Initial commit of RoyalRounds
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TM_RoyalRounds_Online.Script.txt
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718
TM_RoyalRounds_Online.Script.txt
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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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#Const CompatibleMapTypes "TrackMania\\TM_Royal,TM_Royal"
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#Const Version "2021-08-06"
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#Const ScriptName "Modes/TrackMania/TM_RoyalRounds_Online.Script.txt"
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// Libraries
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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#Include "TextLib" as TL
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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/TMNext/TrackMania/Modes/Rounds/StateManager.Script.txt" as StateMgr
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#Include "ManiaApps/Nadeo/TMxSM/Race/UIModules/ScoresTable_Server.Script.txt" as UIModules_ScoresTable
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#Include "ManiaApps/Nadeo/TMxSM/Race/UIModules/PauseMenuOnline_Server.Script.txt" as UIModules_PauseMenu_Online
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#Include "ManiaApps/Nadeo/TMxSM/Race/UIModules/Checkpoint_Server.Script.txt" as UIModules_Checkpoint
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#Include "ManiaApps/Nadeo/TMxSM/Race/UIModules/BigMessage_Server.Script.txt" as UIModules_BigMessage
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#Include "ManiaApps/Nadeo/TMxSM/Race/UIModules/Chrono_Server.Script.txt" as UIModules_Chrono
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// Settings
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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#Setting S_PointsLimit 100 as _("Points limit")
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#Setting S_FinishTimeout -1 as _("Finish timeout")
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#Setting S_RoundsPerMap -1 as _("Number of rounds per map") ///< Number of round to play on one map before going to the next one
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#Setting S_MapsPerMatch -1 as _("Number of maps per match") ///< Number of maps to play before finishing the match
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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_SegmentsPerRounds 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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#Setting S_WarmUpTimeout -1 as _("Warm up timeout")*/
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// Constants
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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#Const C_ModeName "RoyalRounds"
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//L16N [Rounds] Description of the mode rules
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#Const Description _("$zIn $<$t$6F9RoyalRounds$z$z$> mode, the goal is to win a maximum number of $<$t$6F9points.\n\n$z$>The rounds mode consists of $<$t$6F9a series of races$z$>.\nWhen you finish a race in a good $<$t$6F9position$z$>, you get $<$t$6F9points$z$>, added to your total.\n\nThe $<$t$6F9winner$z$> is the first player whose total reaches the $<$t$6F9point limit$z$> (30 for example).")
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#Const C_HudModulePath "" //< Path to the hud module
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#Const C_ManiaAppUrl "file://Media/ManiaApps/Nadeo/TMNext/TrackMania/Rounds/Rounds.Script.txt" //< Url of the mania app
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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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#Const C_UploadRecord True
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#Const C_DisplayRecordGhost False
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#Const C_DisplayRecordMedal False
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#Const C_CelebrateRecordGhost True
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#Const C_CelebrateRecordMedal True
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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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***Match_LogVersions***
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***
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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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***
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ModeInfo::SetName(C_ModeName);
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ModeInfo::SetType(ModeInfo::C_Type_FreeForAll);
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ModeInfo::SetRules(Description);
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ModeInfo::SetStatusMessage("");
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***
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***Match_LoadHud***
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***
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if (C_HudModulePath != "") Hud_Load(C_HudModulePath);
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***
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***Match_AfterLoadHud***
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***
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UIModules_TimeGap::SetTimeGapMode(UIModules_TimeGap::C_TimeGapMode_CurRace);
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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_PauseMenu_Online::SetHelp(Description);
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// Hide SM Overlay
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UIManager.UIAll.OverlayHideSpectatorControllers = 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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***
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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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case CSmModeEvent::EType::OnPlayerAdded: {
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StateMgr::InitializePlayer(Event.Player);
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CarRank::InitializePlayer(Event.Player);
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}
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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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***Match_InitServer***
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***
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declare Integer Server_PointsLimit;
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declare Integer Server_RoundsPerMap;
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declare Integer Server_MapsPerMatch;
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***
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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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StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]);
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UsePvECollisions = True; //< Synchronize obstacles between all players
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WarmUp::SetAvailability(False); // (Impossible at the moment https://forum.nadeo.com/viewtopic.php?f=51&p=8745#p8745)
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Server_PointsLimit = S_PointsLimit - 1;
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Server_RoundsPerMap = S_RoundsPerMap - 1;
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Server_MapsPerMatch = S_MapsPerMatch - 1;
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***
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***Match_InitMap***
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***
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declare Integer Map_ValidRoundsNb;
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UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb);
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declare CMapLandmark[] Map_Starts;
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declare Integer Map_NextEmptyArmorCheckTime;
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// Find start blocks
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declare CMapLandmark[] Starts = Map::GetStarts();
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declare CMapLandmark[Integer] SortedStarts;
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foreach (Start in Starts) {
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SortedStarts[Start.Order] = Start;
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}
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SortedStarts = SortedStarts.sortkey();
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foreach (Start in SortedStarts) {
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Map_Starts.add(Start);
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}
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if (Map_Starts.count > 0) {
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Map::SetDefaultStart(Map_Starts[0]);
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}
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// We use `>= 0` and not `> 0` here because the waiting screen
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// has two steps. First waiting for the presence of at least one player.
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// Then waiting the desired amount of time. With `>= 0` we can have
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// the first step without the second.
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declare Integer WaitingScreenDuration = S_RoundWaitingScreenDuration;
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if (WaitingScreenDuration >= 0) {
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ModeUtils::PushAndApplyUISequence(UIManager.UIAll, CUIConfig::EUISequence::RollingBackgroundIntro);
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// Wait for the connection of the first valid player to start the countdown
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while (MB_MapIsRunning() && AllPlayers.count <= 0) {
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MB_Sleep(1000);
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}
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// If all players are connected before the end of the countdown start immediatly
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declare Integer WaitEndTime = Now + (WaitingScreenDuration * 1000);
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while (WaitingScreenDuration > 0) {
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if (WaitingScreenDuration > 3) {
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UIModules_BigMessage::SetMessage("""The map starts in {{{WaitingScreenDuration}}} seconds""");
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} else {
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UIModules_BigMessage::SetMessage("");
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UIManager.UIAll.BigMessage = """The map starts in {{{WaitingScreenDuration}}} seconds""";
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}
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WaitingScreenDuration = WaitingScreenDuration - 1;
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MB_Sleep(1000);
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}
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UIManager.UIAll.BigMessage = "";
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UIModules_BigMessage::SetMessage("");
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ModeUtils::PopAndApplyUISequence(UIManager.UIAll);
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}
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***
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***Match_StartMap***
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***
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// Add bot when necessary
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Users_SetNbFakeUsers(C_FakeUsersNb, 0);
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StartTime = Now + Race::C_SpawnDuration;
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CarRank::Reset();
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// Warm up (Impossible at the moment https://forum.nadeo.com/viewtopic.php?f=51&p=8745#p8745)
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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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*/
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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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***
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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);
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StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
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// Spawn 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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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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***Rounds_PlayerSpawned***
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***
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CarRank::ThrottleUpdate(CarRank::C_SortCriteria_CurrentRace);
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***
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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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if (Event.Type == Events::C_Type_SkipOutro && C_DisableSkipOutro) {
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Race::InvalidEvent(Event);
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} else {
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||||
Race::ValidEvent(Event);
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// Waypoint
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if (Event.Type == Events::C_Type_Waypoint) {
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CarRank::ThrottleUpdate(CarRank::C_SortCriteria_CurrentRace);
|
||||
if (Event.Player != Null) {
|
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if (Event.IsEndRace) {
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declare Integer CurrentSegment for Event.Player.Score = 1;
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if (CurrentSegment < S_SegmentsPerRounds) { // TODO Try to keep CP diff a the bottom of the screen
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CurrentSegment = CurrentSegment + 1;
|
||||
Race::StopSkipScoresTable(Event.Player);
|
||||
declare Boolean ModeRounds_CanSpawn for Event.Player.Score = Rounds_Settings_CanSpawnDefault;
|
||||
ModeRounds_CanSpawn = True;
|
||||
} else {
|
||||
Scores::UpdatePlayerBestRaceIfBetter(Event.Player);
|
||||
Scores::UpdatePlayerBestLapIfBetter(Event.Player);
|
||||
Scores::UpdatePlayerPrevRace(Event.Player);
|
||||
ComputeLatestRaceScores();
|
||||
Race::SortScores(Race::C_Sort_TotalPoints);
|
||||
if (EndTime <= 0) {
|
||||
EndTime = GetFinishTimeout(S_FinishTimeout);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} 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
|
||||
foreach (Event in PendingEvents) {
|
||||
if (Event.HasBeenPassed || Event.HasBeenDiscarded) continue;
|
||||
Events::Invalid(Event);
|
||||
}
|
||||
|
||||
// Spawn players
|
||||
if (PlayersNbDead > 0) { //< 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();
|
||||
}
|
||||
|
||||
// Server info change
|
||||
if (
|
||||
Server_PointsLimit != S_PointsLimit ||
|
||||
Server_RoundsPerMap != S_RoundsPerMap ||
|
||||
Server_MapsPerMatch != S_MapsPerMatch
|
||||
) {
|
||||
Server_PointsLimit = S_PointsLimit;
|
||||
Server_RoundsPerMap = S_RoundsPerMap;
|
||||
Server_MapsPerMatch = S_MapsPerMatch;
|
||||
|
||||
UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb);
|
||||
}
|
||||
***
|
||||
|
||||
***Match_EndRound***
|
||||
***
|
||||
Race::StopSkipOutroAll();
|
||||
EndTime = -1;
|
||||
StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]);
|
||||
CarRank::Update(CarRank::C_SortCriteria_CurrentRace);
|
||||
|
||||
if (Semver::Compare(XmlRpc::GetApiVersion(), ">=", "2.1.1")) {
|
||||
Scores::XmlRpc_SendScores(Scores::C_Section_PreEndRound, "");
|
||||
}
|
||||
|
||||
if (Round_ForceEndRound || Round_SkipPauseRound || Round_Skipped) {
|
||||
// Cancel points
|
||||
foreach (Score in Scores) {
|
||||
Scores::SetPlayerRoundPoints(Score, 0);
|
||||
}
|
||||
// Do not launch the forced end round sequence after a pause
|
||||
if (!Round_SkipPauseRound) {
|
||||
ForcedEndRoundSequence();
|
||||
}
|
||||
} else {
|
||||
Map_ValidRoundsNb += 1;
|
||||
// Get the last round points
|
||||
ComputeLatestRaceScores();
|
||||
Race::SortScores(Race::C_Sort_TotalPoints);
|
||||
UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::ForcedVisible;
|
||||
UIManager.UIAll.UISequence = CUIConfig::EUISequence::EndRound;
|
||||
MB_Sleep(3000);
|
||||
// Add them to the total scores
|
||||
ComputeScores();
|
||||
Race::SortScores(Race::C_Sort_TotalPoints);
|
||||
MB_Sleep(3000);
|
||||
UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::Normal;
|
||||
UIManager.UIAll.UISequence = CUIConfig::EUISequence::Playing;
|
||||
|
||||
if (MapIsOver(S_UseTieBreak, S_PointsLimit, Map_ValidRoundsNb, S_RoundsPerMap)) MB_StopMap();
|
||||
}
|
||||
***
|
||||
|
||||
***Match_EndMap***
|
||||
***
|
||||
if (MatchIsOver(S_UseTieBreak, S_PointsLimit, S_MapsPerMatch, S_RoundsPerMap)) MB_StopMatch();
|
||||
|
||||
if (!MB_MapIsRunning() && MB_MatchIsRunning()) MB_SkipPodiumSequence();
|
||||
|
||||
Race::SortScores(Race::C_Sort_TotalPoints);
|
||||
Scores::SetPlayerWinner(Scores::GetBestPlayer(Scores::C_Sort_MatchPoints));
|
||||
***
|
||||
|
||||
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
|
||||
// Functions
|
||||
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
|
||||
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
|
||||
/** Update the scores table footer text
|
||||
*
|
||||
* @param _PointsLimit The points limit
|
||||
* @param _RoundsPerMap The number of round per map
|
||||
* @param _MapsPerMatch The number of maps per match
|
||||
* @param _ValidRoundsNb Number of valid rounds played
|
||||
*/
|
||||
Void UpdateScoresTableFooter(Integer _PointsLimit, Integer _RoundsPerMap, Integer _MapsPerMatch, Integer _ValidRoundsNb) {
|
||||
declare Text[] Parts;
|
||||
declare Text Message = "";
|
||||
if (_PointsLimit > 0) {
|
||||
if (Parts.count > 0) Message ^= " | ";
|
||||
Message ^= """%{{{Parts.count + 1}}}{{{_PointsLimit}}}""";
|
||||
//L16N [Rounds] Number of points to reach to win the match.
|
||||
Parts.add(_("Points limit : "));
|
||||
}
|
||||
if (_RoundsPerMap > 0) {
|
||||
if (Parts.count > 0) Message ^= " | ";
|
||||
Message ^= """%{{{Parts.count + 1}}}{{{ML::Min(_ValidRoundsNb+1, _RoundsPerMap)}}}/{{{_RoundsPerMap}}}""";
|
||||
//L16N [Rounds] Number of rounds played during the map.
|
||||
Parts.add(_("Rounds : "));
|
||||
}
|
||||
if (_MapsPerMatch > 0) {
|
||||
if (Parts.count > 0) Message ^= " | ";
|
||||
Message ^= """%{{{Parts.count + 1}}}{{{MB_GetMapCount()}}}/{{{_MapsPerMatch}}}""";
|
||||
//L16N [Rounds] Number of maps played during the match.
|
||||
Parts.add(_("Maps : "));
|
||||
}
|
||||
|
||||
switch (Parts.count) {
|
||||
case 0: UIModules_ScoresTable::SetFooterInfo(Message);
|
||||
case 1: UIModules_ScoresTable::SetFooterInfo(TL::Compose(Message, Parts[0]));
|
||||
case 2: UIModules_ScoresTable::SetFooterInfo(TL::Compose(Message, Parts[0], Parts[1]));
|
||||
case 3: UIModules_ScoresTable::SetFooterInfo(TL::Compose(Message, Parts[0], Parts[1], Parts[2]));
|
||||
}
|
||||
}
|
||||
|
||||
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
|
||||
/** Get the time left to the players to finish the round after the first player
|
||||
*
|
||||
* @return The time left in ms
|
||||
*/
|
||||
Integer GetFinishTimeout(Integer _FinishTimeout) {
|
||||
declare Integer FinishTimeout = 0;
|
||||
|
||||
if (_FinishTimeout >= 0) {
|
||||
FinishTimeout = _FinishTimeout * 1000;
|
||||
} else {
|
||||
FinishTimeout = 5000;
|
||||
if (Map.TMObjective_IsLapRace && Race::GetLapsNb() > 0 && Map.TMObjective_NbLaps > 0) {
|
||||
FinishTimeout += ((Map.TMObjective_AuthorTime / Map.TMObjective_NbLaps) * Race::GetLapsNb()) / 6;
|
||||
} else {
|
||||
FinishTimeout += Map.TMObjective_AuthorTime / 6;
|
||||
}
|
||||
}
|
||||
|
||||
return Now + FinishTimeout;
|
||||
}
|
||||
|
||||
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
|
||||
/// Compute the latest race scores
|
||||
Void ComputeLatestRaceScores() {
|
||||
Race::SortScores(Race::C_Sort_PrevRaceTime);
|
||||
|
||||
// Points distributed between all players
|
||||
declare Integer I = 0;
|
||||
declare Integer[] PointsRepartition = PointsRepartition::GetPointsRepartition();
|
||||
foreach (Score in Scores) {
|
||||
if (Scores::GetPlayerPrevRaceTime(Score) > 0) {
|
||||
declare Integer Points = 0;
|
||||
if (PointsRepartition.count > 0) {
|
||||
if (PointsRepartition.existskey(I)) {
|
||||
Points = PointsRepartition[I];
|
||||
} else {
|
||||
Points = PointsRepartition[PointsRepartition.count - 1];
|
||||
}
|
||||
}
|
||||
Scores::SetPlayerRoundPoints(Score, Points);
|
||||
I += 1;
|
||||
} else {
|
||||
Scores::SetPlayerRoundPoints(Score, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
|
||||
/// 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 (_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) {
|
||||
if (PointsLimitReached(_UseTieBreak, _PointsLimit) == 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
|
||||
|
||||
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
|
||||
*
|
||||
* @return True if it is the case, false otherwise
|
||||
*/
|
||||
Boolean MatchIsOver(Boolean _UseTieBreak, Integer _PointsLimit, Integer _MapsPerMatch, Integer _RoundsPerMap) {
|
||||
declare Integer PointsLimitReached = PointsLimitReached(_UseTieBreak, _PointsLimit);
|
||||
|
||||
if (_MapsPerMatch > 1 && PointsLimitReached == C_PointsLimit_Tie) return False; //< Ties are allowed if the map was skipped and match is played on one map only
|
||||
if (PointsLimitReached == C_PointsLimit_Reached) return True; //< There is a points limit and it is reached
|
||||
if (_MapsPerMatch > 1 && MB_GetMapCount() >= _MapsPerMatch) return True; //< There is a maps limit and it is reached
|
||||
if (_MapsPerMatch <= 1 && _RoundsPerMap <= 0) return True;
|
||||
|
||||
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;
|
||||
}
|
Loading…
Reference in New Issue
Block a user