Add support of Complex Points Repartition
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@ -34,6 +34,7 @@
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#Setting S_NbOfWinners 1 as _("Number of winners")
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#Setting S_NbOfWinners 1 as _("Number of winners")
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#Setting S_FinishTimeout -1 as _("Finish timeout")
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#Setting S_FinishTimeout -1 as _("Finish timeout")
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#Setting S_ComplexPointsRepartition "" as "JSON of PointsRepartition depending for the number of the Players Alive" // Example: {"3": [3, 6, 10], "4,5": [1, 3, 6,10]}
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#Setting S_PointsRepartition "1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20"
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#Setting S_PointsRepartition "1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20"
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#Setting S_RoundsPerMap 5 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_RoundsPerMap 5 as _("Number of rounds per map") ///< Number of round to play on one map before going to the next one
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@ -177,6 +178,7 @@ declare Integer Server_PointsLimit;
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declare Integer Server_RoundsPerMap;
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declare Integer Server_RoundsPerMap;
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declare Integer Server_NbOfWinners;
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declare Integer Server_NbOfWinners;
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declare Integer Server_DNF_LossPoints;
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declare Integer Server_DNF_LossPoints;
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declare Text Server_ComplexPointsRepartition;
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***
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***
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***Match_StartServer***
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***Match_StartServer***
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@ -203,12 +205,14 @@ Server_PointsLimit = S_PointsStartup;
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Server_RoundsPerMap = S_RoundsPerMap;
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Server_RoundsPerMap = S_RoundsPerMap;
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Server_NbOfWinners = S_NbOfWinners;
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Server_NbOfWinners = S_NbOfWinners;
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Server_DNF_LossPoints = S_DNF_LossPoints;
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Server_DNF_LossPoints = S_DNF_LossPoints;
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Server_ComplexPointsRepartition = S_ComplexPointsRepartition;
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***
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***
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***Match_StartMatch***
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***Match_StartMatch***
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***
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***
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UIModules_ScoresTable::SetCustomPoints([]);
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UIModules_ScoresTable::SetCustomPoints([]);
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UpdateComplexPointsRepartition(S_ComplexPointsRepartition);
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declare K_MatchInfo Server_MatchInfo for This = K_MatchInfo {};
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declare K_MatchInfo Server_MatchInfo for This = K_MatchInfo {};
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Server_MatchInfo = K_MatchInfo {};
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Server_MatchInfo = K_MatchInfo {};
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***
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***
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@ -328,12 +332,23 @@ if (S_RoundsPerMap > 0) {
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}
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}
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MB_Sleep(3000);
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MB_Sleep(3000);
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UIModules_BigMessage::SetMessage("");
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UIModules_BigMessage::SetMessage("");
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declare Integer Round_NbPlayersInThisRound = 0;
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***
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***
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***Match_StartRound***
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***Match_StartRound***
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***
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***
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UpdateScoresTableFooter(S_PointsStartup, S_RoundsPerMap, G_NbOfValidRounds, S_NbOfWinners);
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UpdateScoresTableFooter(S_PointsStartup, S_RoundsPerMap, G_NbOfValidRounds, S_NbOfWinners);
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CheckRoundBeforePlay();
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declare K_MatchInfo Server_MatchInfo for This = K_MatchInfo {};
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foreach (Score in Scores) {
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if (Score.User == Null) continue;
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if (Scores::GetPlayerMatchPoints(Score) < C_Points_LastChance) continue;
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if (!Server_MatchInfo.Participants.exists(Score.User.Login)) continue;
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Round_NbPlayersInThisRound += 1;
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}
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CheckRoundBeforePlay(Round_NbPlayersInThisRound);
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UpdateDNFLossPoints(Server_DNF_LossPoints);
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UpdateDNFLossPoints(Server_DNF_LossPoints);
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StateMgr::ForcePlayersStates([CupCommon_Const::C_State_Playing]);
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StateMgr::ForcePlayersStates([CupCommon_Const::C_State_Playing]);
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@ -372,7 +387,7 @@ foreach (Event in RacePendingEvents) {
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Scores::UpdatePlayerBestRaceIfBetter(Event.Player);
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Scores::UpdatePlayerBestRaceIfBetter(Event.Player);
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Scores::UpdatePlayerBestLapIfBetter(Event.Player);
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Scores::UpdatePlayerBestLapIfBetter(Event.Player);
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Scores::UpdatePlayerPrevRace(Event.Player);
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Scores::UpdatePlayerPrevRace(Event.Player);
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ComputeLatestRaceScores();
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ComputeLatestRaceScores(Round_NbPlayersInThisRound);
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Race::SortScores(Race::C_Sort_TotalPoints);
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Race::SortScores(Race::C_Sort_TotalPoints);
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@ -412,6 +427,11 @@ if (Server_PointsLimit != S_PointsStartup ||
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UpdateScoresTableFooter(S_PointsStartup, S_RoundsPerMap, G_NbOfValidRounds, S_NbOfWinners);
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UpdateScoresTableFooter(S_PointsStartup, S_RoundsPerMap, G_NbOfValidRounds, S_NbOfWinners);
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UpdateDNFLossPoints(Server_DNF_LossPoints);
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UpdateDNFLossPoints(Server_DNF_LossPoints);
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}
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}
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if (Server_ComplexPointsRepartition != S_ComplexPointsRepartition) {
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Server_ComplexPointsRepartition = S_ComplexPointsRepartition;
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UpdateComplexPointsRepartition(Server_ComplexPointsRepartition);
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}
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***
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***
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***Match_EndRound***
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***Match_EndRound***
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@ -439,7 +459,7 @@ if (Round_ForceEndRound || Round_SkipPauseRound || Round_Skipped) {
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MB_Sleep(3000);
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MB_Sleep(3000);
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} else {
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} else {
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// Get the last round points
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// Get the last round points
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ComputeLatestRaceScores();
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ComputeLatestRaceScores(Round_NbPlayersInThisRound);
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+++Cup_EndRound_BeforeScoresUpdate+++
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+++Cup_EndRound_BeforeScoresUpdate+++
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Race::SortScores(Race::C_Sort_TotalPoints);
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Race::SortScores(Race::C_Sort_TotalPoints);
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UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::ForcedVisible;
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UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::ForcedVisible;
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@ -571,6 +591,21 @@ Void UpdateDNFLossPoints(Integer _DNF_LossPoints) {
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}
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}
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}
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}
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Void UpdateComplexPointsRepartition(Text _ComplexPointsRepartition) {
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declare Integer[][Integer] Server_ComplexPointsRepartition for This = [];
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Server_ComplexPointsRepartition = [];
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declare Integer[][Text] TextComplexPointsRepartition;
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TextComplexPointsRepartition.fromjson(_ComplexPointsRepartition);
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foreach (TextMultipleRemainingPlayers => PointsRepartition in TextComplexPointsRepartition) {
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declare Text[] MultipleRemainingPlayers = TL::Split(",", TextMultipleRemainingPlayers);
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foreach (TextRemainingPlayers in MultipleRemainingPlayers) {
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Server_ComplexPointsRepartition[TL::ToInteger(TextRemainingPlayers)] = PointsRepartition;
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}
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}
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}
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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/** Get the time left to the players to finish the round after the first player
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/** Get the time left to the players to finish the round after the first player
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*
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*
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@ -613,11 +648,19 @@ Void AnnounceEliminated(Text _Name, Integer _Rank) {
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UIModules_BigMessage::SetMessage(Message);
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UIModules_BigMessage::SetMessage(Message);
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}
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}
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Integer[] GetPointsRepartition() {
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Integer[] GetPointsRepartition(Integer _NbPlayersInThisRound) {
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declare Integer[] PointsRepartition = PointsRepartition::GetPointsRepartition();
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declare Integer[] PointsRepartition;
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declare Integer[][Integer] Server_ComplexPointsRepartition for This = [];
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if (S_FastForwardPointsRepartition) {
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if (Server_ComplexPointsRepartition.existskey(_NbPlayersInThisRound)) {
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PointsRepartition = Server_ComplexPointsRepartition[_NbPlayersInThisRound];
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} else {
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PointsRepartition = PointsRepartition::GetPointsRepartition();
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}
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if (S_FastForwardPointsRepartition && _NbPlayersInThisRound > PointsRepartition.count) {
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foreach (Score in Scores) {
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foreach (Score in Scores) {
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if (_NbPlayersInThisRound <= PointsRepartition.count) break;
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declare Integer Points = Scores::GetPlayerMatchPoints(Score);
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declare Integer Points = Scores::GetPlayerMatchPoints(Score);
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if (Points > C_Points_Spectator && Points <= C_Points_Eliminated) {
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if (Points > C_Points_Spectator && Points <= C_Points_Eliminated) {
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PointsRepartition = PointsRepartition.slice(1, PointsRepartition.count - 1);
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PointsRepartition = PointsRepartition.slice(1, PointsRepartition.count - 1);
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@ -630,15 +673,15 @@ Integer[] GetPointsRepartition() {
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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/// Compute the latest race scores
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/// Compute the latest race scores
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Void ComputeLatestRaceScores() {
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Void ComputeLatestRaceScores(Integer _NbPlayersInThisRound) {
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Race::SortScores(Race::C_Sort_PrevRaceTime);
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Race::SortScores(Race::C_Sort_PrevRaceTime);
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// Points distributed between all players
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// Points distributed between all players
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declare Integer I = 0;
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declare Integer Key = 0;
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declare CSmPlayer[] LastChancePlayersDNF_WithWorstCheckpoints;
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declare CSmPlayer[] LastChancePlayersDNF_WithWorstCheckpoints;
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declare Integer MinCheckpointNbPassed = 9999;
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declare Integer MinCheckpointNbPassed = 9999;
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declare Integer[] PointsRepartition = GetPointsRepartition();
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declare Integer[] PointsRepartition = GetPointsRepartition(_NbPlayersInThisRound);
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foreach (Score in Scores) {
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foreach (Score in Scores) {
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// Skip Spectators and already eliminated players
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// Skip Spectators and already eliminated players
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@ -647,15 +690,15 @@ Void ComputeLatestRaceScores() {
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if (Scores::GetPlayerPrevRaceTime(Score) > 0) {
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if (Scores::GetPlayerPrevRaceTime(Score) > 0) {
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declare Integer Points = 0;
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declare Integer Points = 0;
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if (PointsRepartition.count > 0) {
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if (PointsRepartition.count > 0) {
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if (PointsRepartition.existskey(I)) {
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if (PointsRepartition.existskey(Key)) {
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Points = 0 - PointsRepartition[I];
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Points = 0 - PointsRepartition[Key];
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} else {
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} else {
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Points = 0 - PointsRepartition[PointsRepartition.count - 1];
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Points = 0 - PointsRepartition[PointsRepartition.count - 1];
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}
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}
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}
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}
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Scores::SetPlayerRoundPoints(Score, Points);
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Scores::SetPlayerRoundPoints(Score, Points);
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I += 1;
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Key += 1;
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} else {
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} else {
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// Apply DNF penality if Disconnected
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// Apply DNF penality if Disconnected
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if (Score.User == Null) {
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if (Score.User == Null) {
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@ -782,18 +825,16 @@ Boolean MapIsOver() {
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Boolean MatchIsOver() {
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Boolean MatchIsOver() {
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Log::Log("[Cup] MatchIsOver() check | S_PointsStartup : "^S_PointsStartup);
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Log::Log("[Cup] MatchIsOver() check | S_PointsStartup : "^S_PointsStartup);
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declare Integer NbOfPlayersActive = 0;
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declare Integer NbOfPlayersActive = 0;
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foreach (Player in Players) {
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foreach (Score in Scores) {
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if(!Spectators.exists(Player)) {
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if (Scores::GetPlayerMatchPoints(Score) >= C_Points_LastChance) NbOfPlayersActive += 1;
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if (Scores::GetPlayerMatchPoints(Player.Score) >= C_Points_LastChance) NbOfPlayersActive += 1;
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}
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}
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}
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// If there's only one player they need to reach the points limit to win
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declare K_MatchInfo Server_MatchInfo for This = K_MatchInfo {};
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// If there's more than one player then all players except one must reach the points limit
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if (Server_MatchInfo.Participants.count == 1) {
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Log::Log("""[Cup] Match is over ? {{{(S_NbOfWinners >= NbOfPlayersActive)}}} | ({{{S_NbOfWinners}}} >= {{{NbOfPlayersActive}}})""");
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return NbOfPlayersActive == 0;
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if (S_NbOfWinners >= NbOfPlayersActive) return True;
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}
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return False;
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return S_NbOfWinners >= NbOfPlayersActive;
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}
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}
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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@ -820,9 +861,9 @@ Void DisplayCustomPoints() {
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/** Check round before playing it, if necessary to fast forward it
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/** Check round before playing it, if necessary to fast forward it
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*
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*
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*/
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*/
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Void CheckRoundBeforePlay() {
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Void CheckRoundBeforePlay(Integer _NbPlayersInThisRound) {
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if(S_AllowFastForwardRounds == True) {
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if(S_AllowFastForwardRounds == True) {
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declare Integer[] PointsRepartition = GetPointsRepartition();
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declare Integer[] PointsRepartition = GetPointsRepartition(_NbPlayersInThisRound);
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declare Boolean IsRoundFastForwardCompatible = True;
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declare Boolean IsRoundFastForwardCompatible = True;
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// Check if no players are LastChance or have more points than the minimum points
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// Check if no players are LastChance or have more points than the minimum points
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