/**
* LastManStanding mode
*/
#Extends "Modes/Nadeo/Trackmania/Base/TrackmaniaRoundsBase.Script.txt"
#Const CompatibleMapTypes "TrackMania\\TM_Race,TM_Race"
#Const Version "2024-04-08"
#Const ScriptName "Modes/TM2020-Gamemodes/LastManStanding.Script.txt"
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Libraries
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
#Include "TextLib" as TL
#Include "MathLib" as ML
#Include "Libs/Nadeo/Trackmania/Modes/Rounds/StateManager.Script.txt" as StateMgr
#Include "Libs/Nadeo/Trackmania/MainMenu/Constants.Script.txt" as MenuConsts
#Include "Libs/Nadeo/CMGame/Modes/Utils.Script.txt" as ModeUtils
// UI from Race
#Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/ScoresTable_Server.Script.txt" as UIModules_ScoresTable
#Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/PauseMenuOnline_Server.Script.txt" as UIModules_PauseMenu_Online
#Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/BigMessage_Server.Script.txt" as UIModules_BigMessage
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Settings
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
#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_AFKIdleTime 120000 as "Time before being an AFK player will be kicked"
#Setting S_IntroTime 5 as "Time of the map intro"
#Setting S_TimeBeforeMalus 10 as "Time Before Malus"
#Setting S_TimeBeforeNightmare 150 as "Time Before Nightmare"
#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_MalusDuration 5 as "Malus Duration"
#Setting S_TrustClientSimu False
#Setting S_UseCrudeExtrapolation False
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Constants
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
#Const C_ModeName "LastManStanding"
#Const Description "$zIn $<$t$6F9LastManStanding$> mode, The goal is to be the last player not to fall off the structure. Collisions are activated and you can push your opponents to win. From a certain time, malus are sent to all the players of the game to accelerate its end."
#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_Callback_CustomChat_ChatMessage "CustomChat.GamemodeChatMessage"
#Const C_Malus_Reset 0
#Const C_Malus_ForceEngine 1
#Const C_Malus_BackwardOnly 2
#Const C_Malus_NoBrakes 3
#Const C_Malus_NoEngine 4
#Const C_Malus_NoSteer 5
#Const C_Malus_SlowMotion 6
#Const C_Malus_BoostDown 7
#Const C_Malus_BoostUp 8
#Const C_Malus_Boost2Down 9
#Const C_Malus_Boost2Up 10
#Const C_Malus_LockPlayer 11
#Const C_Malus_AccelCoef25 12
#Const C_Malus_AdherenceCoef25 13
#Const C_Malus_ControlCoef25 14
#Const C_Malus_GravityCoef25 15
#Const C_Malus_Nightmare 99
#Const C_Malus_Name [0 => "Reset", 1 => "ForceEngine", 2 => "BackwardOnly" , 3 => "NoBrakes", 4 => "NoEngine",
5 => "NoSteer", 6 => "SlowMotion", 7 => "BoostDown", 8 => "BoostUp",
9 => "SuperBoostDown", 10 => "SuperBoostUp", 11 => "LoseControl",
12 => "25% AccelCoef", 13 => "25% Adherence", 14 => "25% Control",
15 => "25% Gravity", 99 => "NightMare"]
#Struct K_Malus {
Integer Time;
Integer MalusIndex;
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Extends
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
***Match_LogVersions***
***
Log::RegisterScript(ScriptName, Version);
Log::RegisterScript(StateMgr::ScriptName, StateMgr::Version);
***
***Match_LoadLibraries***
***
StateMgr::Load();
XmlRpc::RegisterCallback(C_Callback_CustomChat_ChatMessage, """
* Name: {{{C_Callback_CustomChat_ChatMessage}}}
* Type: CallbackArray
* Description: Gamemode Chat Message for the Custom Chat plugin
* Data:
- Version >=2.0.0:
```
[
"This is a gamemode chat message"
]
```
""");
***
***Match_UnloadLibraries***
***
StateMgr::Unload();
XmlRpc::UnregisterCallback(C_Callback_CustomChat_ChatMessage);
***
***Match_Settings***
***
MB_Settings_UseDefaultTimer = False;
MB_Settings_UseDefaultHud = (C_HudModulePath == "");
MB_Settings_UseDefaultPodiumSequence = False;
Rounds_Settings_UseDefaultSpawnManagement = False;
MB_Settings_UseDefaultIntroSequence = False;
***
***Match_Rules***
***
ModeInfo::SetName(C_ModeName);
ModeInfo::SetType(ModeInfo::C_Type_FreeForAll);
ModeInfo::SetRules(Description);
ModeInfo::SetStatusMessage(_("TYPE: Free for all\nOBJECTIVE: Be the last player not to fall off the structure."));
***
***Match_LoadHud***
***
if (C_HudModulePath != "") Hud_Load(C_HudModulePath);
***
***Match_AfterLoadHud***
***
UIManager.UIAll.ScoreTableOnlyManialink = True;
ClientManiaAppUrl = C_ManiaAppUrl;
Race::SortScores(Race::C_Sort_TotalPoints);
UIModules_PauseMenu_Online::SetHelp(Description);
UIManager.UIAll.OverlayHideSpectatorInfos = True;
UIManager.UIAll.OverlayHideCountdown = True;
Markers::SetDefaultMarker_HudVisibility(CUIConfigMarker::EHudVisibility::Always);
UIManager.UIAll.LabelsVisibility = CUIConfig::EHudVisibility::Everything ;
UIModules::UnloadModules(["UIModule_Race_LapsCounter"]);
SetML();
***
***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);
}
}
}
foreach (Event in UIManager.PendingEvents) {
if (Event.CustomEventType == "LMS_NotifyAFK") {
if (Event.CustomEventData.count > 0) {
UIManager.UIAll.SendChat("$ff9" ^ Event.CustomEventData[0] ^ " has been kicked for being AFK");
XmlRpc::SendCallback(C_Callback_CustomChat_ChatMessage, ["$ff9" ^ Event.CustomEventData[0] ^ " has been kicked for being AFK"]);
}
}
}
StateMgr::Yield();
***
***Match_StartServer***
***
// Initialize mode
Clans::SetClansNb(0);
UsePvPCollisions = True;
UsePvECollisions = True;
StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]);
WarmUp::SetAvailability(True);
CarRank::Reset();
ResetNetworkVariables();
***
***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();
UIModules_ScoresTable::SetCustomTimes([]);
// Map Intro
declare Boolean MapIsCompatible;
declare CMapLandmark[] Landmarks = Map::GetFinishesAndMultilaps();
foreach (Landmark in Landmarks) {
if (Map::IsMultilap(Landmark)) {
MapIsCompatible = True;
break;
}
}
if (!MapIsCompatible) {
UIManager.UIAll.QueueMessage(3000, 1, CUIConfig::EMessageDisplay::Big, _("This map is not valid"));
MB_Sleep(3000);
MB_StopMap();
} else if (S_IntroTime > 0) {
declare netwrite Boolean Net_LMS_IsIntro for Teams[0] = False;
Net_LMS_IsIntro = True;
StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]);
if (Map.HasCustomIntro) {
ModeUtils::PushAndApplyUISequence(UIManager.UIAll, CUIConfig::EUISequence::RollingBackgroundIntro);
} else {
ModeUtils::PushAndApplyUISequence(UIManager.UIAll, CUIConfig::EUISequence::Playing);
}
if (MB_MapIsRunning() && AllPlayers.count <= 0) MB_Yield();
declare Integer WaitingScreenDuration = 0;
while (MB_MapIsRunning() && S_IntroTime - WaitingScreenDuration > 0) {
WaitingScreenDuration = WaitingScreenDuration + 1;
MB_Sleep(1000);
}
ModeUtils::PopAndApplyUISequence(UIManager.UIAll);
Net_LMS_IsIntro = False;
}
***
***Match_StartMap***
***
Race::SetRespawnBehaviour(Race::C_RespawnBehaviour_AlwaysGiveUp);
CarRank::Reset();
***
***Match_InitRound***
***
declare Boolean ThrottleUpdate;
***
***Match_StartRound***
***
Scores::Clear();
UIModules_ScoresTable::SetCustomTimes([]);
declare netwrite Integer Net_LMS_AFKIdleTime for Teams[0] = 120000;
Net_LMS_AFKIdleTime = S_AFKIdleTime;
// WorkAround for longloading
declare Integer StartMapTime = Now;
while (Players.count < 2 && Now < (StartMapTime + 3000)) {
MB_Yield();
}
// Initialize race
StartTime = Now + Race::C_SpawnDuration;
Map_TimeBeforeMalus = S_TimeBeforeMalus;
Map_TimeBeforeNightmare = S_TimeBeforeNightmare;
Map_MalusEveryNSecs = S_MalusEveryNSecs;
Map_NextMalusPreparationTime = S_NextMalusPreparationTime;
Map_MalusDuration = S_MalusDuration;
Map_RoundsPerMap = S_RoundsPerMap;
UpdateScoresTableFooter();
MalusTime = GetTimeBeforeMalus(StartTime, S_TimeBeforeMalus, S_TimeBeforeNightmare);
Net_DisplayUI = True;
Net_TimeBeforeMalus = MalusTime;
Net_NextMalus = -1;
Net_RoundsPerMap = Map_RoundsPerMap;
Net_CurrentRoundNb = Map_ValidRoundsNb + 1;
MalusQueue = [];
// Spawn players for the race
---Rounds_CanSpawn---
declare Text[] AccountIdsOfPlayers for This = [];
declare CMapLandmark PlayerLM;
declare Integer LandmarkIndex for This = 0;
AccountIdsOfPlayers = [];
// Suffle Players list to randomise spawn
declare CSmPlayer[Integer] ShuffledPlayers;
foreach (Player in Players) {
declare Integer RandomIndex = 0;
while (RandomIndex == 0 || ShuffledPlayers.existskey(RandomIndex)) {
RandomIndex = ML::Rand(1, 10000);
}
ShuffledPlayers[RandomIndex] = Player;
}
ShuffledPlayers = ShuffledPlayers.sortkey();
Net_NBPlayers = ShuffledPlayers.count;
Net_PlayersNbAlive = Net_NBPlayers;
foreach (Player in ShuffledPlayers) {
if (Player == Null) continue;
PlayerLM = Null;
while (PlayerLM == Null) {
if (LandmarkIndex > Landmarks.count - 1 ) {
LandmarkIndex = 0;
}
if (Map::IsMultilap(Landmarks[LandmarkIndex])) {
PlayerLM = Landmarks[LandmarkIndex];
}
LandmarkIndex = LandmarkIndex + 1 ;
}
Race::Start(Player, PlayerLM , StartTime);
CarRank::SetRank(Player, Net_NBPlayers);
AccountIdsOfPlayers.add(Player.User.WebServicesUserId);
MalusQueue[Player.User.Login] = GetNewMalus(C_Malus_Reset, 1500);
}
UIModules_ScoresTable::DisplayOnly(AccountIdsOfPlayers);
StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
Race::EnableIntroDuringMatch(False);
UIManager.UIAll.SendChat("$<$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!$>"]);
***
***Match_PlayLoop***
***
// Manage race events
declare Events::K_RaceEvent[] RacePendingEvents = Race::GetPendingEvents();
foreach (Event in RacePendingEvents) {
Race::ValidEvent(Event);
if (Event.Player == Null) continue;
switch (Event.Type) {
case Events::C_Type_Waypoint: {
ThrottleUpdate = True;
Scores::UpdatePlayerBestRaceIfBetter(Event.Player);
Race::StopSkipOutro(Event.Player);
UpdateCustomRanking(Event.Player.User, False);
}
case Events::C_Type_GiveUp: {
ThrottleUpdate = True;
UpdateCustomRanking(Event.Player.User, True);
}
case Events::C_Type_Eliminated: {
ThrottleUpdate = True;
Race::StopSkipOutro(Event.Player);
UpdateCustomRanking(Event.Player.User, True);
}
}
}
// Manage mode events
foreach (Event in PendingEvents) {
if (Event.HasBeenPassed || Event.HasBeenDiscarded) continue;
Events::Invalid(Event);
if (Event.Type == CSmModeEvent::EType::OnPlayerRemoved) {
if (Event.User == Null ) continue;
if (!AccountIdsOfPlayers.exists(Event.User.WebServicesUserId)) continue;
if (IsEliminated(Event.User, Null)) continue;
ThrottleUpdate = True;
UpdateCustomRanking(Event.User, True);
}
}
// Detect when a players count changed without having triggered any of Event (when becoming spectator for example)
if (!ThrottleUpdate && Net_PlayersNbAlive != PlayersNbAlive) {
log("Trying to detect why the player count changed");
foreach (Player in AllPlayers) {
if (Player.User == Null || Player.Score == Null) continue;
if (!AccountIdsOfPlayers.exists(Player.User.WebServicesUserId)) continue;
if (Player.SpawnStatus != CSmPlayer::ESpawnStatus::NotSpawned) continue;
if (IsEliminated(Player.User, Player.Score)) continue;
UpdateCustomRanking(Player.User, True);
ThrottleUpdate = True;
}
}
if (ThrottleUpdate) {
ThrottleUpdate = False;
Net_PlayersNbAlive = PlayersNbAlive;
declare Integer Points = Net_NBPlayers - Net_PlayersNbAlive;
foreach (Player in Players) {
CarRank::SetRank(Player, PlayersNbAlive);
if (Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned) {
Scores::SetPlayerRoundPoints(Player.Score, Points);
}
}
}
if (PlayersNbAlive <= 1 && AccountIdsOfPlayers.count >= 2) { //TODO just respawn in case of 1 player
Net_TimeBeforeMalus = -1;
MB_StopRound();
}
// 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) {
Map_TimeBeforeMalus = S_TimeBeforeMalus;
Map_TimeBeforeNightmare = S_TimeBeforeNightmare;
Map_MalusEveryNSecs = S_MalusEveryNSecs;
Map_NextMalusPreparationTime = S_NextMalusPreparationTime;
Map_MalusDuration = S_MalusDuration;
Map_RoundsPerMap = S_RoundsPerMap;
Net_RoundsPerMap = Map_RoundsPerMap;
UpdateScoresTableFooter();
MalusTime = GetTimeBeforeMalus(StartTime, S_TimeBeforeMalus, S_TimeBeforeNightmare);
if (NextStepMalusTime == 0) {
Net_TimeBeforeMalus = MalusTime;
}
if (Map_MalusDuration <= 0 || (Map_TimeBeforeMalus < 0 && Map_TimeBeforeNightmare < 0)) {
Net_TimeBeforeMalus = -1;
Net_NextMalus = -1;
}
}
// Run Malus
if (Players.count > 0 && S_MalusDuration > 0 && MalusTime != -1 && Now > MalusTime) {
if (Now > NextStepMalusTime) {
if (!ActiveMalus && !PendingMalus) {
if (S_TimeBeforeNightmare >= 0 && Now > (StartTime + (S_TimeBeforeNightmare * 1000))) {
MalusIndex = C_Malus_Nightmare;
} else if (AllPlayersAreInTurtle()) {
log("All players are in turtle");
MalusIndex = ML::Rand(7, 10); // Boost if all players in Turtle
} else {
MalusIndex = ML::Rand(1, 15);
}
PendingMalus = True;
ActiveMalus = False;
NextStepMalusTime = Now + (S_NextMalusPreparationTime*1000);
// Players UI update
Net_NextMalus = MalusIndex;
Net_TimeBeforeMalus = NextStepMalusTime;
} else if (PendingMalus && !ActiveMalus) {
foreach (Player in Players) {
MalusQueue[Player.User.Login] = GetNewMalus(MalusIndex);
}
PendingMalus = False;
ActiveMalus = True;
NextStepMalusTime = Now + (S_MalusDuration*1000);
UIModules_BigMessage::SetMessage("Current Effect: "^C_Malus_Name[MalusIndex]);
// Players UI update
Net_NextMalus = 0;
Net_TimeBeforeMalus = NextStepMalusTime;
} else if (!PendingMalus && ActiveMalus) {
if (MalusIndex == 99) {
foreach (Player in Players) {
MalusQueue[Player.User.Login] = GetNewMalus(C_Malus_Nightmare);
}
NextStepMalusTime = Now + (S_MalusDuration*1000);
} else {
foreach (Player in Players) {
MalusQueue[Player.User.Login] = GetNewMalus(C_Malus_Reset);
}
PendingMalus = False;
ActiveMalus = False;
NextStepMalusTime = Now + (S_MalusEveryNSecs*1000);
UIModules_BigMessage::SetMessage("");
// Players UI update
Net_NextMalus = -1;
Net_TimeBeforeMalus = NextStepMalusTime;
}
}
}
}
foreach (Login => Malus in MalusQueue) {
declare CSmPlayer Player = GetPlayer(Login);
if (Malus.Time + 1000 < Now) { // Clear old entry
MalusQueue.removekey(Login);
} 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);
if (SetMalus(Player, Malus.MalusIndex)) {
MalusQueue.removekey(Login);
}
}
}
***
***Match_EndRound***
***
PendingMalus = False;
ActiveMalus = False;
Net_DisplayUI = False;
Net_TimeBeforeMalus = -1;
Net_NextMalus = -1;
Race::StopSkipOutroAll();
StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]);
if (Round_ForceEndRound || Round_SkipPauseRound) {
// 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;
declare CSmScore WinnerScore <=> Scores::GetBestPlayer(Scores::C_Sort_RoundPoints);
if (WinnerScore == Null) {
foreach (Score in Scores) {
if (Score.BestRaceTimes.count <= 0 && Score.User != Null && AccountIdsOfPlayers.exists(Score.User.WebServicesUserId)) {
declare CSmPlayer Player = GetPlayer(Score.User.Login);
if (Player != Null && !Player.RequestsSpectate) {
WinnerScore <=> Score;
break;
}
}
}
}
Scores::SetPlayerWinner(WinnerScore);
ModeUtils::PlaySound(CUIConfig::EUISound::EndRound, 0);
if (WinnerScore == Null) {
UIModules_BigMessage::SetMessage(_("|Match|Draw"));
} else {
UIModules_BigMessage::SetMessage(_("$<%1$> wins the match!"), WinnerScore.User.WebServicesUserId);
}
Scores::EndRound();
Race::SortScores(Race::C_Sort_TotalPoints);
MB_Sleep(5000);
UIModules_BigMessage::SetMessage("");
UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::ForcedVisible;
MB_Sleep((S_ChatTime*1000)/2);
UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::Normal;
UIManager.UIAll.UISequence = CUIConfig::EUISequence::Playing;
if (MapIsOver(Map_ValidRoundsNb)) MB_StopMatch();
}
***
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Functions
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Reset Network Variables
Void ResetNetworkVariables() {
declare netwrite Boolean Net_DisplayUI for Teams[0] = False;
Net_DisplayUI = False;
declare netwrite Integer Net_NBPlayers for Teams[0] = 0;
Net_NBPlayers = 0;
declare netwrite Integer Net_PlayersNbAlive for Teams[0] = 0;
Net_PlayersNbAlive = 0;
declare netwrite Integer Net_NextMalus for Teams[0] = -1;
Net_NextMalus = 0;
declare netwrite Integer Net_TimeBeforeMalus for Teams[0] = -1;
Net_TimeBeforeMalus = 0;
declare netwrite Integer Net_RoundsPerMap for Teams[0] = 0;
Net_RoundsPerMap = 0;
declare netwrite Integer Net_CurrentRoundNb for Teams[0] = 0;
Net_CurrentRoundNb = 0;
}
/** Check if a Player is already considered eliminated
*
* @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) {
if (Score.User == Null) continue;
if (Score.User == _User) {
if (Score.PrevRaceTimes.count > 0) return True;
else return False;
break;
}
}
} else if (_Score.PrevRaceTimes.count > 0) {
return True;
}
return False;
}
/** Detect if all players are in Turtle
*
* @return Return False if one player is not in turtle
*/
Boolean AllPlayersAreInTurtle() {
foreach (Player in Players) {
if (Player.WheelsContactCount > 1 || Player.Speed > 1) {
return False;
}
}
return True;
}
/** Get the Time Before the first Malus or NightMare Mode
*
* @param _StartTime The starting time of the map
* @param _TimeBeforeMalus The time before the first Malus
* @param _TimeBeforeNightmare The time before the NightMare mode
*
* @return The Malus Time or -1 in no Malus
*/
Integer GetTimeBeforeMalus(Integer _StartTime, Integer _TimeBeforeMalus, Integer _TimeBeforeNightmare) {
declare Integer MalusTime;
if (_TimeBeforeMalus >= 0 && (_TimeBeforeMalus < _TimeBeforeNightmare || _TimeBeforeNightmare == -1)) {
MalusTime = _StartTime + (_TimeBeforeMalus * 1000);
} else if (_TimeBeforeNightmare >= 0 && (_TimeBeforeNightmare < _TimeBeforeMalus || _TimeBeforeNightmare == _TimeBeforeMalus || _TimeBeforeMalus == -1)) {
MalusTime = _StartTime + (_TimeBeforeNightmare * 1000);
} else {
MalusTime = -1;
}
return MalusTime;
}
/** Update the Scores Table with hidden custom points
*
* @param _User The User who is eliminated
* @param _OverrideTime Compute time because it not ended the Map
*/
Void UpdateCustomRanking(CUser _User, Boolean _OverrideTime) {
if (_User == Null) return;
if (_OverrideTime) {
declare Integer[Text] CustomTimes = UIModules_ScoresTable::GetCustomTimes();
CustomTimes[_User.WebServicesUserId] = Now - StartTime;
UIModules_ScoresTable::SetCustomTimes(CustomTimes);
}
UIManager.UIAll.SendChat("""$<$ff3$> Player $<$ff9{{{_User.Name}}}$> is eliminated""");
XmlRpc::SendCallback(C_Callback_CustomChat_ChatMessage, ["""$<$ff3$> Player $<$ff9{{{_User.Name}}}$> is eliminated"""]);
}
/** Update the scores table footer text
*
*/
Void UpdateScoresTableFooter() {
declare Text Footer = "";
if (S_MalusDuration <= 0 || (S_TimeBeforeMalus < 0 && S_TimeBeforeNightmare < 0)) {
Footer ^= "Malus disabled";
} else {
declare Text[] Parts;
declare Text Message = "";
if (S_TimeBeforeMalus >= 0) {
if (Parts.count > 0) Message ^= "\n";
Message ^= """%{{{Parts.count + 1}}}{{{TL::TimeToText(S_TimeBeforeMalus*1000)}}}""";
Parts.add("Time Before Malus: ");
}
if (S_TimeBeforeNightmare >= 0) {
if (Parts.count > 0) Message ^= "\n";
Message ^= """%{{{Parts.count + 1}}}{{{TL::TimeToText(S_TimeBeforeNightmare*1000)}}}""";
Parts.add("Time Before NM: ");
}
switch (Parts.count) {
case 0: Footer = Message;
case 1: Footer = TL::Compose(Message, Parts[0]);
case 2: Footer = TL::Compose(Message, Parts[0], Parts[1]);
}
}
UIModules_ScoresTable::SetFooterInfo(Footer);
}
K_Malus GetNewMalus(Integer _MalusIndex, Integer _Time) {
return K_Malus {
Time = Now + _Time,
MalusIndex = _MalusIndex
};
}
K_Malus GetNewMalus(Integer _MalusIndex) {
return GetNewMalus(_MalusIndex, 0);
}
/** Set Malus to a specific Players
*
* @param _Player Player
* @param _Type Malus Index
*/
Boolean SetMalus(CSmPlayer _Player, Integer _Type) {
if (_Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned && !SetPlayer_DelayedIsFull(_Player)) {
if (_Type > 0) {
_Player.Dossard_Color = <1., 0., 0.>;
} else {
_Player.Dossard_Color = <1., 1., 1.>;
}
switch (_Type) {
case C_Malus_Reset: {
SetPlayerVehicle_ControlledByMode(_Player, False);
SetPlayerVehicle_ResetControlledModeValues(_Player);
SetPlayer_Delayed_Reset(_Player);
}
case C_Malus_ForceEngine: {
SetPlayer_Delayed_ForceEngine(_Player,True);
}
case C_Malus_NoEngine: {
SetPlayer_Delayed_NoEngine(_Player,True);
}
case C_Malus_BackwardOnly: {
SetPlayer_Delayed_Cruise(_Player,True,-999.);
}
case C_Malus_NoBrakes: {
SetPlayer_Delayed_NoBrakes(_Player,True);
}
case C_Malus_NoSteer: {
SetPlayer_Delayed_NoSteer(_Player,True);
}
case C_Malus_SlowMotion: {
SetPlayer_Delayed_SlowMotion(_Player,True);
}
case C_Malus_BoostDown: {
SetPlayer_Delayed_BoostDown(_Player,True);
}
case C_Malus_BoostUp: {
SetPlayer_Delayed_BoostUp(_Player,True);
}
case C_Malus_Boost2Down: {
SetPlayer_Delayed_Boost2Down(_Player,True);
}
case C_Malus_Boost2Up: {
SetPlayer_Delayed_Boost2Up(_Player,True);
}
case C_Malus_LockPlayer: {
SetPlayerVehicle_ControlledByMode(_Player, True);
}
case C_Malus_AccelCoef25: {
SetPlayer_Delayed_AccelCoef(_Player,0.25);
}
case C_Malus_AdherenceCoef25: {
SetPlayer_Delayed_AdherenceCoef(_Player,0.25);
}
case C_Malus_ControlCoef25: {
SetPlayer_Delayed_ControlCoef(_Player,0.25);
}
case C_Malus_GravityCoef25: {
SetPlayer_Delayed_GravityCoef(_Player,0.25);
}
// The goal is to kill all Players
case C_Malus_Nightmare: {
SetPlayerVehicle_ControlledByMode(_Player, True);
SetPlayerVehicle_TargetSpeedValue(_Player, ML::Rand(-500.,500.));
SetPlayerVehicle_SteerValue(_Player,ML::Rand(-1.,1.));
SetPlayer_Delayed_Boost2Up(_Player,True);
SetPlayer_Delayed_AdherenceCoef(_Player,0.1);
}
}
return True;
}
return False;
}
/** Set the UI
*
* @param _Player Malus Index
*/
Void SetML() {
declare Real TotalWidth = 44.5;
declare Text MLText = """
""";
Layers::Create("LMS_InfoPanel", MLText);
Layers::SetType("LMS_InfoPanel", CUILayer::EUILayerType::Normal);
Layers::Attach("LMS_InfoPanel");
MLText = """
""";
Layers::Create("LMS_MapInfo", MLText);
Layers::SetType("LMS_MapInfo", CUILayer::EUILayerType::Normal);
Layers::Attach("LMS_MapInfo");
MLText = """
""";
Layers::Create("LMS_AFKManager", MLText);
Layers::SetType("LMS_AFKManager", CUILayer::EUILayerType::Normal);
Layers::Attach("LMS_AFKManager");
}
/** 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
*/
Boolean MapIsOver(Integer _ValidRoundsNb) {
if (S_RoundsPerMap > 0 && _ValidRoundsNb >= S_RoundsPerMap) return True; //< There is a rounds limit and it is reached
return False;
}