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SCORING
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@ -78,7 +78,8 @@
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-- ### Authors: **FlightControl**
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--
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-- ### Contributions:
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--
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--
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-- * **Applevangelist**: Additional functionality, fixes.
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-- * **Wingthor (TAW)**: Testing & Advice.
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-- * **Dutch-Baron (TAW)**: Testing & Advice.
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-- * **Whisper**: Testing and Advice.
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@ -116,11 +117,13 @@
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-- Special targets can be set that will give extra scores to the players when these are destroyed.
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-- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Wrapper.Unit}s.
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-- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Wrapper.Static}s.
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-- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Wrapper.Group}s.
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-- Use the method @{#SCORING.AddScoreSetGroup}() to specify a special additional score for a specific @{Wrapper.Group}s gathered in a @{Core.Set#SET_GROUP}.
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--
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-- local Scoring = SCORING:New( "Scoring File" )
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-- Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 )
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-- Scoring:AddStaticScore( STATIC:FindByName( "Static #1" ), 100 )
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-- local GroupSet = SET_GROUP:New():FilterPrefixes("RAT"):FilterStart()
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-- Scoring:AddScoreSetGroup( GroupSet, 100)
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--
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-- The above grants an additional score of 200 points for Unit #001 and an additional 100 points of Static #1 if these are destroyed.
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-- Note that later in the mission, one can remove these scores set, for example, when the a goal achievement time limit is over.
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@ -226,7 +229,7 @@ SCORING = {
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ClassID = 0,
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Players = {},
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AutoSave = true,
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version = "1.17.1"
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version = "1.18.1"
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}
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local _SCORINGCoalition = {
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@ -428,6 +431,31 @@ function SCORING:AddScoreGroup( ScoreGroup, Score )
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return self
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end
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--- Specify a special additional score for a @{Core.Set#SET_GROUP}.
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-- @param #SCORING self
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-- @param Core.Set#SET_GROUP Set The @{Core.Set#SET_GROUP} for which each @{Wrapper.Unit} in each Group a Score is given.
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-- @param #number Score The Score value.
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-- @return #SCORING
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function SCORING:AddScoreSetGroup(Set, Score)
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local set = Set:GetSetObjects()
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for _,_group in pairs (set) do
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if _group and _group:IsAlive() then
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self:AddScoreGroup(_group,Score)
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end
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end
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local function AddScore(group)
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self:AddScoreGroup(group,Score)
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end
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function Set:OnAfterAdded(From,Event,To,ObjectName,Object)
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AddScore(Object)
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end
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return self
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end
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--- Add a @{Core.Zone} to define additional scoring when any object is destroyed in that zone.
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-- Note that if a @{Core.Zone} with the same name is already within the scoring added, the @{Core.Zone} (type) and Score will be replaced!
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-- This allows for a dynamic destruction zone evolution within your mission.
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@ -1935,9 +1963,9 @@ 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 #Wrapper.Client#CLIENT Player the atacking 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 #boolean 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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@ -1946,9 +1974,9 @@ function SCORING:OnKillPvP(Player, TargetPlayerName, IsTeamKill, TargetThreatLev
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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 #Wrapper.Client#CLIENT Player the atacking 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 #boolean 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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@ -1244,7 +1244,9 @@ function UNIT:GetThreatLevel()
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if Attributes["Fighters"] then ThreatLevel = 10
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elseif Attributes["Multirole fighters"] then ThreatLevel = 9
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elseif Attributes["Interceptors"] then ThreatLevel = 9
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elseif Attributes["Battleplanes"] then ThreatLevel = 8
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elseif Attributes["Battle airplanes"] then ThreatLevel = 8
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elseif Attributes["Attack helicopters"] then ThreatLevel = 7
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elseif Attributes["Strategic bombers"] then ThreatLevel = 6
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elseif Attributes["Bombers"] then ThreatLevel = 5
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