diff --git a/Moose/Database.lua b/Moose/Database.lua index 02fcb30d6..b9ba85c1b 100644 --- a/Moose/Database.lua +++ b/Moose/Database.lua @@ -110,15 +110,6 @@ function DATABASE:New() end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then end --for coa_name, coa_data in pairs(mission.coalition) do - --self:AddEvent( world.event.S_EVENT_BIRTH, self.OnBirth ) - _EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self ) - _EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self ) - _EVENTDISPATCHER:OnHit( self._EventOnHit, self ) - - self.SchedulerId = routines.scheduleFunction( DATABASE._FollowPlayers, { self }, 0, 5 ) - - self:ScoreMenu() - return self end @@ -174,11 +165,6 @@ function DATABASE:GetStatusGroup( GroupName ) end end - ---- Private --- @section Private - - --- Registers new Group Templates within the DATABASE Object. function DATABASE:_RegisterGroup( GroupTemplate ) @@ -213,732 +199,6 @@ function DATABASE:_RegisterGroup( GroupTemplate ) end end - ---- Events --- @section Events - - ---- Track DCSRTE DEAD or CRASH events for the internal scoring. --- @param #DATABASE self --- @param Event#EVENTDATA Event -function DATABASE:_EventOnDeadOrCrash( Event ) - self:F( { Event } ) - - local TargetUnit = nil - local TargetGroup = nil - local TargetUnitName = "" - local TargetGroupName = "" - local TargetPlayerName = "" - local TargetCoalition = nil - local TargetCategory = nil - local TargetType = nil - local TargetUnitCoalition = nil - local TargetUnitCategory = nil - local TargetUnitType = nil - - if Event.IniDCSUnit then - - TargetUnit = Event.IniDCSUnit - TargetUnitName = Event.IniDCSUnitName - TargetGroup = Event.IniDCSGroup - TargetGroupName = Event.IniDCSGroupName - TargetPlayerName = TargetUnit:getPlayerName() - - TargetCoalition = TargetUnit:getCoalition() - --TargetCategory = TargetUnit:getCategory() - TargetCategory = TargetUnit:getDesc().category -- Workaround - TargetType = TargetUnit:getTypeName() - - TargetUnitCoalition = _DATABASECoalition[TargetCoalition] - TargetUnitCategory = _DATABASECategory[T1argetCategory] - TargetUnitType = TargetType - - self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType } ) - end - - for PlayerName, PlayerData in pairs( self.Players ) do - if PlayerData then -- This should normally not happen, but i'll test it anyway. - self:T( "Something got killed" ) - - -- Some variables - local InitUnitName = PlayerData.UnitName - local InitUnitType = PlayerData.UnitType - local InitCoalition = PlayerData.UnitCoalition - local InitCategory = PlayerData.UnitCategory - local InitUnitCoalition = _DATABASECoalition[InitCoalition] - local InitUnitCategory = _DATABASECategory[InitCategory] - - self:T( { InitUnitName, InitUnitType, InitUnitCoalition, InitCoalition, InitUnitCategory, InitCategory } ) - - -- What is he hitting? - if TargetCategory then - if PlayerData and PlayerData.Hit and PlayerData.Hit[TargetCategory] and PlayerData.Hit[TargetCategory][TargetUnitName] then -- Was there a hit for this unit for this player before registered??? - if not PlayerData.Kill[TargetCategory] then - PlayerData.Kill[TargetCategory] = {} - end - if not PlayerData.Kill[TargetCategory][TargetType] then - PlayerData.Kill[TargetCategory][TargetType] = {} - PlayerData.Kill[TargetCategory][TargetType].Score = 0 - PlayerData.Kill[TargetCategory][TargetType].ScoreKill = 0 - PlayerData.Kill[TargetCategory][TargetType].Penalty = 0 - PlayerData.Kill[TargetCategory][TargetType].PenaltyKill = 0 - end - - if InitCoalition == TargetCoalition then - PlayerData.Penalty = PlayerData.Penalty + 25 - PlayerData.Kill[TargetCategory][TargetType].Penalty = PlayerData.Kill[TargetCategory][TargetType].Penalty + 25 - PlayerData.Kill[TargetCategory][TargetType].PenaltyKill = PlayerData.Kill[TargetCategory][TargetType].PenaltyKill + 1 - MESSAGE:New( "Player '" .. PlayerName .. "' killed a friendly " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. - PlayerData.Kill[TargetCategory][TargetType].PenaltyKill .. " times. Penalty: -" .. PlayerData.Kill[TargetCategory][TargetType].Penalty .. - ". Score Total:" .. PlayerData.Score - PlayerData.Penalty, - "", 5, "/PENALTY" .. PlayerName .. "/" .. InitUnitName ):ToAll() - self:ScoreAdd( PlayerName, "KILL_PENALTY", 1, -125, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) - else - PlayerData.Score = PlayerData.Score + 10 - PlayerData.Kill[TargetCategory][TargetType].Score = PlayerData.Kill[TargetCategory][TargetType].Score + 10 - PlayerData.Kill[TargetCategory][TargetType].ScoreKill = PlayerData.Kill[TargetCategory][TargetType].ScoreKill + 1 - MESSAGE:New( "Player '" .. PlayerName .. "' killed an enemy " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. - PlayerData.Kill[TargetCategory][TargetType].ScoreKill .. " times. Score: " .. PlayerData.Kill[TargetCategory][TargetType].Score .. - ". Score Total:" .. PlayerData.Score - PlayerData.Penalty, - "", 5, "/SCORE" .. PlayerName .. "/" .. InitUnitName ):ToAll() - self:ScoreAdd( PlayerName, "KILL_SCORE", 1, 10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) - end - end - end - end - end -end - - ---- Scheduled --- @section Scheduled - - ---- Follows new players entering Clients within the DCSRTE. -function DATABASE:_FollowPlayers() - self:F3( "_FollowPlayers" ) - - local ClientUnit = 0 - local CoalitionsData = { AlivePlayersRed = coalition.getPlayers(coalition.side.RED), AlivePlayersBlue = coalition.getPlayers(coalition.side.BLUE) } - local unitId - local unitData - local AlivePlayerUnits = {} - - for CoalitionId, CoalitionData in pairs( CoalitionsData ) do - self:T3( { "_FollowPlayers", CoalitionData } ) - for UnitId, UnitData in pairs( CoalitionData ) do - self:_AddPlayerFromUnit( UnitData ) - end - end -end - - ---- Private --- @section Private - - ---- Add a new player entering a Unit. -function DATABASE:_AddPlayerFromUnit( UnitData ) - self:F( UnitData ) - - if UnitData:isExist() then - local UnitName = UnitData:getName() - local PlayerName = UnitData:getPlayerName() - local UnitDesc = UnitData:getDesc() - local UnitCategory = UnitDesc.category - local UnitCoalition = UnitData:getCoalition() - local UnitTypeName = UnitData:getTypeName() - - self:T( { PlayerName, UnitName, UnitCategory, UnitCoalition, UnitTypeName } ) - - if self.Players[PlayerName] == nil then -- I believe this is the place where a Player gets a life in a mission when he enters a unit ... - self.Players[PlayerName] = {} - self.Players[PlayerName].Hit = {} - self.Players[PlayerName].Kill = {} - self.Players[PlayerName].Mission = {} - - -- for CategoryID, CategoryName in pairs( DATABASECategory ) do - -- self.Players[PlayerName].Hit[CategoryID] = {} - -- self.Players[PlayerName].Kill[CategoryID] = {} - -- end - self.Players[PlayerName].HitPlayers = {} - self.Players[PlayerName].HitUnits = {} - self.Players[PlayerName].Score = 0 - self.Players[PlayerName].Penalty = 0 - self.Players[PlayerName].PenaltyCoalition = 0 - self.Players[PlayerName].PenaltyWarning = 0 - end - - if not self.Players[PlayerName].UnitCoalition then - self.Players[PlayerName].UnitCoalition = UnitCoalition - else - if self.Players[PlayerName].UnitCoalition ~= UnitCoalition then - self.Players[PlayerName].Penalty = self.Players[PlayerName].Penalty + 50 - self.Players[PlayerName].PenaltyCoalition = self.Players[PlayerName].PenaltyCoalition + 1 - MESSAGE:New( "Player '" .. PlayerName .. "' changed coalition from " .. _DATABASECoalition[self.Players[PlayerName].UnitCoalition] .. " to " .. _DATABASECoalition[UnitCoalition] .. - "(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). 50 Penalty points added.", - "", - 2, - "/PENALTYCOALITION" .. PlayerName - ):ToAll() - self:ScoreAdd( PlayerName, "COALITION_PENALTY", 1, -50, self.Players[PlayerName].UnitName, _DATABASECoalition[self.Players[PlayerName].UnitCoalition], _DATABASECategory[self.Players[PlayerName].UnitCategory], self.Players[PlayerName].UnitType, - UnitName, _DATABASECoalition[UnitCoalition], _DATABASECategory[UnitCategory], UnitData:getTypeName() ) - end - end - self.Players[PlayerName].UnitName = UnitName - self.Players[PlayerName].UnitCoalition = UnitCoalition - self.Players[PlayerName].UnitCategory = UnitCategory - self.Players[PlayerName].UnitType = UnitTypeName - - if self.Players[PlayerName].Penalty > 100 then - if self.Players[PlayerName].PenaltyWarning < 1 then - MESSAGE:New( "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than 150, you will be COURT MARTIALED and DISMISSED from this mission! \nYour total penalty is: " .. self.Players[PlayerName].Penalty, - "", - 30, - "/PENALTYCOALITION" .. PlayerName - ):ToAll() - self.Players[PlayerName].PenaltyWarning = self.Players[PlayerName].PenaltyWarning + 1 - end - end - - if self.Players[PlayerName].Penalty > 150 then - ClientGroup = GROUP:NewFromDCSUnit( UnitData ) - ClientGroup:Destroy() - MESSAGE:New( "Player '" .. PlayerName .. "' committed FRATRICIDE, he will be COURT MARTIALED and is DISMISSED from this mission!", - "", - 10, - "/PENALTYCOALITION" .. PlayerName - ):ToAll() - end - - end -end - - ---- Registers Scores the players completing a Mission Task. -function DATABASE:_AddMissionTaskScore( PlayerUnit, MissionName, Score ) - self:F( { PlayerUnit, MissionName, Score } ) - - local PlayerName = PlayerUnit:getPlayerName() - - if not self.Players[PlayerName].Mission[MissionName] then - self.Players[PlayerName].Mission[MissionName] = {} - self.Players[PlayerName].Mission[MissionName].ScoreTask = 0 - self.Players[PlayerName].Mission[MissionName].ScoreMission = 0 - end - - self:T( PlayerName ) - self:T( self.Players[PlayerName].Mission[MissionName] ) - - self.Players[PlayerName].Score = self.Players[PlayerName].Score + Score - self.Players[PlayerName].Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score - - MESSAGE:New( "Player '" .. PlayerName .. "' has finished another Task in Mission '" .. MissionName .. "'. " .. - Score .. " Score points added.", - "", 20, "/SCORETASK" .. PlayerName ):ToAll() - - _Database:ScoreAdd( PlayerName, "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:getName() ) -end - - ---- Registers Mission Scores for possible multiple players that contributed in the Mission. -function DATABASE:_AddMissionScore( MissionName, Score ) - self:F( { PlayerUnit, MissionName, Score } ) - - for PlayerName, PlayerData in pairs( self.Players ) do - - if PlayerData.Mission[MissionName] then - PlayerData.Score = PlayerData.Score + Score - PlayerData.Mission[MissionName].ScoreMission = PlayerData.Mission[MissionName].ScoreMission + Score - MESSAGE:New( "Player '" .. PlayerName .. "' has finished Mission '" .. MissionName .. "'. " .. - Score .. " Score points added.", - "", 20, "/SCOREMISSION" .. PlayerName ):ToAll() - _Database:ScoreAdd( PlayerName, "MISSION_" .. MissionName:gsub( ' ', '_' ), 1, Score ) - end - end -end - - ---- Events --- @section Events - - ---- Handles the OnHit event for the scoring. --- @param #DATABASE self --- @param Event#EVENTDATA Event -function DATABASE:_EventOnHit( Event ) - self:F( { Event } ) - - local InitUnit = nil - local InitUnitName = "" - local InitGroup = nil - local InitGroupName = "" - local InitPlayerName = "dummy" - - local InitCoalition = nil - local InitCategory = nil - local InitType = nil - local InitUnitCoalition = nil - local InitUnitCategory = nil - local InitUnitType = nil - - local TargetUnit = nil - local TargetUnitName = "" - local TargetGroup = nil - local TargetGroupName = "" - local TargetPlayerName = "" - - local TargetCoalition = nil - local TargetCategory = nil - local TargetType = nil - local TargetUnitCoalition = nil - local TargetUnitCategory = nil - local TargetUnitType = nil - - if Event.IniDCSUnit then - - InitUnit = Event.IniDCSUnit - InitUnitName = Event.IniDCSUnitName - InitGroup = Event.IniDCSGroup - InitGroupName = Event.IniDCSGroupName - InitPlayerName = InitUnit:getPlayerName() - - InitCoalition = InitUnit:getCoalition() - --TODO: Workaround Client DCS Bug - --InitCategory = InitUnit:getCategory() - InitCategory = InitUnit:getDesc().category - InitType = InitUnit:getTypeName() - - InitUnitCoalition = _DATABASECoalition[InitCoalition] - InitUnitCategory = _DATABASECategory[InitCategory] - InitUnitType = InitType - - self:T( { InitUnitName, InitGroupName, InitPlayerName, InitCoalition, InitCategory, InitType , InitUnitCoalition, InitUnitCategory, InitUnitType } ) - end - - - if Event.TgtDCSUnit then - - TargetUnit = Event.TgtDCSUnit - TargetUnitName = Event.TgtDCSUnitName - TargetGroup = Event.TgtDCSGroup - TargetGroupName = Event.TgtDCSGroupName - TargetPlayerName = TargetUnit:getPlayerName() - - TargetCoalition = TargetUnit:getCoalition() - --TODO: Workaround Client DCS Bug - --TargetCategory = TargetUnit:getCategory() - TargetCategory = TargetUnit:getDesc().category - TargetType = TargetUnit:getTypeName() - - TargetUnitCoalition = _DATABASECoalition[TargetCoalition] - TargetUnitCategory = _DATABASECategory[TargetCategory] - TargetUnitType = TargetType - - self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType, TargetUnitCoalition, TargetUnitCategory, TargetUnitType } ) - end - - if InitPlayerName ~= nil then -- It is a player that is hitting something - self:_AddPlayerFromUnit( InitUnit ) - if self.Players[InitPlayerName] then -- This should normally not happen, but i'll test it anyway. - if TargetPlayerName ~= nil then -- It is a player hitting another player ... - self:_AddPlayerFromUnit( TargetUnit ) - self.Players[InitPlayerName].HitPlayers = self.Players[InitPlayerName].HitPlayers + 1 - end - - self:T( "Hitting Something" ) - -- What is he hitting? - if TargetCategory then - if not self.Players[InitPlayerName].Hit[TargetCategory] then - self.Players[InitPlayerName].Hit[TargetCategory] = {} - end - if not self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName] then - self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName] = {} - self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Score = 0 - self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Penalty = 0 - self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].ScoreHit = 0 - self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].PenaltyHit = 0 - end - local Score = 0 - if InitCoalition == TargetCoalition then - self.Players[InitPlayerName].Penalty = self.Players[InitPlayerName].Penalty + 10 - self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Penalty = self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Penalty + 10 - self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].PenaltyHit = self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].PenaltyHit + 1 - MESSAGE:New( "Player '" .. InitPlayerName .. "' hit a friendly " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. - self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].PenaltyHit .. " times. Penalty: -" .. self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Penalty .. - ". Score Total:" .. self.Players[InitPlayerName].Score - self.Players[InitPlayerName].Penalty, - "", - 2, - "/PENALTY" .. InitPlayerName .. "/" .. InitUnitName - ):ToAll() - self:ScoreAdd( InitPlayerName, "HIT_PENALTY", 1, -25, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) - else - self.Players[InitPlayerName].Score = self.Players[InitPlayerName].Score + 10 - self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Score = self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Score + 1 - self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].ScoreHit = self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].ScoreHit + 1 - MESSAGE:New( "Player '" .. InitPlayerName .. "' hit a target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. - self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].ScoreHit .. " times. Score: " .. self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Score .. - ". Score Total:" .. self.Players[InitPlayerName].Score - self.Players[InitPlayerName].Penalty, - "", - 2, - "/SCORE" .. InitPlayerName .. "/" .. InitUnitName - ):ToAll() - self:ScoreAdd( InitPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) - end - end - end - elseif InitPlayerName == nil then -- It is an AI hitting a player??? - - end -end - - -function DATABASE:ReportScoreAll() - - env.info( "Hello World " ) - - local ScoreMessage = "" - local PlayerMessage = "" - - self:T( "Score Report" ) - - for PlayerName, PlayerData in pairs( self.Players ) do - if PlayerData then -- This should normally not happen, but i'll test it anyway. - self:T( "Score Player: " .. PlayerName ) - - -- Some variables - local InitUnitCoalition = _DATABASECoalition[PlayerData.UnitCoalition] - local InitUnitCategory = _DATABASECategory[PlayerData.UnitCategory] - local InitUnitType = PlayerData.UnitType - local InitUnitName = PlayerData.UnitName - - local PlayerScore = 0 - local PlayerPenalty = 0 - - ScoreMessage = ":\n" - - local ScoreMessageHits = "" - - for CategoryID, CategoryName in pairs( _DATABASECategory ) do - self:T( CategoryName ) - if PlayerData.Hit[CategoryID] then - local Score = 0 - local ScoreHit = 0 - local Penalty = 0 - local PenaltyHit = 0 - self:T( "Hit scores exist for player " .. PlayerName ) - for UnitName, UnitData in pairs( PlayerData.Hit[CategoryID] ) do - Score = Score + UnitData.Score - ScoreHit = ScoreHit + UnitData.ScoreHit - Penalty = Penalty + UnitData.Penalty - PenaltyHit = UnitData.PenaltyHit - end - local ScoreMessageHit = string.format( "%s:%d ", CategoryName, Score - Penalty ) - self:T( ScoreMessageHit ) - ScoreMessageHits = ScoreMessageHits .. ScoreMessageHit - PlayerScore = PlayerScore + Score - PlayerPenalty = PlayerPenalty + Penalty - else - --ScoreMessageHits = ScoreMessageHits .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 ) - end - end - if ScoreMessageHits ~= "" then - ScoreMessage = ScoreMessage .. " Hits: " .. ScoreMessageHits .. "\n" - end - - local ScoreMessageKills = "" - for CategoryID, CategoryName in pairs( _DATABASECategory ) do - self:T( "Kill scores exist for player " .. PlayerName ) - if PlayerData.Kill[CategoryID] then - local Score = 0 - local ScoreKill = 0 - local Penalty = 0 - local PenaltyKill = 0 - - for UnitName, UnitData in pairs( PlayerData.Kill[CategoryID] ) do - Score = Score + UnitData.Score - ScoreKill = ScoreKill + UnitData.ScoreKill - Penalty = Penalty + UnitData.Penalty - PenaltyKill = PenaltyKill + UnitData.PenaltyKill - end - - local ScoreMessageKill = string.format( " %s:%d ", CategoryName, Score - Penalty ) - self:T( ScoreMessageKill ) - ScoreMessageKills = ScoreMessageKills .. ScoreMessageKill - - PlayerScore = PlayerScore + Score - PlayerPenalty = PlayerPenalty + Penalty - else - --ScoreMessageKills = ScoreMessageKills .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 ) - end - end - if ScoreMessageKills ~= "" then - ScoreMessage = ScoreMessage .. " Kills: " .. ScoreMessageKills .. "\n" - end - - local ScoreMessageCoalitionChangePenalties = "" - if PlayerData.PenaltyCoalition ~= 0 then - ScoreMessageCoalitionChangePenalties = ScoreMessageCoalitionChangePenalties .. string.format( " -%d (%d changed)", PlayerData.Penalty, PlayerData.PenaltyCoalition ) - PlayerPenalty = PlayerPenalty + PlayerData.Penalty - end - if ScoreMessageCoalitionChangePenalties ~= "" then - ScoreMessage = ScoreMessage .. " Coalition Penalties: " .. ScoreMessageCoalitionChangePenalties .. "\n" - end - - local ScoreMessageMission = "" - local ScoreMission = 0 - local ScoreTask = 0 - for MissionName, MissionData in pairs( PlayerData.Mission ) do - ScoreMission = ScoreMission + MissionData.ScoreMission - ScoreTask = ScoreTask + MissionData.ScoreTask - ScoreMessageMission = ScoreMessageMission .. "'" .. MissionName .. "'; " - end - PlayerScore = PlayerScore + ScoreMission + ScoreTask - - if ScoreMessageMission ~= "" then - ScoreMessage = ScoreMessage .. " Tasks: " .. ScoreTask .. " Mission: " .. ScoreMission .. " ( " .. ScoreMessageMission .. ")\n" - end - - PlayerMessage = PlayerMessage .. string.format( "Player '%s' Score:%d (%d Score -%d Penalties)%s", PlayerName, PlayerScore - PlayerPenalty, PlayerScore, PlayerPenalty, ScoreMessage ) - end - end - MESSAGE:New( PlayerMessage, "Player Scores", 30, "AllPlayerScores"):ToAll() -end - - -function DATABASE:ReportScorePlayer() - - env.info( "Hello World " ) - - local ScoreMessage = "" - local PlayerMessage = "" - - self:T( "Score Report" ) - - for PlayerName, PlayerData in pairs( self.Players ) do - if PlayerData then -- This should normally not happen, but i'll test it anyway. - self:T( "Score Player: " .. PlayerName ) - - -- Some variables - local InitUnitCoalition = _DATABASECoalition[PlayerData.UnitCoalition] - local InitUnitCategory = _DATABASECategory[PlayerData.UnitCategory] - local InitUnitType = PlayerData.UnitType - local InitUnitName = PlayerData.UnitName - - local PlayerScore = 0 - local PlayerPenalty = 0 - - ScoreMessage = "" - - local ScoreMessageHits = "" - - for CategoryID, CategoryName in pairs( _DATABASECategory ) do - self:T( CategoryName ) - if PlayerData.Hit[CategoryID] then - local Score = 0 - local ScoreHit = 0 - local Penalty = 0 - local PenaltyHit = 0 - self:T( "Hit scores exist for player " .. PlayerName ) - for UnitName, UnitData in pairs( PlayerData.Hit[CategoryID] ) do - Score = Score + UnitData.Score - ScoreHit = ScoreHit + UnitData.ScoreHit - Penalty = Penalty + UnitData.Penalty - PenaltyHit = UnitData.PenaltyHit - end - local ScoreMessageHit = string.format( "\n %s = %d score(%d;-%d) hits(#%d;#-%d)", CategoryName, Score - Penalty, Score, Penalty, ScoreHit, PenaltyHit ) - self:T( ScoreMessageHit ) - ScoreMessageHits = ScoreMessageHits .. ScoreMessageHit - PlayerScore = PlayerScore + Score - PlayerPenalty = PlayerPenalty + Penalty - else - --ScoreMessageHits = ScoreMessageHits .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 ) - end - end - if ScoreMessageHits ~= "" then - ScoreMessage = ScoreMessage .. "\n Hits: " .. ScoreMessageHits .. " " - end - - local ScoreMessageKills = "" - for CategoryID, CategoryName in pairs( _DATABASECategory ) do - self:T( "Kill scores exist for player " .. PlayerName ) - if PlayerData.Kill[CategoryID] then - local Score = 0 - local ScoreKill = 0 - local Penalty = 0 - local PenaltyKill = 0 - - for UnitName, UnitData in pairs( PlayerData.Kill[CategoryID] ) do - Score = Score + UnitData.Score - ScoreKill = ScoreKill + UnitData.ScoreKill - Penalty = Penalty + UnitData.Penalty - PenaltyKill = PenaltyKill + UnitData.PenaltyKill - end - - local ScoreMessageKill = string.format( "\n %s = %d score(%d;-%d) hits(#%d;#-%d)", CategoryName, Score - Penalty, Score, Penalty, ScoreKill, PenaltyKill ) - self:T( ScoreMessageKill ) - ScoreMessageKills = ScoreMessageKills .. ScoreMessageKill - - PlayerScore = PlayerScore + Score - PlayerPenalty = PlayerPenalty + Penalty - else - --ScoreMessageKills = ScoreMessageKills .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 ) - end - end - if ScoreMessageKills ~= "" then - ScoreMessage = ScoreMessage .. "\n Kills: " .. ScoreMessageKills .. " " - end - - local ScoreMessageCoalitionChangePenalties = "" - if PlayerData.PenaltyCoalition ~= 0 then - ScoreMessageCoalitionChangePenalties = ScoreMessageCoalitionChangePenalties .. string.format( " -%d (%d changed)", PlayerData.Penalty, PlayerData.PenaltyCoalition ) - PlayerPenalty = PlayerPenalty + PlayerData.Penalty - end - if ScoreMessageCoalitionChangePenalties ~= "" then - ScoreMessage = ScoreMessage .. "\n Coalition: " .. ScoreMessageCoalitionChangePenalties .. " " - end - - local ScoreMessageMission = "" - local ScoreMission = 0 - local ScoreTask = 0 - for MissionName, MissionData in pairs( PlayerData.Mission ) do - ScoreMission = ScoreMission + MissionData.ScoreMission - ScoreTask = ScoreTask + MissionData.ScoreTask - ScoreMessageMission = ScoreMessageMission .. "'" .. MissionName .. "'; " - end - PlayerScore = PlayerScore + ScoreMission + ScoreTask - - if ScoreMessageMission ~= "" then - ScoreMessage = ScoreMessage .. "\n Tasks: " .. ScoreTask .. " Mission: " .. ScoreMission .. " ( " .. ScoreMessageMission .. ") " - end - - PlayerMessage = PlayerMessage .. string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties ):%s", PlayerName, PlayerScore - PlayerPenalty, PlayerScore, PlayerPenalty, ScoreMessage ) - end - end - MESSAGE:New( PlayerMessage, "Player Scores", 30, "AllPlayerScores"):ToAll() - -end - - -function DATABASE:ScoreMenu() - local ReportScore = SUBMENU:New( 'Scoring' ) - local ReportAllScores = COMMANDMENU:New( 'Score All Active Players', ReportScore, DATABASE.ReportScoreAll, self ) - local ReportPlayerScores = COMMANDMENU:New('Your Current Score', ReportScore, DATABASE.ReportScorePlayer, self ) -end - - - - --- File Logic for tracking the scores - -function DATABASE:SecondsToClock(sSeconds) - local nSeconds = sSeconds - if nSeconds == 0 then - --return nil; - return "00:00:00"; - else - nHours = string.format("%02.f", math.floor(nSeconds/3600)); - nMins = string.format("%02.f", math.floor(nSeconds/60 - (nHours*60))); - nSecs = string.format("%02.f", math.floor(nSeconds - nHours*3600 - nMins *60)); - return nHours..":"..nMins..":"..nSecs - end -end - - -function DATABASE:ScoreOpen() - if lfs then - local fdir = lfs.writedir() .. [[Logs\]] .. "Player_Scores_" .. os.date( "%Y-%m-%d_%H-%M-%S" ) .. ".csv" - self.StatFile, self.err = io.open(fdir,"w+") - if not self.StatFile then - error( "Error: Cannot open 'Player Scores.csv' file in " .. lfs.writedir() ) - end - self.StatFile:write( '"RunID","Time","PlayerName","ScoreType","PlayerUnitCoaltion","PlayerUnitCategory","PlayerUnitType","PlayerUnitName","TargetUnitCoalition","TargetUnitCategory","TargetUnitType","TargetUnitName","Times","Score"\n' ) - - self.RunID = os.date("%y-%m-%d_%H-%M-%S") - end -end - - -function DATABASE:ScoreAdd( PlayerName, ScoreType, ScoreTimes, ScoreAmount, PlayerUnitName, PlayerUnitCoalition, PlayerUnitCategory, PlayerUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) - --write statistic information to file - local ScoreTime = self:SecondsToClock(timer.getTime()) - PlayerName = PlayerName:gsub( '"', '_' ) - - if PlayerUnitName and PlayerUnitName ~= '' then - local PlayerUnit = Unit.getByName( PlayerUnitName ) - - if PlayerUnit then - if not PlayerUnitCategory then - --PlayerUnitCategory = DATABASECategory[PlayerUnit:getCategory()] - PlayerUnitCategory = _DATABASECategory[PlayerUnit:getDesc().category] - end - - if not PlayerUnitCoalition then - PlayerUnitCoalition = _DATABASECoalition[PlayerUnit:getCoalition()] - end - - if not PlayerUnitType then - PlayerUnitType = PlayerUnit:getTypeName() - end - else - PlayerUnitName = '' - PlayerUnitCategory = '' - PlayerUnitCoalition = '' - PlayerUnitType = '' - end - else - PlayerUnitName = '' - PlayerUnitCategory = '' - PlayerUnitCoalition = '' - PlayerUnitType = '' - end - - if not TargetUnitCoalition then - TargetUnitCoalition = '' - end - - if not TargetUnitCategory then - TargetUnitCategory = '' - end - - if not TargetUnitType then - TargetUnitType = '' - end - - if not TargetUnitName then - TargetUnitName = '' - end - - if lfs then - self.StatFile:write( - '"' .. self.RunID .. '"' .. ',' .. - '' .. ScoreTime .. '' .. ',' .. - '"' .. PlayerName .. '"' .. ',' .. - '"' .. ScoreType .. '"' .. ',' .. - '"' .. PlayerUnitCoalition .. '"' .. ',' .. - '"' .. PlayerUnitCategory .. '"' .. ',' .. - '"' .. PlayerUnitType .. '"' .. ',' .. - '"' .. PlayerUnitName .. '"' .. ',' .. - '"' .. TargetUnitCoalition .. '"' .. ',' .. - '"' .. TargetUnitCategory .. '"' .. ',' .. - '"' .. TargetUnitType .. '"' .. ',' .. - '"' .. TargetUnitName .. '"' .. ',' .. - '' .. ScoreTimes .. '' .. ',' .. - '' .. ScoreAmount - ) - - self.StatFile:write( "\n" ) - end -end - - -function LogClose() - if lfs then - self.StatFile:close() - end -end - _Database = DATABASE:New() -- Database#DATABASE -_Database:ScoreOpen() diff --git a/Moose/Scoring.lua b/Moose/Scoring.lua new file mode 100644 index 000000000..294993321 --- /dev/null +++ b/Moose/Scoring.lua @@ -0,0 +1,816 @@ +--- Scoring system for MOOSE. +-- This scoring class calculates the hits and kills that players make within a simulation session. +-- Scoring is calculated using a defined algorithm. +-- With a small change in MissionScripting.lua, the scoring can also be logged in a CSV file, that can then be uploaded +-- to a database or a BI tool to publish the scoring results to the player community. +-- @module Scoring +-- @author FlightControl + + +Include.File( "Routines" ) +Include.File( "Base" ) +Include.File( "Menu" ) +Include.File( "Group" ) +Include.File( "Event" ) + + +--- The Scoring class +-- @type SCORING +-- @field Players A collection of the current players that have joined the game. +-- @extends Base#BASE +SCORING = { + ClassName = "SCORING", + ClassID = 0, + Players = {}, +} + +local _SCORINGCoalition = + { + [1] = "Red", + [2] = "Blue", + } + +local _SCORINGCategory = + { + [Unit.Category.AIRPLANE] = "Plane", + [Unit.Category.HELICOPTER] = "Helicopter", + [Unit.Category.GROUND_UNIT] = "Vehicle", + [Unit.Category.SHIP] = "Ship", + [Unit.Category.STRUCTURE] = "Structure", + } + +--- Creates a new SCORING object to administer the scoring achieved by players. +-- @param #SCORING self +-- @param #string GameName The name of the game. This name is also logged in the CSV score file. +-- @param #string ScoringCSV The name of the CSV file. +-- @return #SCORING self +-- @usage +-- -- Define a new scoring object for the mission Gori Valley. +-- ScoringObject = SCORING:New( "Gori Valley" ) +function SCORING:New( GameName ) + + -- Inherits from BASE + local self = BASE:Inherit( self, BASE:New() ) + + if GameName then + self.GameName = GameName + else + error( "A game name must be given to register the scoring results" ) + end + + + _EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self ) + _EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self ) + _EVENTDISPATCHER:OnHit( self._EventOnHit, self ) + + self.SchedulerId = routines.scheduleFunction( SCORING._FollowPlayersScheduled, { self }, 0, 5 ) + + self:ScoreMenu() + + return self + +end + +--- Creates a score radio menu. Can be accessed using Radio -> F10. +-- @param #SCORING self +-- @return #SCORING self +function SCORING:ScoreMenu() + self.Menu = SUBMENU:New( 'Scoring' ) + self.AllScoresMenu = COMMANDMENU:New( 'Score All Active Players', self.Menu, SCORING.ReportScoreAll, self ) + --- = COMMANDMENU:New('Your Current Score', ReportScore, SCORING.ReportScorePlayer, self ) + return self +end + +--- Follows new players entering Clients within the DCSRTE. +-- TODO: Need to see if i can catch this also with an event. It will eliminate the schedule ... +function SCORING:_FollowPlayersScheduled() + self:F3( "_FollowPlayersScheduled" ) + + local ClientUnit = 0 + local CoalitionsData = { AlivePlayersRed = coalition.getPlayers(coalition.side.RED), AlivePlayersBlue = coalition.getPlayers(coalition.side.BLUE) } + local unitId + local unitData + local AlivePlayerUnits = {} + + for CoalitionId, CoalitionData in pairs( CoalitionsData ) do + self:T3( { "_FollowPlayersScheduled", CoalitionData } ) + for UnitId, UnitData in pairs( CoalitionData ) do + self:_AddPlayerFromUnit( UnitData ) + end + end +end + + +--- Track DEAD or CRASH events for the scoring. +-- @param #SCORING self +-- @param Event#EVENTDATA Event +function SCORING:_EventOnDeadOrCrash( Event ) + self:F( { Event } ) + + local TargetUnit = nil + local TargetGroup = nil + local TargetUnitName = "" + local TargetGroupName = "" + local TargetPlayerName = "" + local TargetCoalition = nil + local TargetCategory = nil + local TargetType = nil + local TargetUnitCoalition = nil + local TargetUnitCategory = nil + local TargetUnitType = nil + + if Event.IniDCSUnit then + + TargetUnit = Event.IniDCSUnit + TargetUnitName = Event.IniDCSUnitName + TargetGroup = Event.IniDCSGroup + TargetGroupName = Event.IniDCSGroupName + TargetPlayerName = TargetUnit:getPlayerName() + + TargetCoalition = TargetUnit:getCoalition() + --TargetCategory = TargetUnit:getCategory() + TargetCategory = TargetUnit:getDesc().category -- Workaround + TargetType = TargetUnit:getTypeName() + + TargetUnitCoalition = _SCORINGCoalition[TargetCoalition] + TargetUnitCategory = _SCORINGCategory[TargetCategory] + TargetUnitType = TargetType + + self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType } ) + end + + for PlayerName, PlayerData in pairs( self.Players ) do + if PlayerData then -- This should normally not happen, but i'll test it anyway. + self:T( "Something got killed" ) + + -- Some variables + local InitUnitName = PlayerData.UnitName + local InitUnitType = PlayerData.UnitType + local InitCoalition = PlayerData.UnitCoalition + local InitCategory = PlayerData.UnitCategory + local InitUnitCoalition = _SCORINGCoalition[InitCoalition] + local InitUnitCategory = _SCORINGCategory[InitCategory] + + self:T( { InitUnitName, InitUnitType, InitUnitCoalition, InitCoalition, InitUnitCategory, InitCategory } ) + + -- What is he hitting? + if TargetCategory then + if PlayerData and PlayerData.Hit and PlayerData.Hit[TargetCategory] and PlayerData.Hit[TargetCategory][TargetUnitName] then -- Was there a hit for this unit for this player before registered??? + if not PlayerData.Kill[TargetCategory] then + PlayerData.Kill[TargetCategory] = {} + end + if not PlayerData.Kill[TargetCategory][TargetType] then + PlayerData.Kill[TargetCategory][TargetType] = {} + PlayerData.Kill[TargetCategory][TargetType].Score = 0 + PlayerData.Kill[TargetCategory][TargetType].ScoreKill = 0 + PlayerData.Kill[TargetCategory][TargetType].Penalty = 0 + PlayerData.Kill[TargetCategory][TargetType].PenaltyKill = 0 + end + + if InitCoalition == TargetCoalition then + PlayerData.Penalty = PlayerData.Penalty + 25 + PlayerData.Kill[TargetCategory][TargetType].Penalty = PlayerData.Kill[TargetCategory][TargetType].Penalty + 25 + PlayerData.Kill[TargetCategory][TargetType].PenaltyKill = PlayerData.Kill[TargetCategory][TargetType].PenaltyKill + 1 + MESSAGE:New( "Player '" .. PlayerName .. "' killed a friendly " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. + PlayerData.Kill[TargetCategory][TargetType].PenaltyKill .. " times. Penalty: -" .. PlayerData.Kill[TargetCategory][TargetType].Penalty .. + ". Score Total:" .. PlayerData.Score - PlayerData.Penalty, + "", 5, "/PENALTY" .. PlayerName .. "/" .. InitUnitName ):ToAll() + self:ScoreAdd( PlayerName, "KILL_PENALTY", 1, -125, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) + else + PlayerData.Score = PlayerData.Score + 10 + PlayerData.Kill[TargetCategory][TargetType].Score = PlayerData.Kill[TargetCategory][TargetType].Score + 10 + PlayerData.Kill[TargetCategory][TargetType].ScoreKill = PlayerData.Kill[TargetCategory][TargetType].ScoreKill + 1 + MESSAGE:New( "Player '" .. PlayerName .. "' killed an enemy " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. + PlayerData.Kill[TargetCategory][TargetType].ScoreKill .. " times. Score: " .. PlayerData.Kill[TargetCategory][TargetType].Score .. + ". Score Total:" .. PlayerData.Score - PlayerData.Penalty, + "", 5, "/SCORE" .. PlayerName .. "/" .. InitUnitName ):ToAll() + self:ScoreAdd( PlayerName, "KILL_SCORE", 1, 10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) + end + end + end + end + end +end + + + +--- Add a new player entering a Unit. +function SCORING:_AddPlayerFromUnit( UnitData ) + self:F( UnitData ) + + if UnitData:isExist() then + local UnitName = UnitData:getName() + local PlayerName = UnitData:getPlayerName() + local UnitDesc = UnitData:getDesc() + local UnitCategory = UnitDesc.category + local UnitCoalition = UnitData:getCoalition() + local UnitTypeName = UnitData:getTypeName() + + self:T( { PlayerName, UnitName, UnitCategory, UnitCoalition, UnitTypeName } ) + + if self.Players[PlayerName] == nil then -- I believe this is the place where a Player gets a life in a mission when he enters a unit ... + self.Players[PlayerName] = {} + self.Players[PlayerName].Hit = {} + self.Players[PlayerName].Kill = {} + self.Players[PlayerName].Mission = {} + + -- for CategoryID, CategoryName in pairs( SCORINGCategory ) do + -- self.Players[PlayerName].Hit[CategoryID] = {} + -- self.Players[PlayerName].Kill[CategoryID] = {} + -- end + self.Players[PlayerName].HitPlayers = {} + self.Players[PlayerName].HitUnits = {} + self.Players[PlayerName].Score = 0 + self.Players[PlayerName].Penalty = 0 + self.Players[PlayerName].PenaltyCoalition = 0 + self.Players[PlayerName].PenaltyWarning = 0 + end + + if not self.Players[PlayerName].UnitCoalition then + self.Players[PlayerName].UnitCoalition = UnitCoalition + else + if self.Players[PlayerName].UnitCoalition ~= UnitCoalition then + self.Players[PlayerName].Penalty = self.Players[PlayerName].Penalty + 50 + self.Players[PlayerName].PenaltyCoalition = self.Players[PlayerName].PenaltyCoalition + 1 + MESSAGE:New( "Player '" .. PlayerName .. "' changed coalition from " .. _SCORINGCoalition[self.Players[PlayerName].UnitCoalition] .. " to " .. _SCORINGCoalition[UnitCoalition] .. + "(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). 50 Penalty points added.", + "", + 2, + "/PENALTYCOALITION" .. PlayerName + ):ToAll() + self:ScoreAdd( PlayerName, "COALITION_PENALTY", 1, -50, self.Players[PlayerName].UnitName, _SCORINGCoalition[self.Players[PlayerName].UnitCoalition], _SCORINGCategory[self.Players[PlayerName].UnitCategory], self.Players[PlayerName].UnitType, + UnitName, _SCORINGCoalition[UnitCoalition], _SCORINGCategory[UnitCategory], UnitData:getTypeName() ) + end + end + self.Players[PlayerName].UnitName = UnitName + self.Players[PlayerName].UnitCoalition = UnitCoalition + self.Players[PlayerName].UnitCategory = UnitCategory + self.Players[PlayerName].UnitType = UnitTypeName + + if self.Players[PlayerName].Penalty > 100 then + if self.Players[PlayerName].PenaltyWarning < 1 then + MESSAGE:New( "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than 150, you will be COURT MARTIALED and DISMISSED from this mission! \nYour total penalty is: " .. self.Players[PlayerName].Penalty, + "", + 30, + "/PENALTYCOALITION" .. PlayerName + ):ToAll() + self.Players[PlayerName].PenaltyWarning = self.Players[PlayerName].PenaltyWarning + 1 + end + end + + if self.Players[PlayerName].Penalty > 150 then + ClientGroup = GROUP:NewFromDCSUnit( UnitData ) + ClientGroup:Destroy() + MESSAGE:New( "Player '" .. PlayerName .. "' committed FRATRICIDE, he will be COURT MARTIALED and is DISMISSED from this mission!", + "", + 10, + "/PENALTYCOALITION" .. PlayerName + ):ToAll() + end + + end +end + + +--- Registers Scores the players completing a Mission Task. +function SCORING:_AddMissionTaskScore( PlayerUnit, MissionName, Score ) + self:F( { PlayerUnit, MissionName, Score } ) + + local PlayerName = PlayerUnit:getPlayerName() + + if not self.Players[PlayerName].Mission[MissionName] then + self.Players[PlayerName].Mission[MissionName] = {} + self.Players[PlayerName].Mission[MissionName].ScoreTask = 0 + self.Players[PlayerName].Mission[MissionName].ScoreMission = 0 + end + + self:T( PlayerName ) + self:T( self.Players[PlayerName].Mission[MissionName] ) + + self.Players[PlayerName].Score = self.Players[PlayerName].Score + Score + self.Players[PlayerName].Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score + + MESSAGE:New( "Player '" .. PlayerName .. "' has finished another Task in Mission '" .. MissionName .. "'. " .. + Score .. " Score points added.", + "", 20, "/SCORETASK" .. PlayerName ):ToAll() + + _Database:ScoreAdd( PlayerName, "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:getName() ) +end + + +--- Registers Mission Scores for possible multiple players that contributed in the Mission. +function SCORING:_AddMissionScore( MissionName, Score ) + self:F( { PlayerUnit, MissionName, Score } ) + + for PlayerName, PlayerData in pairs( self.Players ) do + + if PlayerData.Mission[MissionName] then + PlayerData.Score = PlayerData.Score + Score + PlayerData.Mission[MissionName].ScoreMission = PlayerData.Mission[MissionName].ScoreMission + Score + MESSAGE:New( "Player '" .. PlayerName .. "' has finished Mission '" .. MissionName .. "'. " .. + Score .. " Score points added.", + "", 20, "/SCOREMISSION" .. PlayerName ):ToAll() + _Database:ScoreAdd( PlayerName, "MISSION_" .. MissionName:gsub( ' ', '_' ), 1, Score ) + end + end +end + +--- Handles the OnHit event for the scoring. +-- @param #SCORING self +-- @param Event#EVENTDATA Event +function SCORING:_EventOnHit( Event ) + self:F( { Event } ) + + local InitUnit = nil + local InitUnitName = "" + local InitGroup = nil + local InitGroupName = "" + local InitPlayerName = "dummy" + + local InitCoalition = nil + local InitCategory = nil + local InitType = nil + local InitUnitCoalition = nil + local InitUnitCategory = nil + local InitUnitType = nil + + local TargetUnit = nil + local TargetUnitName = "" + local TargetGroup = nil + local TargetGroupName = "" + local TargetPlayerName = "" + + local TargetCoalition = nil + local TargetCategory = nil + local TargetType = nil + local TargetUnitCoalition = nil + local TargetUnitCategory = nil + local TargetUnitType = nil + + if Event.IniDCSUnit then + + InitUnit = Event.IniDCSUnit + InitUnitName = Event.IniDCSUnitName + InitGroup = Event.IniDCSGroup + InitGroupName = Event.IniDCSGroupName + InitPlayerName = InitUnit:getPlayerName() + + InitCoalition = InitUnit:getCoalition() + --TODO: Workaround Client DCS Bug + --InitCategory = InitUnit:getCategory() + InitCategory = InitUnit:getDesc().category + InitType = InitUnit:getTypeName() + + InitUnitCoalition = _SCORINGCoalition[InitCoalition] + InitUnitCategory = _SCORINGCategory[InitCategory] + InitUnitType = InitType + + self:T( { InitUnitName, InitGroupName, InitPlayerName, InitCoalition, InitCategory, InitType , InitUnitCoalition, InitUnitCategory, InitUnitType } ) + end + + + if Event.TgtDCSUnit then + + TargetUnit = Event.TgtDCSUnit + TargetUnitName = Event.TgtDCSUnitName + TargetGroup = Event.TgtDCSGroup + TargetGroupName = Event.TgtDCSGroupName + TargetPlayerName = TargetUnit:getPlayerName() + + TargetCoalition = TargetUnit:getCoalition() + --TODO: Workaround Client DCS Bug + --TargetCategory = TargetUnit:getCategory() + TargetCategory = TargetUnit:getDesc().category + TargetType = TargetUnit:getTypeName() + + TargetUnitCoalition = _SCORINGCoalition[TargetCoalition] + TargetUnitCategory = _SCORINGCategory[TargetCategory] + TargetUnitType = TargetType + + self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType, TargetUnitCoalition, TargetUnitCategory, TargetUnitType } ) + end + + if InitPlayerName ~= nil then -- It is a player that is hitting something + self:_AddPlayerFromUnit( InitUnit ) + if self.Players[InitPlayerName] then -- This should normally not happen, but i'll test it anyway. + if TargetPlayerName ~= nil then -- It is a player hitting another player ... + self:_AddPlayerFromUnit( TargetUnit ) + self.Players[InitPlayerName].HitPlayers = self.Players[InitPlayerName].HitPlayers + 1 + end + + self:T( "Hitting Something" ) + -- What is he hitting? + if TargetCategory then + if not self.Players[InitPlayerName].Hit[TargetCategory] then + self.Players[InitPlayerName].Hit[TargetCategory] = {} + end + if not self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName] then + self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName] = {} + self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Score = 0 + self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Penalty = 0 + self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].ScoreHit = 0 + self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].PenaltyHit = 0 + end + local Score = 0 + if InitCoalition == TargetCoalition then + self.Players[InitPlayerName].Penalty = self.Players[InitPlayerName].Penalty + 10 + self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Penalty = self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Penalty + 10 + self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].PenaltyHit = self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].PenaltyHit + 1 + MESSAGE:New( "Player '" .. InitPlayerName .. "' hit a friendly " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. + self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].PenaltyHit .. " times. Penalty: -" .. self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Penalty .. + ". Score Total:" .. self.Players[InitPlayerName].Score - self.Players[InitPlayerName].Penalty, + "", + 2, + "/PENALTY" .. InitPlayerName .. "/" .. InitUnitName + ):ToAll() + self:ScoreAdd( InitPlayerName, "HIT_PENALTY", 1, -25, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) + else + self.Players[InitPlayerName].Score = self.Players[InitPlayerName].Score + 10 + self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Score = self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Score + 1 + self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].ScoreHit = self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].ScoreHit + 1 + MESSAGE:New( "Player '" .. InitPlayerName .. "' hit a target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. + self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].ScoreHit .. " times. Score: " .. self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Score .. + ". Score Total:" .. self.Players[InitPlayerName].Score - self.Players[InitPlayerName].Penalty, + "", + 2, + "/SCORE" .. InitPlayerName .. "/" .. InitUnitName + ):ToAll() + self:ScoreAdd( InitPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) + end + end + end + elseif InitPlayerName == nil then -- It is an AI hitting a player??? + + end +end + + +function SCORING:ReportScoreAll() + + env.info( "Hello World " ) + + local ScoreMessage = "" + local PlayerMessage = "" + + self:T( "Score Report" ) + + for PlayerName, PlayerData in pairs( self.Players ) do + if PlayerData then -- This should normally not happen, but i'll test it anyway. + self:T( "Score Player: " .. PlayerName ) + + -- Some variables + local InitUnitCoalition = _SCORINGCoalition[PlayerData.UnitCoalition] + local InitUnitCategory = _SCORINGCategory[PlayerData.UnitCategory] + local InitUnitType = PlayerData.UnitType + local InitUnitName = PlayerData.UnitName + + local PlayerScore = 0 + local PlayerPenalty = 0 + + ScoreMessage = ":\n" + + local ScoreMessageHits = "" + + for CategoryID, CategoryName in pairs( _SCORINGCategory ) do + self:T( CategoryName ) + if PlayerData.Hit[CategoryID] then + local Score = 0 + local ScoreHit = 0 + local Penalty = 0 + local PenaltyHit = 0 + self:T( "Hit scores exist for player " .. PlayerName ) + for UnitName, UnitData in pairs( PlayerData.Hit[CategoryID] ) do + Score = Score + UnitData.Score + ScoreHit = ScoreHit + UnitData.ScoreHit + Penalty = Penalty + UnitData.Penalty + PenaltyHit = UnitData.PenaltyHit + end + local ScoreMessageHit = string.format( "%s:%d ", CategoryName, Score - Penalty ) + self:T( ScoreMessageHit ) + ScoreMessageHits = ScoreMessageHits .. ScoreMessageHit + PlayerScore = PlayerScore + Score + PlayerPenalty = PlayerPenalty + Penalty + else + --ScoreMessageHits = ScoreMessageHits .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 ) + end + end + if ScoreMessageHits ~= "" then + ScoreMessage = ScoreMessage .. " Hits: " .. ScoreMessageHits .. "\n" + end + + local ScoreMessageKills = "" + for CategoryID, CategoryName in pairs( _SCORINGCategory ) do + self:T( "Kill scores exist for player " .. PlayerName ) + if PlayerData.Kill[CategoryID] then + local Score = 0 + local ScoreKill = 0 + local Penalty = 0 + local PenaltyKill = 0 + + for UnitName, UnitData in pairs( PlayerData.Kill[CategoryID] ) do + Score = Score + UnitData.Score + ScoreKill = ScoreKill + UnitData.ScoreKill + Penalty = Penalty + UnitData.Penalty + PenaltyKill = PenaltyKill + UnitData.PenaltyKill + end + + local ScoreMessageKill = string.format( " %s:%d ", CategoryName, Score - Penalty ) + self:T( ScoreMessageKill ) + ScoreMessageKills = ScoreMessageKills .. ScoreMessageKill + + PlayerScore = PlayerScore + Score + PlayerPenalty = PlayerPenalty + Penalty + else + --ScoreMessageKills = ScoreMessageKills .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 ) + end + end + if ScoreMessageKills ~= "" then + ScoreMessage = ScoreMessage .. " Kills: " .. ScoreMessageKills .. "\n" + end + + local ScoreMessageCoalitionChangePenalties = "" + if PlayerData.PenaltyCoalition ~= 0 then + ScoreMessageCoalitionChangePenalties = ScoreMessageCoalitionChangePenalties .. string.format( " -%d (%d changed)", PlayerData.Penalty, PlayerData.PenaltyCoalition ) + PlayerPenalty = PlayerPenalty + PlayerData.Penalty + end + if ScoreMessageCoalitionChangePenalties ~= "" then + ScoreMessage = ScoreMessage .. " Coalition Penalties: " .. ScoreMessageCoalitionChangePenalties .. "\n" + end + + local ScoreMessageMission = "" + local ScoreMission = 0 + local ScoreTask = 0 + for MissionName, MissionData in pairs( PlayerData.Mission ) do + ScoreMission = ScoreMission + MissionData.ScoreMission + ScoreTask = ScoreTask + MissionData.ScoreTask + ScoreMessageMission = ScoreMessageMission .. "'" .. MissionName .. "'; " + end + PlayerScore = PlayerScore + ScoreMission + ScoreTask + + if ScoreMessageMission ~= "" then + ScoreMessage = ScoreMessage .. " Tasks: " .. ScoreTask .. " Mission: " .. ScoreMission .. " ( " .. ScoreMessageMission .. ")\n" + end + + PlayerMessage = PlayerMessage .. string.format( "Player '%s' Score:%d (%d Score -%d Penalties)%s", PlayerName, PlayerScore - PlayerPenalty, PlayerScore, PlayerPenalty, ScoreMessage ) + end + end + MESSAGE:New( PlayerMessage, "Player Scores", 30, "AllPlayerScores"):ToAll() +end + + +function SCORING:ReportScorePlayer() + + env.info( "Hello World " ) + + local ScoreMessage = "" + local PlayerMessage = "" + + self:T( "Score Report" ) + + for PlayerName, PlayerData in pairs( self.Players ) do + if PlayerData then -- This should normally not happen, but i'll test it anyway. + self:T( "Score Player: " .. PlayerName ) + + -- Some variables + local InitUnitCoalition = _SCORINGCoalition[PlayerData.UnitCoalition] + local InitUnitCategory = _SCORINGCategory[PlayerData.UnitCategory] + local InitUnitType = PlayerData.UnitType + local InitUnitName = PlayerData.UnitName + + local PlayerScore = 0 + local PlayerPenalty = 0 + + ScoreMessage = "" + + local ScoreMessageHits = "" + + for CategoryID, CategoryName in pairs( _SCORINGCategory ) do + self:T( CategoryName ) + if PlayerData.Hit[CategoryID] then + local Score = 0 + local ScoreHit = 0 + local Penalty = 0 + local PenaltyHit = 0 + self:T( "Hit scores exist for player " .. PlayerName ) + for UnitName, UnitData in pairs( PlayerData.Hit[CategoryID] ) do + Score = Score + UnitData.Score + ScoreHit = ScoreHit + UnitData.ScoreHit + Penalty = Penalty + UnitData.Penalty + PenaltyHit = UnitData.PenaltyHit + end + local ScoreMessageHit = string.format( "\n %s = %d score(%d;-%d) hits(#%d;#-%d)", CategoryName, Score - Penalty, Score, Penalty, ScoreHit, PenaltyHit ) + self:T( ScoreMessageHit ) + ScoreMessageHits = ScoreMessageHits .. ScoreMessageHit + PlayerScore = PlayerScore + Score + PlayerPenalty = PlayerPenalty + Penalty + else + --ScoreMessageHits = ScoreMessageHits .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 ) + end + end + if ScoreMessageHits ~= "" then + ScoreMessage = ScoreMessage .. "\n Hits: " .. ScoreMessageHits .. " " + end + + local ScoreMessageKills = "" + for CategoryID, CategoryName in pairs( _SCORINGCategory ) do + self:T( "Kill scores exist for player " .. PlayerName ) + if PlayerData.Kill[CategoryID] then + local Score = 0 + local ScoreKill = 0 + local Penalty = 0 + local PenaltyKill = 0 + + for UnitName, UnitData in pairs( PlayerData.Kill[CategoryID] ) do + Score = Score + UnitData.Score + ScoreKill = ScoreKill + UnitData.ScoreKill + Penalty = Penalty + UnitData.Penalty + PenaltyKill = PenaltyKill + UnitData.PenaltyKill + end + + local ScoreMessageKill = string.format( "\n %s = %d score(%d;-%d) hits(#%d;#-%d)", CategoryName, Score - Penalty, Score, Penalty, ScoreKill, PenaltyKill ) + self:T( ScoreMessageKill ) + ScoreMessageKills = ScoreMessageKills .. ScoreMessageKill + + PlayerScore = PlayerScore + Score + PlayerPenalty = PlayerPenalty + Penalty + else + --ScoreMessageKills = ScoreMessageKills .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 ) + end + end + if ScoreMessageKills ~= "" then + ScoreMessage = ScoreMessage .. "\n Kills: " .. ScoreMessageKills .. " " + end + + local ScoreMessageCoalitionChangePenalties = "" + if PlayerData.PenaltyCoalition ~= 0 then + ScoreMessageCoalitionChangePenalties = ScoreMessageCoalitionChangePenalties .. string.format( " -%d (%d changed)", PlayerData.Penalty, PlayerData.PenaltyCoalition ) + PlayerPenalty = PlayerPenalty + PlayerData.Penalty + end + if ScoreMessageCoalitionChangePenalties ~= "" then + ScoreMessage = ScoreMessage .. "\n Coalition: " .. ScoreMessageCoalitionChangePenalties .. " " + end + + local ScoreMessageMission = "" + local ScoreMission = 0 + local ScoreTask = 0 + for MissionName, MissionData in pairs( PlayerData.Mission ) do + ScoreMission = ScoreMission + MissionData.ScoreMission + ScoreTask = ScoreTask + MissionData.ScoreTask + ScoreMessageMission = ScoreMessageMission .. "'" .. MissionName .. "'; " + end + PlayerScore = PlayerScore + ScoreMission + ScoreTask + + if ScoreMessageMission ~= "" then + ScoreMessage = ScoreMessage .. "\n Tasks: " .. ScoreTask .. " Mission: " .. ScoreMission .. " ( " .. ScoreMessageMission .. ") " + end + + PlayerMessage = PlayerMessage .. string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties ):%s", PlayerName, PlayerScore - PlayerPenalty, PlayerScore, PlayerPenalty, ScoreMessage ) + end + end + MESSAGE:New( PlayerMessage, "Player Scores", 30, "AllPlayerScores"):ToAll() + +end + + +function SCORING:SecondsToClock(sSeconds) + local nSeconds = sSeconds + if nSeconds == 0 then + --return nil; + return "00:00:00"; + else + nHours = string.format("%02.f", math.floor(nSeconds/3600)); + nMins = string.format("%02.f", math.floor(nSeconds/60 - (nHours*60))); + nSecs = string.format("%02.f", math.floor(nSeconds - nHours*3600 - nMins *60)); + return nHours..":"..nMins..":"..nSecs + end +end + +--- Opens a score CSV file to log the scores. +-- @param #SCORING self +-- @param #string ScoringCSV +-- @return #SCORING self +-- @usage +-- -- Open a new CSV file to log the scores of the game Gori Valley. Let the name of the CSV file begin with "Player Scores". +-- ScoringObject = SCORING:New( "Gori Valley" ) +-- ScoringObject:OpenCSV( "Player Scores" ) +function SCORING:OpenCSV( ScoringCSV ) + self:F( ScoringCSV ) + + if lfs and io and os then + if ScoringCSV then + self.ScoringCSV = ScoringCSV + local fdir = lfs.writedir() .. [[Logs\]] .. self.ScoringCSV .. os.date( "%Y-%m-%d_%H-%M-%S" ) .. ".csv" + + self.StatFile, self.err = io.open( fdir, "w+" ) + if not self.StatFile then + error( "Error: Cannot open CSV file in " .. lfs.writedir() ) + end + + self.StatFile:write( '"GameName","RunTime","Time","PlayerName","ScoreType","PlayerUnitCoaltion","PlayerUnitCategory","PlayerUnitType","PlayerUnitName","TargetUnitCoalition","TargetUnitCategory","TargetUnitType","TargetUnitName","Times","Score"\n' ) + + self.RunTime = os.date("%y-%m-%d_%H-%M-%S") + else + error( "A string containing the CSV file name must be given." ) + end + else + self:E( "The MissionScripting.lua file has not been change to allow lfs, io and os modules to be used..." ) + end + return self +end + + +--- Registers a score for a player. +-- @param #SCORING self +-- @param #string PlayerName The name of the player. +-- @param #string ScoreType The type of the score. +-- @param #string ScoreTimes The amount of scores achieved. +-- @param #string ScoreAmount The score given. +-- @param #string PlayerUnitName The unit name of the player. +-- @param #string PlayerUnitCoalition The coalition of the player unit. +-- @param #string PlayerUnitCategory The category of the player unit. +-- @param #string PlayerUnitType The type of the player unit. +-- @param #string TargetUnitName The name of the target unit. +-- @param #string TargetUnitCoalition The coalition of the target unit. +-- @param #string TargetUnitCategory The category of the target unit. +-- @param #string TargetUnitType The type of the target unit. +-- @return #SCORING self +function SCORING:ScoreCSV( PlayerName, ScoreType, ScoreTimes, ScoreAmount, PlayerUnitName, PlayerUnitCoalition, PlayerUnitCategory, PlayerUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) + --write statistic information to file + local ScoreTime = self:SecondsToClock( timer.getTime() ) + PlayerName = PlayerName:gsub( '"', '_' ) + + if PlayerUnitName and PlayerUnitName ~= '' then + local PlayerUnit = Unit.getByName( PlayerUnitName ) + + if PlayerUnit then + if not PlayerUnitCategory then + --PlayerUnitCategory = SCORINGCategory[PlayerUnit:getCategory()] + PlayerUnitCategory = _SCORINGCategory[PlayerUnit:getDesc().category] + end + + if not PlayerUnitCoalition then + PlayerUnitCoalition = _SCORINGCoalition[PlayerUnit:getCoalition()] + end + + if not PlayerUnitType then + PlayerUnitType = PlayerUnit:getTypeName() + end + else + PlayerUnitName = '' + PlayerUnitCategory = '' + PlayerUnitCoalition = '' + PlayerUnitType = '' + end + else + PlayerUnitName = '' + PlayerUnitCategory = '' + PlayerUnitCoalition = '' + PlayerUnitType = '' + end + + if not TargetUnitCoalition then + TargetUnitCoalition = '' + end + + if not TargetUnitCategory then + TargetUnitCategory = '' + end + + if not TargetUnitType then + TargetUnitType = '' + end + + if not TargetUnitName then + TargetUnitName = '' + end + + if lfs then + self.StatFile:write( + '"' .. self.GameName .. '"' .. ',' .. + '"' .. self.RunTime .. '"' .. ',' .. + '' .. ScoreTime .. '' .. ',' .. + '"' .. PlayerName .. '"' .. ',' .. + '"' .. ScoreType .. '"' .. ',' .. + '"' .. PlayerUnitCoalition .. '"' .. ',' .. + '"' .. PlayerUnitCategory .. '"' .. ',' .. + '"' .. PlayerUnitType .. '"' .. ',' .. + '"' .. PlayerUnitName .. '"' .. ',' .. + '"' .. TargetUnitCoalition .. '"' .. ',' .. + '"' .. TargetUnitCategory .. '"' .. ',' .. + '"' .. TargetUnitType .. '"' .. ',' .. + '"' .. TargetUnitName .. '"' .. ',' .. + '' .. ScoreTimes .. '' .. ',' .. + '' .. ScoreAmount + ) + + self.StatFile:write( "\n" ) + end +end + + +function LogClose() + if lfs then + self.StatFile:close() + end +end +