--- Administers the Initial Sets of the Mission Templates as defined within the Mission Editor. -- Administers the Spawning of new Groups within the DCSRTE and administers these new Groups within the DATABASE object(s). -- @module Database -- @author FlightControl Include.File( "Routines" ) Include.File( "Base" ) Include.File( "Menu" ) Include.File( "Group" ) --- The DATABASE class -- @type DATABASE -- @extends Base#BASE DATABASE = { ClassName = "DATABASE", Units = {}, Groups = {}, NavPoints = {}, Statics = {}, Players = {}, ActivePlayers = {}, ClientsByName = {}, ClientsByID = {}, } DATABASECoalition = { [1] = "Red", [2] = "Blue", } DATABASECategory = { [Unit.Category.AIRPLANE] = "Plane", [Unit.Category.HELICOPTER] = "Helicopter", [Unit.Category.GROUND_UNIT] = "Vehicle", [Unit.Category.SHIP] = "Ship", [Unit.Category.STRUCTURE] = "Structure", } --- Creates a new DATABASE Object to administer the Groups defined and alive within the DCSRTE. -- @return DATABASE -- @usage -- -- Define a new DATABASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE. -- DBObject = DATABASE:New() function DATABASE:New() -- Inherits from BASE local self = BASE:Inherit( self, BASE:New() ) self.Navpoints = {} self.Units = {} --Build routines.db.units and self.Navpoints for coa_name, coa_data in pairs(env.mission.coalition) do if (coa_name == 'red' or coa_name == 'blue') and type(coa_data) == 'table' then self.Units[coa_name] = {} ---------------------------------------------- -- build nav points DB self.Navpoints[coa_name] = {} if coa_data.nav_points then --navpoints for nav_ind, nav_data in pairs(coa_data.nav_points) do if type(nav_data) == 'table' then self.Navpoints[coa_name][nav_ind] = routines.utils.deepCopy(nav_data) self.Navpoints[coa_name][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory. self.Navpoints[coa_name][nav_ind]['point'] = {} -- point is used by SSE, support it. self.Navpoints[coa_name][nav_ind]['point']['x'] = nav_data.x self.Navpoints[coa_name][nav_ind]['point']['y'] = 0 self.Navpoints[coa_name][nav_ind]['point']['z'] = nav_data.y end end end ------------------------------------------------- if coa_data.country then --there is a country table for cntry_id, cntry_data in pairs(coa_data.country) do local countryName = string.lower(cntry_data.name) self.Units[coa_name][countryName] = {} self.Units[coa_name][countryName]["countryId"] = cntry_data.id if type(cntry_data) == 'table' then --just making sure for obj_type_name, obj_type_data in pairs(cntry_data) do if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then --should be an unncessary check local category = obj_type_name if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's a group! self.Units[coa_name][countryName][category] = {} for group_num, GroupTemplate in pairs(obj_type_data.group) do if GroupTemplate and GroupTemplate.units and type(GroupTemplate.units) == 'table' then --making sure again- this is a valid group self:_RegisterGroup( GroupTemplate ) end --if GroupTemplate and GroupTemplate.units then end --for group_num, GroupTemplate in pairs(obj_type_data.group) do end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then end --if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then end --for obj_type_name, obj_type_data in pairs(cntry_data) do end --if type(cntry_data) == 'table' then end --for cntry_id, cntry_data in pairs(coa_data.country) do end --if coa_data.country then --there is a country table end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then end --for coa_name, coa_data in pairs(mission.coalition) do --self:AddEvent( world.event.S_EVENT_BIRTH, self.OnBirth ) self:AddEvent( world.event.S_EVENT_DEAD, self.OnDeadOrCrash ) self:AddEvent( world.event.S_EVENT_CRASH, self.OnDeadOrCrash ) self:AddEvent( world.event.S_EVENT_HIT, self.OnHit) self:EnableEvents() self.SchedulerId = routines.scheduleFunction( DATABASE._FollowPlayers, { self }, 0, 5 ) self:ScoreMenu() return self end --- Instantiate new Groups within the DCSRTE. -- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined: -- SpawnCountryID, SpawnCategoryID -- This method is used by the SPAWN class. function DATABASE:Spawn( SpawnTemplate ) self:T( { SpawnTemplate.SpawnCountryID, SpawnTemplate.SpawnCategoryID, SpawnTemplate.name } ) -- Copy the spawn variables of the template in temporary storage, nullify, and restore the spawn variables. local SpawnCoalitionID = SpawnTemplate.SpawnCoalitionID local SpawnCountryID = SpawnTemplate.SpawnCountryID local SpawnCategoryID = SpawnTemplate.SpawnCategoryID -- Nullify SpawnTemplate.SpawnCoalitionID = nil SpawnTemplate.SpawnCountryID = nil SpawnTemplate.SpawnCategoryID = nil self:_RegisterGroup( SpawnTemplate ) coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate ) -- Restore SpawnTemplate.SpawnCoalitionID = SpawnCoalitionID SpawnTemplate.SpawnCountryID = SpawnCountryID SpawnTemplate.SpawnCategoryID = SpawnCategoryID local SpawnGroup = GROUP:New( Group.getByName( SpawnTemplate.name ) ) return SpawnGroup end --- Set a status to a Group within the Database, this to check crossing events for example. function DATABASE:SetStatusGroup( GroupName, Status ) self:F( Status ) self.Groups[GroupName].Status = Status end --- Get a status to a Group within the Database, this to check crossing events for example. function DATABASE:GetStatusGroup( GroupName ) self:F( Status ) if self.Groups[GroupName] then return self.Groups[GroupName].Status else return "" end end --- Private -- @section Private --- Registers new Group Templates within the DATABASE Object. function DATABASE:_RegisterGroup( GroupTemplate ) local GroupTemplateName = env.getValueDictByKey(GroupTemplate.name) if not self.Groups[GroupTemplateName] then self.Groups[GroupTemplateName] = {} self.Groups[GroupTemplateName].Status = nil end self.Groups[GroupTemplateName].GroupName = GroupTemplateName self.Groups[GroupTemplateName].Template = GroupTemplate self.Groups[GroupTemplateName].groupId = GroupTemplate.groupId self.Groups[GroupTemplateName].UnitCount = #GroupTemplate.units self.Groups[GroupTemplateName].Units = GroupTemplate.units self:T( { "Group", self.Groups[GroupTemplateName].GroupName, self.Groups[GroupTemplateName].UnitCount } ) for unit_num, UnitTemplate in pairs(GroupTemplate.units) do local UnitTemplateName = env.getValueDictByKey(UnitTemplate.name) self.Units[UnitTemplateName] = {} self.Units[UnitTemplateName].UnitName = UnitTemplateName self.Units[UnitTemplateName].Template = UnitTemplate self.Units[UnitTemplateName].GroupName = GroupTemplateName self.Units[UnitTemplateName].GroupTemplate = GroupTemplate self.Units[UnitTemplateName].GroupId = GroupTemplate.groupId if UnitTemplate.skill and (UnitTemplate.skill == "Client" or UnitTemplate.skill == "Player") then self.ClientsByName[UnitTemplateName] = UnitTemplate self.ClientsByID[UnitTemplate.unitId] = UnitTemplate end self:T( { "Unit", self.Units[UnitTemplateName].UnitName } ) end end --- Events -- @section Events --- Track DCSRTE DEAD or CRASH events for the internal scoring. function DATABASE:OnDeadOrCrash( 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.initiator and Object.getCategory(event.initiator) == Object.Category.UNIT then TargetUnit = event.initiator TargetGroup = Unit.getGroup( TargetUnit ) TargetUnitDesc = TargetUnit:getDesc() TargetUnitName = TargetUnit:getName() if TargetGroup and TargetGroup:isExist() then TargetGroupName = TargetGroup:getName() end TargetPlayerName = TargetUnit:getPlayerName() TargetCoalition = TargetUnit:getCoalition() --TargetCategory = TargetUnit:getCategory() TargetCategory = TargetUnitDesc.category -- Workaround TargetType = TargetUnit:getTypeName() TargetUnitCoalition = DATABASECoalition[TargetCoalition] TargetUnitCategory = DATABASECategory[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 = DATABASECoalition[InitCoalition] local InitUnitCategory = DATABASECategory[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, "/PENALTY" .. PlayerName .. "/" .. InitUnitName ):ToAll() self:ScoreAdd( 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, "/SCORE" .. PlayerName .. "/" .. InitUnitName ):ToAll() self:ScoreAdd( PlayerName, "KILL_SCORE", 1, 10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) end end end end end end --- Scheduled -- @section Scheduled --- Follows new players entering Clients within the DCSRTE. function DATABASE:_FollowPlayers() self:F3( "_FollowPlayers" ) 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( { "_FollowPlayers", CoalitionData } ) for UnitId, UnitData in pairs( CoalitionData ) do self:_AddPlayerFromUnit( UnitData ) end end end --- Private -- @section Private --- Add a new player entering a Unit. function DATABASE:_AddPlayerFromUnit( UnitData ) self:F( UnitData ) if 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( DATABASECategory ) 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 " .. DATABASECoalition[self.Players[PlayerName].UnitCoalition] .. " to " .. DATABASECoalition[UnitCoalition] .. "(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). 50 Penalty points added.", "", 2, "/PENALTYCOALITION" .. PlayerName ):ToAll() self:ScoreAdd( PlayerName, "COALITION_PENALTY", 1, -50, self.Players[PlayerName].UnitName, DATABASECoalition[self.Players[PlayerName].UnitCoalition], DATABASECategory[self.Players[PlayerName].UnitCategory], self.Players[PlayerName].UnitType, UnitName, DATABASECoalition[UnitCoalition], DATABASECategory[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, "/PENALTYCOALITION" .. PlayerName ):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, "/PENALTYCOALITION" .. PlayerName ):ToAll() end end end --- Registers Scores the players completing a Mission Task. function DATABASE:_AddMissionTaskScore( PlayerUnit, MissionName, Score ) self:F( { PlayerUnit, MissionName, Score } ) local PlayerName = PlayerUnit:getPlayerName() if not self.Players[PlayerName].Mission[MissionName] then self.Players[PlayerName].Mission[MissionName] = {} self.Players[PlayerName].Mission[MissionName].ScoreTask = 0 self.Players[PlayerName].Mission[MissionName].ScoreMission = 0 end self:T( PlayerName ) self:T( self.Players[PlayerName].Mission[MissionName] ) self.Players[PlayerName].Score = self.Players[PlayerName].Score + Score self.Players[PlayerName].Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score MESSAGE:New( "Player '" .. PlayerName .. "' has finished another Task in Mission '" .. MissionName .. "'. " .. Score .. " Score points added.", "", 20, "/SCORETASK" .. PlayerName ):ToAll() _Database:ScoreAdd( PlayerName, "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:getName() ) end --- Registers Mission Scores for possible multiple players that contributed in the Mission. function DATABASE:_AddMissionScore( MissionName, Score ) self:F( { PlayerUnit, MissionName, Score } ) for PlayerName, PlayerData in pairs( self.Players ) do if PlayerData.Mission[MissionName] then PlayerData.Score = PlayerData.Score + Score PlayerData.Mission[MissionName].ScoreMission = PlayerData.Mission[MissionName].ScoreMission + Score MESSAGE:New( "Player '" .. PlayerName .. "' has finished Mission '" .. MissionName .. "'. " .. Score .. " Score points added.", "", 20, "/SCOREMISSION" .. PlayerName ):ToAll() _Database:ScoreAdd( PlayerName, "MISSION_" .. MissionName:gsub( ' ', '_' ), 1, Score ) end end end --- Events -- @section Events function DATABASE:OnHit( event ) self:F( { event } ) local InitUnit = nil local InitUnitName = "" local InitGroupName = "" local InitPlayerName = "dummy" local InitCoalition = nil local InitCategory = nil local InitType = nil local InitUnitCoalition = nil local InitUnitCategory = nil local InitUnitType = nil local TargetUnit = 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.initiator and event.initiator:getName() then if event.initiator and Object.getCategory(event.initiator) == Object.Category.UNIT then InitUnit = event.initiator InitGroup = Unit.getGroup( InitUnit ) InitUnitDesc = InitUnit:getDesc() InitUnitName = InitUnit:getName() if InitGroup and InitGroup:isExist() then InitGroupName = InitGroup:getName() end InitPlayerName = InitUnit:getPlayerName() InitCoalition = InitUnit:getCoalition() --InitCategory = InitUnit:getCategory() InitCategory = InitUnitDesc.category -- Workaround InitType = InitUnit:getTypeName() InitUnitCoalition = DATABASECoalition[InitCoalition] InitUnitCategory = DATABASECategory[InitCategory] InitUnitType = InitType self:T( { InitUnitName, InitGroupName, InitPlayerName, InitCoalition, InitCategory, InitType , InitUnitCoalition, InitUnitCategory, InitUnitType } ) self:T( { InitUnitDesc } ) end if event.target and Object.getCategory(event.target) == Object.Category.UNIT then TargetUnit = event.target TargetGroup = Unit.getGroup( TargetUnit ) TargetUnitDesc = TargetUnit:getDesc() TargetUnitName = TargetUnit:getName() if TargetGroup and TargetGroup:isExist() then TargetGroupName = TargetGroup:getName() end TargetPlayerName = TargetUnit:getPlayerName() TargetCoalition = TargetUnit:getCoalition() --TargetCategory = TargetUnit:getCategory() TargetCategory = TargetUnitDesc.category -- Workaround TargetType = TargetUnit:getTypeName() TargetUnitCoalition = DATABASECoalition[TargetCoalition] TargetUnitCategory = DATABASECategory[TargetCategory] TargetUnitType = TargetType self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType, TargetUnitCoalition, TargetUnitCategory, TargetUnitType } ) self:T( { TargetUnitDesc } ) 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, "/PENALTY" .. InitPlayerName .. "/" .. InitUnitName ):ToAll() self:ScoreAdd( 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, "/SCORE" .. InitPlayerName .. "/" .. InitUnitName ):ToAll() self:ScoreAdd( 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 end function DATABASE: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 = DATABASECoalition[PlayerData.UnitCoalition] local InitUnitCategory = DATABASECategory[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( DATABASECategory ) 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( DATABASECategory ) 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, "Player Scores", 30, "AllPlayerScores"):ToAll() end function DATABASE: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 = DATABASECoalition[PlayerData.UnitCoalition] local InitUnitCategory = DATABASECategory[PlayerData.UnitCategory] local InitUnitType = PlayerData.UnitType local InitUnitName = PlayerData.UnitName local PlayerScore = 0 local PlayerPenalty = 0 ScoreMessage = "" local ScoreMessageHits = "" for CategoryID, CategoryName in pairs( DATABASECategory ) 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( DATABASECategory ) 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, "Player Scores", 30, "AllPlayerScores"):ToAll() end function DATABASE:ScoreMenu() local ReportScore = SUBMENU:New( 'Scoring' ) local ReportAllScores = COMMANDMENU:New( 'Score All Active Players', ReportScore, DATABASE.ReportScoreAll, self ) local ReportPlayerScores = COMMANDMENU:New('Your Current Score', ReportScore, DATABASE.ReportScorePlayer, self ) end -- File Logic for tracking the scores function DATABASE: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 function DATABASE:ScoreOpen() if lfs then local fdir = lfs.writedir() .. [[Logs\]] .. "Player_Scores_" .. os.date( "%Y-%m-%d_%H-%M-%S" ) .. ".csv" self.StatFile, self.err = io.open(fdir,"w+") if not self.StatFile then error( "Error: Cannot open 'Player Scores.csv' file in " .. lfs.writedir() ) end self.StatFile:write( '"RunID";"Time";"PlayerName";"ScoreType";"PlayerUnitCoaltion";"PlayerUnitCategory";"PlayerUnitType";"PlayerUnitName";"TargetUnitCoalition";"TargetUnitCategory";"TargetUnitType";"TargetUnitName";"Times";"Score"\n' ) self.RunID = os.date("%y-%m-%d_%H-%M-%S") end end function DATABASE:ScoreAdd( 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 = DATABASECategory[PlayerUnit:getCategory()] PlayerUnitCategory = DATABASECategory[PlayerUnit:getDesc().category] end if not PlayerUnitCoalition then PlayerUnitCoalition = DATABASECoalition[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 then self.StatFile:write( '"' .. self.RunID .. '";' .. ScoreTime .. ';"' .. PlayerName .. '";"' .. ScoreType .. '";"' .. PlayerUnitCoalition .. '";"' .. PlayerUnitCategory .. '";"' .. PlayerUnitType .. '";"' .. PlayerUnitName .. '";"' .. TargetUnitCoalition .. '";"' .. TargetUnitCategory .. '";"' .. TargetUnitType .. '";"' .. TargetUnitName .. '";' .. ScoreTimes .. ';' .. ScoreAmount ) self.StatFile:write( "\n" ) end end function LogClose() if lfs then self.StatFile:close() end end _Database = DATABASE:New() -- Database#DATABASE _Database:ScoreOpen()