
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* @param _StartTime The starting time of the map
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* @param _NewTimeLimit The time limit before going to the next map
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*/
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Void SetTimeLimit(Integer _StartTime, Integer _NewTimeLimit) {
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if (_NewTimeLimit <= 0) {
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EndTime = -1;
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UIModules_ScoresTable::SetFooterInfo(TL::Compose("%1 -", _("Time Limit")));
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} else {
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EndTime = _StartTime + (_NewTimeLimit * 1000);
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UIModules_ScoresTable::SetFooterInfo(TL::Compose("%1 "^TL::TimeToText(_NewTimeLimit*1000), _("Time Limit")));
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}
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}
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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/** Update the scores table footer text
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*
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* @param _PointsLimit The points limit
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* @param _RoundsPerMap The number of rounds per map
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* @param _MapsPerMatch The number of maps per match
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* @param _ValidRoundsNb Number of valid rounds played
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*/
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Void UpdateScoresTableFooter(Integer _PointsLimit, Integer _RoundsPerMap, Integer _MapsPerMatch, Integer _ValidRoundsNb) {
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declare Text[] Parts;
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declare Text Message = "";
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if (_PointsLimit > 0) {
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if (Parts.count > 0) Message ^= "\n";
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Message ^= """%{{{Parts.count + 1}}}{{{_PointsLimit}}}""";
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//L16N [Rounds] Number of points to reach to win the match.
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Parts.add(_("Points limit : "));
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}
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if (_RoundsPerMap > 0) {
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if (Parts.count > 0) Message ^= "\n";
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Message ^= """%{{{Parts.count + 1}}}{{{ML::Min(_ValidRoundsNb+1, _RoundsPerMap)}}}/{{{_RoundsPerMap}}}""";
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//L16N [Rounds] Number of rounds played during the track.
|
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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;
|
||||
}
|
||||
|
||||
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
|
||||
/// Compute the latest race scores
|
||||
Void ComputeLatestRaceScores() {
|
||||
Race::SortScores(Race::C_Sort_PrevRaceTime);
|
||||
|
||||
// Points distributed between all players
|
||||
declare Integer I = 0;
|
||||
declare Integer[] PointsRepartition = PointsRepartition::GetPointsRepartition();
|
||||
foreach (Score in Scores) {
|
||||
if (Scores::GetPlayerPrevRaceTime(Score) > 0) {
|
||||
declare Integer Points = 0;
|
||||
if (PointsRepartition.count > 0) {
|
||||
if (PointsRepartition.existskey(I)) {
|
||||
Points = PointsRepartition[I];
|
||||
} else {
|
||||
Points = PointsRepartition[PointsRepartition.count - 1];
|
||||
}
|
||||
}
|
||||
Scores::SetPlayerRoundPoints(Score, Points);
|
||||
I += 1;
|
||||
} else {
|
||||
Scores::SetPlayerRoundPoints(Score, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
|
||||
/// Compute the latest race scores
|
||||
Void ComputeBestRaceScores(Integer[Ident] _Times) {
|
||||
declare Integer[Ident] Times = _Times.sort();
|
||||
|
||||
// Points distributed between all players
|
||||
declare Integer I = 0;
|
||||
declare Integer[] PointsRepartition = PointsRepartition::GetPointsRepartition();
|
||||
foreach (ScoreId => Time in Times) {
|
||||
if (!Scores.existskey(ScoreId)) continue;
|
||||
declare CSmScore Score <=> Scores[ScoreId];
|
||||
|
||||
declare Integer Points = 0;
|
||||
if (PointsRepartition.count > 0) {
|
||||
if (PointsRepartition.existskey(I)) {
|
||||
Points = PointsRepartition[I];
|
||||
} else {
|
||||
Points = PointsRepartition[PointsRepartition.count - 1];
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
Loading…
Reference in New Issue
Block a user