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