From 78519b80442032ae0254157a8180b760aef02cd0 Mon Sep 17 00:00:00 2001 From: Beu Date: Thu, 11 Apr 2024 16:46:35 +0200 Subject: [PATCH] Add S_NbOfWinners setting --- TM_RoundsNearest.Script.txt | 192 ++++++++++++++++++++++-------------- 1 file changed, 117 insertions(+), 75 deletions(-) diff --git a/TM_RoundsNearest.Script.txt b/TM_RoundsNearest.Script.txt index d3b4903..d4b17ab 100644 --- a/TM_RoundsNearest.Script.txt +++ b/TM_RoundsNearest.Script.txt @@ -158,6 +158,11 @@ Server_RoundsPerMap = S_RoundsPerMap - 1; Server_MapsPerMatch = S_MapsPerMatch - 1; *** +***Match_StartMatch*** +*** +UIModules_ScoresTable::SetCustomPoints([]); +*** + ***Match_InitMap*** *** declare Integer Map_ValidRoundsNb; @@ -170,18 +175,30 @@ UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_Valid *** Map_Skipped = True; CarRank::Reset(); -UIModules_ScoresTable::SetCustomPoints([]); +UIModules_ScoresTable::SetCustomPoints(GetWinnersCustomPoints()); // Warm up +foreach (Score in Scores) { + WarmUp::CanPlay(Score, CanSpawn(Score)); +} + UIModules_ScoresTable::SetFooterInfo(_("Warm up")); MB_WarmUp(S_WarmUpNb, S_WarmUpDuration * 1000, S_WarmUpTimeout * 1000); *** +***Rounds_CanSpawn*** +*** +foreach (Score in Scores) { + declare Boolean ModeRounds_CanSpawn for Score = True; + ModeRounds_CanSpawn = CanSpawn(Score); +} +*** + ***Match_StartRound*** *** UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb); StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]); -UIModules_ScoresTable::SetCustomPoints([]); +UIModules_ScoresTable::SetCustomPoints(GetWinnersCustomPoints()); *** ***Rounds_PlayerSpawned*** @@ -271,15 +288,19 @@ if (Round_ForceEndRound || Round_SkipPauseRound || Round_Skipped) { MB_Sleep(S_ChatTime * 1000 / 3); // Add them to the total scores ComputeScores(); - UIModules_ScoresTable::SetCustomPoints([]); + UIModules_ScoresTable::SetCustomPoints(GetWinnersCustomPoints()); Race::SortScores(Race::C_Sort_TotalPoints); MB_Sleep(S_ChatTime * 1000 / 3); UIModules_BigMessage::SetMessage(""); 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; + + // Match is over, we have all the winners + if (MatchIsOver(MB_GetMapCount(), Map_Skipped)) { + MB_StopMatch(); + } + // Map is over, we played all the rounds + else if (MapIsOver(Map_ValidRoundsNb)) { MB_StopMap(); } } @@ -287,8 +308,6 @@ if (Round_ForceEndRound || Round_SkipPauseRound || Round_Skipped) { ***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); @@ -350,6 +369,24 @@ Void UpdateScoresTableFooter(Integer _PointsLimit, Integer _RoundsPerMap, Intege } } +// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // +/** Check if a player can spawn + * + * @param _Score The player's score + * + * @return True if the player can spawn, + * False otherwise + */ +Boolean CanSpawn(CSmScore _Score) { + if (_Score == Null) return False; + + if (Scores::GetPlayerMatchPoints(_Score) >= S_PointsLimit) { + return False; + } + + return True; +} + // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // /** Get the time left to the players to finish the round after the first player * @@ -392,6 +429,21 @@ Text FormatPlayerName(Text _Name) { } +Text[][Text] GetWinnersCustomPoints() { + if (S_PointsLimit <= 0) return []; + + declare Text[][Text] CustomPoints = []; + + foreach (Score in Scores) { + if (Score.User == Null) continue; + if (Scores::GetPlayerMatchPoints(Score) < S_PointsLimit) continue; + + declare Integer Rank = S_PointsLimit + 1 + S_NbOfWinners + 1 - Scores::GetPlayerMatchPoints(Score); + CustomPoints[Score.User.WebServicesUserId] = [TL::FormatRank(Rank, True)]; + } + return CustomPoints; +} + // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // /// Compute the latest race scores Void ComputeLatestRaceScores(Boolean _DisplayMessages) { @@ -399,7 +451,7 @@ Void ComputeLatestRaceScores(Boolean _DisplayMessages) { // Points distributed between all players - declare Text[][Text] CustomPoints = []; + declare Text[][Text] CustomPoints = GetWinnersCustomPoints(); declare CSmScore[][Integer] ScoresPerAbsoluteDelta; foreach (Score in Scores) { if (Score.User == Null) continue; @@ -414,7 +466,9 @@ Void ComputeLatestRaceScores(Boolean _DisplayMessages) { else TextDelta = "-"; TextDelta ^= DeltaTimeToText(AbsoluteDelta); - CustomPoints[Score.User.WebServicesUserId] = [Scores::GetPlayerMatchPoints(Score) ^ " (" ^ TextDelta ^ ")"]; + if (S_PointsLimit < 0 || Scores::GetPlayerMatchPoints(Score) < S_PointsLimit) { + CustomPoints[Score.User.WebServicesUserId] = [Scores::GetPlayerMatchPoints(Score) ^ " (" ^ TextDelta ^ ")"]; + } } UIModules_ScoresTable::SetCustomPoints(CustomPoints); @@ -466,96 +520,84 @@ Void ComputeLatestRaceScores(Boolean _DisplayMessages) { // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // /// 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 (S_PointsLimit <= 0) { + Scores::EndRound(); + return; + } + + declare Integer NbOfWinners = 0; + Race::SortScores(Race::C_Sort_TotalPoints); + + foreach (Score in Scores) { + // Already won + if (Scores::GetPlayerMatchPoints(Score) >= S_PointsLimit) { + Scores::SetPlayerMatchPoints(Score, S_PointsLimit + 1 + S_NbOfWinners - NbOfWinners); + NbOfWinners += 1; + } + // New winner + else if (Scores::GetPlayerMatchPoints(Score) + Scores::GetPlayerRoundPoints(Score) >= S_PointsLimit) { + Scores::SetPlayerMatchPoints(Score, S_PointsLimit + 1 + S_NbOfWinners - NbOfWinners); + NbOfWinners += 1; + } + // Standard round finish + else { + Scores::AddPlayerMatchPoints(Score, Scores::GetPlayerRoundPoints(Score)); + } + + Scores::AddPlayerMapPoints(Score, Scores::GetPlayerRoundPoints(Score)); + Scores::SetPlayerRoundPoints(Score, 0); } - - 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 - +Boolean MapIsOver(Integer _ValidRoundsNb) { + if (_ValidRoundsNb >= S_RoundsPerMap) return True; 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 + * @param _MapSkipped if map was skipped * * @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; +Boolean MatchIsOver(Integer _MapCount, Boolean _MapSkipped) { + Log::Log("[Cup] MatchIsOver() check | S_PointsLimit : "^S_PointsLimit); + if (S_PointsLimit > 0) { + declare Integer NbOfScoreWinners = 0; + foreach (Score in Scores) { + if (Scores::GetPlayerMatchPoints(Score) > S_PointsLimit) NbOfScoreWinners += 1; + } + declare Integer NbOfPlayerWinners = 0; + foreach (Player in Players) { + if (Scores::GetPlayerMatchPoints(Player.Score) > S_PointsLimit) NbOfPlayerWinners += 1; + } + + // If there's only one player they need to reach the points limit to win + // If there's more than one player then all players except one must reach the points limit + declare Integer PlayerWinnersLimit = ML::Max(Players.count - 1, 1); + Log::Log("""[Cup] Match is over ? {{{(NbOfScoreWinners >= S_NbOfWinners || NbOfPlayerWinners >= PlayerWinnersLimit)}}} | ({{{NbOfScoreWinners}}} >= {{{S_NbOfWinners}}} || {{{NbOfPlayerWinners}}} >= {{{PlayerWinnersLimit}}})"""); + if (NbOfScoreWinners >= S_NbOfWinners || NbOfPlayerWinners >= PlayerWinnersLimit) return True; } - // If there is an explicit maps limit ... - else if (_MapsPerMatch >= 1) { + + if (S_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 + _MapCount >= S_MapsPerMatch || //< ... stop the match if the maps limit is reached and the match is not a tie + (_MapSkipped && S_MapsPerMatch == 1 && _MapCount >= S_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) { + else if (S_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; -} + return False; +} \ No newline at end of file