/**
* Royal Rounds mode
*/
#Extends "Modes/Nadeo/Trackmania/Base/TrackmaniaRoundsBase.Script.txt"
#Const CompatibleMapTypes "TrackMania\\TM_Royal,TM_Royal"
#Const Version "2023-10-16"
#Const ScriptName "Modes/TrackMania/TM_RoyalRounds_Online.Script.txt"
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Libraries
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
#Include "TextLib" as TL
#Include "MathLib" as ML
#Include "Libs/Nadeo/CMGame/Utils/Semver.Script.txt" as Semver
#Include "Libs/Nadeo/CMGame/Modes/Utils.Script.txt" as ModeUtils
#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/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/Checkpoint_Server.Script.txt" as UIModules_Checkpoint
#Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/BigMessage_Server.Script.txt" as UIModules_BigMessage
#Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/Chrono_Server.Script.txt" as UIModules_Chrono
#Include "Libs/Nadeo/Trackmania/Modes/Rounds/UIModules/SmallScoresTable_Server.Script.txt" as UIModules_SmallScoresTable
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Settings
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
#Setting S_PointsLimit 100 as _("Points limit")
#Setting S_FinishTimeout -1 as _("Finish timeout")
#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 -1 as _("Number of maps 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_SegmentsPerRound 5 as "Number of segment to end the round"
#Setting S_StrictPointDistribution False as "Give points only to players who complete all segments"
#Setting S_AllowCam7DuringWaitingScreen False as ""
#Setting S_RoundWaitingScreenDuration 20 as _("Round waiting screen duration") //< Maximum time spent waiting for players at the beginning of each round
#Setting S_FinisherBonusBase 5 as "Base of Bonus for finishers"
#Setting S_FinisherBonusNumber 10 as "if only one player finish, they get S_FinisherBonusBase x This value. if 2, it's This - 1, etc..."
#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")
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Constants
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
#Const C_ModeName "RoyalRounds"
//L16N [Rounds] Description of the mode rules
#Const Description _("$zIn $<$t$6F9RoyalRounds$z$z$> mode, the goal is to win a maximum number of $<$t$6F9points.\n\n$z$>The rounds mode consists of $<$t$6F9a series of races$z$>.\nWhen you finish a race in a good $<$t$6F9position$z$>, you get $<$t$6F9points$z$>, added to your total.\n\nThe $<$t$6F9winner$z$> is the first player whose total reaches the $<$t$6F9point limit$z$> (30 for example).")
#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
#Const C_DisableSkipOutro True //< Prevent the players from pressing respawn/give up to cut the finish outro and respawn faster
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// 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);
Log::RegisterScript(UIModules_Checkpoint::ScriptName, UIModules_Checkpoint::Version);
Log::RegisterScript(UIModules_SmallScoresTable::ScriptName, UIModules_SmallScoresTable::Version);
***
***Match_LoadLibraries***
***
StateMgr::Load();
***
***Match_UnloadLibraries***
***
StateMgr::Unload();
***
***Match_Settings***
***
MB_Settings_UseDefaultHud = (C_HudModulePath == "");
MB_Settings_UseDefaultPodiumSequence = False;
MB_Settings_UseDefaultIntroSequence = 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::SetVisibleFor(UIModules_Checkpoint::C_Target_None);
UIModules_TimeGap::SetTimeGapMode(UIModules_TimeGap::C_TimeGapMode_Hidden);
UIModules_PauseMenu_Online::SetHelp(Description);
// Hide SM Overlay
UIManager.UIAll.OverlayHideSpectatorInfos = True;
UIManager.UIAll.OverlayHideCountdown = True;
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);
}
}
}
StateMgr::Yield();
***
***Match_InitServer***
***
declare Integer Server_PointsLimit;
declare Integer Server_RoundsPerMap;
declare Integer Server_MapsPerMatch;
declare Integer Server_SegmentsPerRound;
***
***Match_StartServer***
***
// Initialize mode
Clans::SetClansNb(0);
Scores::SaveInScore(Scores::C_Points_Match);
StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]);
UsePvECollisions = False; //< Synchronize obstacles between all players
Race::UseAutomaticDossardColor(False);
Server_PointsLimit = S_PointsLimit - 1;
Server_RoundsPerMap = S_RoundsPerMap - 1;
Server_MapsPerMatch = S_MapsPerMatch - 1;
Server_SegmentsPerRound = S_SegmentsPerRound - 1;
***
***Match_InitMap***
***
declare netwrite Text Net_ScriptEnvironment for Teams[0] = S_ScriptEnvironment;
if (Net_ScriptEnvironment != S_ScriptEnvironment) {
Net_ScriptEnvironment = S_ScriptEnvironment;
}
declare Integer Map_ValidRoundsNb;
declare Boolean Map_Skipped;
UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb, S_SegmentsPerRound);
// Find start blocks
declare CMapLandmark[] Starts = Map::GetStarts();
declare CMapLandmark[Integer] SortedStarts;
foreach (Start in Starts) {
SortedStarts[Start.Order] = Start;
}
SortedStarts = SortedStarts.sortkey();
declare CMapLandmark[] Map_Starts for This;
Map_Starts = [];
foreach (Start in SortedStarts) {
Map_Starts.add(Start);
}
if (Map_Starts.count > 0) {
Map::SetDefaultStart(Map_Starts[0]);
} else {
StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]);
UIManager.UIAll.QueueMessage(3000, 1, CUIConfig::EMessageDisplay::Big, _("This map is not valid"));
MB_Sleep(3000);
MB_StopMap();
}
// Waiting screen
declare Integer WaitingScreenDuration = 0;
if (WaitingScreenDuration >= 0) {
if (S_AllowCam7DuringWaitingScreen) ModeUtils::PushAndApplyUISequence(UIManager.UIAll, CUIConfig::EUISequence::Playing);
else ModeUtils::PushAndApplyUISequence(UIManager.UIAll, CUIConfig::EUISequence::RollingBackgroundIntro);
// Wait for the connection of the first valid player to start the countdown
while (MB_MapIsRunning() && AllPlayers.count <= 0) {
MB_Sleep(1000);
}
UIModules_BigMessage::SetMessage("""The map will start in few seconds""");
while (MB_MapIsRunning() && S_RoundWaitingScreenDuration - WaitingScreenDuration > 0) {
if (S_RoundWaitingScreenDuration - WaitingScreenDuration <= 3) {
ModeUtils::PlaySound(CUIConfig::EUISound::PhaseChange, 0);
UIModules_BigMessage::SetMessage("""The map starts in {{{S_RoundWaitingScreenDuration - WaitingScreenDuration}}} seconds""");
}
WaitingScreenDuration = WaitingScreenDuration + 1;
MB_Sleep(1000);
}
UIModules_BigMessage::SetMessage("");
ModeUtils::PopAndApplyUISequence(UIManager.UIAll);
}
***
***Match_StartMap***
***
// Add bot when necessary
Users_SetNbFakeUsers(C_FakeUsersNb, 0);
Map_Skipped = True;
StartTime = Now + Race::C_SpawnDuration;
UIModules_ScoresTable::SetFooterInfo(_("Warm up"));
MB_WarmUp(S_WarmUpNb, S_WarmUpDuration * 1000, S_WarmUpTimeout * 1000);
***
***Match_StartWarmUpRound***
***
declare netwrite Boolean Net_RoyalRounds_WarmUpUI_IsActive for Teams[0];
Net_RoyalRounds_WarmUpUI_IsActive = True;
foreach (Player in Players) {
declare netwrite Integer Net_RoyalRounds_WarmUpUI_SelectedSegment for Player = 1;
Player.LandmarkOrderSelector_Race = Net_RoyalRounds_WarmUpUI_SelectedSegment;
}
***
***Match_WarmUpLoop***
***
// Manage Custom UI Events
foreach (Event in UIManager.PendingEvents) {
Log::Log("[UIManager] Event.CustomEventType: " ^ Event.CustomEventType);
if (TL::StartsWith("Request.WarmUp.Segment.", Event.CustomEventType)) {
declare Text Target = Event.CustomEventData[0];
declare CSmPlayer Player = GetPlayer(Target);
if (Player != Null) {
declare CMapLandmark[] Map_Starts for This;
declare netwrite Integer Net_RoyalRounds_WarmUpUI_SelectedSegment for Player = 1;
declare Integer NewSegment;
if (Event.CustomEventType == "Request.WarmUp.Segment.Minus") {
if (Net_RoyalRounds_WarmUpUI_SelectedSegment == 1) NewSegment = 5;
else NewSegment = Net_RoyalRounds_WarmUpUI_SelectedSegment - 1;
} else if (Event.CustomEventType == "Request.WarmUp.Segment.Plus") {
if (Net_RoyalRounds_WarmUpUI_SelectedSegment == 5) NewSegment = 1;
else NewSegment = Net_RoyalRounds_WarmUpUI_SelectedSegment + 1;
}
Player.LandmarkOrderSelector_Race = NewSegment;
Net_RoyalRounds_WarmUpUI_SelectedSegment = NewSegment;
Race::SetPlayerDefaultStart(Player, Map_Starts[NewSegment-1]);
Race::StopSkipOutro(Player);
}
}
}
***
***Match_EndWarmUpRound***
***
declare netwrite Boolean Net_RoyalRounds_WarmUpUI_IsActive for Teams[0];
Net_RoyalRounds_WarmUpUI_IsActive = False;
***
***Rounds_SpawnPlayer***
***
declare Integer CurrentSegment for Player.Score = -1;
// Init player if newly connected
if (CurrentSegment == -1) {
CurrentSegment = 1;
CurrentRanking[0][Player.User.WebServicesUserId] = 0;
if (!UpdateRankingSegments.exists(0)) UpdateRankingSegments.add(0);
if (UpdateRankingTimer == 0) UpdateRankingTimer = Now + 1000;
}
declare Integer Index;
if (CurrentSegment > Map_Starts.count) {
Index = Map_Starts.count - 1;
} else {
Index = CurrentSegment - 1;
}
switch (CurrentSegment) {
case 1: Player.Dossard_Color = Race::C_DossardColor_Default; // White
case 2: Player.Dossard_Color = <0.063, 0.816, 0.125>; // Green
case 3: Player.Dossard_Color = <0.125, 0.251, 0.753>; // Blue
case 4: Player.Dossard_Color = <0.8, 0.2, 0.2>; // Red
default: Player.Dossard_Color = <0.2, 0.2, 0.2>; // Black
}
Player.LandmarkOrderSelector_Race = Index + 1;
declare Integer SpecificStartTime = Now + Race::C_SpawnDuration;
if (IsStartRound) SpecificStartTime = StartTime;
Race::Start(Player, Map_Starts[Index] , SpecificStartTime);
***
***Rounds_PlayerSpawned***
***
declare Integer SpecificOffset = Player.StartTime - StartTime;
if (IsStartRound) SpecificOffset = 0;
UIModules_Chrono::SetTimeOffset(Player, SpecificOffset);
***
***Match_InitRound***
***
declare netwrite Integer Net_RoyalRounds_CheckpointUI_TotalNbSegments for Teams[0];
declare Integer[Text] CustomTimes for This = [];
declare Integer[Text][Integer] CurrentRanking for This = []; // CurrentRanking[Segment][AccountId][Time]
CurrentRanking[0] = Integer[Text]; // Init white section
declare Boolean IsStartRound = True;
// Reset players for the race
foreach (Score in Scores) {
declare Integer CurrentSegment for Score = -1;
CurrentSegment = 1;
CurrentRanking[0][Score.User.WebServicesUserId] = 0;
}
declare Integer UpdateRankingTimer = 1;
declare Integer[] UpdateRankingSegments;
UpdateRankingSegments.add(0);
***
***Match_StartRound***
***
UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb, S_SegmentsPerRound);
StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
IsStartRound = False;
***
***Match_PlayLoop***
***
// Manage race events
declare RacePendingEvents = Race::GetPendingEvents();
foreach (Event in RacePendingEvents) {
if (Event.Type == Events::C_Type_SkipOutro && C_DisableSkipOutro) {
Race::InvalidEvent(Event);
} else {
Race::ValidEvent(Event);
// Waypoint
if (Event.Type == Events::C_Type_Waypoint) {
if (Event.Player != Null) {
if (Event.IsEndRace) {
declare Integer CurrentSegment for Event.Player.Score = -1;
Log::Log("""[RacePendingEvents] Player {{{Event.Player.User.Name }}} end the segment {{{CurrentSegment}}} at {{{Event.Player.StartTime - StartTime + Event.RaceTime}}}""");
if (CurrentRanking.existskey(CurrentSegment-1)) CurrentRanking[CurrentSegment-1].removekey(Event.Player.User.WebServicesUserId) ;
if (!CurrentRanking.existskey(CurrentSegment)) CurrentRanking[CurrentSegment] = Integer[Text];
CurrentRanking[CurrentSegment][Event.Player.User.WebServicesUserId] = Event.Player.StartTime - StartTime + Event.RaceTime;
// Update Ranking of the current players
declare Integer Rank = 1;
declare Integer I = 1;
Rank = CurrentRanking[CurrentSegment].count;
while (CurrentRanking.existskey(CurrentSegment + I)) {
Rank = Rank + CurrentRanking[CurrentSegment + I].count;
I = I + 1;
}
Event.Player.Dossard_Number = TL::FormatInteger(ML::Clamp(Rank, 0, 99), 2);
// Send Rank to Checkpoint UI
declare netwrite Integer Net_RoyalRounds_CheckpointUI_Rank for Event.Player;
Net_RoyalRounds_CheckpointUI_Rank = Rank;
declare netwrite Integer Net_RoyalRounds_CheckpointUI_Update for Event.Player;
Net_RoyalRounds_CheckpointUI_Update += 1;
declare netwrite Integer Net_RoyalRounds_CheckpointUI_CurrentNbSegments for Event.Player;
Net_RoyalRounds_CheckpointUI_CurrentNbSegments = CurrentSegment;
if (CurrentSegment < S_SegmentsPerRound) { // TODO Try to keep CP diff a the bottom of the screen
declare ModeRounds_CanSpawn for Event.Player.Score = Rounds_Settings_CanSpawnDefault;
ModeRounds_CanSpawn = True;
CurrentSegment = CurrentSegment + 1;
Race::StopSkipScoresTable(Event.Player);
} else {
Scores::UpdatePlayerPrevRace(Event.Player);
UpdateCustomRanking(Event.Player);
Race::SortScores(Race::C_Sort_TotalPoints);
if (EndTime <= 0) {
EndTime = GetFinishTimeout(S_FinishTimeout);
}
}
// Add to trigger UpdateRanking for all players affected
if (!UpdateRankingSegments.exists(CurrentSegment-1)) UpdateRankingSegments.add(CurrentSegment-1);
if (UpdateRankingTimer == 0) UpdateRankingTimer = Now + 1000;
}
}
} else if (Event.Type == Events::C_Type_GiveUp) {
Log::Log("""[RacePendingEvents] Player {{{Event.Player.User.Name }}} give-up""");
if (Event.Player != Null) {
declare Integer CurrentSegment for Event.Player.Score = -1;
if (CurrentRanking.existskey(CurrentSegment-1)) CurrentRanking[CurrentSegment-1].removekey(Event.Player.User.WebServicesUserId);
while (CurrentSegment >= 1) {
if (!UpdateRankingSegments.exists(CurrentSegment-1)) UpdateRankingSegments.add(CurrentSegment-1);
CurrentSegment = CurrentSegment - 1;
}
if (UpdateRankingTimer == 0) UpdateRankingTimer = Now + 1000;
declare Boolean ModeRounds_CanSpawn for Event.Player.Score = Rounds_Settings_CanSpawnDefault;
}
}
}
}
// Manage mode events
foreach (Event in PendingEvents) {
if (Event.HasBeenPassed || Event.HasBeenDiscarded) continue;
Events::Invalid(Event);
}
if (UpdateRankingTimer > 0 && Now > UpdateRankingTimer) {
UpdateRankingSegments = UpdateRankingSegments.sortreverse();
foreach (Segment in UpdateRankingSegments) {
Log::Log("[UpdateRanking] Updating ranking of players of the segment " ^ Segment);
declare Integer I = 1;
declare Integer Rank = 1;
while (CurrentRanking.existskey(Segment + I)) {
Rank = Rank + CurrentRanking[Segment + I].count;
I = I + 1;
}
if (CurrentRanking.existskey(Segment)) {
if (Segment == 0) Rank = Rank + CurrentRanking[0].count - 1;
foreach (ID => Time in CurrentRanking[Segment]) {
declare CSmPlayer Player = ModeUtils::GetPlayerFromAccountId(ID);
if (Player != Null) Player.Dossard_Number = TL::FormatInteger(ML::Clamp(Rank, 0, 99), 2);
if (Segment != 0) Rank = Rank + 1;
}
}
}
UpdateRankingTimer = 0;
UpdateRankingSegments.clear();
}
// Server info change
if (
Server_PointsLimit != S_PointsLimit ||
Server_RoundsPerMap != S_RoundsPerMap ||
Server_MapsPerMatch != S_MapsPerMatch ||
Server_SegmentsPerRound != S_SegmentsPerRound
) {
Server_PointsLimit = S_PointsLimit;
Server_RoundsPerMap = S_RoundsPerMap;
Server_MapsPerMatch = S_MapsPerMatch;
Server_SegmentsPerRound = S_SegmentsPerRound;
UpdateScoresTableFooter(S_PointsLimit, S_RoundsPerMap, S_MapsPerMatch, Map_ValidRoundsNb, S_SegmentsPerRound);
}
if (Net_ScriptEnvironment != S_ScriptEnvironment) {
Net_ScriptEnvironment = S_ScriptEnvironment;
}
if (Net_RoyalRounds_CheckpointUI_TotalNbSegments != S_SegmentsPerRound) {
Net_RoyalRounds_CheckpointUI_TotalNbSegments = S_SegmentsPerRound;
}
***
***Rounds_CheckStopRound***
***
// End the round
// If All players finished
if (Players.count > 0 && PlayersNbAlive <= 0) {
declare Boolean NoOneCanPlay = True;
foreach (Player in Players) {
declare Boolean ModeRounds_CanSpawn for Player.Score = Rounds_Settings_CanSpawnDefault;
if (ModeRounds_CanSpawn) {
NoOneCanPlay = False;
break;
}
}
if (NoOneCanPlay) {
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]);
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;
// Get the last round points
UpdateCustomRanking(Null);
Race::SortScores(Race::C_Sort_TotalPoints);
UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::ForcedVisible;
UIManager.UIAll.UISequence = CUIConfig::EUISequence::EndRound;
MB_Sleep(3000);
// Add them to the total scores
ComputeScores();
Race::SortScores(Race::C_Sort_TotalPoints);
MB_Sleep(3000);
UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::Normal;
UIManager.UIAll.UISequence = CUIConfig::EUISequence::Playing;
if (MapIsOver(S_UseTieBreak, S_PointsLimit, Map_ValidRoundsNb, S_RoundsPerMap)) {
Map_Skipped = False;
MB_StopMap();
}
}
CustomTimes.clear();
CurrentRanking.clear();
UIModules_SmallScoresTable::ResetCustomTimes();
UIModules_SmallScoresTable::ResetCustomResults();
***
***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);
Scores::SetPlayerWinner(Scores::GetBestPlayer(Scores::C_Sort_MatchPoints));
***
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Functions
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/** Update the scores table footer text
*
* @param _PointsLimit The points limit
* @param _RoundsPerMap The number of round per map
* @param _MapsPerMatch The number of maps per match
* @param _ValidRoundsNb Number of valid rounds played
* @param _SegmentsPerRound The number of segment per round
*/
Void UpdateScoresTableFooter(Integer _PointsLimit, Integer _RoundsPerMap, Integer _MapsPerMatch, Integer _ValidRoundsNb, Integer _SegmentsPerRound) {
declare Text[] Parts;
declare Text Message = "";
if (_PointsLimit > 0) {
if (Parts.count > 0) Message ^= " | ";
Message ^= """%{{{Parts.count + 1}}}{{{_PointsLimit}}}""";
//L16N [Rounds] Number of points to reach to win the match.
Parts.add(_("Points limit : "));
}
if (_RoundsPerMap > 0) {
if (Parts.count > 0) Message ^= " | ";
Message ^= """%{{{Parts.count + 1}}}{{{ML::Min(_ValidRoundsNb+1, _RoundsPerMap)}}}/{{{_RoundsPerMap}}}""";
//L16N [Rounds] Number of rounds played during the map.
Parts.add(_("Rounds : "));
}
if (_MapsPerMatch > 0) {
if (Parts.count > 0) Message ^= " | ";
Message ^= """%{{{Parts.count + 1}}}{{{MB_GetMapCount()}}}/{{{_MapsPerMatch}}}""";
//L16N [Rounds] Number of maps played during the match.
Parts.add(_("Maps : "));
}
if (_SegmentsPerRound != 5) {
if (Parts.count > 0) Message ^= " | ";
Message ^= """%{{{Parts.count + 1}}}{{{_SegmentsPerRound}}}""";
Parts.add("Segments : ");
}
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]));
case 4: UIModules_ScoresTable::SetFooterInfo(TL::Compose(Message, Parts[0], Parts[1], Parts[2], Parts[3]));
}
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/** 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 + Map.TMObjective_AuthorTime / 6;
}
return Now + FinishTimeout;
}
/** Update the Scores Table with Real Time
*
* @param _Player The Player who end the round
*/
Void UpdateCustomRanking(CSmPlayer _Player) {
declare Integer[Text] CustomTimes for This;
declare Text[Text] CustomResult;
declare Integer[Text][Integer] CurrentRanking for This = [];
declare Integer[] PointsRepartition = PointsRepartition::GetPointsRepartition();
if (_Player != Null) {
declare Integer CurrentSegment for _Player.Score;
CustomTimes[_Player.User.WebServicesUserId] = CurrentRanking[CurrentSegment][_Player.User.WebServicesUserId];
} else {
if (!S_StrictPointDistribution) {
CustomTimes.clear();
CurrentRanking = CurrentRanking.sortkeyreverse();
declare Integer LastTimeFromThePreviousSegment = 0;
declare Integer LastTime = 0;
foreach (Segment => DummyVar in CurrentRanking) {
if (Segment == 0) break;
if (CustomTimes.count > 0) LastTimeFromThePreviousSegment = LastTime;
foreach (ID => Time in CurrentRanking[Segment]) {
CustomTimes[ID] = Time + LastTimeFromThePreviousSegment;
LastTime = Time + LastTimeFromThePreviousSegment;
if (LastTimeFromThePreviousSegment > 0) CustomResult[ID] = """({{{Segment - S_SegmentsPerRound}}}) {{{TL::TimeToText(Time, True, True)}}}""";
}
}
}
}
declare Integer BonusForFinishers = 0;
if (S_FinisherBonusBase > 0 && S_FinisherBonusNumber > 0 && CurrentRanking.existskey(S_SegmentsPerRound)) {
BonusForFinishers = ML::Max(0, S_FinisherBonusBase * (S_FinisherBonusNumber + 1 - CurrentRanking[S_SegmentsPerRound].count));
if (_Player == Null && BonusForFinishers > 0) {// If End round
UIManager.UIAll.SendChat("$<$ff3$> " ^ CurrentRanking[S_SegmentsPerRound].count ^ " players received " ^ BonusForFinishers ^ " bonus points for being the only finishers" );
}
}
if (PointsRepartition.count > 0) {
CustomTimes = CustomTimes.sort();
declare Integer I = 0;
foreach (AccountId => DummyVar in CustomTimes) {
declare CSmPlayer Player = ModeUtils::GetPlayerFromAccountId(AccountId);
if (Player == Null) continue;
declare Integer Points = 0;
if (PointsRepartition.existskey(I)) {
Points = PointsRepartition[I];
} else {
Points = PointsRepartition[PointsRepartition.count - 1];
}
declare Integer CurrentSegment for Player.Score;
if (CurrentSegment == S_SegmentsPerRound) {
Points += BonusForFinishers;
}
Scores::SetPlayerRoundPoints(Player.Score, Points);
I += 1;
}
}
UIModules_SmallScoresTable::SetCustomTimes(CustomTimes);
UIModules_SmallScoresTable::SetCustomResults(CustomResult);
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/// Compute the map scores
Void ComputeScores() {
Scores::EndRound();
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/** Check if the points limit was reached
*
* @param _UseTieBreak Prevent ties or not
* @param _PointsLimit Number of points to get to win the match
*
* @return C_PointsLimit_Reached if the points limit is reached
* C_PointsLimit_Tie if there is a tie
* C_PointsLimit_NotReached if the points limit is not reached
*/
Integer PointsLimitReached(Boolean _UseTieBreak, Integer _PointsLimit) {
declare Integer MaxScore = -1;
declare Boolean Tie = False;
foreach (Score in Scores) {
declare Integer Points = Scores::GetPlayerMatchPoints(Score);
if (Points > MaxScore) {
MaxScore = Points;
Tie = False;
} else if (Points == MaxScore) {
Tie = True;
}
}
if (_UseTieBreak && Tie) return C_PointsLimit_Tie; //< There is a tie and it is not allowed
if (_PointsLimit > 0 && MaxScore >= _PointsLimit) return C_PointsLimit_Reached; //< There is a points limit and it is reached
return C_PointsLimit_NotReached; //< There is no points limit or the points limit is not reached
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/** Check if we should go to the next map
*
* @param _UseTieBreak Prevent ties or not
* @param _PointsLimit Number of points to get to win the match
* @param _ValidRoundsNb Number of valid rounds played
* @param _RoundsPerMap Number of rounds to play to complete the map
*
* @return True if it is the case, false otherwise
*/
Boolean MapIsOver(Boolean _UseTieBreak, Integer _PointsLimit, Integer _ValidRoundsNb, Integer _RoundsPerMap) {
if (PointsLimitReached(_UseTieBreak, _PointsLimit) == C_PointsLimit_Reached) return True; //< There is a points limit and it is reached
if (_RoundsPerMap > 0 && _ValidRoundsNb >= _RoundsPerMap) return True; //< There is a rounds limit and it is reached
return False;
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/** Check if we should go to the next match
*
* @param _UseTieBreak Prevent ties or not
* @param _PointsLimit Number of points to get to win the match
* @param _MapsPerMatch Number of maps to play to complete a match
* @param _RoundsPerMap Number of rounds to play to complete the map
*
* @return True if it is the case, false otherwise
*/
Boolean MatchIsOver(Boolean _UseTieBreak, Integer _PointsLimit, Integer _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;
}
/**
* Set the UI
*/
Void SetML() {
declare Text MLText = """
""";
Layers::Create("ML_RoyalRounds_CheckpointUI", MLText);
Layers::SetType("ML_RoyalRounds_CheckpointUI", CUILayer::EUILayerType::Normal);
Layers::Attach("ML_RoyalRounds_CheckpointUI");
MLText = """
""";
Layers::Create("ML_RoyalRounds_WarmUpUI", MLText);
Layers::SetType("ML_RoyalRounds_WarmUpUI", CUILayer::EUILayerType::Normal);
Layers::Attach("ML_RoyalRounds_WarmUpUI");
}