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34 Commits

Author SHA1 Message Date
beu
dcd89d584d use SmallScoresTable to display delta 2025-05-08 09:36:08 +02:00
beu
da04fba158 fix round count with pause or skipped round 2025-02-16 01:20:17 +01:00
beu
a0496073da fix missing constant 2025-02-14 16:51:16 +01:00
beu
ab7dd77649 fix first eliminated score to be reseted 2025-02-09 10:49:51 +01:00
beu
b57aaa5179 fix useless update when cam 7 2025-01-30 16:56:31 +01:00
beu
26cc4f63d9 bump version 2025-01-18 14:03:59 +01:00
beu
80e4641eb9 prevent loosing life en skipping map 2025-01-18 14:03:37 +01:00
beu
e2dc0d5d73 improve wording 2025-01-18 14:03:20 +01:00
beu
b646019307 add support of eliminations based on number of remaining lives 2025-01-18 11:22:06 +01:00
beu
80003e1a39 do not increase round counter on skip 2025-01-18 10:36:06 +01:00
beu
deea33e0bd Various changes:
- Add a setting to display same time message, disabled by default
- Add a message when player is at 001 of the perfect time
- Display the perfect time message instantly
2024-11-29 17:36:35 +01:00
beu
4dea966448 fix sentences 2024-08-27 09:53:42 +02:00
beu
7891c33934 improve line visibility 2024-08-26 12:27:18 +02:00
beu
e6aa4049a1 Add alternative position 2024-08-25 19:29:52 +02:00
beu
5a9d8abc82 keep live ranking displayed longer after the round 2024-08-25 18:46:31 +02:00
beu
a3f042e7f7 fix possible live ranking crash 2024-08-25 18:42:23 +02:00
beu
fba93075b0 fix sorting of the Scorestable during the round 2024-08-25 18:42:05 +02:00
beu
a11e708c4d fix live ranking sorting 2024-08-25 17:03:24 +02:00
beu
cf33391e7f fix typo 2024-08-22 19:46:40 +02:00
beu
0945702fdd fix display of the live Ranking 2024-08-22 19:06:02 +02:00
beu
fead1aa840 Add MultiLivesKnockout mode 2024-08-21 23:14:29 +02:00
beu
2f3b20c322 Change respawn behaviour 2024-08-12 21:41:47 +02:00
beu
62fc7bbf83 fix best time update condition 2024-08-10 14:48:41 +02:00
beu
8b267a6978 improve font size 2024-08-03 15:58:39 +02:00
beu
786bbea656 Add Lobby Gamemode 2024-08-03 15:53:35 +02:00
beu
8abd261ef9 add setting for disable free cam 2024-07-29 15:49:50 +02:00
beu
4425fc257e Add RoundsThenTimeattack gamemode 2024-06-03 10:54:35 +02:00
beu
8b3a30e441 Add manialink ScriptName & Version 2024-05-08 15:58:00 +02:00
beu
2ca013890a update variable names 2024-05-08 10:13:35 +02:00
beu
654c2b4dde Add support of points for the future cup 2024-05-08 10:00:13 +02:00
Beu
685d6ad3fb update pointslimit setting 2024-04-11 17:40:56 +02:00
Beu
86c36f306d bump version and improve comment 2024-04-11 16:47:02 +02:00
Beu
4bafbc6de3 change default settings 2024-04-11 16:46:47 +02:00
Beu
78519b8044 Add S_NbOfWinners setting 2024-04-11 16:46:35 +02:00
6 changed files with 2908 additions and 281 deletions

View File

@ -4,7 +4,7 @@
#Extends "Modes/Nadeo/Trackmania/Base/TrackmaniaRoundsBase.Script.txt" #Extends "Modes/Nadeo/Trackmania/Base/TrackmaniaRoundsBase.Script.txt"
#Const CompatibleMapTypes "TrackMania\\TM_Race,TM_Race" #Const CompatibleMapTypes "TrackMania\\TM_Race,TM_Race"
#Const Version "2024-04-08" #Const Version "2024-05-08"
#Const ScriptName "Modes/TM2020-Gamemodes/LastManStanding.Script.txt" #Const ScriptName "Modes/TM2020-Gamemodes/LastManStanding.Script.txt"
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
@ -26,7 +26,7 @@
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
#Setting S_ForceLapsNb 1 #Setting S_ForceLapsNb 1
#Setting S_RoundsPerMap 1 as _("Number of rounds per map") ///< Number of round to play on one map before going to the next one #Setting S_RoundsPerMap 1 as _("Number of rounds per map") ///< Number of round to play on one map before going to the next one
#Setting S_MapsPerMatch 4 as "Only used if S_KeepScoresBetweenRounds = True"
#Setting S_AFKIdleTime 120000 as "Time before being an AFK player will be kicked" #Setting S_AFKIdleTime 120000 as "Time before being an AFK player will be kicked"
@ -36,6 +36,7 @@
#Setting S_MalusEveryNSecs 10 as "Roll a new Malus every N Sec" #Setting S_MalusEveryNSecs 10 as "Roll a new Malus every N Sec"
#Setting S_NextMalusPreparationTime 10 as "Time given to players to prepare them before a Malus" #Setting S_NextMalusPreparationTime 10 as "Time given to players to prepare them before a Malus"
#Setting S_MalusDuration 5 as "Malus Duration" #Setting S_MalusDuration 5 as "Malus Duration"
#Setting S_KeepScoresBetweenRounds False
#Setting S_TrustClientSimu False #Setting S_TrustClientSimu False
#Setting S_UseCrudeExtrapolation False #Setting S_UseCrudeExtrapolation False
@ -119,7 +120,6 @@ XmlRpc::UnregisterCallback(C_Callback_CustomChat_ChatMessage);
*** ***
MB_Settings_UseDefaultTimer = False; MB_Settings_UseDefaultTimer = False;
MB_Settings_UseDefaultHud = (C_HudModulePath == ""); MB_Settings_UseDefaultHud = (C_HudModulePath == "");
MB_Settings_UseDefaultPodiumSequence = False;
Rounds_Settings_UseDefaultSpawnManagement = False; Rounds_Settings_UseDefaultSpawnManagement = False;
MB_Settings_UseDefaultIntroSequence = False; MB_Settings_UseDefaultIntroSequence = False;
*** ***
@ -184,6 +184,7 @@ StateMgr::Yield();
Clans::SetClansNb(0); Clans::SetClansNb(0);
UsePvPCollisions = True; UsePvPCollisions = True;
UsePvECollisions = True; UsePvECollisions = True;
Scores::SaveInScore(Scores::C_Points_Match);
StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]); StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]);
WarmUp::SetAvailability(True); WarmUp::SetAvailability(True);
CarRank::Reset(); CarRank::Reset();
@ -192,35 +193,8 @@ ResetNetworkVariables();
***Match_InitMap*** ***Match_InitMap***
*** ***
declare Integer Map_ValidRoundsNb;
declare Integer Map_TimeBeforeMalus;
declare Integer Map_TimeBeforeNightmare;
declare Integer Map_MalusEveryNSecs;
declare Integer Map_NextMalusPreparationTime;
declare Integer Map_MalusDuration;
declare Integer Map_RoundsPerMap;
declare Text[] AccountIdsOfPlayers for This = [];
declare Integer LandmarkIndex for This = 0;
declare K_Malus[Text] MalusQueue;
declare Boolean ActiveMalus = False;
declare Boolean PendingMalus = False;
declare Integer NextStepMalusTime = 0;
declare Integer MalusIndex;
declare Integer MalusTime;
declare netwrite Boolean Net_DisplayUI for Teams[0] = False;
declare netwrite Integer Net_NBPlayers for Teams[0] = 0;
declare netwrite Integer Net_PlayersNbAlive for Teams[0] = 0;
declare netwrite Integer Net_NextMalus for Teams[0] = -1;
declare netwrite Integer Net_TimeBeforeMalus for Teams[0] = -1;
declare netwrite Integer Net_RoundsPerMap for Teams[0] = 0;
declare netwrite Integer Net_CurrentRoundNb for Teams[0] = 0;
ResetNetworkVariables(); ResetNetworkVariables();
UIModules_ScoresTable::SetCustomTimes([]); ResetCustomPoints();
// Map Intro // Map Intro
declare Boolean MapIsCompatible; declare Boolean MapIsCompatible;
@ -235,6 +209,7 @@ if (!MapIsCompatible) {
UIManager.UIAll.QueueMessage(3000, 1, CUIConfig::EMessageDisplay::Big, _("This map is not valid")); UIManager.UIAll.QueueMessage(3000, 1, CUIConfig::EMessageDisplay::Big, _("This map is not valid"));
MB_Sleep(3000); MB_Sleep(3000);
MB_StopMap(); MB_StopMap();
MB_SetValidMap(False);
} else if (S_IntroTime > 0) { } else if (S_IntroTime > 0) {
declare netwrite Boolean Net_LMS_IsIntro for Teams[0] = False; declare netwrite Boolean Net_LMS_IsIntro for Teams[0] = False;
Net_LMS_IsIntro = True; Net_LMS_IsIntro = True;
@ -267,13 +242,39 @@ CarRank::Reset();
***Match_InitRound*** ***Match_InitRound***
*** ***
declare Boolean ThrottleUpdate; declare Integer Round_TimeBeforeMalus;
declare Integer Round_TimeBeforeNightmare;
declare Integer Round_MalusEveryNSecs;
declare Integer Round_NextMalusPreparationTime;
declare Integer Round_MalusDuration;
declare Integer Round_RoundsPerMap;
declare Text[] Round_AccountIdsOfEliminated;
declare Text[] LMS_AccountIdsOfPlayers for This = [];
declare Integer LMS_LandmarkIndex for This = 0;
declare netwrite Boolean Net_DisplayUI for Teams[0] = False;
declare netwrite Integer Net_NBPlayers for Teams[0] = 0;
declare netwrite Integer Net_PlayersNbAlive for Teams[0] = 0;
declare netwrite Integer Net_NextMalus for Teams[0] = -1;
declare netwrite Integer Net_TimeBeforeMalus for Teams[0] = -1;
declare netwrite Integer Net_RoundsPerMap for Teams[0] = 0;
declare netwrite Integer Net_CurrentRoundNb for Teams[0] = 0;
declare Boolean Round_ThrottleUpdate = False;
declare Boolean Round_ActiveMalus = False;
declare Boolean Round_PendingMalus = False;
declare Integer Round_NextStepMalusTime = 0;
declare Integer Round_MalusIndex = 0;
declare Integer Round_MalusTime = 0;
declare K_Malus[Text] Round_MalusQueue;
*** ***
***Match_StartRound*** ***Match_StartRound***
*** ***
Scores::Clear(); UIModules_ScoresTable::SetScoreMode(UIModules_ScoresTable::C_Mode_Points);
UIModules_ScoresTable::SetCustomTimes([]); Race::SortScores(Race::C_Sort_RoundPoints);
declare netwrite Integer Net_LMS_AFKIdleTime for Teams[0] = 120000; declare netwrite Integer Net_LMS_AFKIdleTime for Teams[0] = 120000;
Net_LMS_AFKIdleTime = S_AFKIdleTime; Net_LMS_AFKIdleTime = S_AFKIdleTime;
@ -286,29 +287,29 @@ while (Players.count < 2 && Now < (StartMapTime + 3000)) {
// Initialize race // Initialize race
StartTime = Now + Race::C_SpawnDuration; StartTime = Now + Race::C_SpawnDuration;
Map_TimeBeforeMalus = S_TimeBeforeMalus; Round_TimeBeforeMalus = S_TimeBeforeMalus;
Map_TimeBeforeNightmare = S_TimeBeforeNightmare; Round_TimeBeforeNightmare = S_TimeBeforeNightmare;
Map_MalusEveryNSecs = S_MalusEveryNSecs; Round_MalusEveryNSecs = S_MalusEveryNSecs;
Map_NextMalusPreparationTime = S_NextMalusPreparationTime; Round_NextMalusPreparationTime = S_NextMalusPreparationTime;
Map_MalusDuration = S_MalusDuration; Round_MalusDuration = S_MalusDuration;
Map_RoundsPerMap = S_RoundsPerMap; Round_RoundsPerMap = S_RoundsPerMap;
UpdateScoresTableFooter(); UpdateScoresTableFooter();
MalusTime = GetTimeBeforeMalus(StartTime, S_TimeBeforeMalus, S_TimeBeforeNightmare); Round_MalusTime = GetTimeBeforeMalus(StartTime, S_TimeBeforeMalus, S_TimeBeforeNightmare);
Net_DisplayUI = True; Net_DisplayUI = True;
Net_TimeBeforeMalus = MalusTime; Net_TimeBeforeMalus = Round_MalusTime;
Net_NextMalus = -1; Net_NextMalus = -1;
Net_RoundsPerMap = Map_RoundsPerMap; Net_RoundsPerMap = Round_RoundsPerMap;
Net_CurrentRoundNb = Map_ValidRoundsNb + 1; Net_CurrentRoundNb = MB_GetValidRoundCount();
MalusQueue = []; ResetCustomPoints();
// Spawn players for the race // Spawn players for the race
---Rounds_CanSpawn--- ---Rounds_CanSpawn---
declare Text[] AccountIdsOfPlayers for This = []; declare Text[] LMS_AccountIdsOfPlayers for This = [];
declare CMapLandmark PlayerLM; declare CMapLandmark PlayerLM;
declare Integer LandmarkIndex for This = 0; declare Integer LMS_LandmarkIndex for This = 0;
AccountIdsOfPlayers = []; LMS_AccountIdsOfPlayers = [];
// Suffle Players list to randomise spawn // Suffle Players list to randomise spawn
declare CSmPlayer[Integer] ShuffledPlayers; declare CSmPlayer[Integer] ShuffledPlayers;
@ -330,21 +331,21 @@ foreach (Player in ShuffledPlayers) {
if (Player == Null) continue; if (Player == Null) continue;
PlayerLM = Null; PlayerLM = Null;
while (PlayerLM == Null) { while (PlayerLM == Null) {
if (LandmarkIndex > Landmarks.count - 1 ) { if (LMS_LandmarkIndex > Landmarks.count - 1 ) {
LandmarkIndex = 0; LMS_LandmarkIndex = 0;
} }
if (Map::IsMultilap(Landmarks[LandmarkIndex])) { if (Map::IsMultilap(Landmarks[LMS_LandmarkIndex])) {
PlayerLM = Landmarks[LandmarkIndex]; PlayerLM = Landmarks[LMS_LandmarkIndex];
} }
LandmarkIndex = LandmarkIndex + 1 ; LMS_LandmarkIndex = LMS_LandmarkIndex + 1 ;
} }
Race::Start(Player, PlayerLM , StartTime); Race::Start(Player, PlayerLM , StartTime);
CarRank::SetRank(Player, Net_NBPlayers); CarRank::SetRank(Player, Net_NBPlayers);
AccountIdsOfPlayers.add(Player.User.WebServicesUserId); LMS_AccountIdsOfPlayers.add(Player.User.WebServicesUserId);
MalusQueue[Player.User.Login] = GetNewMalus(C_Malus_Reset, 1500); Round_MalusQueue[Player.User.Login] = GetNewMalus(C_Malus_Reset, 1500);
} }
UIModules_ScoresTable::DisplayOnly(AccountIdsOfPlayers); UIModules_ScoresTable::DisplayOnly(LMS_AccountIdsOfPlayers);
StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]); StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
Race::EnableIntroDuringMatch(False); Race::EnableIntroDuringMatch(False);
@ -352,7 +353,7 @@ UIManager.UIAll.SendChat("$<$ff3$> Stay the most time on the structure. $<$ff
XmlRpc::SendCallback(C_Callback_CustomChat_ChatMessage, ["$<$ff3$> Stay the most time on the structure. $<$ff9GL HF!$>"]); XmlRpc::SendCallback(C_Callback_CustomChat_ChatMessage, ["$<$ff3$> Stay the most time on the structure. $<$ff9GL HF!$>"]);
*** ***
// @mslint-disable-next-line max-statements
***Match_PlayLoop*** ***Match_PlayLoop***
*** ***
// Manage race events // Manage race events
@ -364,20 +365,23 @@ foreach (Event in RacePendingEvents) {
switch (Event.Type) { switch (Event.Type) {
case Events::C_Type_Waypoint: { case Events::C_Type_Waypoint: {
ThrottleUpdate = True; Round_ThrottleUpdate = True;
Scores::UpdatePlayerBestRaceIfBetter(Event.Player); Scores::UpdatePlayerBestRaceIfBetter(Event.Player);
Race::StopSkipOutro(Event.Player); Race::StopSkipOutro(Event.Player);
UpdateCustomRanking(Event.Player.User, False); UpdateCustomRanking(Event.Player.User, Event.Player, False);
if (Event.Player.User != Null) Round_AccountIdsOfEliminated.add(Event.Player.User.WebServicesUserId);
} }
case Events::C_Type_GiveUp: { case Events::C_Type_GiveUp: {
ThrottleUpdate = True; Round_ThrottleUpdate = True;
UpdateCustomRanking(Event.Player.User, True); UpdateCustomRanking(Event.Player.User, Event.Player, True);
if (Event.Player.User != Null) Round_AccountIdsOfEliminated.add(Event.Player.User.WebServicesUserId);
} }
case Events::C_Type_Eliminated: { case Events::C_Type_Eliminated: {
ThrottleUpdate = True; Round_ThrottleUpdate = True;
Race::StopSkipOutro(Event.Player); Race::StopSkipOutro(Event.Player);
UpdateCustomRanking(Event.Player.User, True); UpdateCustomRanking(Event.Player.User, Event.Player, True);
if (Event.Player.User != Null) Round_AccountIdsOfEliminated.add(Event.Player.User.WebServicesUserId);
} }
} }
} }
@ -389,28 +393,30 @@ foreach (Event in PendingEvents) {
if (Event.Type == CSmModeEvent::EType::OnPlayerRemoved) { if (Event.Type == CSmModeEvent::EType::OnPlayerRemoved) {
if (Event.User == Null ) continue; if (Event.User == Null ) continue;
if (!AccountIdsOfPlayers.exists(Event.User.WebServicesUserId)) continue; if (!LMS_AccountIdsOfPlayers.exists(Event.User.WebServicesUserId)) continue;
if (IsEliminated(Event.User, Null)) continue; if (Round_AccountIdsOfEliminated.exists(Event.User.WebServicesUserId)) continue;
ThrottleUpdate = True; Round_ThrottleUpdate = True;
UpdateCustomRanking(Event.User, True); UpdateCustomRanking(Event.User, Null, True);
Round_AccountIdsOfEliminated.add(Event.User.WebServicesUserId);
} }
} }
// Detect when a players count changed without having triggered any of Event (when becoming spectator for example) // Detect when a players count changed without having triggered any of Event (when becoming spectator for example)
if (!ThrottleUpdate && Net_PlayersNbAlive != PlayersNbAlive) { if (!Round_ThrottleUpdate && Net_PlayersNbAlive != PlayersNbAlive) {
log("Trying to detect why the player count changed"); log("Trying to detect why the player count changed");
foreach (Player in AllPlayers) { foreach (Player in AllPlayers) {
if (Player.User == Null || Player.Score == Null) continue; if (Player.User == Null || Player.Score == Null) continue;
if (!AccountIdsOfPlayers.exists(Player.User.WebServicesUserId)) continue; if (!LMS_AccountIdsOfPlayers.exists(Player.User.WebServicesUserId)) continue;
if (Player.SpawnStatus != CSmPlayer::ESpawnStatus::NotSpawned) continue; if (Player.SpawnStatus != CSmPlayer::ESpawnStatus::NotSpawned) continue;
if (IsEliminated(Player.User, Player.Score)) continue; if (Round_AccountIdsOfEliminated.exists(Player.User.WebServicesUserId)) continue;
UpdateCustomRanking(Player.User, True); UpdateCustomRanking(Player.User, Player, True);
ThrottleUpdate = True; Round_AccountIdsOfEliminated.add(Player.User.WebServicesUserId);
Round_ThrottleUpdate = True;
} }
} }
if (ThrottleUpdate) { if (Round_ThrottleUpdate) {
ThrottleUpdate = False; Round_ThrottleUpdate = False;
Net_PlayersNbAlive = PlayersNbAlive; Net_PlayersNbAlive = PlayersNbAlive;
declare Integer Points = Net_NBPlayers - Net_PlayersNbAlive; declare Integer Points = Net_NBPlayers - Net_PlayersNbAlive;
foreach (Player in Players) { foreach (Player in Players) {
@ -421,97 +427,97 @@ if (ThrottleUpdate) {
} }
} }
if (PlayersNbAlive <= 1 && AccountIdsOfPlayers.count >= 2) { //TODO just respawn in case of 1 player if (PlayersNbAlive <= 1 && LMS_AccountIdsOfPlayers.count >= 2) { //TODO just respawn in case of 1 player
Net_TimeBeforeMalus = -1; Net_TimeBeforeMalus = -1;
MB_StopRound(); MB_StopRound();
} }
// Update the map duration setting // Update the map duration setting
if (Map_TimeBeforeMalus != S_TimeBeforeMalus || Map_TimeBeforeMalus != S_TimeBeforeNightmare || Map_MalusEveryNSecs != S_MalusEveryNSecs || Map_NextMalusPreparationTime != S_NextMalusPreparationTime || Map_MalusDuration != S_MalusDuration || Map_RoundsPerMap != S_RoundsPerMap) { if (Round_TimeBeforeMalus != S_TimeBeforeMalus || Round_TimeBeforeMalus != S_TimeBeforeNightmare || Round_MalusEveryNSecs != S_MalusEveryNSecs || Round_NextMalusPreparationTime != S_NextMalusPreparationTime || Round_MalusDuration != S_MalusDuration || Round_RoundsPerMap != S_RoundsPerMap) {
Map_TimeBeforeMalus = S_TimeBeforeMalus; Round_TimeBeforeMalus = S_TimeBeforeMalus;
Map_TimeBeforeNightmare = S_TimeBeforeNightmare; Round_TimeBeforeNightmare = S_TimeBeforeNightmare;
Map_MalusEveryNSecs = S_MalusEveryNSecs; Round_MalusEveryNSecs = S_MalusEveryNSecs;
Map_NextMalusPreparationTime = S_NextMalusPreparationTime; Round_NextMalusPreparationTime = S_NextMalusPreparationTime;
Map_MalusDuration = S_MalusDuration; Round_MalusDuration = S_MalusDuration;
Map_RoundsPerMap = S_RoundsPerMap; Round_RoundsPerMap = S_RoundsPerMap;
Net_RoundsPerMap = Map_RoundsPerMap; Net_RoundsPerMap = Round_RoundsPerMap;
UpdateScoresTableFooter(); UpdateScoresTableFooter();
MalusTime = GetTimeBeforeMalus(StartTime, S_TimeBeforeMalus, S_TimeBeforeNightmare); Round_MalusTime = GetTimeBeforeMalus(StartTime, S_TimeBeforeMalus, S_TimeBeforeNightmare);
if (NextStepMalusTime == 0) { if (Round_NextStepMalusTime == 0) {
Net_TimeBeforeMalus = MalusTime; Net_TimeBeforeMalus = Round_MalusTime;
} }
if (Map_MalusDuration <= 0 || (Map_TimeBeforeMalus < 0 && Map_TimeBeforeNightmare < 0)) { if (Round_MalusDuration <= 0 || (Round_TimeBeforeMalus < 0 && Round_TimeBeforeNightmare < 0)) {
Net_TimeBeforeMalus = -1; Net_TimeBeforeMalus = -1;
Net_NextMalus = -1; Net_NextMalus = -1;
} }
} }
// Run Malus // Run Malus
if (Players.count > 0 && S_MalusDuration > 0 && MalusTime != -1 && Now > MalusTime) { if (Players.count > 0 && S_MalusDuration > 0 && Round_MalusTime != -1 && Now > Round_MalusTime) {
if (Now > NextStepMalusTime) { if (Now > Round_NextStepMalusTime) {
if (!ActiveMalus && !PendingMalus) { if (!Round_ActiveMalus && !Round_PendingMalus) {
if (S_TimeBeforeNightmare >= 0 && Now > (StartTime + (S_TimeBeforeNightmare * 1000))) { if (S_TimeBeforeNightmare >= 0 && Now > (StartTime + (S_TimeBeforeNightmare * 1000))) {
MalusIndex = C_Malus_Nightmare; Round_MalusIndex = C_Malus_Nightmare;
} else if (AllPlayersAreInTurtle()) { } else if (AllPlayersAreInTurtle()) {
log("All players are in turtle"); log("All players are in turtle");
MalusIndex = ML::Rand(7, 10); // Boost if all players in Turtle Round_MalusIndex = ML::Rand(7, 10); // Boost if all players in Turtle
} else { } else {
MalusIndex = ML::Rand(1, 15); Round_MalusIndex = ML::Rand(1, 15);
} }
PendingMalus = True; Round_PendingMalus = True;
ActiveMalus = False; Round_ActiveMalus = False;
NextStepMalusTime = Now + (S_NextMalusPreparationTime*1000); Round_NextStepMalusTime = Now + (S_NextMalusPreparationTime*1000);
// Players UI update // Players UI update
Net_NextMalus = MalusIndex; Net_NextMalus = Round_MalusIndex;
Net_TimeBeforeMalus = NextStepMalusTime; Net_TimeBeforeMalus = Round_NextStepMalusTime;
} else if (PendingMalus && !ActiveMalus) { } else if (Round_PendingMalus && !Round_ActiveMalus) {
foreach (Player in Players) { foreach (Player in Players) {
MalusQueue[Player.User.Login] = GetNewMalus(MalusIndex); Round_MalusQueue[Player.User.Login] = GetNewMalus(Round_MalusIndex);
} }
PendingMalus = False; Round_PendingMalus = False;
ActiveMalus = True; Round_ActiveMalus = True;
NextStepMalusTime = Now + (S_MalusDuration*1000); Round_NextStepMalusTime = Now + (S_MalusDuration*1000);
UIModules_BigMessage::SetMessage("Current Effect: "^C_Malus_Name[MalusIndex]); UIModules_BigMessage::SetMessage("Current Effect: "^C_Malus_Name[Round_MalusIndex]);
// Players UI update // Players UI update
Net_NextMalus = 0; Net_NextMalus = 0;
Net_TimeBeforeMalus = NextStepMalusTime; Net_TimeBeforeMalus = Round_NextStepMalusTime;
} else if (!PendingMalus && ActiveMalus) { } else if (!Round_PendingMalus && Round_ActiveMalus) {
if (MalusIndex == 99) { if (Round_MalusIndex == 99) {
foreach (Player in Players) { foreach (Player in Players) {
MalusQueue[Player.User.Login] = GetNewMalus(C_Malus_Nightmare); Round_MalusQueue[Player.User.Login] = GetNewMalus(C_Malus_Nightmare);
} }
NextStepMalusTime = Now + (S_MalusDuration*1000); Round_NextStepMalusTime = Now + (S_MalusDuration*1000);
} else { } else {
foreach (Player in Players) { foreach (Player in Players) {
MalusQueue[Player.User.Login] = GetNewMalus(C_Malus_Reset); Round_MalusQueue[Player.User.Login] = GetNewMalus(C_Malus_Reset);
} }
PendingMalus = False; Round_PendingMalus = False;
ActiveMalus = False; Round_ActiveMalus = False;
NextStepMalusTime = Now + (S_MalusEveryNSecs*1000); Round_NextStepMalusTime = Now + (S_MalusEveryNSecs*1000);
UIModules_BigMessage::SetMessage(""); UIModules_BigMessage::SetMessage("");
// Players UI update // Players UI update
Net_NextMalus = -1; Net_NextMalus = -1;
Net_TimeBeforeMalus = NextStepMalusTime; Net_TimeBeforeMalus = Round_NextStepMalusTime;
} }
} }
} }
} }
foreach (Login => Malus in MalusQueue) { foreach (Login => Malus in Round_MalusQueue) {
declare CSmPlayer Player = GetPlayer(Login); declare CSmPlayer Player = GetPlayer(Login);
if (Malus.Time + 1000 < Now) { // Clear old entry if (Malus.Time + 1000 < Now) { // Clear old entry
MalusQueue.removekey(Login); Round_MalusQueue.removekey(Login);
} else if (Player != Null && Malus.Time <= Now && (Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning)) { } else if (Player != Null && Malus.Time <= Now && (Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning)) {
Log::Log("[ApplyPhysics] Trying to set Event " ^ C_Malus_Name[Malus.MalusIndex] ^ " for " ^ Player.User.Name); Log::Log("[ApplyPhysics] Trying to set Event " ^ C_Malus_Name[Malus.MalusIndex] ^ " for " ^ Player.User.Name);
if (SetMalus(Player, Malus.MalusIndex)) { if (SetMalus(Player, Malus.MalusIndex)) {
MalusQueue.removekey(Login); Round_MalusQueue.removekey(Login);
} }
} }
} }
@ -519,8 +525,7 @@ foreach (Login => Malus in MalusQueue) {
***Match_EndRound*** ***Match_EndRound***
*** ***
PendingMalus = False; UIModules_BigMessage::SetMessage("");
ActiveMalus = False;
Net_DisplayUI = False; Net_DisplayUI = False;
Net_TimeBeforeMalus = -1; Net_TimeBeforeMalus = -1;
Net_NextMalus = -1; Net_NextMalus = -1;
@ -539,12 +544,23 @@ if (Round_ForceEndRound || Round_SkipPauseRound) {
} }
MB_SetValidRound(False); MB_SetValidRound(False);
} else { } else {
Map_ValidRoundsNb += 1; if (S_KeepScoresBetweenRounds) {
UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::ForcedVisible;
MB_Sleep((S_ChatTime*1000)/2);
ComputeRoundPoints();
UIModules_ScoresTable::SetCustomPoints([]);
UIModules_ScoresTable::DisplayRoundPoints(True);
MB_Sleep((S_ChatTime*1000)/2);
Scores::EndRound();
Race::SortScores(Race::C_Sort_TotalPoints);
MB_Sleep((S_ChatTime*1000)/2);
} else {
declare CSmScore WinnerScore <=> Scores::GetBestPlayer(Scores::C_Sort_RoundPoints); declare CSmScore WinnerScore <=> Scores::GetBestPlayer(Scores::C_Sort_RoundPoints);
if (WinnerScore == Null) { if (WinnerScore == Null) {
foreach (Score in Scores) { foreach (Score in Scores) {
if (Score.BestRaceTimes.count <= 0 && Score.User != Null && AccountIdsOfPlayers.exists(Score.User.WebServicesUserId)) { if (Score.BestRaceTimes.count <= 0 && Score.User != Null && LMS_AccountIdsOfPlayers.exists(Score.User.WebServicesUserId)) {
declare CSmPlayer Player = GetPlayer(Score.User.Login); declare CSmPlayer Player = GetPlayer(Score.User.Login);
if (Player != Null && !Player.RequestsSpectate) { if (Player != Null && !Player.RequestsSpectate) {
WinnerScore <=> Score; WinnerScore <=> Score;
@ -565,17 +581,36 @@ if (Round_ForceEndRound || Round_SkipPauseRound) {
Scores::EndRound(); Scores::EndRound();
Race::SortScores(Race::C_Sort_TotalPoints); Race::SortScores(Race::C_Sort_TotalPoints);
MB_Sleep((S_ChatTime*1000)/2);
MB_Sleep(5000);
UIModules_BigMessage::SetMessage(""); UIModules_BigMessage::SetMessage("");
UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::ForcedVisible; UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::ForcedVisible;
MB_Sleep((S_ChatTime*1000)/2); MB_Sleep((S_ChatTime*1000)/2);
Scores::Clear();
}
UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::Normal; UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::Normal;
UIManager.UIAll.UISequence = CUIConfig::EUISequence::Playing; UIManager.UIAll.UISequence = CUIConfig::EUISequence::Playing;
if (MapIsOver(Map_ValidRoundsNb)) MB_StopMatch(); UIModules_ScoresTable::DisplayRoundPoints(False);
} UIModules_ScoresTable::SetCustomPoints([]);
if (MapIsOver()) MB_StopMap();
}
***
***Match_EndMap***
***
if (MatchIsOver()) {
MB_StopMatch();
if (!S_KeepScoresBetweenRounds) MB_SkipPodiumSequence();
declare CSmScore Winner <=> Scores::GetBestPlayer(Scores::C_Sort_MatchPoints);
Scores::SetPlayerWinner(Winner);
} else {
MB_SkipPodiumSequence();
}
*** ***
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
@ -600,30 +635,13 @@ Void ResetNetworkVariables() {
Net_CurrentRoundNb = 0; Net_CurrentRoundNb = 0;
} }
Void ResetCustomPoints() {
/** Check if a Player is already considered eliminated declare Text[][Text] CustomPoints = [];
*
* @param _User The User
* @param _Score The Score, can be Null but it will search the Score in Scores
*
* @return Return True if the player have a time
*/
Boolean IsEliminated(CUser _User, CSmScore _Score) {
if (UIModules_ScoresTable::GetCustomTimes().existskey(_User.WebServicesUserId)) return True;
if (_Score == Null) {
foreach (Score in Scores) { foreach (Score in Scores) {
if (Score.User == Null) continue; if (Score.User == Null) continue;
if (Score.User == _User) { CustomPoints[Score.User.WebServicesUserId] = ["--:--.---"];
if (Score.PrevRaceTimes.count > 0) return True;
else return False;
break;
} }
} UIModules_ScoresTable::SetCustomPoints(CustomPoints);
} else if (_Score.PrevRaceTimes.count > 0) {
return True;
}
return False;
} }
/** Detect if all players are in Turtle /** Detect if all players are in Turtle
@ -663,20 +681,42 @@ Boolean AllPlayersAreInTurtle() {
/** Update the Scores Table with hidden custom points /** Update the Scores Table with hidden custom points
* *
* @param _User The User who is eliminated * @param _User The User who is eliminated
* @param _Player The Player who is eliminated. Can be Null
* @param _OverrideTime Compute time because it not ended the Map * @param _OverrideTime Compute time because it not ended the Map
*/ */
Void UpdateCustomRanking(CUser _User, Boolean _OverrideTime) { Void UpdateCustomRanking(CUser _User, CSmPlayer _Player, Boolean _OverrideTime) {
if (_User == Null) return; if (_User == Null) return;
if (_OverrideTime) { declare Text[][Text] CustomPoints = UIModules_ScoresTable::GetCustomPoints();
declare Integer[Text] CustomTimes = UIModules_ScoresTable::GetCustomTimes();
CustomTimes[_User.WebServicesUserId] = Now - StartTime; if (_OverrideTime || _Player == Null || _Player.RaceWaypointTimes.count == 0) {
UIModules_ScoresTable::SetCustomTimes(CustomTimes); CustomPoints[_User.WebServicesUserId] = [TL::TimeToText(Now - StartTime, True, True)];
} else {
CustomPoints[_User.WebServicesUserId] = [TL::TimeToText(_Player.RaceWaypointTimes[-1], True, True)];
} }
UIModules_ScoresTable::SetCustomPoints(CustomPoints);
UIManager.UIAll.SendChat("""$<$ff3$> Player $<$ff9{{{_User.Name}}}$> is eliminated"""); UIManager.UIAll.SendChat("""$<$ff3$> Player $<$ff9{{{_User.Name}}}$> is eliminated""");
XmlRpc::SendCallback(C_Callback_CustomChat_ChatMessage, ["""$<$ff3$> Player $<$ff9{{{_User.Name}}}$> is eliminated"""]); XmlRpc::SendCallback(C_Callback_CustomChat_ChatMessage, ["""$<$ff3$> Player $<$ff9{{{_User.Name}}}$> is eliminated"""]);
} }
/** Distribute real RoundPoints using Points Repartition
* Only used when S_KeepScoresBetweenRounds = True
*/
Void ComputeRoundPoints() {
declare Integer[] PointsRepartition = PointsRepartition::GetPointsRepartition();
foreach (Key => Score in Scores) {
declare Integer Points = 0;
if (PointsRepartition.count > 0) {
if (PointsRepartition.existskey(Key)) {
Points = PointsRepartition[Key];
} else {
Points = PointsRepartition[PointsRepartition.count - 1];
}
}
Scores::SetPlayerRoundPoints(Score, Points);
}
}
/** Update the scores table footer text /** Update the scores table footer text
* *
*/ */
@ -697,11 +737,18 @@ Boolean AllPlayersAreInTurtle() {
Message ^= """%{{{Parts.count + 1}}}{{{TL::TimeToText(S_TimeBeforeNightmare*1000)}}}"""; Message ^= """%{{{Parts.count + 1}}}{{{TL::TimeToText(S_TimeBeforeNightmare*1000)}}}""";
Parts.add("Time Before NM: "); Parts.add("Time Before NM: ");
} }
if (S_KeepScoresBetweenRounds) {
if (Parts.count > 0) Message ^= "\n";
Message ^= """%{{{Parts.count + 1}}}{{{MB_GetMapCount()}}}/{{{S_MapsPerMatch}}}""";
//L16N [Rounds] Number of maps played during the match.
Parts.add(_("Maps : "));
}
switch (Parts.count) { switch (Parts.count) {
case 0: Footer = Message; case 0: Footer = Message;
case 1: Footer = TL::Compose(Message, Parts[0]); case 1: Footer = TL::Compose(Message, Parts[0]);
case 2: Footer = TL::Compose(Message, Parts[0], Parts[1]); case 2: Footer = TL::Compose(Message, Parts[0], Parts[1]);
case 3: Footer = TL::Compose(Message, Parts[0], Parts[1], Parts[2]);
} }
} }
UIModules_ScoresTable::SetFooterInfo(Footer); UIModules_ScoresTable::SetFooterInfo(Footer);
@ -1052,12 +1099,20 @@ Void SetML() {
/** Check if we should go to the next map /** Check if we should go to the next map
*
* @param _ValidRoundsNb Number of valid rounds played
*
* @return True if it is the case, false otherwise * @return True if it is the case, false otherwise
*/ */
Boolean MapIsOver(Integer _ValidRoundsNb) { Boolean MapIsOver() {
if (S_RoundsPerMap > 0 && _ValidRoundsNb >= S_RoundsPerMap) return True; //< There is a rounds limit and it is reached log("""MapIsOver> S_RoundsPerMap: {{{S_RoundsPerMap}}} / MB_GetValidRoundCount() {{{MB_GetValidRoundCount()}}}""");
if (S_RoundsPerMap > 0 && MB_GetValidRoundCount() >= S_RoundsPerMap) return True; //< There is a rounds limit and it is reached
return False;
}
/** Check if the match is over
* @return True if it is the case, false otherwise
*/
Boolean MatchIsOver() {
log("""MatchIsOver> S_KeepScoresBetweenRounds: {{{S_KeepScoresBetweenRounds}}} / MB_GetValidMapCount() {{{MB_GetValidMapCount()}}} / S_MapsPerMatch {{{S_MapsPerMatch}}}""");
if (!S_KeepScoresBetweenRounds) return True;
if (MB_GetValidMapCount() >= S_MapsPerMatch) return True;
return False; return False;
} }

View File

@ -13,7 +13,7 @@
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Constants // Constants
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
#Const C_DebugMode_Version "2024-03-12" #Const C_DebugMode_Version "2024-05-08"
#Const C_DebugMode_MainUI "DebugMode_MainUI" #Const C_DebugMode_MainUI "DebugMode_MainUI"
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
@ -548,6 +548,10 @@ Text GetManialink() {
#Include "MathLib" as ML #Include "MathLib" as ML
// #RequireContext CSmMlScriptIngame // #RequireContext CSmMlScriptIngame
#Const ScriptName {{{dump(C_DebugMode_MainUI)}}}
#Const Version {{{dump(C_DebugMode_Version)}}}
Real ComputeBackgroundSize(CMlLabel _Label, Text _Value, Real _MaxLineWidth) { Real ComputeBackgroundSize(CMlLabel _Label, Text _Value, Real _MaxLineWidth) {
declare Real SpaceSize = _Label.ComputeWidth(" "); declare Real SpaceSize = _Label.ComputeWidth(" ");

179
TM_Lobby.Script.txt Normal file
View File

@ -0,0 +1,179 @@
/**
* Lobby Gamemode
*/
// #RequireContext CSmMode
#Extends "Modes/TrackMania/TM_TimeAttack_Online.Script.txt"
#Include "Libs/Nadeo/Trackmania/Modes/Stunt/Constants.Script.txt" as StuntConstants
#Const StuntConstants::C_FigureNames as C_FigureNames
#Const C_Manialink_Id "Lobby.Records"
#Setting S_TimeLimit 0
#Struct K_BestTime {
Text PlayerName;
Integer Time;
}
#Struct K_BestStunt {
Text PlayerName;
Text FigureName;
Integer FigurePoints;
}
***Match_StartServer***
***
UseStunts = True;
***
***Match_AfterLoadHud***
***
SetManialink();
***
***Match_InitMatch***
***
declare netwrite K_BestTime Net_Lobby_BestTime for Teams[0];
declare netwrite Integer Net_Lobby_BestTime_Serial for Teams[0];
declare netwrite K_BestStunt Net_Lobby_BestStunt for Teams[0];
declare netwrite Integer Net_Lobby_BestStunt_Serial for Teams[0];
***
***Match_StartMatch***
***
Net_Lobby_BestTime = K_BestTime{};
Net_Lobby_BestTime_Serial += 1;
Net_Lobby_BestStunt = K_BestStunt{};
Net_Lobby_BestStunt_Serial += 1;
***
***Match_PlayLoop***
***
foreach (Event in PendingEvents) {
if (Event.Player == Null || Event.Player.User == Null) continue;
switch (Event.Type) {
case CSmModeEvent::EType::OnPlayerTriggersWaypoint: {
if (Event.IsFinish && (Net_Lobby_BestTime.Time == 0 || Net_Lobby_BestTime.Time > Event.WaypointTime)) {
Net_Lobby_BestTime = K_BestTime {
PlayerName = Event.Player.User.Name,
Time = Event.WaypointTime
};
Net_Lobby_BestTime_Serial += 1;
}
}
case CSmModeEvent::EType::OnStuntFigure: {
if (Event.StuntFigure.Points < 20) continue;
declare Integer FigurePoints = Event.StuntFigure.Points * 10;
declare Text FigureName = C_FigureNames[Event.StuntFigure.Name]^" "^ Event.StuntFigure.Angle ^"°";
if (Net_Lobby_BestStunt.FigurePoints == 0 || Net_Lobby_BestStunt.FigurePoints < Event.StuntFigure.Points * 10) {
Net_Lobby_BestStunt = K_BestStunt {
PlayerName = Event.Player.User.Name,
FigureName = FigureName,
FigurePoints = FigurePoints
};
Net_Lobby_BestStunt_Serial += 1;
}
declare CUIConfig UI <=> UIManager.GetUI(Event.Player);
if (UI != Null) {
UI.SendChat("$CFFYou made $<$fff"^ FigurePoints ^" points$> with a $<$fff"^ FigureName^ "$>");
}
}
}
}
***
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/// Load Manialink
Void SetManialink() {
declare Text MLText = """
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<manialink version="3" name="{{{C_Manialink_Id}}}">
<stylesheet>
<style class="text" textcolor="ffffff" textfont="GameFontSemiBold" textprefix="$s" textsize="1"/>
</stylesheet>
<frame id="frame-global" hidden="1" pos="0 90">
<frame pos="-71 0">
<quad size="45 15" bgcolor="000" opacity="0.5"/>
<label pos="22.5 -2" size="43 5" halign="center" textfont="GameFontBlack" textcolor="ffffff" textsize="2" textprefix="$i" text="BEST RACE TIME"/>
<label id="label-time-time" pos="22.5 -6.5" size="43 5" halign="center" textfont="GameFontExtraBold" textcolor="ffffff" textsize="1.2" text=""/>
<label id="label-time-playername" pos="22.5 -10" size="43 5" halign="center" textfont="GameFontSemiBold" textcolor="ffffff" textsize="1.2" text=""/>
</frame>
<frame pos="29 0">
<quad size="45 15" bgcolor="000" opacity="0.5"/>
<label pos="22.5 -2" size="43 5" halign="center" textfont="GameFontBlack" textcolor="ffffff" textsize="2" textprefix="$i" text="BEST STUNT FIGURE"/>
<label id="label-stunt-figurename" pos="22.5 -6.5" size="43 5" halign="center" textfont="GameFontExtraBold" textcolor="ffffff" textsize="1.2" text=""/>
<label id="label-stunt-playername" pos="22.5 -10" size="43 5" halign="center" textfont="GameFontSemiBold" textcolor="ffffff" textsize="1.2" text=""/>
</frame>
</frame>
<script><!--
#Include "TextLib" as TL
#Const ScriptName {{{dump(C_Manialink_Id)}}}
#Const Version {{{dump(Version)}}}
{{{dumptype(K_BestTime)}}}
{{{dumptype(K_BestStunt)}}}
main() {
declare CMlFrame Frame_Global <=> (Page.GetFirstChild("frame-global") as CMlFrame);
declare CMlLabel Label_Time_Time <=> (Frame_Global.GetFirstChild("label-time-time") as CMlLabel);
declare CMlLabel Label_Time_PlayerName <=> (Frame_Global.GetFirstChild("label-time-playername") as CMlLabel);
declare CMlLabel Label_Stunt_FigureName <=> (Frame_Global.GetFirstChild("label-stunt-figurename") as CMlLabel);
declare CMlLabel Label_Stunt_PlayerName <=> (Frame_Global.GetFirstChild("label-stunt-playername") as CMlLabel);
wait (InputPlayer != Null);
Frame_Global.Visible = True;
declare netread K_BestTime Net_Lobby_BestTime for Teams[0];
declare netread Integer Net_Lobby_BestTime_Serial for Teams[0];
declare Integer Last_BestTime_Serial = -1;
declare netread K_BestStunt Net_Lobby_BestStunt for Teams[0];
declare netread Integer Net_Lobby_BestStunt_Serial for Teams[0];
declare Integer Last_BestStunt_Serial = -1;
while (True) {
yield;
if (Last_BestTime_Serial != Net_Lobby_BestTime_Serial) {
Last_BestTime_Serial = Net_Lobby_BestTime_Serial;
if (Net_Lobby_BestTime.PlayerName == "") {
Label_Time_Time.Value = "";
Label_Time_PlayerName.Value = "";
} else {
Label_Time_Time.Value = TL::TimeToText(Net_Lobby_BestTime.Time, True, True);
Label_Time_PlayerName.Value = "by "^ Net_Lobby_BestTime.PlayerName;
}
}
if (Last_BestStunt_Serial != Net_Lobby_BestStunt_Serial) {
Last_BestStunt_Serial = Net_Lobby_BestStunt_Serial;
if (Net_Lobby_BestStunt.PlayerName == "") {
Label_Stunt_FigureName.Value = "";
Label_Stunt_PlayerName.Value = "";
} else {
Label_Stunt_FigureName.Value = Net_Lobby_BestStunt.FigurePoints ^" points - "^ Net_Lobby_BestStunt.FigureName;
Label_Stunt_PlayerName.Value = "by "^ Net_Lobby_BestStunt.PlayerName;
}
}
}
}
--></script>
</manialink>
""";
Layers::Create(C_Manialink_Id, MLText);
Layers::SetType(C_Manialink_Id, CUILayer::EUILayerType::Normal);
Layers::Attach(C_Manialink_Id);
}

File diff suppressed because it is too large Load Diff

View File

@ -1,10 +1,11 @@
/** /**
* Rounds mode * Rounds Nearest.
* Nearest you are of the S_TargetTime, more points you win
*/ */
#Extends "Modes/Nadeo/Trackmania/Base/TrackmaniaRoundsBase.Script.txt" #Extends "Modes/Nadeo/Trackmania/Base/TrackmaniaRoundsBase.Script.txt"
#Const CompatibleMapTypes "TrackMania\\TM_Race,TM_Race" #Const CompatibleMapTypes "TrackMania\\TM_Race,TM_Race"
#Const Version "2023-10-16" #Const Version "2025-05-08"
#Const ScriptName "Modes/TM2020-Gamemodes/TM_RoundsNearest.Script.txt" #Const ScriptName "Modes/TM2020-Gamemodes/TM_RoundsNearest.Script.txt"
// #RequireContext CSmMode // #RequireContext CSmMode
@ -20,21 +21,24 @@
#Include "Libs/Nadeo/TMGame/Utils/Tracking.Script.txt" as Tracking #Include "Libs/Nadeo/TMGame/Utils/Tracking.Script.txt" as Tracking
#Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/Checkpoint_Server.Script.txt" as UIModules_Checkpoint #Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/Checkpoint_Server.Script.txt" as UIModules_Checkpoint
#Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/PauseMenuOnline_Server.Script.txt" as UIModules_PauseMenu_Online #Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/PauseMenuOnline_Server.Script.txt" as UIModules_PauseMenu_Online
#Include "Libs/Nadeo/Trackmania/Modes/Rounds/UIModules/SmallScoresTable_Server.Script.txt" as UIModules_SmallScoresTable
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Settings // Settings
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
#Setting S_PointsLimit 20 as _("Points limit") #Setting S_BonusForPerfect 50
#Setting S_FinishTimeout -1 as _("Finish timeout") #Setting S_FinishTimeout 10 as _("Finish timeout")
#Setting S_RoundsPerMap -1 as _("Number of rounds per track") ///< Number of round to play on one map before going to the next one #Setting S_MapsPerMatch 0 as _("Number of tracks per match") ///< Number of maps to play before finishing the match
#Setting S_MapsPerMatch -1 as _("Number of tracks per match") ///< Number of maps to play before finishing the match #Setting S_NbOfWinners 4 as _("Number of winners")
#Setting S_UseTieBreak True as _("Use tie-break") ///< Continue to play the map until the tie is broken #Setting S_PointsLimit 50 as _("Points limit")
#Setting S_WarmUpNb 0 as _("Number of warm up") #Setting S_PointsRepartition "5,4,3,2,1,0"
#Setting S_WarmUpDuration 0 as _("Duration of one warm up") #Setting S_RoundsPerMap 8 as _("Number of rounds per track") ///< Number of round to play on one map before going to the next one
#Setting S_WarmUpTimeout -1 as _("Warm up timeout")
#Setting S_PointsRepartition "1,0"
#Setting S_BonusForPerfect 4
#Setting S_TargetTime 20000 #Setting S_TargetTime 20000
#Setting S_SendSameTimeMessage False
#Setting S_WarmUpDuration 30 as _("Duration of one warm up")
#Setting S_WarmUpNb 1 as _("Number of warm up")
#Setting S_WarmUpTimeout -1 as _("Warm up timeout")
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Constants // Constants
@ -65,6 +69,7 @@ Log::RegisterScript(ScriptName, Version);
Log::RegisterScript(Semver::ScriptName, Semver::Version); Log::RegisterScript(Semver::ScriptName, Semver::Version);
Log::RegisterScript(ModeUtils::ScriptName, ModeUtils::Version); Log::RegisterScript(ModeUtils::ScriptName, ModeUtils::Version);
Log::RegisterScript(StateMgr::ScriptName, StateMgr::Version); Log::RegisterScript(StateMgr::ScriptName, StateMgr::Version);
Log::RegisterScript(UIModules_SmallScoresTable::ScriptName, UIModules_SmallScoresTable::Version);
*** ***
***Match_LoadLibraries*** ***Match_LoadLibraries***
@ -109,7 +114,7 @@ UIManager.UIAll.OverlayHideSpectatorInfos = True;
UIManager.UIAll.OverlayHideCountdown = True; UIManager.UIAll.OverlayHideCountdown = True;
UIModules_ScoresTable::DisplayRoundPoints(True); UIModules_ScoresTable::DisplayRoundPoints(True);
UIModules::UnloadModules(["UIModule_Race_TimeGap", "UIModule_Rounds_SmallScoresTable"]); UIModules::UnloadModules(["UIModule_Race_TimeGap"]);
*** ***
***Match_Yield*** ***Match_Yield***
@ -158,6 +163,13 @@ Server_RoundsPerMap = S_RoundsPerMap - 1;
Server_MapsPerMatch = S_MapsPerMatch - 1; Server_MapsPerMatch = S_MapsPerMatch - 1;
*** ***
***Match_StartMatch***
***
UIModules_ScoresTable::SetCustomPoints([]);
UIModules_SmallScoresTable::ResetCustomTimes();
UIModules_SmallScoresTable::ResetCustomResults();
***
***Match_InitMap*** ***Match_InitMap***
*** ***
declare Integer Map_ValidRoundsNb; declare Integer Map_ValidRoundsNb;
@ -170,18 +182,37 @@ UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_Valid
*** ***
Map_Skipped = True; Map_Skipped = True;
CarRank::Reset(); CarRank::Reset();
UIModules_ScoresTable::SetCustomPoints([]); UIModules_ScoresTable::SetCustomPoints(GetWinnersCustomPoints());
// Warm up // Warm up
foreach (Score in Scores) {
WarmUp::CanPlay(Score, CanSpawn(Score));
}
UIModules_ScoresTable::SetFooterInfo(_("Warm up")); UIModules_ScoresTable::SetFooterInfo(_("Warm up"));
MB_WarmUp(S_WarmUpNb, S_WarmUpDuration * 1000, S_WarmUpTimeout * 1000); MB_WarmUp(S_WarmUpNb, S_WarmUpDuration * 1000, S_WarmUpTimeout * 1000);
*** ***
***Rounds_CanSpawn***
***
foreach (Score in Scores) {
declare Boolean ModeRounds_CanSpawn for Score = True;
ModeRounds_CanSpawn = CanSpawn(Score);
}
***
***Match_StartRound*** ***Match_StartRound***
*** ***
UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb); UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb);
StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]); StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
UIModules_ScoresTable::SetCustomPoints([]); UIModules_ScoresTable::SetCustomPoints(GetWinnersCustomPoints());
foreach (Score in Scores) {
declare Boolean RoundsNearest_AlmostPerfectTime_MessageSent for Score;
RoundsNearest_AlmostPerfectTime_MessageSent = False;
declare Boolean RoundsNearest_DidPerfectTime_MessageSent for Score;
RoundsNearest_DidPerfectTime_MessageSent = False;
}
*** ***
***Rounds_PlayerSpawned*** ***Rounds_PlayerSpawned***
@ -271,24 +302,28 @@ if (Round_ForceEndRound || Round_SkipPauseRound || Round_Skipped) {
MB_Sleep(S_ChatTime * 1000 / 3); MB_Sleep(S_ChatTime * 1000 / 3);
// Add them to the total scores // Add them to the total scores
ComputeScores(); ComputeScores();
UIModules_ScoresTable::SetCustomPoints([]); UIModules_ScoresTable::SetCustomPoints(GetWinnersCustomPoints());
Race::SortScores(Race::C_Sort_TotalPoints); Race::SortScores(Race::C_Sort_TotalPoints);
MB_Sleep(S_ChatTime * 1000 / 3); MB_Sleep(S_ChatTime * 1000 / 3);
UIModules_BigMessage::SetMessage(""); UIModules_BigMessage::SetMessage("");
UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::Normal; UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::Normal;
UIManager.UIAll.UISequence = CUIConfig::EUISequence::Playing; UIManager.UIAll.UISequence = CUIConfig::EUISequence::Playing;
if (MapIsOver(S_UseTieBreak, S_PointsLimit, Map_ValidRoundsNb, S_RoundsPerMap)) { // Match is over, we have all the winners
Map_Skipped = False; if (MatchIsOver(MB_GetMapCount(), Map_Skipped)) {
MB_StopMatch();
}
// Map is over, we played all the rounds
else if (MapIsOver(Map_ValidRoundsNb)) {
MB_StopMap(); MB_StopMap();
} }
} }
UIModules_SmallScoresTable::ResetCustomTimes();
UIModules_SmallScoresTable::ResetCustomResults();
*** ***
***Match_EndMap*** ***Match_EndMap***
*** ***
if (MatchIsOver(S_UseTieBreak, S_PointsLimit, MB_GetMapCount(), S_MapsPerMatch, S_RoundsPerMap, Map_Skipped)) MB_StopMatch();
if (!MB_MapIsRunning() && MB_MatchIsRunning()) MB_SkipPodiumSequence(); if (!MB_MapIsRunning() && MB_MatchIsRunning()) MB_SkipPodiumSequence();
Race::SortScores(Race::C_Sort_TotalPoints); Race::SortScores(Race::C_Sort_TotalPoints);
@ -350,6 +385,24 @@ Void UpdateScoresTableFooter(Integer _PointsLimit, Integer _RoundsPerMap, Intege
} }
} }
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/** Check if a player can spawn
*
* @param _Score The player's score
*
* @return True if the player can spawn,
* False otherwise
*/
Boolean CanSpawn(CSmScore _Score) {
if (_Score == Null) return False;
if (Scores::GetPlayerMatchPoints(_Score) >= S_PointsLimit) {
return False;
}
return True;
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/** Get the time left to the players to finish the round after the first player /** Get the time left to the players to finish the round after the first player
* *
@ -392,15 +445,32 @@ Text FormatPlayerName(Text _Name) {
} }
Text[][Text] GetWinnersCustomPoints() {
if (S_PointsLimit <= 0) return [];
declare Text[][Text] CustomPoints = [];
foreach (Score in Scores) {
if (Score.User == Null) continue;
if (Scores::GetPlayerMatchPoints(Score) < S_PointsLimit) continue;
declare Integer Rank = S_PointsLimit + 1 + S_NbOfWinners + 1 - Scores::GetPlayerMatchPoints(Score);
CustomPoints[Score.User.WebServicesUserId] = [TL::FormatRank(Rank, True)];
}
return CustomPoints;
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/// Compute the latest race scores /// Compute the latest race scores
Void ComputeLatestRaceScores(Boolean _DisplayMessages) { Void ComputeLatestRaceScores(Boolean _IsEndRound) {
Race::SortScores(Race::C_Sort_PrevRaceTime); Race::SortScores(Race::C_Sort_PrevRaceTime);
// Points distributed between all players // Points distributed between all players
declare Text[][Text] CustomPoints = []; declare Text[][Text] CustomPoints = GetWinnersCustomPoints();
declare CSmScore[][Integer] ScoresPerAbsoluteDelta; declare CSmScore[][Integer] ScoresPerAbsoluteDelta;
declare Integer[Text] CustomTimes;
declare Text[Text] CustomResult;
foreach (Score in Scores) { foreach (Score in Scores) {
if (Score.User == Null) continue; if (Score.User == Null) continue;
if (Scores::GetPlayerPrevRaceTime(Score) <= 0) continue; if (Scores::GetPlayerPrevRaceTime(Score) <= 0) continue;
@ -414,7 +484,15 @@ Void ComputeLatestRaceScores(Boolean _DisplayMessages) {
else TextDelta = "-"; else TextDelta = "-";
TextDelta ^= DeltaTimeToText(AbsoluteDelta); TextDelta ^= DeltaTimeToText(AbsoluteDelta);
if (S_PointsLimit < 0 || Scores::GetPlayerMatchPoints(Score) < S_PointsLimit) {
CustomPoints[Score.User.WebServicesUserId] = [Scores::GetPlayerMatchPoints(Score) ^ " (" ^ TextDelta ^ ")"]; CustomPoints[Score.User.WebServicesUserId] = [Scores::GetPlayerMatchPoints(Score) ^ " (" ^ TextDelta ^ ")"];
if (AbsoluteDelta == 0) {
CustomResult[Score.User.WebServicesUserId] = "PERFECT";
} else {
CustomResult[Score.User.WebServicesUserId] = TextDelta;
}
CustomTimes[Score.User.WebServicesUserId] = AbsoluteDelta;
}
} }
UIModules_ScoresTable::SetCustomPoints(CustomPoints); UIModules_ScoresTable::SetCustomPoints(CustomPoints);
@ -422,12 +500,12 @@ Void ComputeLatestRaceScores(Boolean _DisplayMessages) {
declare Integer I = 0; declare Integer I = 0;
declare Integer[] PointsRepartition = PointsRepartition::GetPointsRepartition(); declare Integer[] PointsRepartition = PointsRepartition::GetPointsRepartition();
declare Text Names;
foreach (Delta => CustomScores in ScoresPerAbsoluteDelta) { foreach (Delta => CustomScores in ScoresPerAbsoluteDelta) {
// Attribute less points if they have the same time // Attribute less points if they have the same time
if (_DisplayMessages && CustomScores.count > 1) { if (S_SendSameTimeMessage && _IsEndRound && CustomScores.count > 1) {
I += CustomScores.count - 1; I += CustomScores.count - 1;
declare Text Names;
foreach (Key => Score in CustomScores) { foreach (Key => Score in CustomScores) {
if (Key == 0) { if (Key == 0) {
Names = FormatPlayerName(Score.User.Name); Names = FormatPlayerName(Score.User.Name);
@ -439,7 +517,11 @@ Void ComputeLatestRaceScores(Boolean _DisplayMessages) {
} }
UIManager.UIAll.SendChat("$ff3" ^ Names^ " have the same time"); UIManager.UIAll.SendChat("$ff3" ^ Names^ " have the same time");
} }
foreach (Score in CustomScores) {
Names = "";
declare Boolean UpdateBigMessage;
foreach (Key => Score in CustomScores) {
declare Integer Points; declare Integer Points;
if (PointsRepartition.existskey(I)) { if (PointsRepartition.existskey(I)) {
@ -448,114 +530,128 @@ Void ComputeLatestRaceScores(Boolean _DisplayMessages) {
Points = PointsRepartition[PointsRepartition.count - 1]; Points = PointsRepartition[PointsRepartition.count - 1];
} }
if (Delta == 0 && CustomScores.count == 1) { if (Delta == 0) {
Points += S_BonusForPerfect; declare Boolean RoundsNearest_DidPerfectTime_MessageSent for Score;
if (_DisplayMessages) { if (!RoundsNearest_DidPerfectTime_MessageSent) {
RoundsNearest_DidPerfectTime_MessageSent = True;
UpdateBigMessage = True;
UIManager.UIAll.SendChat("$ff3" ^ FormatPlayerName(Score.User.Name) ^ " did the perfect time"); UIManager.UIAll.SendChat("$ff3" ^ FormatPlayerName(Score.User.Name) ^ " did the perfect time");
UIModules_BigMessage::SetMessage(FormatPlayerName(Score.User.Name) ^ " did the perfect time");
ModeUtils::PlaySound(CUIConfig::EUISound::TieBreakPoint, 0); ModeUtils::PlaySound(CUIConfig::EUISound::TieBreakPoint, 0);
} }
if (Key == 0) {
Names = FormatPlayerName(Score.User.Name);
} else if (Key == CustomScores.count - 1) {
Names ^= " and " ^ FormatPlayerName(Score.User.Name);
} else {
Names ^= ", " ^ FormatPlayerName(Score.User.Name);
}
if (CustomScores.count == 1) {
Points += S_BonusForPerfect;
}
} else if (Delta == 1) {
declare Boolean RoundsNearest_AlmostPerfectTime_MessageSent for Score;
if (!RoundsNearest_AlmostPerfectTime_MessageSent) {
RoundsNearest_AlmostPerfectTime_MessageSent = True;
UIManager.UIAll.SendChat("$ff3" ^ FormatPlayerName(Score.User.Name) ^ " HAH");
}
} }
Scores::SetPlayerRoundPoints(Score, Points); Scores::SetPlayerRoundPoints(Score, Points);
} }
if (UpdateBigMessage) {
UIModules_BigMessage::SetMessage(Names ^ " did the perfect time");
}
I += 1; I += 1;
} }
UIModules_SmallScoresTable::SetCustomTimes(CustomTimes);
UIModules_SmallScoresTable::SetCustomResults(CustomResult);
} }
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/// Compute the map scores /// Compute the map scores
Void ComputeScores() { Void ComputeScores() {
if (S_PointsLimit <= 0) {
Scores::EndRound(); Scores::EndRound();
return;
} }
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // declare Integer NbOfWinners = 0;
/** Check if the points limit was reached Race::SortScores(Race::C_Sort_TotalPoints);
*
* @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) { foreach (Score in Scores) {
declare Integer Points = Scores::GetPlayerMatchPoints(Score); // Already won
if (Points > MaxScore) { if (Scores::GetPlayerMatchPoints(Score) >= S_PointsLimit) {
MaxScore = Points; Scores::SetPlayerMatchPoints(Score, S_PointsLimit + 1 + S_NbOfWinners - NbOfWinners);
Tie = False; NbOfWinners += 1;
} else if (Points == MaxScore) {
Tie = True;
} }
// New winner
else if (Scores::GetPlayerMatchPoints(Score) + Scores::GetPlayerRoundPoints(Score) >= S_PointsLimit) {
Scores::SetPlayerMatchPoints(Score, S_PointsLimit + 1 + S_NbOfWinners - NbOfWinners);
NbOfWinners += 1;
}
// Standard round finish
else {
Scores::AddPlayerMatchPoints(Score, Scores::GetPlayerRoundPoints(Score));
} }
if (_UseTieBreak && Tie) return C_PointsLimit_Tie; //< There is a tie and it is not allowed Scores::AddPlayerMapPoints(Score, Scores::GetPlayerRoundPoints(Score));
if (_PointsLimit > 0 && MaxScore >= _PointsLimit) return C_PointsLimit_Reached; //< There is a points limit and it is reached Scores::SetPlayerRoundPoints(Score, 0);
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 /** 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 * @return True if it is the case, false otherwise
*/ */
Boolean MapIsOver(Boolean _UseTieBreak, Integer _PointsLimit, Integer _ValidRoundsNb, Integer _RoundsPerMap) { Boolean MapIsOver(Integer _ValidRoundsNb) {
declare Integer PointsLimitReached = PointsLimitReached(_UseTieBreak, _PointsLimit); if (_ValidRoundsNb >= S_RoundsPerMap) return True;
Log::Log("""[Rounds] MapIsOver() > _UseTieBreak: {{{_UseTieBreak}}} | _PointsLimit: {{{_PointsLimit}}} | _ValidRoundsNb: {{{_ValidRoundsNb}}} | _RoundsPerMap: {{{_RoundsPerMap}}} | PointsLimitReached: {{{PointsLimitReached}}}""");
if (PointsLimitReached == 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; return False;
} }
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/** Check if we should go to the next match /** 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 _MapsPerMatch Number of maps to play to complete a match
* @param _RoundsPerMap Number of rounds to play to complete the map * @param _MapSkipped if map was skipped
* *
* @return True if it is the case, false otherwise * @return True if it is the case, false otherwise
*/ */
Boolean MatchIsOver(Boolean _UseTieBreak, Integer _PointsLimit, Integer _MapCount, Integer _MapsPerMatch, Integer _RoundsPerMap, Boolean _MapSkipped) { Boolean MatchIsOver(Integer _MapCount, Boolean _MapSkipped) {
declare Integer PointsLimitReached = PointsLimitReached(_UseTieBreak, _PointsLimit); Log::Log("[Cup] MatchIsOver() check | S_PointsLimit : "^S_PointsLimit);
if (S_PointsLimit > 0) {
Log::Log("""[Rounds] MatchIsOver() > _UseTieBreak: {{{_UseTieBreak}}} | _PointsLimit: {{{_PointsLimit}}} | _MapCount: {{{_MapCount}}} | _MapsPerMatch: {{{_MapsPerMatch}}} | _RoundsPerMap: {{{_RoundsPerMap}}} | PointsLimitReached: {{{PointsLimitReached}}} | _MapSkipped : {{{_MapSkipped}}}"""); declare Integer NbOfScoreWinners = 0;
foreach (Score in Scores) {
// If there is a point limit and it is reached, stop the match if (Scores::GetPlayerMatchPoints(Score) > S_PointsLimit) NbOfScoreWinners += 1;
if (PointsLimitReached == C_PointsLimit_Reached) {
return True;
} }
// If there is an explicit maps limit ... declare Integer NbOfPlayerWinners = 0;
else if (_MapsPerMatch >= 1) { foreach (Player in Players) {
if (Scores::GetPlayerMatchPoints(Player.Score) > S_PointsLimit) NbOfPlayerWinners += 1;
}
// If there's only one player they need to reach the points limit to win
// If there's more than one player then all players except one must reach the points limit
declare Integer PlayerWinnersLimit = ML::Max(Players.count - 1, 1);
Log::Log("""[Cup] Match is over ? {{{(NbOfScoreWinners >= S_NbOfWinners || NbOfPlayerWinners >= PlayerWinnersLimit)}}} | ({{{NbOfScoreWinners}}} >= {{{S_NbOfWinners}}} || {{{NbOfPlayerWinners}}} >= {{{PlayerWinnersLimit}}})""");
if (NbOfScoreWinners >= S_NbOfWinners || NbOfPlayerWinners >= PlayerWinnersLimit) return True;
}
if (S_MapsPerMatch >= 1) {
if ( if (
(_MapCount >= _MapsPerMatch && PointsLimitReached != C_PointsLimit_Tie) || //< ... stop the match if the maps limit is reached and the match is not a tie _MapCount >= S_MapsPerMatch || //< ... stop the match if the maps limit is reached and the match is not a tie
(_MapSkipped && _MapsPerMatch == 1 && _MapCount >= _MapsPerMatch) //< ... stop the match if the map was skipped and the match is played on only one map (_MapSkipped && S_MapsPerMatch == 1 && _MapCount >= S_MapsPerMatch) //< ... stop the match if the map was skipped and the match is played on only one map
) { ) {
return True; return True;
} }
} }
// If there is a rounds limit but no maps limit, continue to play until another limit is reached // If there is a rounds limit but no maps limit, continue to play until another limit is reached
else if (_RoundsPerMap >= 1) { else if (S_RoundsPerMap >= 1) {
return False;
}
// If there is neither a points limit nor a rounds limit, always stop the match at the end of the first map, even if there is a tie
else {
return True;
}
// In all other cases continue to play
return False; return False;
} }
return False;
}

View File

@ -0,0 +1,633 @@
#Extends "Modes/Nadeo/Trackmania/Base/TrackmaniaRoundsBase.Script.txt"
// #RequireContext CSmMode
#Const CompatibleMapTypes "TrackMania\\TM_Race,TM_Race"
#Const Version "2024-08-12"
#Const ScriptName "Modes/TM2020-Gamemodes/TM_RoundsThenTimeattack.Script.txt"
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// MARK: Libraries
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
#Include "TextLib" as TL
#Include "MathLib" as ML
#Include "Libs/Nadeo/CMGame/Utils/Semver.Script.txt" as Semver
#Include "Libs/Nadeo/Trackmania/MainMenu/Constants.Script.txt" as MenuConsts
#Include "Libs/Nadeo/Trackmania/Modes/Rounds/StateManager.Script.txt" as StateMgr
#Include "Libs/Nadeo/TMGame/Utils/Tracking.Script.txt" as Tracking
#Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/Checkpoint_Server.Script.txt" as UIModules_Checkpoint
#Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/PauseMenuOnline_Server.Script.txt" as UIModules_PauseMenu_Online
#Include "Libs/Nadeo/CMGame/Modes/UIModules_Server.Script.txt" as UIModules_Server
#Include "Libs/Nadeo/CMGame/Modes/UIModules_Common.Script.txt" as UIModules_Common
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// MARK: Settings
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
#Setting S_DisableFreeCam False
#Setting S_TimeLimit 300 as _("Time limit") ///< Time limit before going to the next map
#Setting S_PointsLimit 50 as _("Points limit")
#Setting S_FinishTimeout -1 as _("Finish timeout")
#Setting S_RoundsPerMap -1 as _("Number of rounds per track") ///< Number of round to play on one map before going to the next one
#Setting S_MapsPerMatch -1 as _("Number of tracks per match") ///< Number of maps to play before finishing the match
#Setting S_UseTieBreak True as _("Use tie-break") ///< Continue to play the map until the tie is broken
#Setting S_WarmUpNb 0 as _("Number of warm up")
#Setting S_WarmUpDuration 0 as _("Duration of one warm up")
#Setting S_WarmUpTimeout -1 as _("Warm up timeout")
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// MARK: Constants
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
#Const C_ModeName "Rounds"
//L16N [Rounds] Description of the mode rules
#Const Description _("$zIn $<$t$6F9Rounds$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).")
#Const C_HudModulePath "" //< Path to the hud module
#Const C_ManiaAppUrl "file://Media/ManiaApps/Nadeo/Trackmania/Modes/Rounds.Script.txt" //< Url of the mania app
#Const C_FakeUsersNb 0
#Const C_PointsLimit_NotReached 0
#Const C_PointsLimit_Reached 1
#Const C_PointsLimit_Tie 2
#Const C_UploadRecord True
#Const C_DisplayRecordGhost False
#Const C_DisplayRecordMedal False
#Const C_CelebrateRecordGhost True
#Const C_CelebrateRecordMedal True
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// MARK: Extends
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
***Match_LogVersions***
***
Log::RegisterScript(ScriptName, Version);
Log::RegisterScript(Semver::ScriptName, Semver::Version);
Log::RegisterScript(ModeUtils::ScriptName, ModeUtils::Version);
Log::RegisterScript(StateMgr::ScriptName, StateMgr::Version);
***
***Match_LoadLibraries***
***
StateMgr::Load();
***
***Match_UnloadLibraries***
***
StateMgr::Unload();
***
***Match_Settings***
***
MB_Settings_UseDefaultHud = (C_HudModulePath == "");
MB_Settings_UseDefaultRespawnBehaviour = False;
***
***Match_Rules***
***
ModeInfo::SetName(C_ModeName);
ModeInfo::SetType(ModeInfo::C_Type_FreeForAll);
ModeInfo::SetRules(Description);
ModeInfo::SetStatusMessage("");
***
***Match_LoadHud***
***
if (C_HudModulePath != "") Hud_Load(C_HudModulePath);
***
***Match_AfterLoadHud***
***
ClientManiaAppUrl = C_ManiaAppUrl;
Race::SortScores(Race::C_Sort_TotalPoints);
UIModules_ScoresTable::SetScoreMode(UIModules_ScoresTable::C_Mode_Points);
UIModules_Checkpoint::SetVisibilityTimeDiff(False);
UIModules_Checkpoint::SetRankMode(UIModules_Checkpoint::C_RankMode_CurrentRace);
UIModules_PauseMenu_Online::SetHelp(Description);
UIModules_Sign16x9Small::SetScoreMode(UIModules_Sign16x9Small::C_ScoreMode_Points);
// Hide SM Overlay
UIManager.UIAll.OverlayHideSpectatorInfos = True;
UIManager.UIAll.OverlayHideCountdown = True;
***
***Match_Yield***
***
foreach (Event in PendingEvents) {
switch (Event.Type) {
// Initialize players when they join the server
case CSmModeEvent::EType::OnPlayerAdded: {
StateMgr::InitializePlayer(Event.Player);
CarRank::InitializePlayer(Event.Player);
}
}
}
StateMgr::Yield();
***
***Match_InitServer***
***
declare Integer Server_PointsLimit;
declare Integer Server_RoundsPerMap;
declare Integer Server_MapsPerMatch;
***
***Match_StartServer***
***
// Initialize mode
Clans::SetClansNb(0);
Scores::SaveInScore(Scores::C_Points_Match);
StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]);
WarmUp::SetAvailability(True);
Race::SetupRecord(
MenuConsts::C_ScopeType_Season,
MenuConsts::C_ScopeType_PersonalBest,
MenuConsts::C_GameMode_Rounds,
"",
C_UploadRecord,
C_DisplayRecordGhost,
C_DisplayRecordMedal,
C_CelebrateRecordGhost,
C_CelebrateRecordMedal
);
Server_PointsLimit = S_PointsLimit - 1;
Server_RoundsPerMap = S_RoundsPerMap - 1;
Server_MapsPerMatch = S_MapsPerMatch - 1;
***
***Match_InitMap***
***
declare Integer Map_ValidRoundsNb;
declare Boolean Map_Skipped;
UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb);
***
***Match_StartMap***
***
// Add bot when necessary
Users_SetNbFakeUsers(C_FakeUsersNb, 0);
UIManager.UIAll.PlayerDisableFreeCam = S_DisableFreeCam;
Map_Skipped = True;
CarRank::Reset();
// Warm up
UIModules_ScoresTable::SetFooterInfo(_("Warm up"));
MB_WarmUp(S_WarmUpNb, S_WarmUpDuration * 1000, S_WarmUpTimeout * 1000);
***
***Match_InitRound***
***
declare Boolean Round_IsTimeAttack;
declare Integer Round_TimeLimit;
declare Integer[Ident] Round_Scores_Times;
***
***Match_StartRound***
***
UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb);
StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
Round_IsTimeAttack = (Map_ValidRoundsNb + 1 >= S_RoundsPerMap);
if (Round_IsTimeAttack) {
Race::SetRespawnBehaviour(Race::C_RespawnBehaviour_GiveUpBeforeFirstCheckpoint);
Round_TimeLimit = S_TimeLimit;
StartTime = Now + Race::C_SpawnDuration;
SetTimeLimit(StartTime, S_TimeLimit);
UIModules_Server::Private_CustomizableModule_SetProperties("Rounds_SmallScoresTable", UIModules_Common::K_ModuleProperties {
Position = <-158.5, 40.>,
Scale = 1.,
Visible = False
});
UIModules_ScoresTable::SetScoreMode(UIModules_ScoresTable::C_Mode_PrevTime);
} else {
Race::SetRespawnBehaviour(Race::C_RespawnBehaviour_NeverGiveUp);
UIModules_Server::Private_CustomizableModule_SetProperties("Rounds_SmallScoresTable", UIModules_Common::K_ModuleProperties {
Position = <-158.5, 40.>,
Scale = 1.,
Visible = True
});
UIModules_ScoresTable::SetScoreMode(UIModules_ScoresTable::C_Mode_Points);
}
UIModules_ScoresTable::SetCustomTimes([]);
***
***Rounds_PlayerSpawned***
***
CarRank::ThrottleUpdate(CarRank::C_SortCriteria_CurrentRace);
***
***Match_PlayLoop***
***
// Manage race events
foreach (Event in Race::GetPendingEvents()) {
Race::ValidEvent(Event);
// Waypoint
if (Event.Type == Events::C_Type_Waypoint) {
CarRank::ThrottleUpdate(CarRank::C_SortCriteria_CurrentRace);
if (Event.Player != Null && Event.Player.Score != Null) {
if (Event.IsEndRace) {
Scores::UpdatePlayerBestRaceIfBetter(Event.Player);
Scores::UpdatePlayerBestLapIfBetter(Event.Player);
Scores::UpdatePlayerPrevRace(Event.Player);
Race::SortScores(Race::C_Sort_TotalPoints);
if (Round_IsTimeAttack) {
if (!Round_Scores_Times.existskey(Event.Player.Score.Id)) {
Round_Scores_Times[Event.Player.Score.Id] = Event.RaceTime;
declare Integer[Text] CustomTimes = UIModules_ScoresTable::GetCustomTimes();
CustomTimes[Event.Player.User.WebServicesUserId] = Event.RaceTime;
UIModules_ScoresTable::SetCustomTimes(CustomTimes);
} else if (Round_Scores_Times[Event.Player.Score.Id] > Event.RaceTime) {
Round_Scores_Times[Event.Player.Score.Id] = Event.RaceTime;
declare Integer[Text] CustomTimes = UIModules_ScoresTable::GetCustomTimes();
CustomTimes[Event.Player.User.WebServicesUserId] = Event.RaceTime;
UIModules_ScoresTable::SetCustomTimes(CustomTimes);
}
} else {
ComputeLatestRaceScores();
}
// Start the countdown if it's the first player to finish
if (EndTime <= 0) {
EndTime = GetFinishTimeout(S_FinishTimeout);
}
}
if (Event.IsEndLap) {
Scores::UpdatePlayerBestLapIfBetter(Event.Player);
}
}
}
}
if (Round_IsTimeAttack) {
if (PlayersNbDead > 0) {
foreach (Player in Players) {
if (Player.SpawnStatus == CSmPlayer::ESpawnStatus::NotSpawned && Race::IsReadyToStart(Player)) {
Race::Start(Player);
}
}
}
// Update the map duration setting
if (Round_TimeLimit != S_TimeLimit) {
Round_TimeLimit = S_TimeLimit;
SetTimeLimit(StartTime, S_TimeLimit);
}
}
// Manage mode events
foreach (Event in PendingEvents) {
if (Event.HasBeenPassed || Event.HasBeenDiscarded) continue;
Events::Invalid(Event);
}
// 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);
}
***
***Rounds_CheckStopRound***
***
// End the round
// If All players finished
if (!Round_IsTimeAttack && Players.count > 0 && PlayersNbAlive <= 0) {
MB_StopRound();
Round_Skipped = False;
}
// If time limit is reached
if (EndTime > 0 && Now >= EndTime) {
MB_StopRound();
Round_Skipped = False;
}
// If forced end round or round skipped after pause
if (Round_ForceEndRound || Round_SkipPauseRound) {
MB_StopRound();
Round_Skipped = False;
}
***
***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();
}
MB_SetValidRound(False);
} else {
Map_ValidRoundsNb += 1;
UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::ForcedVisible;
UIManager.UIAll.UISequence = CUIConfig::EUISequence::EndRound;
// Get the last round points
if (Round_IsTimeAttack) {
MB_Sleep(3000);
ComputeBestRaceScores(Round_Scores_Times);
UIModules_ScoresTable::SetCustomTimes([]);
UIModules_ScoresTable::SetScoreMode(UIModules_ScoresTable::C_Mode_Points);
} else {
ComputeLatestRaceScores();
}
Race::SortScores(Race::C_Sort_TotalPoints);
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)) {
Map_Skipped = False;
MB_StopMap();
}
}
***
***Match_EndMap***
***
if (MatchIsOver(S_UseTieBreak, S_PointsLimit, MB_GetMapCount(), S_MapsPerMatch, S_RoundsPerMap, Map_Skipped)) MB_StopMatch();
if (!MB_MapIsRunning() && MB_MatchIsRunning()) MB_SkipPodiumSequence();
Race::SortScores(Race::C_Sort_TotalPoints);
declare CSmScore Winner <=> Scores::GetBestPlayer(Scores::C_Sort_MatchPoints);
Scores::SetPlayerWinner(Winner);
if (!MB_MatchIsRunning()) {
// Compute ranking for tracking
declare Integer PreviousPoints = 0;
declare Integer Rank = 0;
foreach (Key => Score in Scores) {
if (Key == 0 || Scores::GetPlayerMatchPoints(Score) < PreviousPoints) {
PreviousPoints = Scores::GetPlayerMatchPoints(Score);
Rank = Key + 1;
}
Tracking::SendPlayerMatchResult(UIManager, Score.User, Rank, Winner == Score && Scores.count > 1);
}
}
***
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// MARK: Functions
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/** Update the time limit
*
* @param _StartTime The starting time of the map
* @param _NewTimeLimit The time limit before going to the next map
*/
Void SetTimeLimit(Integer _StartTime, Integer _NewTimeLimit) {
if (_NewTimeLimit <= 0) {
EndTime = -1;
UIModules_ScoresTable::SetFooterInfo(TL::Compose("%1 -", _("Time Limit")));
} else {
EndTime = _StartTime + (_NewTimeLimit * 1000);
UIModules_ScoresTable::SetFooterInfo(TL::Compose("%1 "^TL::TimeToText(_NewTimeLimit*1000), _("Time Limit")));
}
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/** Update the scores table footer text
*
* @param _PointsLimit The points limit
* @param _RoundsPerMap The number of rounds 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 ^= "\n";
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 ^= "\n";
Message ^= """%{{{Parts.count + 1}}}{{{ML::Min(_ValidRoundsNb+1, _RoundsPerMap)}}}/{{{_RoundsPerMap}}}""";
//L16N [Rounds] Number of rounds played during the track.
Parts.add(_("Rounds : "));
}
if (_MapsPerMatch > 0) {
if (Parts.count > 0) Message ^= "\n";
Message ^= """%{{{Parts.count + 1}}}{{{MB_GetMapCount()}}}/{{{_MapsPerMatch}}}""";
//L16N [Rounds] Number of tracks played during the match.
Parts.add(_("Tracks : "));
}
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 latest race scores
Void ComputeBestRaceScores(Integer[Ident] _Times) {
declare Integer[Ident] Times = _Times.sort();
// Points distributed between all players
declare Integer I = 0;
declare Integer[] PointsRepartition = PointsRepartition::GetPointsRepartition();
foreach (ScoreId => Time in Times) {
if (!Scores.existskey(ScoreId)) continue;
declare CSmScore Score <=> Scores[ScoreId];
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;
}
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/// 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) {
declare Integer PointsLimitReached = PointsLimitReached(_UseTieBreak, _PointsLimit);
Log::Log("""[Rounds] MapIsOver() > _UseTieBreak: {{{_UseTieBreak}}} | _PointsLimit: {{{_PointsLimit}}} | _ValidRoundsNb: {{{_ValidRoundsNb}}} | _RoundsPerMap: {{{_RoundsPerMap}}} | PointsLimitReached: {{{PointsLimitReached}}}""");
if (PointsLimitReached == 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 _MapCount, Integer _MapsPerMatch, Integer _RoundsPerMap, Boolean _MapSkipped) {
declare Integer PointsLimitReached = PointsLimitReached(_UseTieBreak, _PointsLimit);
Log::Log("""[Rounds] MatchIsOver() > _UseTieBreak: {{{_UseTieBreak}}} | _PointsLimit: {{{_PointsLimit}}} | _MapCount: {{{_MapCount}}} | _MapsPerMatch: {{{_MapsPerMatch}}} | _RoundsPerMap: {{{_RoundsPerMap}}} | PointsLimitReached: {{{PointsLimitReached}}} | _MapSkipped : {{{_MapSkipped}}}""");
// If there is a point limit and it is reached, stop the match
if (PointsLimitReached == C_PointsLimit_Reached) {
return True;
}
// If there is an explicit maps limit ...
else if (_MapsPerMatch >= 1) {
if (
(_MapCount >= _MapsPerMatch && PointsLimitReached != C_PointsLimit_Tie) || //< ... stop the match if the maps limit is reached and the match is not a tie
(_MapSkipped && _MapsPerMatch == 1 && _MapCount >= _MapsPerMatch) //< ... stop the match if the map was skipped and the match is played on only one map
) {
return True;
}
}
// If there is a rounds limit but no maps limit, continue to play until another limit is reached
else if (_RoundsPerMap >= 1) {
return False;
}
// If there is neither a points limit nor a rounds limit, always stop the match at the end of the first map, even if there is a tie
else {
return True;
}
// In all other cases continue to play
return False;
}