TM2020-Gamemodes/TM_TimeAttackRounds_Online.Script.txt

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