TM2020-Gamemodes/LastManStanding.Script.txt
2021-10-31 12:31:48 +01:00

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/**
* LastManStanding mode
*/
#Extends "Libs/Nadeo/TMNext/TrackMania/Modes/TMNextRoundsBase.Script.txt"
#Const CompatibleMapTypes "TrackMania\\TM_Race,TM_Race"
#Const Version "2021-06-14"
#Const ScriptName "Modes/TrackMania/LastManStanding.Script.txt"
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Libraries
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
#Include "TextLib" as TL
#Include "MathLib" as ML
#Include "Libs/Nadeo/TMNext/TrackMania/Modes/Rounds/StateManager.Script.txt" as StateMgr
#Include "Libs/Nadeo/TMNext/TrackMania/Menu/Constants.Script.txt" as MenuConsts
#Include "Libs/Nadeo/ModeLibs/Common/Utils.Script.txt" as ModeUtils
// UI from Race
#Include "ManiaApps/Nadeo/TMxSM/Race/UIModules/ScoresTable_Server.Script.txt" as UIModules_ScoresTable
#Include "ManiaApps/Nadeo/TMxSM/Race/UIModules/PauseMenuOnline_Server.Script.txt" as UIModules_PauseMenu_Online
#Include "Libs/Nadeo/ModeLibs/Common/Debug.Script.txt" as Debug
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// 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_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/TMNext/TrackMania/Rounds/Rounds.Script.txt" //< Url of the mania app
#Const C_FakeUsersNb 0
#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"]
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
// Extends
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
***Match_LogVersions***
***
Log::RegisterScript(ScriptName, Version);
Log::RegisterScript(StateMgr::ScriptName, StateMgr::Version);
***
***Match_LoadLibraries***
***
StateMgr::Load();
***
***Match_UnloadLibraries***
***
StateMgr::Unload();
***
***Match_Settings***
***
MB_Settings_UseDefaultTimer = False;
MB_Settings_UseDefaultHud = (C_HudModulePath == "");
MB_Settings_UseDefaultPodiumSequence = False;
Rounds_Settings_UseDefaultSpawnManagement = 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.OverlayHideSpectatorControllers = True;
UIManager.UIAll.OverlayHideSpectatorInfos = True;
UIManager.UIAll.OverlayHideChrono = True;
UIManager.UIAll.OverlayHideCountdown = True;
Markers::SetDefaultMarker_HudVisibility(CUIConfigMarker::EHudVisibility::Always);
UIManager.UIAll.LabelsVisibility = CUIConfig::EHudVisibility::Everything ;
SetML(Null);
***
***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_StartServer***
***
// Initialize mode
Clans::SetClansNb(0);
UsePvPCollisions = True;
UsePvECollisions = True;
StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]);
WarmUp::SetAvailability(True);
CarRank::Reset();
Debug::AddFakeUsers(C_FakeUsersNb);
//Debug::SetTargetSpeed([10.0, 100.0]);
***
***Match_InitMap***
***
declare Integer Map_ValidRoundsNb;
declare Boolean RankInitialized = False;
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 Integer[Text] CustomTimes for This = [];
declare Boolean ActiveMalus = False;
declare Boolean PendingMalus = False;
declare Integer NextStepMalusTime = 0;
declare Integer MalusIndex;
declare Integer MalusTime;
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;
***
***Match_StartMap***
***
// Add bot when necessary
//Users_SetNbFakeUsers(C_FakeUsersNb, 0);
Race::SetRespawnBehaviour(Race::C_RespawnBehaviour_AlwaysGiveUp);
CarRank::Reset();
// Warm up
/*UIModules_ScoresTable::SetFooterInfo(_("Warm up"));
MB_WarmUp(S_WarmUpNb, S_WarmUpDuration * 1000, S_WarmUpTimeout * 1000);*/
***
***Match_StartRound***
***
Scores::Clear();
SetMalusToAll(C_Malus_Reset);
// WorkAround for longloading
declare 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_TimeBeforeMalus = MalusTime;
Net_NextMalus = -1;
Net_RoundsPerMap = Map_RoundsPerMap;
Net_CurrentRoundNb = Map_ValidRoundsNb + 1;
// Spawn players for the race
---Rounds_CanSpawn---
declare Text[] AccountIdsOfPlayers for This = [];
declare CMapLandmark[] Landmarks = Map::GetFinishesAndMultilaps();
declare CMapLandmark PlayerLM;
declare Integer LandmarkIndex for This = 0;
AccountIdsOfPlayers = [];
// Suffle Players list to randomise spawn
declare CSmPlayer[] ShuffledPlayers = Players;
declare Integer i=0;
while(i<ShuffledPlayers.count) { // this should be enough, you can use arbitrary values, should the need arise
// find a pair (a,b) of valid indices to swap
declare a=ML::Rand(0, ShuffledPlayers.count-1);
declare b=ML::Rand(0, ShuffledPlayers.count-1);
// now swap them
declare tmp=ShuffledPlayers[b];
ShuffledPlayers[b]=ShuffledPlayers[a];
ShuffledPlayers[a]=tmp;
i=i+1;
}
foreach (Player in ShuffledPlayers) {
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);
AccountIdsOfPlayers.add(Player.User.WebServicesUserId);
}
Net_NBPlayers = AccountIdsOfPlayers.count;
UpdateCustomRanking(Null, -1);
StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
CarRank::Update(CarRank::C_SortCriteria_BestRace);
Race::EnableIntroDuringMatch(False);
UIManager.UIAll.SendChat("$<$ff3$> Stay the most time on the structure. $<$ff9GL HF!$>");
***
***Match_PlayLoop***
***
// Update CarRank & UI Interface
if (!RankInitialized) {
RankInitialized = True;
Net_PlayersNbAlive = PlayersNbAlive;
Net_NBPlayers = AccountIdsOfPlayers.count;
foreach (Player in Players) {
CarRank::SetRank(Player, PlayersNbAlive);
}
}
// Spawn players who have longloading
if (Now < StartTime + 3000) {
declare Boolean PlayerSpawned = False;
declare CMapLandmark[] Landmarks = Map::GetFinishesAndMultilaps();
declare CMapLandmark PlayerLM = Null;
if (PlayersNbDead >= 1) {
foreach (Player in Players) {
if (Player.SpawnStatus == CSmPlayer::ESpawnStatus::NotSpawned && !AccountIdsOfPlayers.exists(Player.User.WebServicesUserId)) {
PlayerSpawned = True;
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);
AccountIdsOfPlayers.add(Player.User.WebServicesUserId);
MB_Sleep(100);
while (!SetMalus(Player, C_Malus_Reset)) MB_Yield();
}
}
}
if (PlayerSpawned) {
PlayerSpawned = False;
Net_NBPlayers = AccountIdsOfPlayers.count;
Net_PlayersNbAlive = PlayersNbAlive;
UpdateCustomRanking(Null, -1);
foreach (Player in Players) {
CarRank::SetRank(Player, PlayersNbAlive);
}
}
}
// Manage race events
declare RacePendingEvents = Race::GetPendingEvents();
foreach (Event in RacePendingEvents) {
//log("""Event.Type: {{{Event.Type}}} / Event.IsEndRace: {{{TL::ToText(Event.IsEndRace)}}} / Event.IsEndLap: {{{TL::ToText(Event.IsEndLap)}}} / Event.Player.User.Login: {{{Event.Player.User.Login}}}""");
Race::ValidEvent(Event);// TODO : Check why event not regitered in NightMare (bot?)
// Waypoint
if (Event.Type == Events::C_Type_Waypoint) {
if (Event.IsEndLap) {
Race::StopSkipOutro(Event.Player);
foreach (Player in Players) {
CarRank::SetRank(Player, PlayersNbAlive);
Net_PlayersNbAlive = PlayersNbAlive;
}
UpdateCustomRanking(Event.Player, Event.Type);
}
} else if (Event.Type == Events::C_Type_GiveUp) {
foreach (Player in Players) {
CarRank::SetRank(Player, PlayersNbAlive);
Net_PlayersNbAlive = PlayersNbAlive;
}
UpdateCustomRanking(Event.Player, Event.Type);
}
}
// Manage mode events
foreach (Event in PendingEvents) {
if (Event.HasBeenPassed || Event.HasBeenDiscarded) continue;
Events::Invalid(Event);
}
if (PlayersNbAlive <= 1 && PlayersNbDead >= 1) { //TODO just respawn in case of 1 player
Net_TimeBeforeMalus = -1;
MB_StopRound();
}
// Check if a player is crushed
if (Now%1000 == 0) {
foreach (Player in Players) {
if (Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned && Player.Armor == 0) {
Race::StopSkipOutro(Player);
foreach (Player in Players) {
CarRank::SetRank(Player, PlayersNbAlive);
Net_PlayersNbAlive = PlayersNbAlive;
}
UpdateCustomRanking(Player, Events::C_Type_GiveUp);
}
}
}
// 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 {
declare Boolean AllPlayersInTurtle = True;
foreach (Player in Players) {
if (Player.WheelsContactCount > 1 || Player.Speed > 1) {
AllPlayersInTurtle = False;
break;
}
}
if (AllPlayersInTurtle) {
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) {
SetMalusToAll(MalusIndex);
PendingMalus = False;
ActiveMalus = True;
NextStepMalusTime = Now + (S_MalusDuration*1000);
UIManager.UIAll.BigMessageSound = CUIConfig::EUISound::Silence;
UIManager.UIAll.BigMessage = "Current Effect: "^C_Malus_Name[MalusIndex];
// Players UI update
Net_NextMalus = 0;
Net_TimeBeforeMalus = NextStepMalusTime;
} else if (!PendingMalus && ActiveMalus) {
if (MalusIndex != 99) {
SetMalusToAll(C_Malus_Reset);
PendingMalus = False;
ActiveMalus = False;
NextStepMalusTime = Now + (S_MalusEveryNSecs*1000);
UIManager.UIAll.BigMessageSound = CUIConfig::EUISound::Silence;
UIManager.UIAll.BigMessage = "";
// Players UI update
Net_NextMalus = -1;
Net_TimeBeforeMalus = NextStepMalusTime;
} else {
SetMalusToAll(C_Malus_Nightmare);
NextStepMalusTime = Now + (S_MalusDuration*1000);
}
}
}
}
//Debug::Yield();
***
***Match_EndRound***
***
PendingMalus = False;
ActiveMalus = False;
Net_TimeBeforeMalus = -1;
Net_NextMalus = -1;
RankInitialized = False;
CustomTimes.clear();
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();
}
} else {
Map_ValidRoundsNb += 1;
Scores::SetPlayerWinner(Scores::GetBestPlayer(Race::C_Sort_RoundPoints));
Race::SortScores(Race::C_Sort_TotalPoints);
Scores::EndRound();
UIManager.UIAll.BigMessageSound = CUIConfig::EUISound::EndRound;
UIManager.UIAll.BigMessageSoundVariant = 0;
declare Text Message = _("|Match|Draw");
declare CSmScore WinnerScore <=> Scores::GetBestPlayer(Race::C_Sort_RoundPoints);
if (WinnerScore != Null) {
Message = TL::Compose(_("$<%1$> wins the match!"), Tools::GetNameWithClubTag(WinnerScore.User)); // TODO CHeck why display draw when someone leave
}
UIManager.UIAll.BigMessage = Message;
MB_Sleep(5000);
UIManager.UIAll.BigMessage = "";
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
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
/** 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 _EliminatedPlayer The Player who is eliminated
* @param _EventType Type of event that led to the update (EndRace or GiveUp)
*/
Void UpdateCustomRanking(CSmPlayer _EliminatedPlayer, Integer _EventType) {
declare Integer[Text] CustomTimes for This;
declare Text[] AccountIdsOfPlayers for This;
foreach (Index => Score in Scores) {
if (Score == Null) continue;
declare CSmPlayer Player = GetPlayer(Score.User.Login);
if (Player == Null) continue;
if (Player.SpawnStatus == CSmPlayer::ESpawnStatus::NotSpawned) {
Scores::UpdatePlayerBestRaceIfBetter(Player);
if (_EliminatedPlayer != Null && _EliminatedPlayer == Player) {
if (_EventType == Events::C_Type_GiveUp) {
CustomTimes[Score.User.WebServicesUserId] = Now - StartTime;
}
UIManager.UIAll.SendChat("""$<$ff3$> Player $<$ff9{{{Player.User.Name}}}$> is eliminated""");
}
} else {
Scores::SetPlayerRoundPoints(Score,PlayersNbDead);
}
}
UIModules_ScoresTable::DisplayOnly(AccountIdsOfPlayers);
UIModules_ScoresTable::SetCustomTimes(CustomTimes);
}
/** 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 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);
}
/** 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) {
if (_Type > 0) {
_Player.Dossard_Color = <1., 0., 0.>;
} else {
_Player.Dossard_Color = <1., 1., 1.>;
}
switch (_Type) {
case C_Malus_Reset: {
_Player.TrustClientSimu = True;
SetPlayerVehicle_ControlledByMode(_Player, False);
SetPlayerVehicle_ResetControlledModeValues(_Player);
while (SetPlayer_DelayedIsFull(_Player)) MB_Yield();
SetPlayer_Delayed_Reset(_Player);
}
case C_Malus_ForceEngine: {
while (SetPlayer_DelayedIsFull(_Player)) MB_Yield();
SetPlayer_Delayed_ForceEngine(_Player,True);
}
case C_Malus_NoEngine: {
while (SetPlayer_DelayedIsFull(_Player)) MB_Yield();
SetPlayer_Delayed_NoEngine(_Player,True);
}
case C_Malus_BackwardOnly: {
while (SetPlayer_DelayedIsFull(_Player)) MB_Yield();
SetPlayer_Delayed_Cruise(_Player,True,-999.);
}
case C_Malus_NoBrakes: {
while (SetPlayer_DelayedIsFull(_Player)) MB_Yield();
SetPlayer_Delayed_NoBrakes(_Player,True);
}
case C_Malus_NoSteer: {
while (SetPlayer_DelayedIsFull(_Player)) MB_Yield();
SetPlayer_Delayed_NoSteer(_Player,True);
}
case C_Malus_SlowMotion: {
while (SetPlayer_DelayedIsFull(_Player)) MB_Yield();
SetPlayer_Delayed_SlowMotion(_Player,True);
}
case C_Malus_BoostDown: {
while (SetPlayer_DelayedIsFull(_Player)) MB_Yield();
SetPlayer_Delayed_BoostDown(_Player,True);
}
case C_Malus_BoostUp: {
while (SetPlayer_DelayedIsFull(_Player)) MB_Yield();
SetPlayer_Delayed_BoostUp(_Player,True);
}
case C_Malus_Boost2Down: {
while (SetPlayer_DelayedIsFull(_Player)) MB_Yield();
SetPlayer_Delayed_Boost2Down(_Player,True);
}
case C_Malus_Boost2Up: {
while (SetPlayer_DelayedIsFull(_Player)) MB_Yield();
SetPlayer_Delayed_Boost2Up(_Player,True);
}
case C_Malus_LockPlayer: {
_Player.TrustClientSimu = False;
SetPlayerVehicle_ControlledByMode(_Player, True);
}
case C_Malus_AccelCoef25: {
while (SetPlayer_DelayedIsFull(_Player)) MB_Yield();
SetPlayer_Delayed_AccelCoef(_Player,0.25);
}
case C_Malus_AdherenceCoef25: {
while (SetPlayer_DelayedIsFull(_Player)) MB_Yield();
SetPlayer_Delayed_AdherenceCoef(_Player,0.25);
}
case C_Malus_ControlCoef25: {
while (SetPlayer_DelayedIsFull(_Player)) MB_Yield();
SetPlayer_Delayed_ControlCoef(_Player,0.25);
}
case C_Malus_GravityCoef25: {
while (SetPlayer_DelayedIsFull(_Player)) MB_Yield();
SetPlayer_Delayed_GravityCoef(_Player,0.25);
}
// The goal is to kill all Players
case C_Malus_Nightmare: {
_Player.TrustClientSimu = False;
SetPlayerVehicle_ControlledByMode(_Player, True);
SetPlayerVehicle_TargetSpeedValue(_Player, ML::Rand(-500.,500.));
SetPlayerVehicle_SteerValue(_Player,ML::Rand(-1.,1.));
while (SetPlayer_DelayedIsFull(_Player)) MB_Yield();
SetPlayer_Delayed_Boost2Up(_Player,True);
while (SetPlayer_DelayedIsFull(_Player)) MB_Yield();
SetPlayer_Delayed_AdherenceCoef(_Player,0.1);
}
}
return True;
}
return False;
}
/** Set Malus to all Players
*
* @param _Type Malus Index
*/
Void SetMalusToAll(Integer _Type) {
foreach (Player in Players) {
SetMalus(Player, _Type);
}
}
/** Set the UI
*
* @param _Player Malus Index
*/
Void SetML(CSmPlayer _Player) {
declare TotalWidth = 44.5;
declare Text MLText = """
<manialink name="LMS_UI" version="3">
<script><!--
#Include "TextLib" as TL
#Const C_Malus_Reset {{{C_Malus_Reset}}}
#Const C_Malus_ForceEngine {{{C_Malus_ForceEngine}}}
#Const C_Malus_BackwardOnly {{{C_Malus_BackwardOnly}}}
#Const C_Malus_NoBrakes {{{C_Malus_NoBrakes}}}
#Const C_Malus_NoEngine {{{C_Malus_NoEngine}}}
#Const C_Malus_NoSteer {{{C_Malus_NoSteer}}}
#Const C_Malus_SlowMotion {{{C_Malus_SlowMotion}}}
#Const C_Malus_BoostDown {{{C_Malus_BoostDown}}}
#Const C_Malus_BoostUp {{{C_Malus_BoostUp}}}
#Const C_Malus_Boost2Down {{{C_Malus_Boost2Down}}}
#Const C_Malus_Boost2Up {{{C_Malus_Boost2Up}}}
#Const C_Malus_LockPlayer {{{C_Malus_LockPlayer}}}
#Const C_Malus_AccelCoef25 {{{C_Malus_AccelCoef25}}}
#Const C_Malus_AdherenceCoef25 {{{C_Malus_AdherenceCoef25}}}
#Const C_Malus_ControlCoef25 {{{C_Malus_ControlCoef25}}}
#Const C_Malus_GravityCoef25 {{{C_Malus_GravityCoef25}}}
#Const C_Malus_Nightmare {{{C_Malus_Nightmare}}}
#Const C_Malus_Name [{{{C_Malus_Reset}}} => "Reset", {{{C_Malus_ForceEngine}}} => "ForceEngine", {{{C_Malus_BackwardOnly}}} => "Backward Only", {{{C_Malus_NoBrakes}}} => "NoBrakes", {{{C_Malus_NoEngine}}} => "NoEngine" , {{{C_Malus_NoSteer}}} => "NoSteer",
{{{C_Malus_SlowMotion}}} => "SlowMotion", {{{C_Malus_BoostDown}}} => "BoostDown", {{{C_Malus_BoostUp}}} => "BoostUp",
{{{C_Malus_Boost2Down}}} => "SuperBoostDown", {{{C_Malus_Boost2Up}}} => "SuperBoostUp", {{{C_Malus_LockPlayer}}} => "LoseControl",
{{{C_Malus_AccelCoef25}}} => "25% AccelCoef", {{{C_Malus_AdherenceCoef25}}} => "25% Adherence", {{{C_Malus_ControlCoef25}}} => "25% Control",
{{{C_Malus_GravityCoef25}}} => "25% Gravity", {{{C_Malus_Nightmare}}} => "NightMare"]
main() {
declare netread Integer Net_NBPlayers for Teams[0];
declare netread Integer Net_PlayersNbAlive for Teams[0];
declare netread Integer Net_NextMalus for Teams[0];
declare netread Integer Net_TimeBeforeMalus for Teams[0];
declare netread Integer Net_RoundsPerMap for Teams[0];
declare netread Integer Net_CurrentRoundNb for Teams[0];
declare Integer Last_PlayersNbAlive;
declare Integer Last_NextMalus;
declare Integer Last_TimeBeforeMalus;
declare Integer Last_RoundsPerMap;
declare Integer Last_CurrentRoundNb;
declare Boolean NeedUpdateChrono = False;
declare Label_PlayersAlive <=> (Page.GetFirstChild("label-playersalive") as CMlLabel);
declare Label_NextMalus <=> (Page.GetFirstChild("label-nextmalus") as CMlLabel);
declare Label_TimeBeforeMalus <=> (Page.GetFirstChild("label-timebeforemalus") as CMlLabel);
declare Label_Info_RoundsPerMap <=> (Page.GetFirstChild("label-info-roundspermap") as CMlLabel);
declare Label_RoundsPerMap <=> (Page.GetFirstChild("label-roundspermap") as CMlLabel);
while(True) {
yield;
if (Last_CurrentRoundNb != Net_CurrentRoundNb) {
Last_CurrentRoundNb = Net_CurrentRoundNb;
if (Last_RoundsPerMap > 0) {
Label_RoundsPerMap.Value = Last_CurrentRoundNb^"/"^Last_RoundsPerMap;
}
}
if (Last_RoundsPerMap != Net_RoundsPerMap) {
Last_RoundsPerMap = Net_RoundsPerMap;
if (Last_RoundsPerMap > 0) {
Label_RoundsPerMap.Value = Last_CurrentRoundNb^"/"^Last_RoundsPerMap;
} else {
Label_RoundsPerMap.Value = "Unlimited";
}
}
if (Last_PlayersNbAlive != Net_PlayersNbAlive) {
Last_PlayersNbAlive = Net_PlayersNbAlive;
Label_PlayersAlive.Value = Last_PlayersNbAlive^"/"^Net_NBPlayers;
}
if (Last_NextMalus != Net_NextMalus) {
Last_NextMalus = Net_NextMalus;
if (Last_NextMalus == -1) {
Label_NextMalus.Value = "Nothing";
} else {
Label_NextMalus.Value = C_Malus_Name[Last_NextMalus];
}
}
if (Last_TimeBeforeMalus != Net_TimeBeforeMalus) {
NeedUpdateChrono = True;
Last_TimeBeforeMalus = Net_TimeBeforeMalus;
}
if (Last_TimeBeforeMalus < 0) {
NeedUpdateChrono = False;
Label_TimeBeforeMalus.Value = "--:--.--";
} else if (Last_TimeBeforeMalus < ArenaNow) {
NeedUpdateChrono = False;
Label_TimeBeforeMalus.Value = "00:00.00";
} else {
Label_TimeBeforeMalus.Value = TL::TimeToText(Last_TimeBeforeMalus - ArenaNow , True);
}
}
}
--></script>
<stylesheet>
<style class="text-ingame-text" textfont="GameFontBlack" textcolor="ffffff" textsize="1.5" valign="center2" textprefix="$i$t"/>
<style class="text-ingame-time" textfont="GameFontSemiBold" textcolor="ffffff" textsize="1.25" valign="center2" textprefix="$i$t"/>
<style class="text-ingame-number" textfont="GameFontBlack" textcolor="ffffff" textsize="1.25" valign="center2" textprefix="$i"/>
</stylesheet>
<frame z-index="-2" id="frame-global" size="{{{TotalWidth + 20}}} 180" pos="-160 0" valign="center">
<quad id="quad-info-bg" pos="0 7.75" size="{{{TotalWidth + 4}}} 21" valign="center" z-index="-3" bgcolor="000" opacity="0.5"/>
<label id="label-info-roundspermap" pos="1 15" size="{{{TotalWidth/1.75}}} 10" class="text-ingame-text" text="Rounds" halign="left"/>
<label pos="1 10" size="{{{TotalWidth/1.75}}} 10" class="text-ingame-text" text="Players Alive" halign="left" />
<label pos="1 5" size="{{{TotalWidth/1.75}}} 10" class="text-ingame-text" text="Next Malus" halign="left" />
<label pos="1 0" size="{{{TotalWidth/1.75}}} 10" class="text-ingame-text" text="Next Step in" halign="left" />
<label id="label-roundspermap" pos="{{{TotalWidth + 2}}} 15" size="{{{TotalWidth/2.}}} 10" class="text-ingame-number" halign="right" text="Unlimited"/>
<label id="label-playersalive" pos="{{{TotalWidth + 2}}} 10" size="{{{TotalWidth/2.}}} 10" class="text-ingame-number" halign="right"/>
<label id="label-nextmalus" pos="{{{TotalWidth + 2}}} 5" size="{{{TotalWidth/2.}}} 10" class="text-ingame-number" halign="right" text="Nothing"/>
<label id="label-timebeforemalus" pos="{{{TotalWidth + 2}}} 0" size="{{{TotalWidth/2.}}} 10" class="text-ingame-time" halign="right" text="--:--.--"/>
</frame>
</manialink>
""";
Layers::Create("LMS_UI", MLText);
Layers::SetType("LMS_UI", CUILayer::EUILayerType::Normal);
if (_Player == Null) {
Layers::Attach("LMS_UI");
} else {
Layers::Attach("LMS_UI", _Player);
}
}
/** 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;
}