DML/modules/cfxPlayerScore.lua
Christian Franz 6d1e992037 Version 0.995
Watchflags
2022-03-24 17:42:24 +01:00

428 lines
13 KiB
Lua

cfxPlayerScore = {}
cfxPlayerScore.version = "1.3.1"
cfxPlayerScore.badSound = "Death BRASS.wav"
cfxPlayerScore.scoreSound = "Quest Snare 3.wav"
cfxPlayerScore.announcer = true
--[[-- VERSION HISTORY
1.0.1 - bug fixes to killDetected
1.0.2 - messaging clean-up, less verbose
1.1.0 - integrated score base system
- accepts configZones
- module validation
- isNamedUnit(theUnit)
- notify if named unit killed
- kill weapon reported
1.2.0 - score table
- announcer attribute
- badSound name
- scoreSound name
1.3.0 - object2score
- static objects also can score
- can now also score members of group by adding group name
- scenery objects are now supported. use the
number that is given under OBJECT ID when
using assign as...
1.3.1 - isStaticObject() to better detect buildings after Match 22 patch
--]]--
cfxPlayerScore.requiredLibs = {
"dcsCommon", -- this is doing score keeping
"cfxPlayer", -- player events, comms
"cfxZones", -- zones for config
}
cfxPlayerScore.playerScore = {} -- init to empty
-- typeScore: dictionary sorted by typeString for score
-- extend to add more types. It is used by unitType2score to
-- determine the base unit score
cfxPlayerScore.typeScore = {}
--
-- we subscribe to the kill event. each time a unit
-- is killed, we check if it was killed by a player
-- and if so, that player record is updated and the side
-- whom the player belongs to is informed
--
cfxPlayerScore.aircraft = 50
cfxPlayerScore.helo = 40
cfxPlayer.ground = 10
cfxPlayerScore.ship = 80
cfxPlayerScore.train = 5
function cfxPlayerScore.cat2BaseScore(inCat)
if inCat == 0 then return cfxPlayerScore.aircraft end -- airplane
if inCat == 1 then return cfxPlayerScore.helo end -- helo
if inCat == 2 then return cfxPlayer.ground end -- ground
if inCat == 3 then return cfxPlayerScore.ship end -- ship
if inCat == 4 then return cfxPlayerScore.train end -- train
trigger.action.outText("+++scr c2bs: unknown category for lookup: <" .. inCat .. ">, returning 1", 30)
return 1
end
function cfxPlayerScore.object2score(inVictim) -- does not have group
if not inVictim then return end
local inName = inVictim:getName()
if not inName then return 0 end
if type(inName) == "number" then
inName = tostring(inName)
end
local objectScore = cfxPlayerScore.typeScore[inName]
if not objectScore then
-- try the type desc
local theType = inVictim:getTypeName()
objectScore = cfxPlayerScore.typeScore[theType]
end
if type(objectScore) == "string" then
objectScore = tonumber(objectScore)
end
if not objectScore then return 0 end
return objectScore
end
function cfxPlayerScore.unit2score(inUnit)
local vicGroup = inUnit:getGroup()
local vicCat = vicGroup:getCategory()
local vicType = inUnit:getTypeName()
local vicName = inUnit:getName()
if type(vicName) == "number" then vicName = tostring(vicName) end
-- simply extend by adding items to the typescore table.concat
-- we first try by unit name. This allows individual
-- named hi-value targets to have individual scores
local uScore = cfxPlayerScore.typeScore[vicName]
-- see if all members of group score
if not uScore then
local grpName = vicGroup:getName()
uScore = cfxPlayerScore.typeScore[grpName]
end
if uScore == nil then
-- WE NOW TRY TO ACCESS BY VICTIM'S TYPE STRING
uScore = cfxPlayerScore.typeScore[vicType]
else
end
if type(uScore) == "string" then
-- convert string to number
uScore = tonumber(uScore)
end
if uScore == nil then uScore = 0 end
if uScore > 0 then return uScore end
-- only apply base scores when the lookup did not give a result
uScore = cfxPlayerScore.cat2BaseScore(vicCat)
return uScore
end
function cfxPlayerScore.getPlayerScore(playerName)
local thePlayerScore = cfxPlayerScore.playerScore[playerName]
if thePlayerScore == nil then
thePlayerScore = {}
thePlayerScore.name = playerName
thePlayerScore.score = 0 -- score
thePlayerScore.killTypes = {} -- the type strings killed
thePlayerScore.totalKills = 0 -- number of kills total
end
return thePlayerScore
end
function cfxPlayerScore.setPlayerScore(playerName, thePlayerScore)
cfxPlayerScore.playerScore[playerName] = thePlayerScore
end
function cfxPlayerScore.updateScoreForPlayer(playerName, score)
local thePlayerScore = cfxPlayerScore.getPlayerScore(playerName)
thePlayerScore.score = thePlayerScore.score + score
cfxPlayerScore.setPlayerScore(playerName, thePlayerScore)
return thePlayerScore.score
end
function cfxPlayerScore.logKillForPlayer(playerName, theUnit)
if not theUnit then return end
if not playerName then return end
local thePlayerScore = cfxPlayerScore.getPlayerScore(playerName)
local theType = theUnit:getTypeName()
local killCount = thePlayerScore.killTypes[theType]
if killCount == nil then
killCount = 0
end
killCount = killCount + 1
thePlayerScore.totalKills = thePlayerScore.totalKills + 1
thePlayerScore.killTypes[theType] = killCount
cfxPlayerScore.setPlayerScore(playerName, thePlayerScore)
end
function cfxPlayerScore.playerScore2text(thePlayerScore)
local desc = thePlayerScore.name .. " - score: ".. thePlayerScore.score .. " - kills: " .. thePlayerScore.totalKills .. "\n"
-- now go through all killSide
for theType, quantity in pairs(thePlayerScore.killTypes) do
desc = desc .. " - " .. theType .. ": " .. quantity .. "\n"
end
return desc
end
function cfxPlayerScore.scoreTextForPlayerNamed(playerName)
local thePlayerScore = cfxPlayerScore.getPlayerScore(playerName)
return cfxPlayerScore.playerScore2text(thePlayerScore)
end
function cfxPlayerScore.isNamedUnit(theUnit)
if not theUnit then return false end
local theName = "(cfx_none)"
if type(theUnit) == "string" then
theName = theUnit -- direct name assignment
-- WARNING: NO EXIST CHECK DONE!
else
-- after kill, unit is dead, so will no longer exist!
theName = theUnit:getName()
if not theName then return false end
end
if cfxPlayerScore.typeScore[theName] then
return true
end
return false
end
function cfxPlayerScore.awardScoreTo(killSide, theScore, killerName)
local playerScore = cfxPlayerScore.updateScoreForPlayer(killerName, theScore)
if cfxPlayerScore.announcer then
trigger.action.outTextForCoalition(killSide, "Killscore: " .. theScore .. " for a total of " .. playerScore .. " for " .. killerName, 30)
end
end
--
-- EVENT HANDLING
--
function cfxPlayerScore.preProcessor(theEvent)
-- return true if the event should be processed
-- by us
if theEvent.id == 28 then
-- we only are interested in kill events where
-- there is an initiator, and the initiator is
-- a player
if theEvent.initiator == nil then
return false
end
local killer = theEvent.initiator
if theEvent.target == nil then
if cfxPlayerScore.verbose then
trigger.action.outText("+++scr pre: nil TARGET", 30)
end
return false
end
local wasPlayer = cfxPlayer.isPlayerUnit(killer)
return wasPlayer
end
return false
end
function cfxPlayerScore.postProcessor(theEvent)
-- don't do anything
end
function cfxPlayerScore.isStaticObject(theUnit)
if not theUnit.getGroup then return true end
local aGroup = theUnit:getGroup()
if aGroup then return false end
return true
end
function cfxPlayerScore.killDetected(theEvent)
-- we are only getting called when and if
-- a kill occured and killer was a player
-- and target exists
local killer = theEvent.initiator
local killerName = killer:getPlayerName()
if not killerName then killerName = "<nil>" end
local killSide = killer:getCoalition()
local killVehicle = killer:getTypeName()
if not killVehicle then killVehicle = "<nil>" end
local victim = theEvent.target
-- was it a player kill?
local pk = cfxPlayer.isPlayerUnit(victim)
-- was it a scenery object?
local wasBuilding = dcsCommon.isSceneryObject(victim)
if wasBuilding then
-- these objects have no coalition; we simply award the score if
-- it exists in look-up table.
local staticScore = cfxPlayerScore.object2score(victim)
if staticScore > 0 then
trigger.action.outSoundForCoalition(killSide, cfxPlayerScore.scoreSound)
cfxPlayerScore.awardScoreTo(killSide, staticScore, killerName)
end
return
end
-- was it fraternicide?
local vicSide = victim:getCoalition()
local fraternicide = killSide == vicSide
local vicDesc = victim:getTypeName()
local scoreMod = 1 -- start at one
-- see what kind of unit (category) we killed
-- and look up base score
local isStO = cfxPlayerScore.isStaticObject(victim)
--if not victim.getGroup then
if isStO then
-- static objects have no group
local staticName = victim:getName() -- on statics, this returns
-- name as entered in TOP LINE
local staticScore = cfxPlayerScore.object2score(victim)
if staticScore > 0 then
-- this was a named static, return the score - unless our own
if fraternicide then
scoreMod = -1 * scoreMod -- blue on blue static kills award negative
trigger.action.outSoundForCoalition(killSide, cfxPlayerScore.badSound)
else
trigger.action.outSoundForCoalition(killSide, cfxPlayerScore.scoreSound)
end
staticScore = scoreMod * staticScore
cfxPlayerScore.awardScoreTo(killSide, staticScore, killerName)
else
-- no score, no mentions
end
return
end
local vicGroup = victim:getGroup()
if not vicGroup then
trigger.action.outText("+++scr: strange stuff:group, outta here", 30)
return
end
local vicCat = vicGroup:getCategory()
if not vicCat then
trigger.action.outText("+++scr: strange stuff:cat, outta here", 30)
return
end
local unitScore = cfxPlayerScore.unit2score(victim)
-- see which weapon was used. gun kills score 2x
local killMeth = ""
local killWeap = theEvent.weapon
if killWeap then
local killWeapType = killWeap:getCategory()
if killWeapType == 0 then
killMeth = " with GUNS"
scoreMod = scoreMod * 2
else
local kWeapon = killWeap:getTypeName()
killMeth = " with " .. kWeapon
end
end
if pk then
vicDesc = victim:getPlayerName() .. " in " .. vicDesc
scoreMod = scoreMod * 10
end
if fraternicide then
scoreMod = scoreMod * -2
if cfxPlayerScore.announcer then
trigger.action.outTextForCoalition(killSide, killerName .. " in " .. killVehicle .. " killed FRIENDLY " .. vicDesc .. killMeth .. "!", 30)
trigger.action.outSoundForCoalition(killSide, cfxPlayerScore.badSound)
end
else
if cfxPlayerScore.announcer then
trigger.action.outText(killerName .. " in " .. killVehicle .." killed " .. vicDesc .. killMeth .."!", 30)
trigger.action.outSoundForCoalition(vicSide, cfxPlayerScore.badSound)
trigger.action.outSoundForCoalition(killSide, cfxPlayerScore.scoreSound)
end
-- since not fraticide, log this kill
-- logging kills does not impct score
cfxPlayerScore.logKillForPlayer(killerName, victim)
end
-- see if it was a named target
if cfxPlayerScore.isNamedUnit(victim) then
if cfxPlayerScore.announcer then
trigger.action.outTextForCoalition(killSide, killerName .. " reports killing strategic unit '" .. victim:getName() .. "'", 30)
end
end
local totalScore = unitScore * scoreMod
cfxPlayerScore.awardScoreTo(killSide, totalScore, killerName)
end
function cfxPlayerScore.readConfigZone(theZone)
cfxPlayerScore.verbose = cfxZones.getBoolFromZoneProperty(theZone, "verbose", false)
-- default scores
cfxPlayerScore.aircraft = cfxZones.getNumberFromZoneProperty(theZone, "aircraft", 50)
cfxPlayerScore.helo = cfxZones.getNumberFromZoneProperty(theZone, "helo", 40)
cfxPlayer.ground = cfxZones.getNumberFromZoneProperty(theZone, "ground", 10)
cfxPlayerScore.ship = cfxZones.getNumberFromZoneProperty(theZone, "ship", 80)
cfxPlayerScore.train = cfxZones.getNumberFromZoneProperty(theZone, "train", 5)
cfxPlayerScore.announcer = cfxZones.getBoolFromZoneProperty(theZone, "announcer", true)
if cfxZones.hasProperty(theZone, "badSound") then
cfxReconMode.badSound = cfxZones.getStringFromZoneProperty(theZone, "badSound", "<nosound>")
end
if cfxZones.hasProperty(theZone, "scoreSound") then
cfxReconMode.scoreSound = cfxZones.getStringFromZoneProperty(theZone, "scoreSound", "<nosound>")
end
end
function cfxPlayerScore.start()
if not dcsCommon.libCheck("cfx Player Score",
cfxPlayerScore.requiredLibs)
then
return false
end
-- read my score table
-- identify and process a score table zones
local theZone = cfxZones.getZoneByName("playerScoreTable")
if not theZone then
trigger.action.outText("+++scr: no score table!", 30)
else
-- read all into my types registry, replacing whatever is there
cfxPlayerScore.typeScore = cfxZones.getAllZoneProperties(theZone)
trigger.action.outText("+++scr: read score table", 30)
end
-- now read my config zone
local theZone = cfxZones.getZoneByName("playerScoreConfig")
if not theZone then
trigger.action.outText("+++scr: no config!", 30)
else
cfxPlayerScore.readConfigZone(theZone)
trigger.action.outText("+++scr: read config", 30)
end
-- subscribe to events and use dcsCommon's handler structure
dcsCommon.addEventHandler(cfxPlayerScore.killDetected,
cfxPlayerScore.preProcessor,
cfxPlayerScore.postProcessor)
trigger.action.outText("cfxPlayerScore v" .. cfxPlayerScore.version .. " started", 30)
return true
end
if not cfxPlayerScore.start() then
trigger.action.outText("+++ aborted cfxPlayerScore v" .. cfxPlayerScore.version .. " -- libcheck failed", 30)
cfxPlayerScore = nil
end
-- TODO: score mod for weapons type
-- TODO: player kill score