Change how effects are applied to players

This commit is contained in:
Beu 2021-12-24 10:45:38 +01:00
parent c05123e83e
commit dca873cb18
1 changed files with 76 additions and 62 deletions

View File

@ -1,7 +1,7 @@
#Extends "Modes/TrackMania/TM_TimeAttack_Online.Script.txt"
#Setting S_AdminPlayers "" as "Comma separated admin to manage all players physics"
#Setting S_LinksSpectatorsToPlayers "" as "Comma separated Spectator login linked to a Player login with a colon" // Exemple : "Spectator1Login:Player1Login,Spectator1Login:Player2Login,Spectator2Login:any". To prevent all spectators to control all players, just add a random key:value like "lock:lock"
#Setting S_LinksSpectatorsToPlayers "" as "Comma separated Spectator login linked to a Player login with a colon" // Exemple : "Spectator1Login:Player1Login] =Spectator1Login:Player2Login] =Spectator2Login:any". To prevent all spectators to control all players] = just add a random key:value like "lock:lock"
#Setting S_ForcePlayersToBeControledBySpectators False as "Force Players to be controlled by Spectators"
#Setting S_AllowPlayersToBeControledBySpectators True as "Allow Players to be controlled by Spectators"
@ -23,9 +23,10 @@
Boolean SlowMotion;
}
#Struct K_RespawnStatus {
Boolean ResetBeforeAppling;
Integer RespawnTime;
#Struct K_NewPhysicsEffect {
Integer Time;
Text Effect;
Text Value;
}
***Match_StartServer***
@ -60,13 +61,18 @@ declare K_PlayerPhysics AllPlayersPhysics = InitPlayerPhysicsVariable();
declare Text Last_AdminPlayers;
declare Text Last_LinksSpectatorsToPlayers;
declare Text[][Text] Array_LinksSpectatorsToPlayers ;
declare K_RespawnStatus[Text] ApplyPhysicsAtRespawn_Queue;
declare K_NewPhysicsEffect[][Text] ApplyPhysics_Queue;
declare netwrite Text Net_ScriptEnvironment for Teams[0] = S_ScriptEnvironment;
declare netwrite Boolean Net_ServerForcePlayersToBeControledBySpectators for Teams[0] = S_ForcePlayersToBeControledBySpectators;
declare netwrite Boolean Net_ServerAllowPlayersToBeControledBySpectators for Teams[0] = S_AllowPlayersToBeControledBySpectators;
***
***Match_InitPlayLoop***
***
ApplyPhysics_Queue = [];
***
***Match_PlayLoop***
***
@ -103,14 +109,24 @@ foreach (Event in UIManager.PendingEvents) { // TODO: Add Secure token to admins
if (Target == "all") {
AllPlayersPhysics = GetUpdatedPlayerPhysicsVariable(EventName, Value, AllPlayersPhysics);
foreach (Player in AllPlayers) {
SetPhysicsChange(EventName, Value, Player);
if (!ApplyPhysics_Queue.existskey(Player.User.WebServicesUserId)) ApplyPhysics_Queue[Player.User.WebServicesUserId] = [];
ApplyPhysics_Queue[Player.User.WebServicesUserId].add(K_NewPhysicsEffect {
Time = Now,
Effect = EventName,
Value = Value
});
declare netwrite K_PlayerPhysics Net_PlayerPhysics for Player = InitPlayerPhysicsVariable();
Net_PlayerPhysics = AllPlayersPhysics;
}
} else {
declare CSmPlayer Player = GetPlayer(Target);
if (Player != Null && (Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning)) {
SetPhysicsChange(EventName, Value, Player);
if (!ApplyPhysics_Queue.existskey(Player.User.WebServicesUserId)) ApplyPhysics_Queue[Player.User.WebServicesUserId] = [];
ApplyPhysics_Queue[Player.User.WebServicesUserId].add(K_NewPhysicsEffect {
Time = Now,
Effect = EventName,
Value = Value
});
declare netwrite K_PlayerPhysics Net_PlayerPhysics for Player = InitPlayerPhysicsVariable();
Net_PlayerPhysics = GetUpdatedPlayerPhysicsVariable(EventName, Value, Net_PlayerPhysics);
}
@ -131,7 +147,11 @@ foreach (Event in UIManager.PendingEvents) { // TODO: Add Secure token to admins
AllPlayersPhysics = InitPlayerPhysicsVariable();
if (Locked) {
foreach (Player in AllPlayers) {
SetPhysicsChange("Reset", "", Player);
if (!ApplyPhysics_Queue.existskey(Player.User.WebServicesUserId)) ApplyPhysics_Queue[Player.User.WebServicesUserId] = [];
ApplyPhysics_Queue[Player.User.WebServicesUserId].add(K_NewPhysicsEffect {
Time = Now,
Effect = "Reset"
});
declare netwrite K_PlayerPhysics Net_PlayerPhysics for Player = InitPlayerPhysicsVariable();
Net_PlayerPhysics = AllPlayersPhysics;
}
@ -139,7 +159,8 @@ foreach (Event in UIManager.PendingEvents) { // TODO: Add Secure token to admins
}
}
---PhysicsController_ApplyPhysicsAtRespawn---
---PhysicsController_ApplyPhysics---
---PhysicsController_PhysicsAtRespawn---
if (Last_AdminPlayers != S_AdminPlayers) {
Last_AdminPlayers = S_AdminPlayers;
@ -202,46 +223,36 @@ if (Net_ServerAllowPlayersToBeControledBySpectators != S_AllowPlayersToBeControl
}
***
***PhysicsController_ApplyPhysicsAtRespawn***
***PhysicsController_ApplyPhysics***
***
foreach (Event in RacePendingEvents) {
Log::Log("[RacePendingEvents] Event.Type: " ^ Event.Type);
if (Event.Type == Events::C_Type_StartLine || Event.Type == Events::C_Type_GiveUp || Event.Type == Events::C_Type_SkipOutro) {
ApplyPhysicsAtRespawn_Queue[Event.Player.User.WebServicesUserId] = K_RespawnStatus {
ResetBeforeAppling = False,
RespawnTime = Now
} ;
} else if (Event.Type == Events::C_Type_Respawn) {
ApplyPhysicsAtRespawn_Queue[Event.Player.User.WebServicesUserId] = K_RespawnStatus {
ResetBeforeAppling = True,
RespawnTime = Now
} ;
}
}
if (Now % 100 == 0 && ApplyPhysicsAtRespawn_Queue.count > 0) {
foreach (AccountId => RespawnStatus in ApplyPhysicsAtRespawn_Queue) {
declare CSmPlayer Player = ModeUtils::GetPlayerFromAccountId(AccountId);
foreach (AccountId => ArrayNewPlayerPhysics in ApplyPhysics_Queue) {
declare CSmPlayer Player = ModeUtils::GetPlayerFromAccountId(AccountId);
foreach (Key => NewPlayerPhysics in ArrayNewPlayerPhysics) {
if (Player != Null && (Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning)) {
Log::Log("[ApplyPhysicsAtRespawn] Player: " ^ Player.User.Name);
if (RespawnStatus.ResetBeforeAppling) SetPhysicsChange("Reset", "", Player);
ApplyPhysicsAtRespawn(Player);
ApplyPhysicsAtRespawn_Queue.removekey(AccountId);
} else if (RespawnStatus.RespawnTime > Now || RespawnStatus.RespawnTime + 10000 < Now ) { // Clear ApplyPhysicsAtRespawn_Queue array if player is DC
Log::Log("[ApplyPhysicsAtRespawn] Clear from array after 10s: " ^ AccountId);
if (Player != Null) {
declare netwrite K_PlayerPhysics Net_PlayerPhysics for Player = InitPlayerPhysicsVariable();
Net_PlayerPhysics = InitPlayerPhysicsVariable();
if (SetPlayerPhysics(NewPlayerPhysics.Effect,NewPlayerPhysics.Value,Player)) {
ApplyPhysics_Queue[AccountId].removekey(Key);
if (ApplyPhysics_Queue[AccountId].count == 0) ApplyPhysics_Queue.removekey(AccountId);
}
ApplyPhysicsAtRespawn_Queue.removekey(AccountId);
} else if (NewPlayerPhysics.Time + 10000 < Now) { // Clear old entry
ApplyPhysics_Queue[AccountId].removekey(Key);
if (ApplyPhysics_Queue[AccountId].count == 0) ApplyPhysics_Queue.removekey(AccountId);
}
}
}
***
***PhysicsController_Yield***
***PhysicsController_PhysicsAtRespawn***
***
MB_Yield();
foreach (Event in RacePendingEvents) {
Log::Log("[RacePendingEvents] Event.Type: " ^ Event.Type);
if (Event.Type == Events::C_Type_StartLine || Event.Type == Events::C_Type_GiveUp || Event.Type == Events::C_Type_SkipOutro || Event.Type == Events::C_Type_Respawn) {
declare K_NewPhysicsEffect[] NewPhysics = DiffPhysics(Event.Player, (Event.Type == Events::C_Type_Respawn));
if (NewPhysics.count > 0) {
if (!ApplyPhysics_Queue.existskey(Event.Player.User.WebServicesUserId)) ApplyPhysics_Queue[Event.Player.User.WebServicesUserId] = [];
ApplyPhysics_Queue[Event.Player.User.WebServicesUserId] = NewPhysics;
}
}
}
***
K_PlayerPhysics InitPlayerPhysicsVariable() {
@ -255,13 +266,10 @@ K_PlayerPhysics InitPlayerPhysicsVariable() {
}
Boolean SetPhysicsChange(Text _EventName, Text _EventValue, CSmPlayer _Player) {
Boolean SetPlayerPhysics(Text _EventName, Text _EventValue, CSmPlayer _Player) {
Log::Log("[SetPhysicsChange] _EventName: " ^ _EventName ^" / _EventValue: "^ _EventValue ^ " / _Player: " ^ _Player.User.Name);
---PhysicsController_SetPhysicsChange---
if (_Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || _Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning) {
while (SetPlayer_DelayedIsFull(_Player)) {
---PhysicsController_Yield---
}
if (_Player != Null && !SetPlayer_DelayedIsFull(_Player) && _Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || _Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning) {
switch (_EventName) {
case "AccelCoef": SetPlayer_Delayed_AccelCoef(_Player, TL::ToReal(_EventValue));
case "AdherenceCoef": SetPlayer_Delayed_AdherenceCoef(_Player, TL::ToReal(_EventValue));
@ -336,25 +344,31 @@ K_PlayerPhysics GetUpdatedPlayerPhysicsVariable(Text _EventName, Text _EventValu
return NewPlayerPhysics;
}
Void ApplyPhysicsAtRespawn(CSmPlayer _Player) {
K_NewPhysicsEffect[] DiffPhysics(CSmPlayer _Player, Boolean _Reset) {
declare K_PlayerPhysics DefaultPlayerPhysics = InitPlayerPhysicsVariable();
declare netwrite K_PlayerPhysics Net_PlayerPhysics for _Player = InitPlayerPhysicsVariable();
if (DefaultPlayerPhysics.AccelCoef != Net_PlayerPhysics.AccelCoef) SetPhysicsChange("AccelCoef", TL::ToText(Net_PlayerPhysics.AccelCoef), _Player);
if (DefaultPlayerPhysics.AdherenceCoef != Net_PlayerPhysics.AdherenceCoef) SetPhysicsChange("AdherenceCoef", TL::ToText(Net_PlayerPhysics.AdherenceCoef), _Player);
if (DefaultPlayerPhysics.Boost2Down != Net_PlayerPhysics.Boost2Down) SetPhysicsChange("Boost2Down", "1", _Player);
if (DefaultPlayerPhysics.Boost2Up != Net_PlayerPhysics.Boost2Up) SetPhysicsChange("Boost2Up", "1", _Player);
if (DefaultPlayerPhysics.BoostDown != Net_PlayerPhysics.BoostDown) SetPhysicsChange("BoostDown", "1", _Player);
if (DefaultPlayerPhysics.BoostUp != Net_PlayerPhysics.BoostUp) SetPhysicsChange("BoostUp", "1", _Player);
if (DefaultPlayerPhysics.ControlCoef != Net_PlayerPhysics.ControlCoef) SetPhysicsChange("ControlCoef", TL::ToText(Net_PlayerPhysics.ControlCoef), _Player);
if (DefaultPlayerPhysics.Cruise != Net_PlayerPhysics.Cruise) SetPhysicsChange("Cruise", TL::ToText(Net_PlayerPhysics.Cruise), _Player);
if (DefaultPlayerPhysics.ForceEngine != Net_PlayerPhysics.ForceEngine) SetPhysicsChange("ForceEngine", "1", _Player);
if (DefaultPlayerPhysics.Fragile != Net_PlayerPhysics.Fragile) SetPhysicsChange("Fragile", "1", _Player);
if (DefaultPlayerPhysics.GravityCoef != Net_PlayerPhysics.GravityCoef) SetPhysicsChange("GravityCoef", TL::ToText(Net_PlayerPhysics.GravityCoef), _Player);
if (DefaultPlayerPhysics.NoBrakes != Net_PlayerPhysics.NoBrakes) SetPhysicsChange("NoBrakes", "1", _Player);
if (DefaultPlayerPhysics.NoEngine != Net_PlayerPhysics.NoEngine) SetPhysicsChange("NoEngine", "1", _Player);
if (DefaultPlayerPhysics.NoSteer != Net_PlayerPhysics.NoSteer) SetPhysicsChange("NoSteer", "1", _Player);
if (DefaultPlayerPhysics.SlowMotion != Net_PlayerPhysics.SlowMotion) SetPhysicsChange("SlowMotion", "1", _Player);
declare K_NewPhysicsEffect[] output;
if (_Reset) output.add(K_NewPhysicsEffect { Time = Now, Effect = "Reset" });
if (DefaultPlayerPhysics.AccelCoef != Net_PlayerPhysics.AccelCoef) output.add(K_NewPhysicsEffect { Time = Now, Effect = "AccelCoef", Value = TL::ToText(Net_PlayerPhysics.AccelCoef)});
if (DefaultPlayerPhysics.AdherenceCoef != Net_PlayerPhysics.AdherenceCoef) output.add(K_NewPhysicsEffect { Time = Now, Effect = "AdherenceCoef", Value = TL::ToText(Net_PlayerPhysics.AdherenceCoef)});
if (DefaultPlayerPhysics.Boost2Down != Net_PlayerPhysics.Boost2Down) output.add(K_NewPhysicsEffect { Time = Now, Effect = "Boost2Down", Value = "1"});
if (DefaultPlayerPhysics.Boost2Up != Net_PlayerPhysics.Boost2Up) output.add(K_NewPhysicsEffect { Time = Now, Effect = "Boost2Up", Value = "1"});
if (DefaultPlayerPhysics.BoostDown != Net_PlayerPhysics.BoostDown) output.add(K_NewPhysicsEffect { Time = Now, Effect = "BoostDown", Value = "1"});
if (DefaultPlayerPhysics.BoostUp != Net_PlayerPhysics.BoostUp) output.add(K_NewPhysicsEffect { Time = Now, Effect = "BoostUp", Value = "1"});
if (DefaultPlayerPhysics.ControlCoef != Net_PlayerPhysics.ControlCoef) output.add(K_NewPhysicsEffect { Time = Now, Effect = "ControlCoef", Value = TL::ToText(Net_PlayerPhysics.ControlCoef)});
if (DefaultPlayerPhysics.Cruise != Net_PlayerPhysics.Cruise) output.add(K_NewPhysicsEffect { Time = Now, Effect = "Cruise", Value = TL::ToText(Net_PlayerPhysics.Cruise)});
if (DefaultPlayerPhysics.ForceEngine != Net_PlayerPhysics.ForceEngine) output.add(K_NewPhysicsEffect { Time = Now, Effect = "ForceEngine", Value = "1"});
if (DefaultPlayerPhysics.Fragile != Net_PlayerPhysics.Fragile) output.add(K_NewPhysicsEffect { Time = Now, Effect = "Fragile", Value = "1"});
if (DefaultPlayerPhysics.GravityCoef != Net_PlayerPhysics.GravityCoef) output.add(K_NewPhysicsEffect { Time = Now, Effect = "GravityCoef", Value = TL::ToText(Net_PlayerPhysics.GravityCoef)});
if (DefaultPlayerPhysics.NoBrakes != Net_PlayerPhysics.NoBrakes) output.add(K_NewPhysicsEffect { Time = Now, Effect = "NoBrakes", Value = "1"});
if (DefaultPlayerPhysics.NoEngine != Net_PlayerPhysics.NoEngine) output.add(K_NewPhysicsEffect { Time = Now, Effect = "NoEngine", Value = "1"});
if (DefaultPlayerPhysics.NoSteer != Net_PlayerPhysics.NoSteer) output.add(K_NewPhysicsEffect { Time = Now, Effect = "NoSteer", Value = "1"});
if (DefaultPlayerPhysics.SlowMotion != Net_PlayerPhysics.SlowMotion) output.add(K_NewPhysicsEffect { Time = Now, Effect = "SlowMotion", Value = "1"});
return output;
}
Void SetML() {
@ -390,7 +404,7 @@ Void SetML() {
Void Sleep(Integer _Duration) {
declare EndTime = Now + _Duration;
while (Now < EndTime) {
yield;
yield;
}
}