595 lines
19 KiB
Plaintext
595 lines
19 KiB
Plaintext
/**
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* Time Attack Rounds mode
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* Quick script ordered by Bergie for Telialigaen
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*/
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// #RequireContext CSmMode
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#Extends "Modes/Nadeo/Trackmania/Base/TrackmaniaRoundsBase.Script.txt"
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#Const CompatibleMapTypes "TrackMania\\TM_Race,TM_Race"
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#Const Version "2023-10-16"
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#Const ScriptName "Modes/TrackMania/TM_TimeAttackRounds_Online.Script.txt"
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// Libraries
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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#Include "TextLib" as TL
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#Include "MathLib" as ML
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#Include "Libs/Nadeo/CMGame/Utils/Task.Script.txt" as Task
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#Include "Libs/Nadeo/Trackmania/Modes/TimeAttack/StateManager.Script.txt" as StateMgr
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#Include "Libs/Nadeo/Trackmania/Modes/TrophyRanking.Script.txt" as TrophyRanking
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#Include "Libs/Nadeo/Trackmania/MainMenu/Constants.Script.txt" as MenuConsts
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#Include "Libs/Nadeo/CMGame/Modes/Utils.Script.txt" as ModeUtils
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#Include "Libs/Nadeo/CMGame/Utils/Semver.Script.txt" as Semver
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// UI from Race
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#Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/Checkpoint_Server.Script.txt" as UIModules_Checkpoint
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#Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/ScoresTable_Server.Script.txt" as UIModules_ScoresTable
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#Include "Libs/Nadeo/TMGame/Modes/Base/UIModules/PauseMenuOnline_Server.Script.txt" as UIModules_PauseMenu_Online
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#Include "Libs/Nadeo/Trackmania/Modes/TimeAttack/UIModules/EndMatchTrophy_Server.Script.txt" as UIModules_EndMatchTrophy
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// Settings
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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#Setting S_MapsPerMatch 3 as _("Number of maps per match") ///< Number of maps to play before finishing the match
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#Setting S_TimeLimit 300 as _("Time limit") ///< Time limit before going to the next map
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#Setting S_WarmUpNb 0 as _("Number of warm up")
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#Setting S_WarmUpDuration 0 as _("Duration of one warm up")
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#Setting S_WarmUpTimeout -1 as _("Warm up timeout")
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#Setting S_ForceLapsNb 0
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#Setting S_PointsLimit 0 as _("Points limit")
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#Setting S_RoundsPerMap 1 as _("Number of rounds per map") ///< Number of round to play on one map before going to the next one
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#Setting S_UseTieBreak False as _("Use tie-break") ///< Continue to play the map until the tie is broken
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#Setting S_PointsRepartition "10,9,8,7,6,5,4,3,2,1,0"
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// Constants
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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#Const C_ModeName "Time Attack"
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//L16N [Time Attack] Description of the mode rules
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#Const Description _("$zIn $<$t$6F9Time Attack$> mode, the goal is to set the $<$t$6F9best time$>.\n\nYou have as many tries as you want, and you can $<$t$6F9retry$> when you want by pressing the respawn key.\n\nWhen the time is up, the $<$t$6F9winner$> is the player with the $<$t$6F9best time$>.")
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#Const C_HudModulePath "" //< Path to the hud module
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#Const C_ManiaAppUrl "file://Media/ManiaApps/Nadeo/Trackmania/Modes/TimeAttack.Script.txt" //< Url of the mania app
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#Const C_FakeUsersNb 0
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#Const C_UploadRecord True
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#Const C_DisplayRecordGhost True
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#Const C_DisplayRecordMedal True
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#Const C_CelebrateRecordGhost True
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#Const C_CelebrateRecordMedal True
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#Const C_DisplayWorldTop True
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#Const C_PointsLimit_NotReached 0
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#Const C_PointsLimit_Reached 1
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#Const C_PointsLimit_Tie 2
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#Const C_TrophyTaskTimeout 5000
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#Const C_TrophyAnimationDuration 4000
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#Const C_TrophyDisplayDuration 7000
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// Extends
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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***Match_LogVersions***
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***
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Log::RegisterScript(ScriptName, Version);
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Log::RegisterScript(StateMgr::ScriptName, StateMgr::Version);
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Log::RegisterScript(Semver::ScriptName, Semver::Version);
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***
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***Match_LoadLibraries***
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***
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StateMgr::Load();
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***
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***Match_UnloadLibraries***
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***
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StateMgr::Unload();
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***
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***Match_Settings***
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***
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MB_Settings_UseDefaultTimer = False;
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MB_Settings_UseDefaultHud = (C_HudModulePath == "");
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***
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***Match_Rules***
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***
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ModeInfo::SetName(C_ModeName);
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ModeInfo::SetType(ModeInfo::C_Type_FreeForAll);
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ModeInfo::SetRules(Description);
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ModeInfo::SetStatusMessage(_("TYPE: Free for all\nOBJECTIVE: Set the best time on the track."));
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***
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***Match_LoadHud***
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***
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if (C_HudModulePath != "") Hud_Load(C_HudModulePath);
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***
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***Match_AfterLoadHud***
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***
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UIManager.UIAll.ScoreTableOnlyManialink = True;
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UIModules_Checkpoint::SetRankMode(UIModules_Checkpoint::C_RankMode_BestRace);
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ClientManiaAppUrl = C_ManiaAppUrl;
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Race::SortScores(Race::C_Sort_BestRaceTime);
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UIModules_TimeGap::SetTimeGapMode(UIModules_TimeGap::C_TimeGapMode_BestRace);
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UIModules_PauseMenu_Online::SetHelp(Description);
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UIManager.UIAll.OverlayHideCountdown = True;
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UIManager.UIAll.OverlayHideSpectatorInfos = True;
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UIManager.UIAll.OverlayHideChrono = True;
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***
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***Match_Yield***
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***
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foreach (Event in PendingEvents) {
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switch (Event.Type) {
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// Initialize players when they join the server
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case CSmModeEvent::EType::OnPlayerAdded: {
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StateMgr::InitializePlayer(Event.Player);
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CarRank::InitializePlayer(Event.Player);
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if (Event.Player != Null) {
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declare Boolean Match_CanForceTrophyRankUpdate for This;
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TrophyRanking::InitializeUser(Event.Player.User, Match_CanForceTrophyRankUpdate);
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}
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}
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}
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}
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StateMgr::Yield();
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TrophyRanking::Yield();
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***
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***Match_StartServer***
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***
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// Initialize mode
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Clans::SetClansNb(0);
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GiveUpBehaviour_RespawnAfter = True;
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CrudeExtrapolation_AllowDelay = True;
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Race::SetRespawnBehaviour(Race::C_RespawnBehaviour_GiveUpBeforeFirstCheckpoint);
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StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]);
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WarmUp::SetAvailability(True);
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Race::SetupRecord(
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MenuConsts::C_ScopeType_Season,
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MenuConsts::C_ScopeType_PersonalBest,
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MenuConsts::C_GameMode_TimeAttack,
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"",
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C_UploadRecord,
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C_DisplayRecordGhost,
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C_DisplayRecordMedal,
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C_CelebrateRecordGhost,
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C_CelebrateRecordMedal,
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C_DisplayWorldTop
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);
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CarRank::Reset();
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Scores::SaveInScore(Scores::C_Points_Match);
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UIModules_Record::SetSpecialVisibility(False);
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***
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***Match_InitMatch***
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***
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declare Task::K_Task Match_TrophyTask;
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declare Integer Match_TrophyTaskEndTime;
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declare Integer Match_MatchDuration;
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declare Boolean Match_CanForceTrophyRankUpdate for This = False;
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declare netwrite Text Net_ScriptEnvironment for Teams[0] = S_ScriptEnvironment;
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***
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***Match_AfterLoadMap***
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***
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Match_CanForceTrophyRankUpdate = True;
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***
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***Match_InitMap***
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***
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declare Integer Map_ValidRoundsNb;
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declare Boolean Map_Skipped;
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declare Integer Map_TimeLimit;
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declare Integer Map_MapStartTime;
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declare Integer Map_MapsPerMatch;
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***
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***Match_StartMap***
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***
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// Add bot when necessary
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//Users_SetNbFakeUsers(C_FakeUsersNb, 0);
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// Warm up
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UIModules_ScoresTable::SetFooterInfo(_("Warmup"));
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GiveUpBehaviour_RespawnAfter = False;
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MB_WarmUp(S_WarmUpNb, S_WarmUpDuration * 1000, S_WarmUpTimeout * 1000);
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GiveUpBehaviour_RespawnAfter = True;
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// Initialize race
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SetScoresTableScoreMode(False);
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StartTime = Now + Race::C_SpawnDuration;
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// Spawn players for the race
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foreach (Player in Players) {
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Race::Start(Player, StartTime);
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}
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StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
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CarRank::Update(CarRank::C_SortCriteria_BestRace);
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Race::EnableIntroDuringMatch(True);
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declare netwrite Integer Net_SerialNeedToUpdate for Teams[0];
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Net_SerialNeedToUpdate = 0;
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Map_TimeLimit = S_TimeLimit;
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Map_MapStartTime = StartTime;
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Map_MapsPerMatch = S_MapsPerMatch;
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UpdateScoresTableFooterAndTimeLimit(StartTime, S_TimeLimit, S_MapsPerMatch);
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***
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***Match_StartRound***
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***
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StartTime = Now + Race::C_SpawnDuration;
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UpdateScoresTableFooterAndTimeLimit(StartTime, S_TimeLimit, S_MapsPerMatch);
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Race::SortScores(Race::C_Sort_BestRaceTime);
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***
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***Match_InitPlayLoop***
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***
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Round_Skipped = False;
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***
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***Match_PlayLoop***
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***
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// Manage race events
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declare RacePendingEvents = Race::GetPendingEvents();
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foreach (Event in RacePendingEvents) {
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Race::ValidEvent(Event);
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// Waypoint
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if (Event.Type == Events::C_Type_Waypoint) {
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if (Event.Player != Null) {
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declare Better = False;
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declare OldRank = 0;
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if (Event.IsEndRace) {
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// Computes old rank before changing Score
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foreach (Index => Score in Scores) {
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if (Score.Id == Event.Player.Score.Id) {
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if (Score.BestRaceTimes.count != 0) {
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OldRank = Index + 1;
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} else {
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OldRank = -123;
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}
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break;
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}
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}
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// Change Score
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Better = Scores::UpdatePlayerBestRaceIfBetter(Event.Player);
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declare BetterLap = Scores::UpdatePlayerBestLapIfBetter(Event.Player);
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Scores::UpdatePlayerPrevRace(Event.Player);
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} else if (Event.IsEndLap) {
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declare BetterLap = Scores::UpdatePlayerBestLapIfBetter(Event.Player);
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if (Race::IsIndependentLaps()) {
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// Computes old rank before changing Score
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foreach (Index => Score in Scores) {
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if (Score.Id == Event.Player.Score.Id) {
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if (Score.BestLapTimes.count != 0) {
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OldRank = Index + 1;
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} else {
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OldRank = -123;
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}
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break;
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}
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}
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// Change Score
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Better = BetterLap;
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if (Better) Scores::UpdatePlayerBestRace(Event.Player);
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Scores::UpdatePlayerPrevLap(Event.Player);
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}
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}
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if (Better) {
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declare NewRank = 0;
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foreach (Index => Score in Scores) {
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if (Score.Id == Event.Player.Score.Id) {
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NewRank = Index + 1;
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break;
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}
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}
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if (OldRank != NewRank) {
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if (0 < NewRank && NewRank < 4) {
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foreach (Player in AllPlayers) {
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UIModules_DisplayMessage::SendLiveMessage_RankUpdate(Player, Event.Player.User, NewRank);
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}
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} else if (0 < NewRank) {
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UIModules_DisplayMessage::SendLiveMessage_RankUpdate(Event.Player, Event.Player.User, NewRank);
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}
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}
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CarRank::ThrottleUpdate(CarRank::C_SortCriteria_BestRace);
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}
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}
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}
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}
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// Manage mode events
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foreach (Event in PendingEvents) {
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if (Event.HasBeenPassed || Event.HasBeenDiscarded) continue;
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Events::Invalid(Event);
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}
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// Spawn players
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if (PlayersNbDead > 0) { //< Check for unspawned players only if at least one player is unspawned
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foreach (Player in Players) {
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if (Player.SpawnStatus == CSmPlayer::ESpawnStatus::NotSpawned && Race::IsReadyToStart(Player)) {
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Race::Start(Player);
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}
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}
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}
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// Update the map duration setting
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if (Map_TimeLimit != S_TimeLimit || Map_MapsPerMatch != S_MapsPerMatch ) {
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Map_TimeLimit = S_TimeLimit;
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Map_MapsPerMatch = S_MapsPerMatch;
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UpdateScoresTableFooterAndTimeLimit(StartTime, S_TimeLimit, S_MapsPerMatch);
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}
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if (Net_ScriptEnvironment != S_ScriptEnvironment) {
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Net_ScriptEnvironment = S_ScriptEnvironment;
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}
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***
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***Rounds_CheckStopRound***
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***
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// If time limit is reached
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if (EndTime > 0 && Now >= EndTime) {
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MB_StopRound();
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Round_Skipped = False;
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}
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// If forced end round or round skipped after pause
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if (Round_ForceEndRound || Round_SkipPauseRound) {
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MB_StopRound();
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Round_Skipped = False;
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}
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***
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***Match_EndRound***
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***
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Race::StopSkipOutroAll();
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EndTime = -1;
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StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]);
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CarRank::Update(CarRank::C_SortCriteria_CurrentRace);
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if (Semver::Compare(XmlRpc::GetApiVersion(), ">=", "2.1.1")) {
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Scores::XmlRpc_SendScores(Scores::C_Section_PreEndRound, "");
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}
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if (Round_ForceEndRound || Round_SkipPauseRound || Round_Skipped) {
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// Cancel points
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foreach (Score in Scores) {
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Scores::SetPlayerRoundPoints(Score, 0);
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}
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// Do not launch the forced end round sequence after a pause
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if (!Round_SkipPauseRound) {
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ForcedEndRoundSequence();
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}
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MB_SetValidRound(False);
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} else {
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Map_ValidRoundsNb += 1;
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ComputeLatestRaceScores();
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UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::ForcedVisible;
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UIManager.UIAll.UISequence = CUIConfig::EUISequence::EndRound;
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MB_Sleep(3000);
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SetScoresTableScoreMode(True);
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MB_Sleep(3000);
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Scores::EndRound();
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Race::SortScores(Race::C_Sort_TotalPoints);
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MB_Sleep(3000);
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SetScoresTableScoreMode(False);
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UIManager.UIAll.ScoreTableVisibility = CUIConfig::EVisibility::Normal;
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UIManager.UIAll.UISequence = CUIConfig::EUISequence::Playing;
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if (MapIsOver(S_UseTieBreak, S_PointsLimit, Map_ValidRoundsNb, S_RoundsPerMap)) {
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Map_Skipped = False;
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MB_StopMap();
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}
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}
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***
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***Match_EndMap***
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***
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EndTime = -1;
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Scores::SetPlayerWinner(Scores::GetBestPlayer(Scores::C_Sort_MatchPoints));
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Match_MatchDuration = ML::Max(0, Now - Map_MapStartTime);
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StateMgr::ForcePlayersStates([StateMgr::C_State_Waiting]);
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Race::EnableIntroDuringMatch(False);
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TrophyRanking::UpdateUsersRank();
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CarRank::Update(CarRank::C_SortCriteria_BestRace);
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if (MatchIsOver(S_UseTieBreak, S_PointsLimit, MB_GetMapCount(), S_MapsPerMatch, S_RoundsPerMap, Map_Skipped)) MB_StopMatch();
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if (!MB_MapIsRunning() && MB_MatchIsRunning()) MB_SkipPodiumSequence();
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***
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***Match_BeforeUnloadMap***
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***
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Match_CanForceTrophyRankUpdate = False;
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***
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// Functions
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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/// Select the scores table score mode
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Void SetScoresTableScoreMode(Boolean _IsPoints) {
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if (_IsPoints) UIModules_ScoresTable::SetScoreMode(UIModules_ScoresTable::C_Mode_Points);
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else UIModules_ScoresTable::SetScoreMode(UIModules_ScoresTable::C_Mode_BestTime);
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}
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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/** Update the time limit
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*
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* @param _StartTime The starting time of the map
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* @param _NewTimeLimit The time limit before going to the next map
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*/
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Void UpdateScoresTableFooterAndTimeLimit(Integer _StartTime, Integer _NewTimeLimit, Integer _MapsPerMatch) {
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Log::Log("[UpdateScoresTableFooterAndTimeLimit] Update Settings Footer");
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declare Text[] Parts;
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declare Text Message = "";
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if (_NewTimeLimit <= 0) {
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if (Parts.count > 0) Message ^= "\n";
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Message ^= """%{{{Parts.count + 1}}} -""";
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//L16N [Rounds] Number of points to reach to win the match.
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Parts.add(_("Time Limit : "));
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EndTime = -1;
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UIModules_ScoresTable::SetFooterInfo(TL::Compose("%1 -", _("Time Limit")));
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} else {
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if (Parts.count > 0) Message ^= "\n";
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Message ^= """%{{{Parts.count + 1}}}{{{TL::TimeToText(_NewTimeLimit*1000)}}}""";
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//L16N [Rounds] Number of points to reach to win the match.
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Parts.add(_("Time Limit : "));
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EndTime = _StartTime + (S_TimeLimit * 1000);
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UIModules_ScoresTable::SetFooterInfo(TL::Compose("%1 "^TL::TimeToText(_NewTimeLimit*1000), _("Time Limit")));
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}
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if (_MapsPerMatch > 0) {
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if (Parts.count > 0) Message ^= "\n";
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Message ^= """%{{{Parts.count + 1}}}{{{MB_GetMapCount()}}}/{{{_MapsPerMatch}}}""";
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//L16N [Rounds] Number of maps played during the match.
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Parts.add(_("Maps : "));
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}
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switch (Parts.count) {
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case 0: UIModules_ScoresTable::SetFooterInfo(Message);
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case 1: UIModules_ScoresTable::SetFooterInfo(TL::Compose(Message, Parts[0]));
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case 2: UIModules_ScoresTable::SetFooterInfo(TL::Compose(Message, Parts[0], Parts[1]));
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}
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}
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
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/** Get the right sort criteria for
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* the scores
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*
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* @return The sort criteria
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*/
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Integer GetScoresSortCriteria() {
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if (Race::IsIndependentLaps()) return Race::C_Sort_BestLapTime;
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return Race::C_Sort_BestRaceTime;
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}
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|
|
|
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
|
|
/** Get the right sort criteria for
|
|
* the ladder
|
|
*
|
|
* @return The sort criteria
|
|
*/
|
|
Integer GetLadderSortCriteria() {
|
|
if (Race::IsIndependentLaps()) return Scores::C_Sort_BestLapTime;
|
|
return Scores::C_Sort_BestRaceTime;
|
|
}
|
|
|
|
Void ComputeLatestRaceScores() {
|
|
// Points distributed between all players
|
|
declare Integer I = 0;
|
|
declare Integer[] PointsRepartition = PointsRepartition::GetPointsRepartition();
|
|
foreach (Score in Scores) {
|
|
if (Scores::GetPlayerBestRaceTime(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);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //
|
|
/** 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;
|
|
} |