mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Merge remote-tracking branch 'origin/master' into develop
This commit is contained in:
@@ -1458,6 +1458,7 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
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else
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else
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local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
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local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
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local SpawnZone = self.SpawnGroups[self.SpawnIndex].SpawnZone
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self:T( SpawnTemplate.name )
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self:T( SpawnTemplate.name )
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if SpawnTemplate then
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if SpawnTemplate then
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@@ -1483,6 +1484,23 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
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if self.SpawnRandomizeUnits then
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if self.SpawnRandomizeUnits then
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for UnitID = 1, #SpawnTemplate.units do
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for UnitID = 1, #SpawnTemplate.units do
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local RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnOuterRadius, self.SpawnInnerRadius )
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local RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnOuterRadius, self.SpawnInnerRadius )
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if (SpawnZone) then
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local inZone = SpawnZone:IsVec2InZone(RandomVec2)
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local numTries = 1
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while (not inZone) and (numTries < 20) do
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if not inZone then
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RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnOuterRadius, self.SpawnInnerRadius )
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numTries = numTries + 1
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inZone = SpawnZone:IsVec2InZone(RandomVec2)
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self:I("Retrying " .. numTries .. "spawn " .. SpawnTemplate.name .. " in Zone " .. SpawnZone:GetName() .. "!")
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self:I(SpawnZone)
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end
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end
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if (not inZone) then
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self:I("Could not place unit within zone and within radius!")
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RandomVec2 = SpawnZone:GetRandomVec2()
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end
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end
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SpawnTemplate.units[UnitID].x = RandomVec2.x
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SpawnTemplate.units[UnitID].x = RandomVec2.x
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SpawnTemplate.units[UnitID].y = RandomVec2.y
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SpawnTemplate.units[UnitID].y = RandomVec2.y
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self:T( 'SpawnTemplate.units[' .. UnitID .. '].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units[' .. UnitID .. '].y = ' .. SpawnTemplate.units[UnitID].y )
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self:T( 'SpawnTemplate.units[' .. UnitID .. '].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units[' .. UnitID .. '].y = ' .. SpawnTemplate.units[UnitID].y )
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@@ -1534,12 +1552,14 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
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for UnitID = 1, #SpawnTemplate.units do
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for UnitID = 1, #SpawnTemplate.units do
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if UnitID > 1 then -- don't rotate position of unit #1
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if not self.SpawnRandomizeUnits then
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local unitXOff = SpawnTemplate.units[UnitID].x - pivotX -- rotate position offset around unit #1
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if UnitID > 1 then -- don't rotate position of unit #1
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local unitYOff = SpawnTemplate.units[UnitID].y - pivotY
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local unitXOff = SpawnTemplate.units[UnitID].x - pivotX -- rotate position offset around unit #1
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local unitYOff = SpawnTemplate.units[UnitID].y - pivotY
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SpawnTemplate.units[UnitID].x = pivotX + (unitXOff * cosHeading) - (unitYOff * sinHeading)
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SpawnTemplate.units[UnitID].x = pivotX + (unitXOff * cosHeading) - (unitYOff * sinHeading)
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SpawnTemplate.units[UnitID].y = pivotY + (unitYOff * cosHeading) + (unitXOff * sinHeading)
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SpawnTemplate.units[UnitID].y = pivotY + (unitYOff * cosHeading) + (unitXOff * sinHeading)
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end
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end
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end
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-- adjust heading of all units, including unit #1
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-- adjust heading of all units, including unit #1
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@@ -3591,6 +3611,7 @@ function SPAWN:_RandomizeZones( SpawnIndex )
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self:T( { SpawnVec2 = SpawnVec2 } )
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self:T( { SpawnVec2 = SpawnVec2 } )
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local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate
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local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate
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self.SpawnGroups[SpawnIndex].SpawnZone = SpawnZone
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self:T( { Route = SpawnTemplate.route } )
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self:T( { Route = SpawnTemplate.route } )
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@@ -276,9 +276,15 @@ function SCORING:New( GameName )
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self:SetMessagesZone( true )
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self:SetMessagesZone( true )
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-- Scales
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-- Scales
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self:SetScaleDestroyScore( 10 )
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self:SetScaleDestroyScore( 10 )
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self:SetScaleDestroyPenalty( 30 )
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self:SetScaleDestroyPenalty( 30 )
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-- Hitting a target multiple times before destoying it should not result in a higger score
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-- Multiple hits is typically a results of bombs/missles missing their target but still inflict some spash damage
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-- Making this configurable to anyone can enable this anyway if they want
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self:SetScoreIncrementOnHit(0)
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-- Default fratricide penalty level (maximum penalty that can be assigned to a player before he gets kicked).
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-- Default fratricide penalty level (maximum penalty that can be assigned to a player before he gets kicked).
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self:SetFratricide( self.ScaleDestroyPenalty * 3 )
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self:SetFratricide( self.ScaleDestroyPenalty * 3 )
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self.penaltyonfratricide = true
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self.penaltyonfratricide = true
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@@ -467,6 +473,16 @@ function SCORING:SetMessagesHit( OnOff )
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return self
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return self
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end
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end
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--- Configure to increment score after a target has been hit.
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-- @param #SCORING self
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-- @param #number score amount of point to inclement score on each hit
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-- @return #SCORING
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function SCORING:SetScoreIncrementOnHit( score )
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self.ScoreIncrementOnHit = score
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return self
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end
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--- If to send messages after a target has been hit.
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--- If to send messages after a target has been hit.
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-- @param #SCORING self
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-- @param #SCORING self
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-- @return #boolean
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-- @return #boolean
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@@ -885,6 +901,7 @@ function SCORING:OnEventBirth( Event )
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Event.IniUnit.BirthTime = timer.getTime()
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Event.IniUnit.BirthTime = timer.getTime()
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if PlayerName then
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if PlayerName then
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self:_AddPlayerFromUnit( Event.IniUnit )
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self:_AddPlayerFromUnit( Event.IniUnit )
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self.Players[PlayerName].PlayerKills = 0
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self:SetScoringMenu( Event.IniGroup )
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self:SetScoringMenu( Event.IniGroup )
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end
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end
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end
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end
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@@ -1015,7 +1032,7 @@ function SCORING:_EventOnHit( Event )
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PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
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PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
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-- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
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-- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
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if PlayerHit.UNIT.ThreatType == nil then
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if PlayerHit.UNIT.ThreatType == nil then
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PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
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PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
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-- if this fails for some reason, set a good default value
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-- if this fails for some reason, set a good default value
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if PlayerHit.ThreatType == nil then
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if PlayerHit.ThreatType == nil then
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PlayerHit.ThreatLevel = 1
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PlayerHit.ThreatLevel = 1
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@@ -1025,7 +1042,7 @@ function SCORING:_EventOnHit( Event )
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PlayerHit.ThreatLevel = PlayerHit.UNIT.ThreatLevel
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PlayerHit.ThreatLevel = PlayerHit.UNIT.ThreatLevel
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PlayerHit.ThreatType = PlayerHit.UNIT.ThreatType
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PlayerHit.ThreatType = PlayerHit.UNIT.ThreatType
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end
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end
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-- Only grant hit scores if there was more than one second between the last hit.
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-- Only grant hit scores if there was more than one second between the last hit.
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if timer.getTime() - PlayerHit.TimeStamp > 1 then
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if timer.getTime() - PlayerHit.TimeStamp > 1 then
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PlayerHit.TimeStamp = timer.getTime()
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PlayerHit.TimeStamp = timer.getTime()
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@@ -1060,10 +1077,8 @@ function SCORING:_EventOnHit( Event )
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end
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end
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self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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else
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else
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-- Hitting a target multiple times before destoying it should not result in a higger score
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Player.Score = Player.Score + self.ScoreIncrementOnHit
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-- Multiple hits is typically a results of bombs/missles missing their target but still inflict some spash damage
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PlayerHit.Score = PlayerHit.Score + self.ScoreIncrementOnHit
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-- Player.Score = Player.Score + 1
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-- PlayerHit.Score = PlayerHit.Score + 1
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PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
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PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
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if TargetPlayerName ~= nil then -- It is a player hitting another player ...
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if TargetPlayerName ~= nil then -- It is a player hitting another player ...
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
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@@ -1128,7 +1143,7 @@ function SCORING:_EventOnHit( Event )
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PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
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PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
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-- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
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-- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
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if PlayerHit.UNIT.ThreatType == nil then
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if PlayerHit.UNIT.ThreatType == nil then
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PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
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PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
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-- if this fails for some reason, set a good default value
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-- if this fails for some reason, set a good default value
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if PlayerHit.ThreatType == nil then
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if PlayerHit.ThreatType == nil then
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PlayerHit.ThreatLevel = 1
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PlayerHit.ThreatLevel = 1
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@@ -1163,10 +1178,8 @@ function SCORING:_EventOnHit( Event )
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:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
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:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
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self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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else
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else
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-- Hitting a target multiple times before destoying it should not result in a higger score
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Player.Score = Player.Score + self.ScoreIncrementOnHit
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-- Multiple hits is typically a results of bombs/missles missing their target but still inflict some spash damage
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PlayerHit.Score = PlayerHit.Score + self.ScoreIncrementOnHit
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-- Player.Score = Player.Score + 1
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-- PlayerHit.Score = PlayerHit.Score + 1
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PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
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PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
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"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
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"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
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@@ -1274,13 +1287,18 @@ function SCORING:_EventOnDeadOrCrash( Event )
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TargetDestroy.Penalty = TargetDestroy.Penalty + ThreatPenalty
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TargetDestroy.Penalty = TargetDestroy.Penalty + ThreatPenalty
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TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1
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TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1
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self:OnKillPvP(Player, TargetPlayerName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
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if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
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if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
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self:OnKillPvP(Player, TargetPlayerName, true)
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
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"Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
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"Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
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MESSAGE.Type.Information )
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MESSAGE.Type.Information )
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:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
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:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
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:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
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:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
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else
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else
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self:OnKillPvE(Player, TargetUnitName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
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"Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
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"Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
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MESSAGE.Type.Information )
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MESSAGE.Type.Information )
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@@ -1303,12 +1321,19 @@ function SCORING:_EventOnDeadOrCrash( Event )
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TargetDestroy.Score = TargetDestroy.Score + ThreatScore
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TargetDestroy.Score = TargetDestroy.Score + ThreatScore
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TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1
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TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1
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if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
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if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
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if Player.PlayerKills ~= nil then
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Player.PlayerKills = Player.PlayerKills + 1
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else
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Player.PlayerKills = 1
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end
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self:OnKillPvP(Player, TargetPlayerName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
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"Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
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"Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
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MESSAGE.Type.Information )
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MESSAGE.Type.Information )
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:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
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:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
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:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
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:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
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else
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else
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self:OnKillPvE(Player, TargetUnitName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
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"Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
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"Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
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MESSAGE.Type.Information )
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MESSAGE.Type.Information )
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@@ -1907,3 +1932,26 @@ function SCORING:SwitchAutoSave(OnOff)
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self.AutoSave = OnOff
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self.AutoSave = OnOff
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return self
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return self
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end
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end
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--- Handles the event when one player kill another player
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-- @param #SCORING self
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-- @param #PLAYER Player the ataching player
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-- @param #string TargetPlayerName the name of the killed player
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-- @param #bool IsTeamKill true if this kill was a team kill
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-- @param #number TargetThreatLevel Thread level of the target
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-- @param #number PlayerThreatLevelThread level of the player
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-- @param #number Score The score based on both threat levels
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function SCORING:OnKillPvP(Player, TargetPlayerName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
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end
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--- Handles the event when one player kill another player
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-- @param #SCORING self
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-- @param #PLAYER Player the ataching player
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-- @param #string TargetUnitName the name of the killed unit
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-- @param #bool IsTeamKill true if this kill was a team kill
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-- @param #number TargetThreatLevel Thread level of the target
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-- @param #number PlayerThreatLevelThread level of the player
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-- @param #number Score The score based on both threat levels
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function SCORING:OnKillPvE(Player, TargetUnitName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
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end
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