diff --git a/LastManStanding.Script.txt b/LastManStanding.Script.txt index db7d219..4d71fa0 100644 --- a/LastManStanding.Script.txt +++ b/LastManStanding.Script.txt @@ -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; diff --git a/TM_RoyalRounds_Online.Script.txt b/TM_RoyalRounds_Online.Script.txt index 9cebc1d..3b95dd2 100644 --- a/TM_RoyalRounds_Online.Script.txt +++ b/TM_RoyalRounds_Online.Script.txt @@ -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); @@ -394,52 +281,28 @@ 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 - if (Event.Type == Events::C_Type_Waypoint) { + if (Event.Type == Events::C_Type_Waypoint) { CarRank::ThrottleUpdate(CarRank::C_SortCriteria_CurrentRace); - if (Event.Player != Null) { - if (Event.IsEndRace) { + if (Event.Player != Null) { + if (Event.IsEndRace) { declare Integer CurrentSegment for Event.Player.Score = 1; 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; @@ -452,12 +315,8 @@ 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); - } - } - } + } + } } // Manage mode events @@ -467,7 +326,7 @@ foreach (Event in PendingEvents) { } // Spawn players -if (Players.count > 0 && PlayersNbDead >= 1) { //< Check for unspawned players only if at least one player is unspawned +/*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; @@ -492,7 +351,7 @@ if (Players.count > 0 && PlayersNbDead >= 1) { //< Check for unspawned players o MB_StopRound(); Round_Skipped = False; } -} +}*/ // Server info change if ( @@ -759,23 +618,6 @@ 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