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https://github.com/FlightControl-Master/MOOSE.git
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Merge pull request #333 from FlightControl-Master/master-scoring-fixes
-- Fixed ThreatLevel call resulting in a crash during S_EVENT_CRASH or S_EVENT_DEAD. Threatlevels are determined for Player and Targets during hit events and cached. -- Fixed issue were a player1 hiting player2 would keep granting score for that player1. Now, when the player2 is dead, the hit timestamp is reset for player1. So when player 3 causes a dead event for player2, then only player3 will receive a score and not player1 also. -- Scenery objects and static objects are now also taken into account for the scoring. -- When a scenery object is hit, a message is displayed. -- Only when scenery objects are set as a goal, the S_EVENT_DEAD will result in a message to the player and scores. -- The player will now receive scores when eliminating a static target in multi-player mode! That's it. FC
This commit is contained in:
commit
871945a06b
@ -1,5 +1,8 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
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<listAttribute key="org.eclipse.debug.ui.favoriteGroups">
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<listEntry value="org.eclipse.ui.externaltools.launchGroup"/>
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</listAttribute>
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<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${project_loc:}/Moose Mission Setup/Moose Mission Update\Moose_Update_Missions.bat"/>
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<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""${project_loc:}/Moose Test Missions""/>
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<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${project_loc:}/Moose Mission Setup/Moose Mission Update"/>
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@ -785,6 +785,11 @@ function EVENT:onEvent( Event )
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if Event.weapon then
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Event.Weapon = Event.weapon
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Event.WeaponName = Event.Weapon:getTypeName()
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Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit!
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Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName()
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Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition()
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Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category
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Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName()
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--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
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end
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@ -949,7 +954,7 @@ function EVENT:onEvent( Event )
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-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction.
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-- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon.
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if Event.IniDCSUnit and not EventData.EventUnit then
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if (Event.IniDCSUnit or Event.WeaponUNIT) and not EventData.EventUnit then
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if EventClass == EventData.EventClass then
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@ -5,8 +5,6 @@
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--
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-- ===
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--
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-- # 1) @{Scoring#SCORING} class, extends @{Base#BASE}
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--
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-- The @{#SCORING} class administers the scoring of player achievements,
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-- and creates a CSV file logging the scoring events and results for use at team or squadron websites.
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--
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@ -57,6 +55,8 @@
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-- Use the radio menu F10 to consult the scores while running the mission.
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-- Scores can be reported for your user, or an overall score can be reported of all players currently active in the mission.
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--
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-- # 1) @{Scoring#SCORING} class, extends @{Base#BASE}
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--
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-- ## 1.1) Set the destroy score or penalty scale
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--
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-- Score scales can be set for scores granted when enemies or friendlies are destroyed.
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@ -86,8 +86,6 @@
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-- For example, this can be done as follows:
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--
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-- Scoring:RemoveUnitScore( UNIT:FindByName( "Unit #001" ) )
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--
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--
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--
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-- ## 1.3) Define destruction zones that will give extra scores.
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--
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@ -546,6 +544,7 @@ function SCORING:_AddPlayerFromUnit( UnitData )
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local UnitCategory = UnitDesc.category
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local UnitCoalition = UnitData:GetCoalition()
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local UnitTypeName = UnitData:GetTypeName()
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local UnitThreatLevel, UnitThreatType = UnitData:GetThreatLevel()
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self:T( { PlayerName, UnitName, UnitCategory, UnitCoalition, UnitTypeName } )
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@ -586,6 +585,8 @@ function SCORING:_AddPlayerFromUnit( UnitData )
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self.Players[PlayerName].UnitCategory = UnitCategory
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self.Players[PlayerName].UnitType = UnitTypeName
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self.Players[PlayerName].UNIT = UnitData
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self.Players[PlayerName].ThreatLevel = UnitThreatLevel
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self.Players[PlayerName].ThreatType = UnitThreatType
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if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 then
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if self.Players[PlayerName].PenaltyWarning < 1 then
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@ -844,6 +845,7 @@ function SCORING:_EventOnHit( Event )
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PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
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PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
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PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
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PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
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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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@ -882,7 +884,7 @@ function SCORING:_EventOnHit( Event )
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:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
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:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
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end
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self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -25, 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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Player.Score = Player.Score + 1
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PlayerHit.Score = PlayerHit.Score + 1
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@ -915,7 +917,7 @@ function SCORING:_EventOnHit( Event )
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)
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:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
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:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
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self:ScoreCSV( InitPlayerName, "", "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
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self:ScoreCSV( InitPlayerName, "", "HIT_SCORE", 1, 0, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
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end
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end
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end
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@ -923,6 +925,89 @@ function SCORING:_EventOnHit( Event )
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elseif InitPlayerName == nil then -- It is an AI hitting a player???
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end
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-- It is a weapon initiated by a player, that is hitting something
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-- This seems to occur only with scenery and static objects.
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if Event.WeaponPlayerName ~= nil then
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self:_AddPlayerFromUnit( Event.WeaponUNIT )
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if self.Players[Event.WeaponPlayerName] then -- This should normally not happen, but i'll test it anyway.
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if TargetPlayerName ~= nil then -- It is a player hitting another player ...
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self:_AddPlayerFromUnit( TargetUNIT )
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end
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self:T( "Hitting Scenery" )
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-- What is he hitting?
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if TargetCategory then
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-- A scenery or static got hit, score it.
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-- Player contains the score data from self.Players[WeaponPlayerName]
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local Player = self.Players[Event.WeaponPlayerName]
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-- Ensure there is a hit table per TargetCategory and TargetUnitName.
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Player.Hit[TargetCategory] = Player.Hit[TargetCategory] or {}
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Player.Hit[TargetCategory][TargetUnitName] = Player.Hit[TargetCategory][TargetUnitName] or {}
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-- PlayerHit contains the score counters and data per unit that was hit.
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local PlayerHit = Player.Hit[TargetCategory][TargetUnitName]
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PlayerHit.Score = PlayerHit.Score or 0
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PlayerHit.Penalty = PlayerHit.Penalty or 0
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PlayerHit.ScoreHit = PlayerHit.ScoreHit or 0
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PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
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PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
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PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
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PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
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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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PlayerHit.TimeStamp = timer.getTime()
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local Score = 0
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if InitCoalition then -- A coalition object was hit, probably a static.
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if InitCoalition == TargetCoalition then
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-- TODO: Penalty according scale
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Player.Penalty = Player.Penalty + 10
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PlayerHit.Penalty = PlayerHit.Penalty + 10
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PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1
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MESSAGE
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:New( "Player '" .. Event.WeaponPlayerName .. "' hit a friendly target " ..
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TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
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"Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
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2
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)
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:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
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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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else
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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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MESSAGE
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:New( "Player '" .. Event.WeaponPlayerName .. "' hit an enemy target " ..
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TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
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"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
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2
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)
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:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
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:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
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self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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end
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else -- A scenery object was hit.
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MESSAGE
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:New( "Player '" .. Event.WeaponPlayerName .. "' hit a scenery object.",
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2
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)
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:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
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:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
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self:ScoreCSV( Event.WeaponPlayerName, "", "HIT_SCORE", 1, 0, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, "", "Scenery", TargetUnitType )
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end
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end
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end
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end
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end
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end
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--- Track DEAD or CRASH events for the scoring.
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@ -979,8 +1064,13 @@ function SCORING:_EventOnDeadOrCrash( Event )
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self:T( { InitUnitName, InitUnitType, InitUnitCoalition, InitCoalition, InitUnitCategory, InitCategory } )
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local Destroyed = false
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-- What is the player destroying?
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if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] then -- Was there a hit for this unit for this player before registered???
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if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] and Player.Hit[TargetCategory][TargetUnitName].TimeStamp ~= 0 then -- Was there a hit for this unit for this player before registered???
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local TargetThreatLevel = Player.Hit[TargetCategory][TargetUnitName].ThreatLevel
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local TargetThreatType = Player.Hit[TargetCategory][TargetUnitName].ThreatType
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Player.Destroy[TargetCategory] = Player.Destroy[TargetCategory] or {}
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Player.Destroy[TargetCategory][TargetType] = Player.Destroy[TargetCategory][TargetType] or {}
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@ -994,8 +1084,9 @@ function SCORING:_EventOnDeadOrCrash( Event )
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if TargetCoalition then
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if InitCoalition == TargetCoalition then
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local ThreatLevelTarget, ThreatTypeTarget = TargetUnit:GetThreatLevel()
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local ThreatLevelPlayer = Player.UNIT:GetThreatLevel() / 10 + 1
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local ThreatLevelTarget = TargetThreatLevel
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local ThreatTypeTarget = TargetThreatType
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local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1
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local ThreatPenalty = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyPenalty / 10 )
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self:E( { ThreatLevel = ThreatPenalty, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } )
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@ -1023,11 +1114,13 @@ function SCORING:_EventOnDeadOrCrash( Event )
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:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
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end
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Destroyed = true
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self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_PENALTY", 1, ThreatPenalty, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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else
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local ThreatLevelTarget, ThreatTypeTarget = TargetUnit:GetThreatLevel()
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local ThreatLevelPlayer = Player.UNIT:GetThreatLevel() / 10 + 1
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local ThreatLevelTarget = TargetThreatLevel
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local ThreatTypeTarget = TargetThreatType
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local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1
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local ThreatScore = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyScore / 10 )
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self:E( { ThreatLevel = ThreatScore, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } )
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@ -1054,6 +1147,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
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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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end
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Destroyed = true
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self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, ThreatScore, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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local UnitName = TargetUnit:GetName()
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@ -1069,6 +1163,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
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:ToAllIf( self:IfMessagesScore() and self:IfMessagesToAll() )
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:ToCoalitionIf( InitCoalition, self:IfMessagesScore() and self:IfMessagesToCoalition() )
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self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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Destroyed = true
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end
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-- Check if there are Zones where the destruction happened.
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@ -1087,6 +1182,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
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:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
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:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
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self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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Destroyed = true
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end
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end
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@ -1108,10 +1204,18 @@ function SCORING:_EventOnDeadOrCrash( Event )
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)
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:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
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:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
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Destroyed = true
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self:ScoreCSV( PlayerName, "", "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
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end
|
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end
|
||||
end
|
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|
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-- Delete now the hit cache if the target was destroyed.
|
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-- Otherwise points will be granted every time a target gets killed by the players that hit that target.
|
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-- This is only relevant for player to player destroys.
|
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if Destroyed then
|
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Player.Hit[TargetCategory][TargetUnitName].TimeStamp = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
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@ -73,7 +73,7 @@ CLIENT = {
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )
|
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function CLIENT:Find( DCSUnit )
|
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function CLIENT:Find( DCSUnit, Error )
|
||||
local ClientName = DCSUnit:getName()
|
||||
local ClientFound = _DATABASE:FindClient( ClientName )
|
||||
|
||||
@ -82,7 +82,9 @@ function CLIENT:Find( DCSUnit )
|
||||
return ClientFound
|
||||
end
|
||||
|
||||
error( "CLIENT not found for: " .. ClientName )
|
||||
if not Error then
|
||||
error( "CLIENT not found for: " .. ClientName )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
@ -1,5 +1,5 @@
|
||||
env.info( '*** MOOSE STATIC INCLUDE START *** ' )
|
||||
env.info( 'Moose Generation Timestamp: 20170320_1252' )
|
||||
env.info( 'Moose Generation Timestamp: 20170321_1213' )
|
||||
local base = _G
|
||||
|
||||
Include = {}
|
||||
@ -4886,6 +4886,11 @@ function EVENT:onEvent( Event )
|
||||
if Event.weapon then
|
||||
Event.Weapon = Event.weapon
|
||||
Event.WeaponName = Event.Weapon:getTypeName()
|
||||
Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit!
|
||||
Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName()
|
||||
Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition()
|
||||
Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category
|
||||
Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName()
|
||||
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
|
||||
end
|
||||
|
||||
@ -5050,7 +5055,7 @@ function EVENT:onEvent( Event )
|
||||
|
||||
-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction.
|
||||
-- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon.
|
||||
if Event.IniDCSUnit and not EventData.EventUnit then
|
||||
if (Event.IniDCSUnit or Event.WeaponUNIT) and not EventData.EventUnit then
|
||||
|
||||
if EventClass == EventData.EventClass then
|
||||
|
||||
@ -17721,7 +17726,7 @@ CLIENT = {
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )
|
||||
function CLIENT:Find( DCSUnit )
|
||||
function CLIENT:Find( DCSUnit, Error )
|
||||
local ClientName = DCSUnit:getName()
|
||||
local ClientFound = _DATABASE:FindClient( ClientName )
|
||||
|
||||
@ -17730,7 +17735,9 @@ function CLIENT:Find( DCSUnit )
|
||||
return ClientFound
|
||||
end
|
||||
|
||||
error( "CLIENT not found for: " .. ClientName )
|
||||
if not Error then
|
||||
error( "CLIENT not found for: " .. ClientName )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@ -18364,8 +18371,6 @@ end
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{Scoring#SCORING} class, extends @{Base#BASE}
|
||||
--
|
||||
-- The @{#SCORING} class administers the scoring of player achievements,
|
||||
-- and creates a CSV file logging the scoring events and results for use at team or squadron websites.
|
||||
--
|
||||
@ -18416,6 +18421,8 @@ end
|
||||
-- Use the radio menu F10 to consult the scores while running the mission.
|
||||
-- Scores can be reported for your user, or an overall score can be reported of all players currently active in the mission.
|
||||
--
|
||||
-- # 1) @{Scoring#SCORING} class, extends @{Base#BASE}
|
||||
--
|
||||
-- ## 1.1) Set the destroy score or penalty scale
|
||||
--
|
||||
-- Score scales can be set for scores granted when enemies or friendlies are destroyed.
|
||||
@ -18445,8 +18452,6 @@ end
|
||||
-- For example, this can be done as follows:
|
||||
--
|
||||
-- Scoring:RemoveUnitScore( UNIT:FindByName( "Unit #001" ) )
|
||||
--
|
||||
--
|
||||
--
|
||||
-- ## 1.3) Define destruction zones that will give extra scores.
|
||||
--
|
||||
@ -18905,6 +18910,7 @@ function SCORING:_AddPlayerFromUnit( UnitData )
|
||||
local UnitCategory = UnitDesc.category
|
||||
local UnitCoalition = UnitData:GetCoalition()
|
||||
local UnitTypeName = UnitData:GetTypeName()
|
||||
local UnitThreatLevel, UnitThreatType = UnitData:GetThreatLevel()
|
||||
|
||||
self:T( { PlayerName, UnitName, UnitCategory, UnitCoalition, UnitTypeName } )
|
||||
|
||||
@ -18945,6 +18951,8 @@ function SCORING:_AddPlayerFromUnit( UnitData )
|
||||
self.Players[PlayerName].UnitCategory = UnitCategory
|
||||
self.Players[PlayerName].UnitType = UnitTypeName
|
||||
self.Players[PlayerName].UNIT = UnitData
|
||||
self.Players[PlayerName].ThreatLevel = UnitThreatLevel
|
||||
self.Players[PlayerName].ThreatType = UnitThreatType
|
||||
|
||||
if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 then
|
||||
if self.Players[PlayerName].PenaltyWarning < 1 then
|
||||
@ -19203,6 +19211,7 @@ function SCORING:_EventOnHit( Event )
|
||||
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
|
||||
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
|
||||
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
|
||||
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
|
||||
|
||||
-- Only grant hit scores if there was more than one second between the last hit.
|
||||
if timer.getTime() - PlayerHit.TimeStamp > 1 then
|
||||
@ -19241,7 +19250,7 @@ function SCORING:_EventOnHit( Event )
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
end
|
||||
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -25, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
else
|
||||
Player.Score = Player.Score + 1
|
||||
PlayerHit.Score = PlayerHit.Score + 1
|
||||
@ -19274,7 +19283,7 @@ function SCORING:_EventOnHit( Event )
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( InitPlayerName, "", "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
|
||||
self:ScoreCSV( InitPlayerName, "", "HIT_SCORE", 1, 0, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
|
||||
end
|
||||
end
|
||||
end
|
||||
@ -19282,6 +19291,89 @@ function SCORING:_EventOnHit( Event )
|
||||
elseif InitPlayerName == nil then -- It is an AI hitting a player???
|
||||
|
||||
end
|
||||
|
||||
-- It is a weapon initiated by a player, that is hitting something
|
||||
-- This seems to occur only with scenery and static objects.
|
||||
if Event.WeaponPlayerName ~= nil then
|
||||
self:_AddPlayerFromUnit( Event.WeaponUNIT )
|
||||
if self.Players[Event.WeaponPlayerName] 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 )
|
||||
end
|
||||
|
||||
self:T( "Hitting Scenery" )
|
||||
|
||||
-- What is he hitting?
|
||||
if TargetCategory then
|
||||
|
||||
-- A scenery or static got hit, score it.
|
||||
-- Player contains the score data from self.Players[WeaponPlayerName]
|
||||
local Player = self.Players[Event.WeaponPlayerName]
|
||||
|
||||
-- Ensure there is a hit table per TargetCategory and TargetUnitName.
|
||||
Player.Hit[TargetCategory] = Player.Hit[TargetCategory] or {}
|
||||
Player.Hit[TargetCategory][TargetUnitName] = Player.Hit[TargetCategory][TargetUnitName] or {}
|
||||
|
||||
-- PlayerHit contains the score counters and data per unit that was hit.
|
||||
local PlayerHit = Player.Hit[TargetCategory][TargetUnitName]
|
||||
|
||||
PlayerHit.Score = PlayerHit.Score or 0
|
||||
PlayerHit.Penalty = PlayerHit.Penalty or 0
|
||||
PlayerHit.ScoreHit = PlayerHit.ScoreHit or 0
|
||||
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
|
||||
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
|
||||
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
|
||||
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
|
||||
|
||||
-- Only grant hit scores if there was more than one second between the last hit.
|
||||
if timer.getTime() - PlayerHit.TimeStamp > 1 then
|
||||
PlayerHit.TimeStamp = timer.getTime()
|
||||
|
||||
local Score = 0
|
||||
|
||||
if InitCoalition then -- A coalition object was hit, probably a static.
|
||||
if InitCoalition == TargetCoalition then
|
||||
-- TODO: Penalty according scale
|
||||
Player.Penalty = Player.Penalty + 10
|
||||
PlayerHit.Penalty = PlayerHit.Penalty + 10
|
||||
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1
|
||||
|
||||
MESSAGE
|
||||
:New( "Player '" .. Event.WeaponPlayerName .. "' hit a friendly target " ..
|
||||
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
|
||||
"Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
|
||||
2
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
else
|
||||
Player.Score = Player.Score + 1
|
||||
PlayerHit.Score = PlayerHit.Score + 1
|
||||
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
|
||||
MESSAGE
|
||||
:New( "Player '" .. Event.WeaponPlayerName .. "' hit an enemy target " ..
|
||||
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
|
||||
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
|
||||
2
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
end
|
||||
else -- A scenery object was hit.
|
||||
MESSAGE
|
||||
:New( "Player '" .. Event.WeaponPlayerName .. "' hit a scenery object.",
|
||||
2
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( Event.WeaponPlayerName, "", "HIT_SCORE", 1, 0, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, "", "Scenery", TargetUnitType )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Track DEAD or CRASH events for the scoring.
|
||||
@ -19338,8 +19430,13 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
|
||||
self:T( { InitUnitName, InitUnitType, InitUnitCoalition, InitCoalition, InitUnitCategory, InitCategory } )
|
||||
|
||||
local Destroyed = false
|
||||
|
||||
-- What is the player destroying?
|
||||
if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] then -- Was there a hit for this unit for this player before registered???
|
||||
if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] and Player.Hit[TargetCategory][TargetUnitName].TimeStamp ~= 0 then -- Was there a hit for this unit for this player before registered???
|
||||
|
||||
local TargetThreatLevel = Player.Hit[TargetCategory][TargetUnitName].ThreatLevel
|
||||
local TargetThreatType = Player.Hit[TargetCategory][TargetUnitName].ThreatType
|
||||
|
||||
Player.Destroy[TargetCategory] = Player.Destroy[TargetCategory] or {}
|
||||
Player.Destroy[TargetCategory][TargetType] = Player.Destroy[TargetCategory][TargetType] or {}
|
||||
@ -19353,8 +19450,9 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
|
||||
if TargetCoalition then
|
||||
if InitCoalition == TargetCoalition then
|
||||
local ThreatLevelTarget, ThreatTypeTarget = TargetUnit:GetThreatLevel()
|
||||
local ThreatLevelPlayer = Player.UNIT:GetThreatLevel() / 10 + 1
|
||||
local ThreatLevelTarget = TargetThreatLevel
|
||||
local ThreatTypeTarget = TargetThreatType
|
||||
local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1
|
||||
local ThreatPenalty = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyPenalty / 10 )
|
||||
self:E( { ThreatLevel = ThreatPenalty, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } )
|
||||
|
||||
@ -19382,11 +19480,13 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
|
||||
end
|
||||
|
||||
Destroyed = true
|
||||
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_PENALTY", 1, ThreatPenalty, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
else
|
||||
|
||||
local ThreatLevelTarget, ThreatTypeTarget = TargetUnit:GetThreatLevel()
|
||||
local ThreatLevelPlayer = Player.UNIT:GetThreatLevel() / 10 + 1
|
||||
local ThreatLevelTarget = TargetThreatLevel
|
||||
local ThreatTypeTarget = TargetThreatType
|
||||
local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1
|
||||
local ThreatScore = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyScore / 10 )
|
||||
|
||||
self:E( { ThreatLevel = ThreatScore, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } )
|
||||
@ -19413,6 +19513,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
|
||||
end
|
||||
Destroyed = true
|
||||
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, ThreatScore, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
|
||||
local UnitName = TargetUnit:GetName()
|
||||
@ -19428,6 +19529,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
:ToAllIf( self:IfMessagesScore() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesScore() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
Destroyed = true
|
||||
end
|
||||
|
||||
-- Check if there are Zones where the destruction happened.
|
||||
@ -19446,6 +19548,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
Destroyed = true
|
||||
end
|
||||
end
|
||||
|
||||
@ -19467,10 +19570,18 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
)
|
||||
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
|
||||
Destroyed = true
|
||||
self:ScoreCSV( PlayerName, "", "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Delete now the hit cache if the target was destroyed.
|
||||
-- Otherwise points will be granted every time a target gets killed by the players that hit that target.
|
||||
-- This is only relevant for player to player destroys.
|
||||
if Destroyed then
|
||||
Player.Hit[TargetCategory][TargetUnitName].TimeStamp = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@ -25542,6 +25653,12 @@ end
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- DETECTION classes facilitate the detection of enemy units within the battle zone executed by FACs (Forward Air Controllers) or RECCEs (Reconnassance Units).
|
||||
-- DETECTION uses the in-built detection capabilities of DCS World, but adds new functionalities.
|
||||
--
|
||||
-- Please watch this [youtube video](https://youtu.be/C7p81dUwP-E) that explains the detection concepts.
|
||||
--
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * Mechanist : Early concept of DETECTION_AREAS.
|
||||
|
||||
@ -1,5 +1,5 @@
|
||||
env.info( '*** MOOSE STATIC INCLUDE START *** ' )
|
||||
env.info( 'Moose Generation Timestamp: 20170320_1252' )
|
||||
env.info( 'Moose Generation Timestamp: 20170321_1213' )
|
||||
local base = _G
|
||||
|
||||
Include = {}
|
||||
@ -4886,6 +4886,11 @@ function EVENT:onEvent( Event )
|
||||
if Event.weapon then
|
||||
Event.Weapon = Event.weapon
|
||||
Event.WeaponName = Event.Weapon:getTypeName()
|
||||
Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit!
|
||||
Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName()
|
||||
Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition()
|
||||
Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category
|
||||
Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName()
|
||||
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
|
||||
end
|
||||
|
||||
@ -5050,7 +5055,7 @@ function EVENT:onEvent( Event )
|
||||
|
||||
-- If the EventData is not bound to a specific unit, then call the EventClass EventFunction.
|
||||
-- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon.
|
||||
if Event.IniDCSUnit and not EventData.EventUnit then
|
||||
if (Event.IniDCSUnit or Event.WeaponUNIT) and not EventData.EventUnit then
|
||||
|
||||
if EventClass == EventData.EventClass then
|
||||
|
||||
@ -17721,7 +17726,7 @@ CLIENT = {
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )
|
||||
function CLIENT:Find( DCSUnit )
|
||||
function CLIENT:Find( DCSUnit, Error )
|
||||
local ClientName = DCSUnit:getName()
|
||||
local ClientFound = _DATABASE:FindClient( ClientName )
|
||||
|
||||
@ -17730,7 +17735,9 @@ function CLIENT:Find( DCSUnit )
|
||||
return ClientFound
|
||||
end
|
||||
|
||||
error( "CLIENT not found for: " .. ClientName )
|
||||
if not Error then
|
||||
error( "CLIENT not found for: " .. ClientName )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@ -18364,8 +18371,6 @@ end
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{Scoring#SCORING} class, extends @{Base#BASE}
|
||||
--
|
||||
-- The @{#SCORING} class administers the scoring of player achievements,
|
||||
-- and creates a CSV file logging the scoring events and results for use at team or squadron websites.
|
||||
--
|
||||
@ -18416,6 +18421,8 @@ end
|
||||
-- Use the radio menu F10 to consult the scores while running the mission.
|
||||
-- Scores can be reported for your user, or an overall score can be reported of all players currently active in the mission.
|
||||
--
|
||||
-- # 1) @{Scoring#SCORING} class, extends @{Base#BASE}
|
||||
--
|
||||
-- ## 1.1) Set the destroy score or penalty scale
|
||||
--
|
||||
-- Score scales can be set for scores granted when enemies or friendlies are destroyed.
|
||||
@ -18445,8 +18452,6 @@ end
|
||||
-- For example, this can be done as follows:
|
||||
--
|
||||
-- Scoring:RemoveUnitScore( UNIT:FindByName( "Unit #001" ) )
|
||||
--
|
||||
--
|
||||
--
|
||||
-- ## 1.3) Define destruction zones that will give extra scores.
|
||||
--
|
||||
@ -18905,6 +18910,7 @@ function SCORING:_AddPlayerFromUnit( UnitData )
|
||||
local UnitCategory = UnitDesc.category
|
||||
local UnitCoalition = UnitData:GetCoalition()
|
||||
local UnitTypeName = UnitData:GetTypeName()
|
||||
local UnitThreatLevel, UnitThreatType = UnitData:GetThreatLevel()
|
||||
|
||||
self:T( { PlayerName, UnitName, UnitCategory, UnitCoalition, UnitTypeName } )
|
||||
|
||||
@ -18945,6 +18951,8 @@ function SCORING:_AddPlayerFromUnit( UnitData )
|
||||
self.Players[PlayerName].UnitCategory = UnitCategory
|
||||
self.Players[PlayerName].UnitType = UnitTypeName
|
||||
self.Players[PlayerName].UNIT = UnitData
|
||||
self.Players[PlayerName].ThreatLevel = UnitThreatLevel
|
||||
self.Players[PlayerName].ThreatType = UnitThreatType
|
||||
|
||||
if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 then
|
||||
if self.Players[PlayerName].PenaltyWarning < 1 then
|
||||
@ -19203,6 +19211,7 @@ function SCORING:_EventOnHit( Event )
|
||||
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
|
||||
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
|
||||
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
|
||||
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
|
||||
|
||||
-- Only grant hit scores if there was more than one second between the last hit.
|
||||
if timer.getTime() - PlayerHit.TimeStamp > 1 then
|
||||
@ -19241,7 +19250,7 @@ function SCORING:_EventOnHit( Event )
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
end
|
||||
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -25, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
else
|
||||
Player.Score = Player.Score + 1
|
||||
PlayerHit.Score = PlayerHit.Score + 1
|
||||
@ -19274,7 +19283,7 @@ function SCORING:_EventOnHit( Event )
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( InitPlayerName, "", "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
|
||||
self:ScoreCSV( InitPlayerName, "", "HIT_SCORE", 1, 0, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
|
||||
end
|
||||
end
|
||||
end
|
||||
@ -19282,6 +19291,89 @@ function SCORING:_EventOnHit( Event )
|
||||
elseif InitPlayerName == nil then -- It is an AI hitting a player???
|
||||
|
||||
end
|
||||
|
||||
-- It is a weapon initiated by a player, that is hitting something
|
||||
-- This seems to occur only with scenery and static objects.
|
||||
if Event.WeaponPlayerName ~= nil then
|
||||
self:_AddPlayerFromUnit( Event.WeaponUNIT )
|
||||
if self.Players[Event.WeaponPlayerName] 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 )
|
||||
end
|
||||
|
||||
self:T( "Hitting Scenery" )
|
||||
|
||||
-- What is he hitting?
|
||||
if TargetCategory then
|
||||
|
||||
-- A scenery or static got hit, score it.
|
||||
-- Player contains the score data from self.Players[WeaponPlayerName]
|
||||
local Player = self.Players[Event.WeaponPlayerName]
|
||||
|
||||
-- Ensure there is a hit table per TargetCategory and TargetUnitName.
|
||||
Player.Hit[TargetCategory] = Player.Hit[TargetCategory] or {}
|
||||
Player.Hit[TargetCategory][TargetUnitName] = Player.Hit[TargetCategory][TargetUnitName] or {}
|
||||
|
||||
-- PlayerHit contains the score counters and data per unit that was hit.
|
||||
local PlayerHit = Player.Hit[TargetCategory][TargetUnitName]
|
||||
|
||||
PlayerHit.Score = PlayerHit.Score or 0
|
||||
PlayerHit.Penalty = PlayerHit.Penalty or 0
|
||||
PlayerHit.ScoreHit = PlayerHit.ScoreHit or 0
|
||||
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
|
||||
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
|
||||
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
|
||||
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
|
||||
|
||||
-- Only grant hit scores if there was more than one second between the last hit.
|
||||
if timer.getTime() - PlayerHit.TimeStamp > 1 then
|
||||
PlayerHit.TimeStamp = timer.getTime()
|
||||
|
||||
local Score = 0
|
||||
|
||||
if InitCoalition then -- A coalition object was hit, probably a static.
|
||||
if InitCoalition == TargetCoalition then
|
||||
-- TODO: Penalty according scale
|
||||
Player.Penalty = Player.Penalty + 10
|
||||
PlayerHit.Penalty = PlayerHit.Penalty + 10
|
||||
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1
|
||||
|
||||
MESSAGE
|
||||
:New( "Player '" .. Event.WeaponPlayerName .. "' hit a friendly target " ..
|
||||
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
|
||||
"Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
|
||||
2
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
else
|
||||
Player.Score = Player.Score + 1
|
||||
PlayerHit.Score = PlayerHit.Score + 1
|
||||
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
|
||||
MESSAGE
|
||||
:New( "Player '" .. Event.WeaponPlayerName .. "' hit an enemy target " ..
|
||||
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
|
||||
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
|
||||
2
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
end
|
||||
else -- A scenery object was hit.
|
||||
MESSAGE
|
||||
:New( "Player '" .. Event.WeaponPlayerName .. "' hit a scenery object.",
|
||||
2
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( Event.WeaponPlayerName, "", "HIT_SCORE", 1, 0, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, "", "Scenery", TargetUnitType )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Track DEAD or CRASH events for the scoring.
|
||||
@ -19338,8 +19430,13 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
|
||||
self:T( { InitUnitName, InitUnitType, InitUnitCoalition, InitCoalition, InitUnitCategory, InitCategory } )
|
||||
|
||||
local Destroyed = false
|
||||
|
||||
-- What is the player destroying?
|
||||
if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] then -- Was there a hit for this unit for this player before registered???
|
||||
if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] and Player.Hit[TargetCategory][TargetUnitName].TimeStamp ~= 0 then -- Was there a hit for this unit for this player before registered???
|
||||
|
||||
local TargetThreatLevel = Player.Hit[TargetCategory][TargetUnitName].ThreatLevel
|
||||
local TargetThreatType = Player.Hit[TargetCategory][TargetUnitName].ThreatType
|
||||
|
||||
Player.Destroy[TargetCategory] = Player.Destroy[TargetCategory] or {}
|
||||
Player.Destroy[TargetCategory][TargetType] = Player.Destroy[TargetCategory][TargetType] or {}
|
||||
@ -19353,8 +19450,9 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
|
||||
if TargetCoalition then
|
||||
if InitCoalition == TargetCoalition then
|
||||
local ThreatLevelTarget, ThreatTypeTarget = TargetUnit:GetThreatLevel()
|
||||
local ThreatLevelPlayer = Player.UNIT:GetThreatLevel() / 10 + 1
|
||||
local ThreatLevelTarget = TargetThreatLevel
|
||||
local ThreatTypeTarget = TargetThreatType
|
||||
local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1
|
||||
local ThreatPenalty = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyPenalty / 10 )
|
||||
self:E( { ThreatLevel = ThreatPenalty, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } )
|
||||
|
||||
@ -19382,11 +19480,13 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
|
||||
end
|
||||
|
||||
Destroyed = true
|
||||
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_PENALTY", 1, ThreatPenalty, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
else
|
||||
|
||||
local ThreatLevelTarget, ThreatTypeTarget = TargetUnit:GetThreatLevel()
|
||||
local ThreatLevelPlayer = Player.UNIT:GetThreatLevel() / 10 + 1
|
||||
local ThreatLevelTarget = TargetThreatLevel
|
||||
local ThreatTypeTarget = TargetThreatType
|
||||
local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1
|
||||
local ThreatScore = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyScore / 10 )
|
||||
|
||||
self:E( { ThreatLevel = ThreatScore, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } )
|
||||
@ -19413,6 +19513,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
|
||||
end
|
||||
Destroyed = true
|
||||
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, ThreatScore, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
|
||||
local UnitName = TargetUnit:GetName()
|
||||
@ -19428,6 +19529,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
:ToAllIf( self:IfMessagesScore() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesScore() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
Destroyed = true
|
||||
end
|
||||
|
||||
-- Check if there are Zones where the destruction happened.
|
||||
@ -19446,6 +19548,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
|
||||
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
Destroyed = true
|
||||
end
|
||||
end
|
||||
|
||||
@ -19467,10 +19570,18 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
)
|
||||
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
|
||||
Destroyed = true
|
||||
self:ScoreCSV( PlayerName, "", "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Delete now the hit cache if the target was destroyed.
|
||||
-- Otherwise points will be granted every time a target gets killed by the players that hit that target.
|
||||
-- This is only relevant for player to player destroys.
|
||||
if Destroyed then
|
||||
Player.Hit[TargetCategory][TargetUnitName].TimeStamp = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
@ -25542,6 +25653,12 @@ end
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- DETECTION classes facilitate the detection of enemy units within the battle zone executed by FACs (Forward Air Controllers) or RECCEs (Reconnassance Units).
|
||||
-- DETECTION uses the in-built detection capabilities of DCS World, but adds new functionalities.
|
||||
--
|
||||
-- Please watch this [youtube video](https://youtu.be/C7p81dUwP-E) that explains the detection concepts.
|
||||
--
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * Mechanist : Early concept of DETECTION_AREAS.
|
||||
|
||||
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Loading…
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Reference in New Issue
Block a user