rework to extend RoundBase Script from NADEO
This commit is contained in:
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41c8ae2c15
commit
93ec6a56da
@ -119,7 +119,6 @@ ClientManiaAppUrl = C_ManiaAppUrl;
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Race::SortScores(Race::C_Sort_TotalPoints);
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UIModules_PauseMenu_Online::SetHelp(Description);
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UIManager.UIAll.OverlayHideSpectatorControllers = True;
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UIManager.UIAll.OverlayHideCountdown = True;
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UIManager.UIAll.OverlayHideSpectatorInfos = True;
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UIManager.UIAll.OverlayHideChrono = True;
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UIManager.UIAll.OverlayHideCountdown = True;
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@ -496,7 +495,7 @@ if (Round_ForceEndRound || Round_SkipPauseRound) {
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declare Text Message = _("|Match|Draw");
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declare CSmScore WinnerScore <=> Scores::GetBestPlayer(Race::C_Sort_RoundPoints);
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if (WinnerScore != Null) {
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Message = TL::Compose(_("$<%1$> wins the match!"), Tools::GetNameWithClubTag(WinnerScore.User));
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Message = TL::Compose(_("$<%1$> wins the match!"), Tools::GetNameWithClubTag(WinnerScore.User)); // TODO CHeck why display draw when someone leave
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}
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UIManager.UIAll.BigMessage = Message;
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@ -1,7 +1,7 @@
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/**
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* Royal Rounds mode
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*/
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#Extends "Libs/Nadeo/TMNext/TrackMania/Modes/TMNextBase.Script.txt"
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#Extends "Libs/Nadeo/TMNext/TrackMania/Modes/TMNextRoundsBase.Script.txt"
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#Const CompatibleMapTypes "TrackMania\\TM_Royal,TM_Royal"
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#Const Version "2021-08-21"
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@ -14,12 +14,6 @@
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#Include "MathLib" as ML
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#Include "Libs/Nadeo/CommonLibs/Common/Semver.Script.txt" as Semver
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#Include "Libs/Nadeo/TMxSM/Race/PointsRepartition.Script.txt" as PointsRepartition
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#Include "Libs/Nadeo/TMxSM/Race/Pause.Script.txt" as RacePause
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#Include "ManiaApps/Nadeo/TMxSM/Race/UIModules/TimeGap_Server.Script.txt" as UIModules_TimeGap
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#Include "ManiaApps/Nadeo/TMxSM/Race/UIModules/PauseMenuOnline_Server.Script.txt" as UIModules_PauseMenuOnline
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#Include "ManiaApps/Nadeo/TMxSM/Race/UIModules/SpectatorBase_Server.Script.txt" as UIModules_SpectatorBase
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#Include "Libs/Nadeo/ModeLibs/Common/Utils.Script.txt" as ModeUtils
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#Include "Libs/Nadeo/TMNext/TrackMania/Menu/Constants.Script.txt" as MenuConsts
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#Include "Libs/Nadeo/TMxSM/Race/StateManager.Script.txt" as StateMgr
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@ -42,7 +36,6 @@
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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_SegmentsPerRound 5 as "Number of segment to end the round"
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#Setting S_RoundWaitingScreenDuration 20 as _("Round waiting screen duration") //< Maximum time spent waiting for players at the beginning of each round
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#Setting S_PointsRepartition "" as _("Custom points distribution") //< comma separated points distribution. eg: "10,6,4,3,2,1"
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/*#Setting S_WarmUpNb 0 as _("Number of warm up") // (Impossible at the moment https://forum.nadeo.com/viewtopic.php?f=51&p=8745#p8745)
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#Setting S_WarmUpDuration 0 as _("Duration of one warm up")
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@ -60,9 +53,6 @@
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#Const C_FakeUsersNb 0
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#Const C_PointsRepartition [10, 6, 4, 3, 2, 1] ///< Default points repartition in rounds based modes. Can be overrided by S_PointsRepartition.
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#Const C_Method_ForceEndRound "Trackmania.ForceEndRound"
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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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@ -75,8 +65,6 @@
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#Const C_DisableSkipOutro True //< Prevent the players from pressing respawn/give up to cut the finish outro and respawn faster
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declare Boolean Rounds_Settings_CanSpawnDefault;
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// Extends
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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@ -86,48 +74,14 @@ 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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Log::RegisterScript(PointsRepartition::ScriptName, PointsRepartition::Version);
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Log::RegisterScript(RacePause::ScriptName, RacePause::Version);
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Log::RegisterScript(UIModules_Checkpoint::ScriptName, UIModules_Checkpoint::Version);
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***
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***Match_LoadLibraries***
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***
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XmlRpc::RegisterMethod(C_Method_ForceEndRound, """
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* Name: {{{C_Method_ForceEndRound}}}
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* Type: TriggerModeScriptEventArray
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* Description: Stop the current round. Only available in Cup, Rounds and Team modes.
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* Data:
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- Version >=2.0.0:
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```
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[]
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```
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""");
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StateMgr::Load();
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PointsRepartition::Load();
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RacePause::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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RacePause::Unload();
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PointsRepartition::Unload();
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XmlRpc::UnregisterMethod(C_Method_ForceEndRound);
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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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MB_Settings_UseDefaultPodiumSequence = False;
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MB_Settings_UseDefaultIntroSequence = False;
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MB_Settings_UseDefaultTimer = False;
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Race_Settings_ResetPlayerRaceBetweenRounds = True;
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Rounds_Settings_CanSpawnDefault = True;
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***
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***Match_Rules***
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@ -145,15 +99,13 @@ if (C_HudModulePath != "") Hud_Load(C_HudModulePath);
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***Match_AfterLoadHud***
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***
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UIModules_TimeGap::SetTimeGapMode(UIModules_TimeGap::C_TimeGapMode_Hidden);
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UIModules_PauseMenuOnline::SetAllowPrevReplay(True);
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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_Checkpoint::SetAutoUISequenceFinish(False);
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UIModules_TimeGap::SetTimeGapMode(UIModules_TimeGap::C_TimeGapMode_Hidden);
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UIModules_PauseMenu_Online::SetHelp(Description);
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// Hide SM Overlay
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UIManager.UIAll.OverlayHideSpectatorControllers = True;
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@ -166,33 +118,6 @@ SetML(Null);
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***Match_Yield***
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***
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foreach (Event in XmlRpc.PendingEvents) {
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if (Event.Type == CXmlRpcEvent::EType::CallbackArray) {
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switch (Event.ParamArray1) {
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case PointsRepartition::C_Method_SetPointsRepartition: {
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declare Integer[] Rounds_PointsRepartitionBackUp for This;
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Rounds_PointsRepartitionBackUp = PointsRepartition::GetPointsRepartition();
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}
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}
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}
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}
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declare Rounds_PointsRepartitionSetting for This = S_PointsRepartition;
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if (Rounds_PointsRepartitionSetting != S_PointsRepartition) {
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Rounds_PointsRepartitionSetting = S_PointsRepartition;
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declare PointsRepartition = C_PointsRepartition;
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if (S_PointsRepartition != "") {
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declare NewPointsRepartition = PointsRepartition::ConvertPointsRepartition(S_PointsRepartition);
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if (NewPointsRepartition.count > 0) {
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PointsRepartition = NewPointsRepartition;
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}
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}
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PointsRepartition::SetPointsRepartition(PointsRepartition);
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declare Integer[] Rounds_PointsRepartitionBackUp for This;
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Rounds_PointsRepartitionBackUp = PointsRepartition::GetPointsRepartition();
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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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@ -203,7 +128,6 @@ foreach (Event in PendingEvents) {
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}
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}
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PointsRepartition::Yield();
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StateMgr::Yield();
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***
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@ -217,25 +141,6 @@ declare Integer Server_SegmentsPerRound;
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***Match_StartServer***
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***
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declare Integer[] Rounds_PointsRepartitionBackUp for This;
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// Reload XmlRpc or load default values
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if (Rounds_PointsRepartitionBackUp.count > 0) {
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PointsRepartition::SetPointsRepartition(Rounds_PointsRepartitionBackUp);
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} else {
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declare PointsRepartition = C_PointsRepartition;
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if (S_PointsRepartition != "") {
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declare NewPointsRepartition = PointsRepartition::ConvertPointsRepartition(S_PointsRepartition);
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if (NewPointsRepartition.count > 0) {
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PointsRepartition = NewPointsRepartition;
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}
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}
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PointsRepartition::SetPointsRepartition(PointsRepartition);
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Rounds_PointsRepartitionBackUp = PointsRepartition::GetPointsRepartition();
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}
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// Enable the pause system
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Pause::SetAvailability(True);
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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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@ -325,68 +230,50 @@ MB_WarmUp(S_WarmUpNb, S_WarmUpDuration * 1000, S_WarmUpTimeout * 1000);
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*/
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***
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***Rounds_SpawnPlayer***
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***
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declare Integer CurrentSegment for Player.Score = 1;
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declare Integer Index;
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if (CurrentSegment > Map_Starts.count) {
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Index = Map_Starts.count - 1;
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} else {
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Index = CurrentSegment - 1;
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}
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Player.LandmarkOrderSelector_Race = Index + 1;
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declare Integer SpecificStartTime = Now + Race::C_SpawnDuration;
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if (IsStartRound) SpecificStartTime = StartTime;
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Race::Start(Player, Map_Starts[Index] , SpecificStartTime);
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***
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***Rounds_PlayerSpawned***
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***
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declare Integer SpecificOffset = Player.StartTime - StartTime;
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if (IsStartRound) SpecificOffset = 0;
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UIModules_Chrono::SetTimeOffset(Player, SpecificOffset);
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***
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***Match_InitRound***
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***
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declare Boolean Round_ForceEndRound = False;
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declare Boolean Round_SkipPauseRound = False; //< Skip the current round after the pause
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declare Boolean Round_Skipped = True; //< Round skipped for another reason
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declare Integer[Text] CustomTimes for This = [];
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***
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declare Boolean IsStartRound = True;
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***Match_StartRound***
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***
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// Initialize round
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StartTime = Now + Race::C_SpawnDuration;
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EndTime = -1;
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Round_ForceEndRound = False;
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Round_SkipPauseRound = False;
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// Initialize scores
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foreach (Score in Scores) {
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if (Score.PrevRaceTimes.count > 0) {
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Score_ClearPrevRace(Score);
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}
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Scores::SetPlayerRoundPoints(Score, 0);
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}
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// Setup pause
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if (Pause::IsActive()) {
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StartTime = Now;
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+++Rounds_StartPause+++
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while (RacePause::Loop(Pause::IsActive())) {
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MB_Yield();
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+++Rounds_PauseLoop+++
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}
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StartTime = -1;
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+++Rounds_EndPause+++
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Round_SkipPauseRound = True;
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MB_StopRound();
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}
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+++Rounds_WaitForPlayers+++
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MB_Yield(); //< Yield to wait for everyone to be ready
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StartTime = Now + Race::C_SpawnDuration;
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UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb, S_SegmentsPerRound);
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StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
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// Spawn players for the race
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// Reset players for the race
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foreach (Player in Players) {
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declare Integer CurrentSegment for Player.Score = 1;
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CurrentSegment = 1;
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declare Integer RealTime for Player.Score = 0;
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RealTime = 0;
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Player.LandmarkOrderSelector_Race = CurrentSegment;
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declare Boolean ModeRounds_CanSpawn for Player.Score = Rounds_Settings_CanSpawnDefault;
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ModeRounds_CanSpawn = False;
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Race::Start(Player, Map_Starts[0] , StartTime);
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UIModules_Chrono::SetTimeOffset(Player, 0);
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}
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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, S_SegmentsPerRound);
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StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
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IsStartRound = False;
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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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@ -394,39 +281,16 @@ CarRank::ThrottleUpdate(CarRank::C_SortCriteria_CurrentRace);
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***Match_PlayLoop***
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***
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// Manage XmlRpc events
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foreach (Event in XmlRpc.PendingEvents) {
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if (Event.Type == CXmlRpcEvent::EType::CallbackArray) {
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switch (Event.ParamArray1) {
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case C_Method_ForceEndRound: {
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Round_ForceEndRound = True;
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}
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}
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}
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}
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// Pause activation
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if (Pause::IsActive()) {
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Round_ForceEndRound = True;
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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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// Manage race events
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declare RacePendingEvents = Race::GetPendingEvents();
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foreach (Event in RacePendingEvents) {
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Log::Log("""[RacePendingEvents] Event.Type: {{{Event.Type}}} / """);
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if (Event.Type == Events::C_Type_SkipOutro && C_DisableSkipOutro) {
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Log::Log("""[RacePendingEvents] Event invalid """);
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Race::InvalidEvent(Event);
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} else {
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Log::Log("""[RacePendingEvents] Event valid """);
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Race::ValidEvent(Event);
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// Waypoint
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@ -438,8 +302,7 @@ foreach (Event in RacePendingEvents) {
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if (CurrentSegment < S_SegmentsPerRound) { // TODO Try to keep CP diff a the bottom of the screen
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CurrentSegment = CurrentSegment + 1;
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Race::StopSkipScoresTable(Event.Player);
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declare Boolean ModeRounds_CanSpawn for Event.Player.Score = Rounds_Settings_CanSpawnDefault;
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ModeRounds_CanSpawn = True;
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---Rounds_CanSpawn---
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} else {
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declare Integer RealTime for Event.Player.Score = 0;
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RealTime = Event.Player.StartTime - StartTime + Event.RaceTime;
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@ -452,10 +315,6 @@ foreach (Event in RacePendingEvents) {
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}
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}
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}
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} else if (Event.Type == Events::C_Type_GiveUp) {
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if (Event.Player != Null) {
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UIModules_SpectatorBase::SetCamModeAndFocus(Event.Player, UIModules_SpectatorBase::C_CamModes_Follow);
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}
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}
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}
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}
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@ -467,7 +326,7 @@ foreach (Event in PendingEvents) {
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}
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// Spawn players
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if (Players.count > 0 && PlayersNbDead >= 1) { //< Check for unspawned players only if at least one player is unspawned
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/*if (Players.count > 0 && PlayersNbDead >= 1) { //< Check for unspawned players only if at least one player is unspawned
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declare Boolean NoOneCanPlay = True;
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foreach (Player in Players) {
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declare Boolean ModeRounds_CanSpawn for Player.Score = Rounds_Settings_CanSpawnDefault;
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@ -492,7 +351,7 @@ if (Players.count > 0 && PlayersNbDead >= 1) { //< Check for unspawned players o
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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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}*/
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// Server info change
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if (
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@ -759,23 +618,6 @@ Boolean MapIsOver(Boolean _UseTieBreak, Integer _PointsLimit, Integer _ValidRoun
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return False;
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}
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// Display a message if the round was skipped
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Void ForcedEndRoundSequence() {
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declare PrevUISequence = UIManager.UIAll.UISequence;
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declare PrevBigMessage = UIManager.UIAll.BigMessage;
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declare PrevBigMessageSound = UIManager.UIAll.BigMessageSound;
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declare PrevBigMessageSoundVariant = UIManager.UIAll.BigMessageSoundVariant;
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UIManager.UIAll.UISequence = CUIConfig::EUISequence::EndRound;
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UIManager.UIAll.BigMessage = _("Round skipped");
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UIManager.UIAll.BigMessageSound = CUIConfig::EUISound::EndRound;
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UIManager.UIAll.BigMessageSoundVariant = 0;
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MB_Sleep(3000);
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UIManager.UIAll.BigMessageSoundVariant = PrevBigMessageSoundVariant;
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UIManager.UIAll.BigMessageSound = PrevBigMessageSound;
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UIManager.UIAll.BigMessage = PrevBigMessage;
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UIManager.UIAll.UISequence = PrevUISequence;
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}
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/** Set the UI
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*
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* @param _Player Malus Index
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