Add S_NbOfWinners setting
This commit is contained in:
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04b4137078
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78519b8044
@ -158,6 +158,11 @@ Server_RoundsPerMap = S_RoundsPerMap - 1;
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Server_MapsPerMatch = S_MapsPerMatch - 1;
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Server_MapsPerMatch = S_MapsPerMatch - 1;
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***
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***
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***Match_StartMatch***
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***
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UIModules_ScoresTable::SetCustomPoints([]);
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***
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***Match_InitMap***
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***Match_InitMap***
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***
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***
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declare Integer Map_ValidRoundsNb;
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declare Integer Map_ValidRoundsNb;
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@ -170,18 +175,30 @@ UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_Valid
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***
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***
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Map_Skipped = True;
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Map_Skipped = True;
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CarRank::Reset();
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CarRank::Reset();
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UIModules_ScoresTable::SetCustomPoints([]);
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UIModules_ScoresTable::SetCustomPoints(GetWinnersCustomPoints());
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// Warm up
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// Warm up
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foreach (Score in Scores) {
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WarmUp::CanPlay(Score, CanSpawn(Score));
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}
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UIModules_ScoresTable::SetFooterInfo(_("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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MB_WarmUp(S_WarmUpNb, S_WarmUpDuration * 1000, S_WarmUpTimeout * 1000);
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***
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***
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***Rounds_CanSpawn***
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***
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foreach (Score in Scores) {
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declare Boolean ModeRounds_CanSpawn for Score = True;
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ModeRounds_CanSpawn = CanSpawn(Score);
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}
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***
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***Match_StartRound***
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***Match_StartRound***
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***
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***
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UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb);
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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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StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
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UIModules_ScoresTable::SetCustomPoints([]);
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UIModules_ScoresTable::SetCustomPoints(GetWinnersCustomPoints());
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***
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***
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***Rounds_PlayerSpawned***
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***Rounds_PlayerSpawned***
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@ -271,15 +288,19 @@ if (Round_ForceEndRound || Round_SkipPauseRound || Round_Skipped) {
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MB_Sleep(S_ChatTime * 1000 / 3);
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MB_Sleep(S_ChatTime * 1000 / 3);
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// Add them to the total scores
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// Add them to the total scores
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ComputeScores();
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ComputeScores();
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UIModules_ScoresTable::SetCustomPoints([]);
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UIModules_ScoresTable::SetCustomPoints(GetWinnersCustomPoints());
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Race::SortScores(Race::C_Sort_TotalPoints);
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Race::SortScores(Race::C_Sort_TotalPoints);
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MB_Sleep(S_ChatTime * 1000 / 3);
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MB_Sleep(S_ChatTime * 1000 / 3);
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UIModules_BigMessage::SetMessage("");
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UIModules_BigMessage::SetMessage("");
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UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::Normal;
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UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::Normal;
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UIManager.UIAll.UISequence = CUIConfig::EUISequence::Playing;
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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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// Match is over, we have all the winners
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Map_Skipped = False;
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if (MatchIsOver(MB_GetMapCount(), Map_Skipped)) {
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MB_StopMatch();
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}
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// Map is over, we played all the rounds
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else if (MapIsOver(Map_ValidRoundsNb)) {
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MB_StopMap();
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MB_StopMap();
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}
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}
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}
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}
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@ -287,8 +308,6 @@ if (Round_ForceEndRound || Round_SkipPauseRound || Round_Skipped) {
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***Match_EndMap***
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***Match_EndMap***
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***
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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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if (!MB_MapIsRunning() && MB_MatchIsRunning()) MB_SkipPodiumSequence();
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Race::SortScores(Race::C_Sort_TotalPoints);
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Race::SortScores(Race::C_Sort_TotalPoints);
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@ -350,6 +369,24 @@ Void UpdateScoresTableFooter(Integer _PointsLimit, Integer _RoundsPerMap, Intege
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}
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}
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}
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}
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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/** Check if a player can spawn
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*
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* @param _Score The player's score
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*
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* @return True if the player can spawn,
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* False otherwise
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*/
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Boolean CanSpawn(CSmScore _Score) {
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if (_Score == Null) return False;
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if (Scores::GetPlayerMatchPoints(_Score) >= S_PointsLimit) {
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return False;
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}
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return True;
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}
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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/** Get the time left to the players to finish the round after the first player
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/** Get the time left to the players to finish the round after the first player
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*
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*
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@ -392,6 +429,21 @@ Text FormatPlayerName(Text _Name) {
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}
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}
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Text[][Text] GetWinnersCustomPoints() {
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if (S_PointsLimit <= 0) return [];
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declare Text[][Text] CustomPoints = [];
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foreach (Score in Scores) {
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if (Score.User == Null) continue;
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if (Scores::GetPlayerMatchPoints(Score) < S_PointsLimit) continue;
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declare Integer Rank = S_PointsLimit + 1 + S_NbOfWinners + 1 - Scores::GetPlayerMatchPoints(Score);
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CustomPoints[Score.User.WebServicesUserId] = [TL::FormatRank(Rank, True)];
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}
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return CustomPoints;
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}
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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/// Compute the latest race scores
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/// Compute the latest race scores
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Void ComputeLatestRaceScores(Boolean _DisplayMessages) {
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Void ComputeLatestRaceScores(Boolean _DisplayMessages) {
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@ -399,7 +451,7 @@ Void ComputeLatestRaceScores(Boolean _DisplayMessages) {
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// Points distributed between all players
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// Points distributed between all players
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declare Text[][Text] CustomPoints = [];
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declare Text[][Text] CustomPoints = GetWinnersCustomPoints();
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declare CSmScore[][Integer] ScoresPerAbsoluteDelta;
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declare CSmScore[][Integer] ScoresPerAbsoluteDelta;
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foreach (Score in Scores) {
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foreach (Score in Scores) {
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if (Score.User == Null) continue;
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if (Score.User == Null) continue;
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@ -414,8 +466,10 @@ Void ComputeLatestRaceScores(Boolean _DisplayMessages) {
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else TextDelta = "-";
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else TextDelta = "-";
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TextDelta ^= DeltaTimeToText(AbsoluteDelta);
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TextDelta ^= DeltaTimeToText(AbsoluteDelta);
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if (S_PointsLimit < 0 || Scores::GetPlayerMatchPoints(Score) < S_PointsLimit) {
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CustomPoints[Score.User.WebServicesUserId] = [Scores::GetPlayerMatchPoints(Score) ^ " (" ^ TextDelta ^ ")"];
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CustomPoints[Score.User.WebServicesUserId] = [Scores::GetPlayerMatchPoints(Score) ^ " (" ^ TextDelta ^ ")"];
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}
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}
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}
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UIModules_ScoresTable::SetCustomPoints(CustomPoints);
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UIModules_ScoresTable::SetCustomPoints(CustomPoints);
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ScoresPerAbsoluteDelta = ScoresPerAbsoluteDelta.sortkey();
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ScoresPerAbsoluteDelta = ScoresPerAbsoluteDelta.sortkey();
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@ -466,96 +520,84 @@ Void ComputeLatestRaceScores(Boolean _DisplayMessages) {
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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/// Compute the map scores
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/// Compute the map scores
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Void ComputeScores() {
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Void ComputeScores() {
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if (S_PointsLimit <= 0) {
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Scores::EndRound();
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Scores::EndRound();
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return;
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}
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}
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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declare Integer NbOfWinners = 0;
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/** Check if the points limit was reached
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Race::SortScores(Race::C_Sort_TotalPoints);
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*
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* @param _UseTieBreak Prevent ties or not
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* @param _PointsLimit Number of points to get to win the match
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*
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* @return C_PointsLimit_Reached if the points limit is reached
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* C_PointsLimit_Tie if there is a tie
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* C_PointsLimit_NotReached if the points limit is not reached
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*/
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Integer PointsLimitReached(Boolean _UseTieBreak, Integer _PointsLimit) {
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declare Integer MaxScore = -1;
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declare Boolean Tie = False;
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foreach (Score in Scores) {
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foreach (Score in Scores) {
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declare Integer Points = Scores::GetPlayerMatchPoints(Score);
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// Already won
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if (Points > MaxScore) {
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if (Scores::GetPlayerMatchPoints(Score) >= S_PointsLimit) {
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MaxScore = Points;
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Scores::SetPlayerMatchPoints(Score, S_PointsLimit + 1 + S_NbOfWinners - NbOfWinners);
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Tie = False;
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NbOfWinners += 1;
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} else if (Points == MaxScore) {
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Tie = True;
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}
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}
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// New winner
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else if (Scores::GetPlayerMatchPoints(Score) + Scores::GetPlayerRoundPoints(Score) >= S_PointsLimit) {
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Scores::SetPlayerMatchPoints(Score, S_PointsLimit + 1 + S_NbOfWinners - NbOfWinners);
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NbOfWinners += 1;
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}
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// Standard round finish
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else {
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Scores::AddPlayerMatchPoints(Score, Scores::GetPlayerRoundPoints(Score));
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}
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}
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if (_UseTieBreak && Tie) return C_PointsLimit_Tie; //< There is a tie and it is not allowed
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Scores::AddPlayerMapPoints(Score, Scores::GetPlayerRoundPoints(Score));
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if (_PointsLimit > 0 && MaxScore >= _PointsLimit) return C_PointsLimit_Reached; //< There is a points limit and it is reached
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Scores::SetPlayerRoundPoints(Score, 0);
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return C_PointsLimit_NotReached; //< There is no points limit or the points limit is not reached
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}
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}
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}
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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/** Check if we should go to the next map
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/** Check if we should go to the next map
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*
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* @param _UseTieBreak Prevent ties or not
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* @param _PointsLimit Number of points to get to win the match
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* @param _ValidRoundsNb Number of valid rounds played
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* @param _RoundsPerMap Number of rounds to play to complete the map
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*
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*
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* @return True if it is the case, false otherwise
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* @return True if it is the case, false otherwise
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*/
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*/
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Boolean MapIsOver(Boolean _UseTieBreak, Integer _PointsLimit, Integer _ValidRoundsNb, Integer _RoundsPerMap) {
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Boolean MapIsOver(Integer _ValidRoundsNb) {
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declare Integer PointsLimitReached = PointsLimitReached(_UseTieBreak, _PointsLimit);
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if (_ValidRoundsNb >= S_RoundsPerMap) return True;
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Log::Log("""[Rounds] MapIsOver() > _UseTieBreak: {{{_UseTieBreak}}} | _PointsLimit: {{{_PointsLimit}}} | _ValidRoundsNb: {{{_ValidRoundsNb}}} | _RoundsPerMap: {{{_RoundsPerMap}}} | PointsLimitReached: {{{PointsLimitReached}}}""");
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if (PointsLimitReached == C_PointsLimit_Reached) return True; //< There is a points limit and it is reached
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if (_RoundsPerMap > 0 && _ValidRoundsNb >= _RoundsPerMap) return True; //< There is a rounds limit and it is reached
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return False;
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return False;
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}
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}
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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/** Check if we should go to the next match
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/** Check if we should go to the next match
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*
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*
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* @param _UseTieBreak Prevent ties or not
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* @param _PointsLimit Number of points to get to win the match
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* @param _MapsPerMatch Number of maps to play to complete a match
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* @param _MapsPerMatch Number of maps to play to complete a match
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* @param _RoundsPerMap Number of rounds to play to complete the map
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* @param _MapSkipped if map was skipped
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*
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*
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* @return True if it is the case, false otherwise
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* @return True if it is the case, false otherwise
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*/
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*/
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Boolean MatchIsOver(Boolean _UseTieBreak, Integer _PointsLimit, Integer _MapCount, Integer _MapsPerMatch, Integer _RoundsPerMap, Boolean _MapSkipped) {
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Boolean MatchIsOver(Integer _MapCount, Boolean _MapSkipped) {
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declare Integer PointsLimitReached = PointsLimitReached(_UseTieBreak, _PointsLimit);
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Log::Log("[Cup] MatchIsOver() check | S_PointsLimit : "^S_PointsLimit);
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if (S_PointsLimit > 0) {
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Log::Log("""[Rounds] MatchIsOver() > _UseTieBreak: {{{_UseTieBreak}}} | _PointsLimit: {{{_PointsLimit}}} | _MapCount: {{{_MapCount}}} | _MapsPerMatch: {{{_MapsPerMatch}}} | _RoundsPerMap: {{{_RoundsPerMap}}} | PointsLimitReached: {{{PointsLimitReached}}} | _MapSkipped : {{{_MapSkipped}}}""");
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declare Integer NbOfScoreWinners = 0;
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foreach (Score in Scores) {
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// If there is a point limit and it is reached, stop the match
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if (Scores::GetPlayerMatchPoints(Score) > S_PointsLimit) NbOfScoreWinners += 1;
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if (PointsLimitReached == C_PointsLimit_Reached) {
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return True;
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}
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}
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// If there is an explicit maps limit ...
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declare Integer NbOfPlayerWinners = 0;
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else if (_MapsPerMatch >= 1) {
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foreach (Player in Players) {
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if (Scores::GetPlayerMatchPoints(Player.Score) > S_PointsLimit) NbOfPlayerWinners += 1;
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}
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// If there's only one player they need to reach the points limit to win
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// If there's more than one player then all players except one must reach the points limit
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declare Integer PlayerWinnersLimit = ML::Max(Players.count - 1, 1);
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Log::Log("""[Cup] Match is over ? {{{(NbOfScoreWinners >= S_NbOfWinners || NbOfPlayerWinners >= PlayerWinnersLimit)}}} | ({{{NbOfScoreWinners}}} >= {{{S_NbOfWinners}}} || {{{NbOfPlayerWinners}}} >= {{{PlayerWinnersLimit}}})""");
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if (NbOfScoreWinners >= S_NbOfWinners || NbOfPlayerWinners >= PlayerWinnersLimit) return True;
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}
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if (S_MapsPerMatch >= 1) {
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if (
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if (
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(_MapCount >= _MapsPerMatch && PointsLimitReached != C_PointsLimit_Tie) || //< ... stop the match if the maps limit is reached and the match is not a tie
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_MapCount >= S_MapsPerMatch || //< ... stop the match if the maps limit is reached and the match is not a tie
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(_MapSkipped && _MapsPerMatch == 1 && _MapCount >= _MapsPerMatch) //< ... stop the match if the map was skipped and the match is played on only one map
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(_MapSkipped && S_MapsPerMatch == 1 && _MapCount >= S_MapsPerMatch) //< ... stop the match if the map was skipped and the match is played on only one map
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) {
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) {
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return True;
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return True;
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}
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}
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}
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}
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// If there is a rounds limit but no maps limit, continue to play until another limit is reached
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// If there is a rounds limit but no maps limit, continue to play until another limit is reached
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else if (_RoundsPerMap >= 1) {
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else if (S_RoundsPerMap >= 1) {
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return False;
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}
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// 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
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else {
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return True;
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}
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// In all other cases continue to play
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return False;
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return False;
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}
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}
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return False;
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}
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