Merge pull request 'rework to extend RoundBase Script from NADEO' (#1) from RR_Move-to-RoundsBase into master

Reviewed-on: #1
This commit is contained in:
Beu 2021-09-04 08:48:30 +02:00
commit 6dc8c0adaf
2 changed files with 75 additions and 232 deletions

View File

@ -119,7 +119,6 @@ ClientManiaAppUrl = C_ManiaAppUrl;
Race::SortScores(Race::C_Sort_TotalPoints);
UIModules_PauseMenu_Online::SetHelp(Description);
UIManager.UIAll.OverlayHideSpectatorControllers = True;
UIManager.UIAll.OverlayHideCountdown = True;
UIManager.UIAll.OverlayHideSpectatorInfos = True;
UIManager.UIAll.OverlayHideChrono = True;
UIManager.UIAll.OverlayHideCountdown = True;
@ -496,7 +495,7 @@ if (Round_ForceEndRound || Round_SkipPauseRound) {
declare Text Message = _("|Match|Draw");
declare CSmScore WinnerScore <=> Scores::GetBestPlayer(Race::C_Sort_RoundPoints);
if (WinnerScore != Null) {
Message = TL::Compose(_("$<%1$> wins the match!"), Tools::GetNameWithClubTag(WinnerScore.User));
Message = TL::Compose(_("$<%1$> wins the match!"), Tools::GetNameWithClubTag(WinnerScore.User)); // TODO CHeck why display draw when someone leave
}
UIManager.UIAll.BigMessage = Message;

View File

@ -1,7 +1,7 @@
/**
* Royal Rounds mode
*/
#Extends "Libs/Nadeo/TMNext/TrackMania/Modes/TMNextBase.Script.txt"
#Extends "Libs/Nadeo/TMNext/TrackMania/Modes/TMNextRoundsBase.Script.txt"
#Const CompatibleMapTypes "TrackMania\\TM_Royal,TM_Royal"
#Const Version "2021-08-21"
@ -14,12 +14,6 @@
#Include "MathLib" as ML
#Include "Libs/Nadeo/CommonLibs/Common/Semver.Script.txt" as Semver
#Include "Libs/Nadeo/TMxSM/Race/PointsRepartition.Script.txt" as PointsRepartition
#Include "Libs/Nadeo/TMxSM/Race/Pause.Script.txt" as RacePause
#Include "ManiaApps/Nadeo/TMxSM/Race/UIModules/TimeGap_Server.Script.txt" as UIModules_TimeGap
#Include "ManiaApps/Nadeo/TMxSM/Race/UIModules/PauseMenuOnline_Server.Script.txt" as UIModules_PauseMenuOnline
#Include "ManiaApps/Nadeo/TMxSM/Race/UIModules/SpectatorBase_Server.Script.txt" as UIModules_SpectatorBase
#Include "Libs/Nadeo/ModeLibs/Common/Utils.Script.txt" as ModeUtils
#Include "Libs/Nadeo/TMNext/TrackMania/Menu/Constants.Script.txt" as MenuConsts
#Include "Libs/Nadeo/TMxSM/Race/StateManager.Script.txt" as StateMgr
@ -42,7 +36,6 @@
#Setting S_UseTieBreak True as _("Use tie-break") ///< Continue to play the map until the tie is broken
#Setting S_SegmentsPerRound 5 as "Number of segment to end the round"
#Setting S_RoundWaitingScreenDuration 20 as _("Round waiting screen duration") //< Maximum time spent waiting for players at the beginning of each round
#Setting S_PointsRepartition "" as _("Custom points distribution") //< comma separated points distribution. eg: "10,6,4,3,2,1"
/*#Setting S_WarmUpNb 0 as _("Number of warm up") // (Impossible at the moment https://forum.nadeo.com/viewtopic.php?f=51&p=8745#p8745)
#Setting S_WarmUpDuration 0 as _("Duration of one warm up")
@ -60,9 +53,6 @@
#Const C_FakeUsersNb 0
#Const C_PointsRepartition [10, 6, 4, 3, 2, 1] ///< Default points repartition in rounds based modes. Can be overrided by S_PointsRepartition.
#Const C_Method_ForceEndRound "Trackmania.ForceEndRound"
#Const C_PointsLimit_NotReached 0
#Const C_PointsLimit_Reached 1
#Const C_PointsLimit_Tie 2
@ -75,8 +65,6 @@
#Const C_DisableSkipOutro True //< Prevent the players from pressing respawn/give up to cut the finish outro and respawn faster
declare Boolean Rounds_Settings_CanSpawnDefault;
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Extends
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
@ -86,48 +74,14 @@ Log::RegisterScript(ScriptName, Version);
Log::RegisterScript(Semver::ScriptName, Semver::Version);
Log::RegisterScript(ModeUtils::ScriptName, ModeUtils::Version);
Log::RegisterScript(StateMgr::ScriptName, StateMgr::Version);
Log::RegisterScript(PointsRepartition::ScriptName, PointsRepartition::Version);
Log::RegisterScript(RacePause::ScriptName, RacePause::Version);
Log::RegisterScript(UIModules_Checkpoint::ScriptName, UIModules_Checkpoint::Version);
***
***Match_LoadLibraries***
***
XmlRpc::RegisterMethod(C_Method_ForceEndRound, """
* Name: {{{C_Method_ForceEndRound}}}
* Type: TriggerModeScriptEventArray
* Description: Stop the current round. Only available in Cup, Rounds and Team modes.
* Data:
- Version >=2.0.0:
```
[]
```
""");
StateMgr::Load();
PointsRepartition::Load();
RacePause::Load();
***
***Match_UnloadLibraries***
***
StateMgr::Unload();
RacePause::Unload();
PointsRepartition::Unload();
XmlRpc::UnregisterMethod(C_Method_ForceEndRound);
***
***Match_Settings***
***
MB_Settings_UseDefaultHud = (C_HudModulePath == "");
MB_Settings_UseDefaultPodiumSequence = False;
MB_Settings_UseDefaultIntroSequence = False;
MB_Settings_UseDefaultTimer = False;
Race_Settings_ResetPlayerRaceBetweenRounds = True;
Rounds_Settings_CanSpawnDefault = True;
***
***Match_Rules***
@ -145,15 +99,13 @@ if (C_HudModulePath != "") Hud_Load(C_HudModulePath);
***Match_AfterLoadHud***
***
UIModules_TimeGap::SetTimeGapMode(UIModules_TimeGap::C_TimeGapMode_Hidden);
UIModules_PauseMenuOnline::SetAllowPrevReplay(True);
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_Checkpoint::SetAutoUISequenceFinish(False);
UIModules_TimeGap::SetTimeGapMode(UIModules_TimeGap::C_TimeGapMode_Hidden);
UIModules_PauseMenu_Online::SetHelp(Description);
// Hide SM Overlay
UIManager.UIAll.OverlayHideSpectatorControllers = True;
@ -166,33 +118,6 @@ SetML(Null);
***Match_Yield***
***
foreach (Event in XmlRpc.PendingEvents) {
if (Event.Type == CXmlRpcEvent::EType::CallbackArray) {
switch (Event.ParamArray1) {
case PointsRepartition::C_Method_SetPointsRepartition: {
declare Integer[] Rounds_PointsRepartitionBackUp for This;
Rounds_PointsRepartitionBackUp = PointsRepartition::GetPointsRepartition();
}
}
}
}
declare Rounds_PointsRepartitionSetting for This = S_PointsRepartition;
if (Rounds_PointsRepartitionSetting != S_PointsRepartition) {
Rounds_PointsRepartitionSetting = S_PointsRepartition;
declare PointsRepartition = C_PointsRepartition;
if (S_PointsRepartition != "") {
declare NewPointsRepartition = PointsRepartition::ConvertPointsRepartition(S_PointsRepartition);
if (NewPointsRepartition.count > 0) {
PointsRepartition = NewPointsRepartition;
}
}
PointsRepartition::SetPointsRepartition(PointsRepartition);
declare Integer[] Rounds_PointsRepartitionBackUp for This;
Rounds_PointsRepartitionBackUp = PointsRepartition::GetPointsRepartition();
}
foreach (Event in PendingEvents) {
switch (Event.Type) {
// Initialize players when they join the server
@ -203,7 +128,6 @@ foreach (Event in PendingEvents) {
}
}
PointsRepartition::Yield();
StateMgr::Yield();
***
@ -217,25 +141,6 @@ declare Integer Server_SegmentsPerRound;
***Match_StartServer***
***
declare Integer[] Rounds_PointsRepartitionBackUp for This;
// Reload XmlRpc or load default values
if (Rounds_PointsRepartitionBackUp.count > 0) {
PointsRepartition::SetPointsRepartition(Rounds_PointsRepartitionBackUp);
} else {
declare PointsRepartition = C_PointsRepartition;
if (S_PointsRepartition != "") {
declare NewPointsRepartition = PointsRepartition::ConvertPointsRepartition(S_PointsRepartition);
if (NewPointsRepartition.count > 0) {
PointsRepartition = NewPointsRepartition;
}
}
PointsRepartition::SetPointsRepartition(PointsRepartition);
Rounds_PointsRepartitionBackUp = PointsRepartition::GetPointsRepartition();
}
// Enable the pause system
Pause::SetAvailability(True);
// Initialize mode
Clans::SetClansNb(0);
Scores::SaveInScore(Scores::C_Points_Match);
@ -325,68 +230,50 @@ MB_WarmUp(S_WarmUpNb, S_WarmUpDuration * 1000, S_WarmUpTimeout * 1000);
*/
***
***Rounds_SpawnPlayer***
***
declare Integer CurrentSegment for Player.Score = 1;
declare Integer Index;
if (CurrentSegment > Map_Starts.count) {
Index = Map_Starts.count - 1;
} else {
Index = CurrentSegment - 1;
}
Player.LandmarkOrderSelector_Race = Index + 1;
declare Integer SpecificStartTime = Now + Race::C_SpawnDuration;
if (IsStartRound) SpecificStartTime = StartTime;
Race::Start(Player, Map_Starts[Index] , SpecificStartTime);
***
***Rounds_PlayerSpawned***
***
declare Integer SpecificOffset = Player.StartTime - StartTime;
if (IsStartRound) SpecificOffset = 0;
UIModules_Chrono::SetTimeOffset(Player, SpecificOffset);
***
***Match_InitRound***
***
declare Boolean Round_ForceEndRound = False;
declare Boolean Round_SkipPauseRound = False; //< Skip the current round after the pause
declare Boolean Round_Skipped = True; //< Round skipped for another reason
declare Integer[Text] CustomTimes for This = [];
***
declare Boolean IsStartRound = True;
***Match_StartRound***
***
// Initialize round
StartTime = Now + Race::C_SpawnDuration;
EndTime = -1;
Round_ForceEndRound = False;
Round_SkipPauseRound = False;
// Initialize scores
foreach (Score in Scores) {
if (Score.PrevRaceTimes.count > 0) {
Score_ClearPrevRace(Score);
}
Scores::SetPlayerRoundPoints(Score, 0);
}
// Setup pause
if (Pause::IsActive()) {
StartTime = Now;
+++Rounds_StartPause+++
while (RacePause::Loop(Pause::IsActive())) {
MB_Yield();
+++Rounds_PauseLoop+++
}
StartTime = -1;
+++Rounds_EndPause+++
Round_SkipPauseRound = True;
MB_StopRound();
}
+++Rounds_WaitForPlayers+++
MB_Yield(); //< Yield to wait for everyone to be ready
StartTime = Now + Race::C_SpawnDuration;
UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb, S_SegmentsPerRound);
StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
// Spawn players for the race
// Reset players for the race
foreach (Player in Players) {
declare Integer CurrentSegment for Player.Score = 1;
CurrentSegment = 1;
declare Integer RealTime for Player.Score = 0;
RealTime = 0;
Player.LandmarkOrderSelector_Race = CurrentSegment;
declare Boolean ModeRounds_CanSpawn for Player.Score = Rounds_Settings_CanSpawnDefault;
ModeRounds_CanSpawn = False;
Race::Start(Player, Map_Starts[0] , StartTime);
UIModules_Chrono::SetTimeOffset(Player, 0);
}
***
***Match_StartRound***
***
UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb, S_SegmentsPerRound);
StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
IsStartRound = False;
***
***Rounds_PlayerSpawned***
***
CarRank::ThrottleUpdate(CarRank::C_SortCriteria_CurrentRace);
@ -394,39 +281,16 @@ CarRank::ThrottleUpdate(CarRank::C_SortCriteria_CurrentRace);
***Match_PlayLoop***
***
// Manage XmlRpc events
foreach (Event in XmlRpc.PendingEvents) {
if (Event.Type == CXmlRpcEvent::EType::CallbackArray) {
switch (Event.ParamArray1) {
case C_Method_ForceEndRound: {
Round_ForceEndRound = True;
}
}
}
}
// Pause activation
if (Pause::IsActive()) {
Round_ForceEndRound = True;
}
// If time limit is reached
if (EndTime > 0 && Now >= EndTime) {
MB_StopRound();
Round_Skipped = False;
}
// If forced end round or round skipped after pause
if (Round_ForceEndRound || Round_SkipPauseRound) {
MB_StopRound();
Round_Skipped = False;
}
// Manage race events
declare RacePendingEvents = Race::GetPendingEvents();
foreach (Event in RacePendingEvents) {
Log::Log("""[RacePendingEvents] Event.Type: {{{Event.Type}}} / """);
if (Event.Type == Events::C_Type_SkipOutro && C_DisableSkipOutro) {
Log::Log("""[RacePendingEvents] Event invalid """);
Race::InvalidEvent(Event);
} else {
Log::Log("""[RacePendingEvents] Event valid """);
Race::ValidEvent(Event);
// Waypoint
@ -438,8 +302,7 @@ foreach (Event in RacePendingEvents) {
if (CurrentSegment < S_SegmentsPerRound) { // TODO Try to keep CP diff a the bottom of the screen
CurrentSegment = CurrentSegment + 1;
Race::StopSkipScoresTable(Event.Player);
declare Boolean ModeRounds_CanSpawn for Event.Player.Score = Rounds_Settings_CanSpawnDefault;
ModeRounds_CanSpawn = True;
---Rounds_CanSpawn---
} else {
declare Integer RealTime for Event.Player.Score = 0;
RealTime = Event.Player.StartTime - StartTime + Event.RaceTime;
@ -452,10 +315,6 @@ foreach (Event in RacePendingEvents) {
}
}
}
} else if (Event.Type == Events::C_Type_GiveUp) {
if (Event.Player != Null) {
UIModules_SpectatorBase::SetCamModeAndFocus(Event.Player, UIModules_SpectatorBase::C_CamModes_Follow);
}
}
}
}
@ -466,34 +325,6 @@ foreach (Event in PendingEvents) {
Events::Invalid(Event);
}
// Spawn players
if (Players.count > 0 && PlayersNbDead >= 1) { //< Check for unspawned players only if at least one player is unspawned
declare Boolean NoOneCanPlay = True;
foreach (Player in Players) {
declare Boolean ModeRounds_CanSpawn for Player.Score = Rounds_Settings_CanSpawnDefault;
if (Player.SpawnStatus == CSmPlayer::ESpawnStatus::NotSpawned && ModeRounds_CanSpawn) {
NoOneCanPlay = False;
if (Race::IsReadyToStart(Player)) {
ModeRounds_CanSpawn = False;
declare Integer CurrentSegment for Player.Score = 1;
declare Integer Index;
if (CurrentSegment > Map_Starts.count) {
Index = Map_Starts.count - 1;
} else {
Index = CurrentSegment - 1;
}
Player.LandmarkOrderSelector_Race = Index + 1;
Race::Start(Player, Map_Starts[Index] , Now + Race::C_SpawnDuration);
UIModules_Chrono::SetTimeOffset(Player, Player.StartTime - StartTime);
}
}
}
if (NoOneCanPlay && PlayersNbAlive <= 0) {
MB_StopRound();
Round_Skipped = False;
}
}
// Server info change
if (
Server_PointsLimit != S_PointsLimit ||
@ -510,6 +341,36 @@ if (
}
***
***Rounds_CheckStopRound***
***
// End the round
// If All players finished
if (Players.count > 0 && PlayersNbAlive <= 0) {
declare Boolean NoOneCanPlay = True;
foreach (Player in Players) {
declare Boolean ModeRounds_CanSpawn for Player.Score = Rounds_Settings_CanSpawnDefault;
if (ModeRounds_CanSpawn) {
NoOneCanPlay = False;
break;
}
}
if (NoOneCanPlay) {
MB_StopRound();
Round_Skipped = False;
}
}
// If time limit is reached
if (EndTime > 0 && Now >= EndTime) {
MB_StopRound();
Round_Skipped = False;
}
// If forced end round or round skipped after pause
if (Round_ForceEndRound || Round_SkipPauseRound) {
MB_StopRound();
Round_Skipped = False;
}
***
***Match_EndRound***
***
Race::StopSkipOutroAll();
@ -759,23 +620,6 @@ Boolean MapIsOver(Boolean _UseTieBreak, Integer _PointsLimit, Integer _ValidRoun
return False;
}
// Display a message if the round was skipped
Void ForcedEndRoundSequence() {
declare PrevUISequence = UIManager.UIAll.UISequence;
declare PrevBigMessage = UIManager.UIAll.BigMessage;
declare PrevBigMessageSound = UIManager.UIAll.BigMessageSound;
declare PrevBigMessageSoundVariant = UIManager.UIAll.BigMessageSoundVariant;
UIManager.UIAll.UISequence = CUIConfig::EUISequence::EndRound;
UIManager.UIAll.BigMessage = _("Round skipped");
UIManager.UIAll.BigMessageSound = CUIConfig::EUISound::EndRound;
UIManager.UIAll.BigMessageSoundVariant = 0;
MB_Sleep(3000);
UIManager.UIAll.BigMessageSoundVariant = PrevBigMessageSoundVariant;
UIManager.UIAll.BigMessageSound = PrevBigMessageSound;
UIManager.UIAll.BigMessage = PrevBigMessage;
UIManager.UIAll.UISequence = PrevUISequence;
}
/** Set the UI
*
* @param _Player Malus Index