--- Single-Player:**Yes** / Multi-Player:**Yes** / Core:**Yes** -- **Administer the scoring of player achievements, -- and create a CSV file logging the scoring events for use at team or squadron websites.** -- -- ![Banner Image](..\Presentations\SCORING\Dia1.JPG) -- -- === -- -- 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. -- -- SCORING automatically calculates the threat level of the objects hit and destroyed by players, -- which can be @{Unit}, @{Static) and @{Scenery} objects. -- -- Positive score points are granted when enemy or neutral targets are destroyed. -- Negative score points or penalties are given when a friendly target is hit or destroyed. -- This brings a lot of dynamism in the scoring, where players need to take care to inflict damage on the right target. -- By default, penalties weight heavier in the scoring, to ensure that players don't commit fratricide. -- The total score of the player is calculated by **adding the scores minus the penalties**. -- -- ![Banner Image](..\Presentations\SCORING\Dia4.JPG) -- -- The score value is calculated based on the **threat level of the player** and the **threat level of the target**. -- A calculated score takes the threat level of the target divided by a balanced threat level of the player unit. -- As such, if the threat level of the target is high, and the player threat level is low, a higher score will be given than -- if the threat level of the player would be high too. -- -- ![Banner Image](..\Presentations\SCORING\Dia5.JPG) -- -- When multiple players hit the same target, and finally succeed in destroying the target, then each player who contributed to the target -- destruction, will receive a score. This is important for targets that require significant damage before it can be destroyed, like -- ships or heavy planes. -- -- ![Banner Image](..\Presentations\SCORING\Dia13.JPG) -- -- Optionally, the score values can be **scaled** by a **scale**. Specific scales can be set for positive cores or negative penalties. -- The default range of the scores granted is a value between 0 and 10. The default range of penalties given is a value between 0 and 30. -- -- ![Banner Image](..\Presentations\SCORING\Dia7.JPG) -- -- **Additional scores** can be granted to **specific objects**, when the player(s) destroy these objects. -- -- ![Banner Image](..\Presentations\SCORING\Dia9.JPG) -- -- Various @{Zone}s can be defined for which scores are also granted when objects in that @{Zone} are destroyed. -- This is **specifically useful** to designate **scenery targets on the map** that will generate points when destroyed. -- -- With a small change in MissionScripting.lua, the scoring results can also be logged in a **CSV file**. -- These CSV files can be used to: -- -- * Upload scoring to a database or a BI tool to publish the scoring results to the player community. -- * Upload scoring in an (online) Excel like tool, using pivot tables and pivot charts to show mission results. -- * Share scoring amoung players after the mission to discuss mission results. -- -- Scores can be **reported**. **Menu options** are automatically added to **each player group** when a player joins a client slot or a CA unit. -- 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. -- Use the method @{#SCORING.SetScaleDestroyScore}() to set the scale of enemy destroys (positive destroys). -- Use the method @{#SCORING.SetScaleDestroyPenalty}() to set the scale of friendly destroys (negative destroys). -- -- local Scoring = SCORING:New( "Scoring File" ) -- Scoring:SetScaleDestroyScore( 10 ) -- Scoring:SetScaleDestroyPenalty( 40 ) -- -- The above sets the scale for valid scores to 10. So scores will be given in a scale from 0 to 10. -- The penalties will be given in a scale from 0 to 40. -- -- ## 1.2) Define special targets that will give extra scores. -- -- Special targets can be set that will give extra scores to the players when these are destroyed. -- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Unit}s. -- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Static}s. -- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Group}s. -- -- local Scoring = SCORING:New( "Scoring File" ) -- Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 ) -- Scoring:AddStaticScore( STATIC:FindByName( "Static #1" ), 100 ) -- -- The above grants an additional score of 200 points for Unit #001 and an additional 100 points of Static #1 if these are destroyed. -- Note that later in the mission, one can remove these scores set, for example, when the a goal achievement time limit is over. -- For example, this can be done as follows: -- -- Scoring:RemoveUnitScore( UNIT:FindByName( "Unit #001" ) ) -- -- ## 1.3) Define destruction zones that will give extra scores. -- -- Define zones of destruction. Any object destroyed within the zone of the given category will give extra points. -- Use the method @{#SCORING.AddZoneScore}() to add a @{Zone} for additional scoring. -- Use the method @{#SCORING.RemoveZoneScore}() to remove a @{Zone} for additional scoring. -- There are interesting variations that can be achieved with this functionality. For example, if the @{Zone} is a @{Zone#ZONE_UNIT}, -- then the zone is a moving zone, and anything destroyed within that @{Zone} will generate points. -- The other implementation could be to designate a scenery target (a building) in the mission editor surrounded by a @{Zone}, -- just large enough around that building. -- -- ## 1.4) Add extra Goal scores upon an event or a condition. -- -- A mission has goals and achievements. The scoring system provides an API to set additional scores when a goal or achievement event happens. -- Use the method @{#SCORING.AddGoalScore}() to add a score for a Player at any time in your mission. -- -- ## 1.5) Configure fratricide level. -- -- When a player commits too much damage to friendlies, his penalty score will reach a certain level. -- Use the method @{#SCORING.SetFratricide}() to define the level when a player gets kicked. -- By default, the fratricide level is the default penalty mutiplier * 2 for the penalty score. -- -- ## 1.6) Penalty score when a player changes the coalition. -- -- When a player changes the coalition, he can receive a penalty score. -- Use the method @{#SCORING.SetCoalitionChangePenalty}() to define the penalty when a player changes coalition. -- By default, the penalty for changing coalition is the default penalty scale. -- -- ## 1.8) Define output CSV files. -- -- The CSV file is given the name of the string given in the @{#SCORING.New}{} constructor, followed by the .csv extension. -- The file is incrementally saved in the **\\Saved Games\\DCS\\Logs** folder, and has a time stamp indicating each mission run. -- See the following example: -- -- local ScoringFirstMission = SCORING:New( "FirstMission" ) -- local ScoringSecondMission = SCORING:New( "SecondMission" ) -- -- The above documents that 2 Scoring objects are created, ScoringFirstMission and ScoringSecondMission. -- -- ## 1.9) Configure messages. -- -- When players hit or destroy targets, messages are sent. -- Various methods exist to configure: -- -- * Which messages are sent upon the event. -- * Which audience receives the message. -- -- ### 1.9.1) Configure the messages sent upon the event. -- -- Use the following methods to configure when to send messages. By default, all messages are sent. -- -- * @{#SCORING.SetMessagesHit}(): Configure to send messages after a target has been hit. -- * @{#SCORING.SetMessagesDestroy}(): Configure to send messages after a target has been destroyed. -- * @{#SCORING.SetMessagesAddon}(): Configure to send messages for additional score, after a target has been destroyed. -- * @{#SCORING.SetMessagesZone}(): Configure to send messages for additional score, after a target has been destroyed within a given zone. -- -- ### 1.9.2) Configure the audience of the messages. -- -- Use the following methods to configure the audience of the messages. By default, the messages are sent to all players in the mission. -- -- * @{#SCORING.SetMessagesToAll}(): Configure to send messages to all players. -- * @{#SCORING.SetMessagesToCoalition}(): Configure to send messages to only those players within the same coalition as the player. -- -- -- ==== -- -- # **API CHANGE HISTORY** -- -- The underlying change log documents the API changes. Please read this carefully. The following notation is used: -- -- * **Added** parts are expressed in bold type face. -- * _Removed_ parts are expressed in italic type face. -- -- Hereby the change log: -- -- 2017-02-26: Initial class and API. -- -- === -- -- # **AUTHORS and CONTRIBUTIONS** -- -- ### Contributions: -- -- * **Wingthor (TAW)**: Testing & Advice. -- * **Dutch-Baron (TAW)**: Testing & Advice. -- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing and Advice. -- -- ### Authors: -- -- * **FlightControl**: Concept, Design & Programming. -- -- @module Scoring --- The Scoring class -- @type SCORING -- @field Players A collection of the current players that have joined the game. -- @extends Core.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() ) -- #SCORING if GameName then self.GameName = GameName else error( "A game name must be given to register the scoring results" ) end -- Additional Object scores self.ScoringObjects = {} -- Additional Zone scores. self.ScoringZones = {} -- Configure Messages self:SetMessagesToAll() self:SetMessagesHit( true ) self:SetMessagesDestroy( true ) self:SetMessagesScore( true ) self:SetMessagesZone( true ) -- Scales self:SetScaleDestroyScore( 10 ) self:SetScaleDestroyPenalty( 30 ) -- Default fratricide penalty level (maximum penalty that can be assigned to a player before he gets kicked). self:SetFratricide( self.ScaleDestroyPenalty * 3 ) -- Default penalty when a player changes coalition. self:SetCoalitionChangePenalty( self.ScaleDestroyPenalty ) -- Event handlers self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Hit, self._EventOnHit ) self:HandleEvent( EVENTS.PlayerEnterUnit ) self:HandleEvent( EVENTS.PlayerLeaveUnit ) -- Create the CSV file. self:OpenCSV( GameName ) return self end --- Set the scale for scoring valid destroys (enemy destroys). -- A default calculated score is a value between 1 and 10. -- The scale magnifies the scores given to the players. -- @param #SCORING self -- @param #number Scale The scale of the score given. function SCORING:SetScaleDestroyScore( Scale ) self.ScaleDestroyScore = Scale return self end --- Set the scale for scoring penalty destroys (friendly destroys). -- A default calculated penalty is a value between 1 and 10. -- The scale magnifies the scores given to the players. -- @param #SCORING self -- @param #number Scale The scale of the score given. -- @return #SCORING function SCORING:SetScaleDestroyPenalty( Scale ) self.ScaleDestroyPenalty = Scale return self end --- Add a @{Unit} for additional scoring when the @{Unit} is destroyed. -- Note that if there was already a @{Unit} declared within the scoring with the same name, -- then the old @{Unit} will be replaced with the new @{Unit}. -- @param #SCORING self -- @param Wrapper.Unit#UNIT ScoreUnit The @{Unit} for which the Score needs to be given. -- @param #number Score The Score value. -- @return #SCORING function SCORING:AddUnitScore( ScoreUnit, Score ) local UnitName = ScoreUnit:GetName() self.ScoringObjects[UnitName] = Score return self end --- Removes a @{Unit} for additional scoring when the @{Unit} is destroyed. -- @param #SCORING self -- @param Wrapper.Unit#UNIT ScoreUnit The @{Unit} for which the Score needs to be given. -- @return #SCORING function SCORING:RemoveUnitScore( ScoreUnit ) local UnitName = ScoreUnit:GetName() self.ScoringObjects[UnitName] = nil return self end --- Add a @{Static} for additional scoring when the @{Static} is destroyed. -- Note that if there was already a @{Static} declared within the scoring with the same name, -- then the old @{Static} will be replaced with the new @{Static}. -- @param #SCORING self -- @param Wrapper.Static#UNIT ScoreStatic The @{Static} for which the Score needs to be given. -- @param #number Score The Score value. -- @return #SCORING function SCORING:AddStaticScore( ScoreStatic, Score ) local StaticName = ScoreStatic:GetName() self.ScoringObjects[StaticName] = Score return self end --- Removes a @{Static} for additional scoring when the @{Static} is destroyed. -- @param #SCORING self -- @param Wrapper.Static#UNIT ScoreStatic The @{Static} for which the Score needs to be given. -- @return #SCORING function SCORING:RemoveStaticScore( ScoreStatic ) local StaticName = ScoreStatic:GetName() self.ScoringObjects[StaticName] = nil return self end --- Specify a special additional score for a @{Group}. -- @param #SCORING self -- @param Wrapper.Group#GROUP ScoreGroup The @{Group} for which each @{Unit} a Score is given. -- @param #number Score The Score value. -- @return #SCORING function SCORING:AddScoreGroup( ScoreGroup, Score ) local ScoreUnits = ScoreGroup:GetUnits() for ScoreUnitID, ScoreUnit in pairs( ScoreUnits ) do local UnitName = ScoreUnit:GetName() self.ScoringObjects[UnitName] = Score end return self end --- Add a @{Zone} to define additional scoring when any object is destroyed in that zone. -- Note that if a @{Zone} with the same name is already within the scoring added, the @{Zone} (type) and Score will be replaced! -- This allows for a dynamic destruction zone evolution within your mission. -- @param #SCORING self -- @param Core.Zone#ZONE_BASE ScoreZone The @{Zone} which defines the destruction score perimeters. -- Note that a zone can be a polygon or a moving zone. -- @param #number Score The Score value. -- @return #SCORING function SCORING:AddZoneScore( ScoreZone, Score ) local ZoneName = ScoreZone:GetName() self.ScoringZones[ZoneName] = {} self.ScoringZones[ZoneName].ScoreZone = ScoreZone self.ScoringZones[ZoneName].Score = Score return self end --- Remove a @{Zone} for additional scoring. -- The scoring will search if any @{Zone} is added with the given name, and will remove that zone from the scoring. -- This allows for a dynamic destruction zone evolution within your mission. -- @param #SCORING self -- @param Core.Zone#ZONE_BASE ScoreZone The @{Zone} which defines the destruction score perimeters. -- Note that a zone can be a polygon or a moving zone. -- @return #SCORING function SCORING:RemoveZoneScore( ScoreZone ) local ZoneName = ScoreZone:GetName() self.ScoringZones[ZoneName] = nil return self end --- Configure to send messages after a target has been hit. -- @param #SCORING self -- @param #boolean OnOff If true is given, the messages are sent. -- @return #SCORING function SCORING:SetMessagesHit( OnOff ) self.MessagesHit = OnOff return self end --- If to send messages after a target has been hit. -- @param #SCORING self -- @return #boolean function SCORING:IfMessagesHit() return self.MessagesHit end --- Configure to send messages after a target has been destroyed. -- @param #SCORING self -- @param #boolean OnOff If true is given, the messages are sent. -- @return #SCORING function SCORING:SetMessagesDestroy( OnOff ) self.MessagesDestroy = OnOff return self end --- If to send messages after a target has been destroyed. -- @param #SCORING self -- @return #boolean function SCORING:IfMessagesDestroy() return self.MessagesDestroy end --- Configure to send messages after a target has been destroyed and receives additional scores. -- @param #SCORING self -- @param #boolean OnOff If true is given, the messages are sent. -- @return #SCORING function SCORING:SetMessagesScore( OnOff ) self.MessagesScore = OnOff return self end --- If to send messages after a target has been destroyed and receives additional scores. -- @param #SCORING self -- @return #boolean function SCORING:IfMessagesScore() return self.MessagesScore end --- Configure to send messages after a target has been hit in a zone, and additional score is received. -- @param #SCORING self -- @param #boolean OnOff If true is given, the messages are sent. -- @return #SCORING function SCORING:SetMessagesZone( OnOff ) self.MessagesZone = OnOff return self end --- If to send messages after a target has been hit in a zone, and additional score is received. -- @param #SCORING self -- @return #boolean function SCORING:IfMessagesZone() return self.MessagesZone end --- Configure to send messages to all players. -- @param #SCORING self -- @return #SCORING function SCORING:SetMessagesToAll() self.MessagesAudience = 1 return self end --- If to send messages to all players. -- @param #SCORING self -- @return #boolean function SCORING:IfMessagesToAll() return self.MessagesAudience == 1 end --- Configure to send messages to only those players within the same coalition as the player. -- @param #SCORING self -- @return #SCORING function SCORING:SetMessagesToCoalition() self.MessagesAudience = 2 return self end --- If to send messages to only those players within the same coalition as the player. -- @param #SCORING self -- @return #boolean function SCORING:IfMessagesToCoalition() return self.MessagesAudience == 2 end --- When a player commits too much damage to friendlies, his penalty score will reach a certain level. -- Use this method to define the level when a player gets kicked. -- By default, the fratricide level is the default penalty mutiplier * 2 for the penalty score. -- @param #SCORING self -- @param #number Fratricide The amount of maximum penalty that may be inflicted by a friendly player before he gets kicked. -- @return #SCORING function SCORING:SetFratricide( Fratricide ) self.Fratricide = Fratricide return self end --- When a player changes the coalition, he can receive a penalty score. -- Use the method @{#SCORING.SetCoalitionChangePenalty}() to define the penalty when a player changes coalition. -- By default, the penalty for changing coalition is the default penalty scale. -- @param #SCORING self -- @param #number CoalitionChangePenalty The amount of penalty that is given. -- @return #SCORING function SCORING:SetCoalitionChangePenalty( CoalitionChangePenalty ) self.CoalitionChangePenalty = CoalitionChangePenalty return self end --- Add a new player entering a Unit. -- @param #SCORING self -- @param Wrapper.Unit#UNIT UnitData function SCORING:_AddPlayerFromUnit( UnitData ) self:F( UnitData ) if UnitData:IsAlive() 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() local UnitThreatLevel, UnitThreatType = UnitData:GetThreatLevel() 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].Destroy = {} self.Players[PlayerName].Goals = {} self.Players[PlayerName].Mission = {} -- for CategoryID, CategoryName in pairs( SCORINGCategory ) do -- self.Players[PlayerName].Hit[CategoryID] = {} -- self.Players[PlayerName].Destroy[CategoryID] = {} -- end self.Players[PlayerName].HitPlayers = {} 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 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 MESSAGE:New( "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than " .. self.Fratricide .. ", 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 > self.Fratricide then UnitData:Destroy() MESSAGE:New( "Player '" .. PlayerName .. "' committed FRATRICIDE, he will be COURT MARTIALED and is DISMISSED from this mission!", 10 ):ToAll() end end end --- Add a goal score for a player. -- The method takes the PlayerUnit for which the Goal score needs to be set. -- The GoalTag is a string or identifier that is taken into the CSV file scoring log to identify the goal. -- A free text can be given that is shown to the players. -- The Score can be both positive and negative. -- @param #SCORING self -- @param Wrapper.Unit#UNIT PlayerUnit The @{Unit} of the Player. Other Properties for the scoring are taken from this PlayerUnit, like coalition, type etc. -- @param #string GoalTag The string or identifier that is used in the CSV file to identify the goal (sort or group later in Excel). -- @param #string Text A free text that is shown to the players. -- @param #number Score The score can be both positive or negative ( Penalty ). function SCORING:AddGoalScore( PlayerUnit, GoalTag, Text, Score ) local PlayerName = PlayerUnit:GetPlayerName() self:E( { PlayerUnit.UnitName, PlayerName, GoalTag, Text, Score } ) -- PlayerName can be nil, if the Unit with the player crashed or due to another reason. if PlayerName then local PlayerData = self.Players[PlayerName] PlayerData.Goals[GoalTag] = PlayerData.Goals[GoalTag] or { Score = 0 } PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score PlayerData.Score = PlayerData.Score + Score MESSAGE:New( Text, 30 ):ToAll() self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, PlayerUnit:GetName() ) end end --- Registers Scores the players completing a Mission Task. -- @param #SCORING self -- @param Tasking.Mission#MISSION Mission -- @param Wrapper.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:E( { Mission:GetName(), PlayerUnit.UnitName, PlayerName, Text, Score } ) -- PlayerName can be nil, if the Unit with the player crashed or due to another reason. if PlayerName then 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 end --- Registers Mission Scores for possible multiple players that contributed in the Mission. -- @param #SCORING self -- @param Tasking.Mission#MISSION Mission -- @param Wrapper.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 OnPlayerEnterUnit event for the scoring. -- @param #SCORING self -- @param Core.Event#EVENTDATA Event function SCORING:OnEventPlayerEnterUnit( Event ) if Event.IniUnit then self:_AddPlayerFromUnit( Event.IniUnit ) local Menu = MENU_GROUP:New( Event.IniGroup, 'Scoring' ) local ReportGroupSummary = MENU_GROUP_COMMAND:New( Event.IniGroup, 'Summary report players in group', Menu, SCORING.ReportScoreGroupSummary, self, Event.IniGroup ) local ReportGroupDetailed = MENU_GROUP_COMMAND:New( Event.IniGroup, 'Detailed report players in group', Menu, SCORING.ReportScoreGroupDetailed, self, Event.IniGroup ) local ReportToAllSummary = MENU_GROUP_COMMAND:New( Event.IniGroup, 'Summary report all players', Menu, SCORING.ReportScoreAllSummary, self, Event.IniGroup ) self:SetState( Event.IniUnit, "ScoringMenu", Menu ) end end --- Handles the OnPlayerLeaveUnit event for the scoring. -- @param #SCORING self -- @param Core.Event#EVENTDATA Event function SCORING:OnEventPlayerLeaveUnit( Event ) if Event.IniUnit then local Menu = self:GetState( Event.IniUnit, "ScoringMenu" ) -- Core.Menu#MENU_GROUP if Menu then -- TODO: Check if this fixes #281. --Menu:Remove() end end end --- Handles the OnHit event for the scoring. -- @param #SCORING self -- @param Core.Event#EVENTDATA Event function SCORING:_EventOnHit( Event ) self:F( { Event } ) local InitUnit = nil 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 TargetUNIT = nil local TargetUnitName = "" local TargetGroup = nil local TargetGroupName = "" local TargetPlayerName = nil 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 InitUNIT = Event.IniUnit InitUnitName = Event.IniDCSUnitName InitGroup = Event.IniDCSGroup InitGroupName = Event.IniDCSGroupName InitPlayerName = Event.IniPlayerName InitCoalition = Event.IniCoalition --TODO: Workaround Client DCS Bug --InitCategory = InitUnit:getCategory() --InitCategory = InitUnit:getDesc().category InitCategory = Event.IniCategory InitType = Event.IniTypeName 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 TargetUNIT = Event.TgtUnit TargetUnitName = Event.TgtDCSUnitName TargetGroup = Event.TgtDCSGroup TargetGroupName = Event.TgtDCSGroupName TargetPlayerName = Event.TgtPlayerName TargetCoalition = Event.TgtCoalition --TODO: Workaround Client DCS Bug --TargetCategory = TargetUnit:getCategory() --TargetCategory = TargetUnit:getDesc().category TargetCategory = Event.TgtCategory TargetType = Event.TgtTypeName 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 ) end self:T( "Hitting Something" ) -- What is he hitting? if TargetCategory then -- A target got hit, score it. -- Player contains the score data from self.Players[InitPlayerName] local Player = self.Players[InitPlayerName] -- 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() if TargetPlayerName ~= nil then -- It is a player hitting another player ... -- Ensure there is a Player to Player hit reference table. Player.HitPlayers[TargetPlayerName] = true end local Score = 0 if InitCoalition then -- A coalition object was hit. if InitCoalition == TargetCoalition then Player.Penalty = Player.Penalty + 10 PlayerHit.Penalty = PlayerHit.Penalty + 10 PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 if TargetPlayerName ~= nil then -- It is a player hitting another player ... MESSAGE :New( "Player '" .. InitPlayerName .. "' hit friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " .. "Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty, 2 ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) else MESSAGE :New( "Player '" .. InitPlayerName .. "' 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( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) end 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 PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1 if TargetPlayerName ~= nil then -- It is a player hitting another player ... MESSAGE :New( "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " .. "Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty, 2 ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) else MESSAGE :New( "Player '" .. InitPlayerName .. "' 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( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) end self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) end else -- A scenery object was hit. MESSAGE :New( "Player '" .. InitPlayerName .. "' hit a scenery object.", 2 ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) self:ScoreCSV( InitPlayerName, "", "HIT_SCORE", 1, 0, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType ) end end end end 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. -- @param #SCORING self -- @param Core.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.IniUnit TargetUnitName = Event.IniDCSUnitName TargetGroup = Event.IniDCSGroup TargetGroupName = Event.IniDCSGroupName TargetPlayerName = Event.IniPlayerName TargetCoalition = Event.IniCoalition --TargetCategory = TargetUnit:getCategory() --TargetCategory = TargetUnit:getDesc().category -- Workaround TargetCategory = Event.IniCategory TargetType = Event.IniTypeName TargetUnitCoalition = _SCORINGCoalition[TargetCoalition] TargetUnitCategory = _SCORINGCategory[TargetCategory] TargetUnitType = TargetType self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType } ) end -- Player contains the score and reference data for the player. for PlayerName, Player in pairs( self.Players ) do if Player then -- This should normally not happen, but i'll test it anyway. self:T( "Something got destroyed" ) -- Some variables local InitUnitName = Player.UnitName local InitUnitType = Player.UnitType local InitCoalition = Player.UnitCoalition local InitCategory = Player.UnitCategory local InitUnitCoalition = _SCORINGCoalition[InitCoalition] local InitUnitCategory = _SCORINGCategory[InitCategory] 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] 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 {} -- PlayerDestroy contains the destroy score data per category and target type of the player. local TargetDestroy = Player.Destroy[TargetCategory][TargetType] TargetDestroy.Score = TargetDestroy.Score or 0 TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy or 0 TargetDestroy.Penalty = TargetDestroy.Penalty or 0 TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy or 0 if TargetCoalition then if InitCoalition == TargetCoalition then 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 } ) Player.Penalty = Player.Penalty + ThreatPenalty TargetDestroy.Penalty = TargetDestroy.Penalty + ThreatPenalty TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1 if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player MESSAGE :New( "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. TargetDestroy.PenaltyDestroy .. " times. " .. "Penalty: -" .. TargetDestroy.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty, 15 ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) else MESSAGE :New( "Player '" .. PlayerName .. "' destroyed a friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. TargetDestroy.PenaltyDestroy .. " times. " .. "Penalty: -" .. TargetDestroy.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty, 15 ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :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 = 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 } ) Player.Score = Player.Score + ThreatScore TargetDestroy.Score = TargetDestroy.Score + ThreatScore TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1 if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player MESSAGE :New( "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. TargetDestroy.ScoreDestroy .. " times. " .. "Score: " .. TargetDestroy.Score .. ". Score Total:" .. Player.Score - Player.Penalty, 15 ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) else MESSAGE :New( "Player '" .. PlayerName .. "' destroyed an enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. TargetDestroy.ScoreDestroy .. " times. " .. "Score: " .. TargetDestroy.Score .. ". Total:" .. Player.Score - Player.Penalty, 15 ) :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() local Score = self.ScoringObjects[UnitName] if Score then Player.Score = Player.Score + Score TargetDestroy.Score = TargetDestroy.Score + Score MESSAGE :New( "Special target '" .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. " destroyed! " .. "Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! Total: " .. Player.Score - Player.Penalty, 15 ) :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. for ZoneName, ScoreZoneData in pairs( self.ScoringZones ) do self:E( { ScoringZone = ScoreZoneData } ) local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE local Score = ScoreZoneData.Score if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then Player.Score = Player.Score + Score TargetDestroy.Score = TargetDestroy.Score + Score MESSAGE :New( "Target destroyed in zone '" .. ScoreZone:GetName() .. "'." .. "Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. "Total: " .. Player.Score - Player.Penalty, 15 ) :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 end else -- Check if there are Zones where the destruction happened. for ZoneName, ScoreZoneData in pairs( self.ScoringZones ) do self:E( { ScoringZone = ScoreZoneData } ) local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE local Score = ScoreZoneData.Score if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then Player.Score = Player.Score + Score TargetDestroy.Score = TargetDestroy.Score + Score MESSAGE :New( "Scenery destroyed in zone '" .. ScoreZone:GetName() .. "'." .. "Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. "Total: " .. Player.Score - Player.Penalty, 15 ) :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 end --- Produce detailed report of player hit scores. -- @param #SCORING self -- @param #string PlayerName The name of the player. -- @return #string The report. function SCORING:ReportDetailedPlayerHits( PlayerName ) local ScoreMessage = "" local PlayerScore = 0 local PlayerPenalty = 0 local PlayerData = self.Players[PlayerName] 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 ScoreMessageHits = "" for CategoryID, CategoryName in pairs( _SCORINGCategory ) do self:T( CategoryName ) if PlayerData.Hit[CategoryID] then self:T( "Hit scores exist for player " .. PlayerName ) local Score = 0 local ScoreHit = 0 local Penalty = 0 local PenaltyHit = 0 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 = "Hits: " .. ScoreMessageHits end end return ScoreMessage, PlayerScore, PlayerPenalty end --- Produce detailed report of player destroy scores. -- @param #SCORING self -- @param #string PlayerName The name of the player. -- @return #string The report. function SCORING:ReportDetailedPlayerDestroys( PlayerName ) local ScoreMessage = "" local PlayerScore = 0 local PlayerPenalty = 0 local PlayerData = self.Players[PlayerName] 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 ScoreMessageDestroys = "" for CategoryID, CategoryName in pairs( _SCORINGCategory ) do if PlayerData.Destroy[CategoryID] then self:T( "Destroy scores exist for player " .. PlayerName ) local Score = 0 local ScoreDestroy = 0 local Penalty = 0 local PenaltyDestroy = 0 for UnitName, UnitData in pairs( PlayerData.Destroy[CategoryID] ) do self:E( { UnitData = UnitData } ) if UnitData ~= {} then Score = Score + UnitData.Score ScoreDestroy = ScoreDestroy + UnitData.ScoreDestroy Penalty = Penalty + UnitData.Penalty PenaltyDestroy = PenaltyDestroy + UnitData.PenaltyDestroy end end local ScoreMessageDestroy = string.format( " %s:%d ", CategoryName, Score - Penalty ) self:T( ScoreMessageDestroy ) ScoreMessageDestroys = ScoreMessageDestroys .. ScoreMessageDestroy PlayerScore = PlayerScore + Score PlayerPenalty = PlayerPenalty + Penalty else --ScoreMessageDestroys = ScoreMessageDestroys .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 ) end end if ScoreMessageDestroys ~= "" then ScoreMessage = "Destroys: " .. ScoreMessageDestroys end end return ScoreMessage, PlayerScore, PlayerPenalty end --- Produce detailed report of player penalty scores because of changing the coalition. -- @param #SCORING self -- @param #string PlayerName The name of the player. -- @return #string The report. function SCORING:ReportDetailedPlayerCoalitionChanges( PlayerName ) local ScoreMessage = "" local PlayerScore = 0 local PlayerPenalty = 0 local PlayerData = self.Players[PlayerName] 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 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 end end return ScoreMessage, PlayerScore, PlayerPenalty end --- Produce detailed report of player goal scores. -- @param #SCORING self -- @param #string PlayerName The name of the player. -- @return #string The report. function SCORING:ReportDetailedPlayerGoals( PlayerName ) local ScoreMessage = "" local PlayerScore = 0 local PlayerPenalty = 0 local PlayerData = self.Players[PlayerName] 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 ScoreMessageGoal = "" local ScoreGoal = 0 local ScoreTask = 0 for GoalName, GoalData in pairs( PlayerData.Goals ) do ScoreGoal = ScoreGoal + GoalData.Score ScoreMessageGoal = ScoreMessageGoal .. "'" .. GoalName .. "':" .. GoalData.Score .. "; " end PlayerScore = PlayerScore + ScoreGoal if ScoreMessageGoal ~= "" then ScoreMessage = "Goals: " .. ScoreMessageGoal end end return ScoreMessage, PlayerScore, PlayerPenalty end --- Produce detailed report of player penalty scores because of changing the coalition. -- @param #SCORING self -- @param #string PlayerName The name of the player. -- @return #string The report. function SCORING:ReportDetailedPlayerMissions( PlayerName ) local ScoreMessage = "" local PlayerScore = 0 local PlayerPenalty = 0 local PlayerData = self.Players[PlayerName] 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 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 = "Tasks: " .. ScoreTask .. " Mission: " .. ScoreMission .. " ( " .. ScoreMessageMission .. ")" end end return ScoreMessage, PlayerScore, PlayerPenalty end --- Report Group Score Summary -- @param #SCORING self -- @param Wrapper.Group#GROUP PlayerGroup The player group. function SCORING:ReportScoreGroupSummary( PlayerGroup ) local PlayerMessage = "" self:T( "Report Score Group Summary" ) local PlayerUnits = PlayerGroup:GetUnits() for UnitID, PlayerUnit in pairs( PlayerUnits ) do local PlayerUnit = PlayerUnit -- Wrapper.Unit#UNIT local PlayerName = PlayerUnit:GetPlayerName() if PlayerName then local ReportHits, ScoreHits, PenaltyHits = self:ReportDetailedPlayerHits( PlayerName ) ReportHits = ReportHits ~= "" and "\n- " .. ReportHits or ReportHits self:E( { ReportHits, ScoreHits, PenaltyHits } ) local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName ) ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys self:E( { ReportDestroys, ScoreDestroys, PenaltyDestroys } ) local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName ) ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges self:E( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } ) local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName ) ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals self:E( { ReportGoals, ScoreGoals, PenaltyGoals } ) local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName ) ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions self:E( { ReportMissions, ScoreMissions, PenaltyMissions } ) local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions PlayerMessage = string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )", PlayerName, PlayerScore - PlayerPenalty, PlayerScore, PlayerPenalty ) MESSAGE:New( PlayerMessage, 30, "Player '" .. PlayerName .. "'" ):ToGroup( PlayerGroup ) end end end --- Report Group Score Detailed -- @param #SCORING self -- @param Wrapper.Group#GROUP PlayerGroup The player group. function SCORING:ReportScoreGroupDetailed( PlayerGroup ) local PlayerMessage = "" self:T( "Report Score Group Detailed" ) local PlayerUnits = PlayerGroup:GetUnits() for UnitID, PlayerUnit in pairs( PlayerUnits ) do local PlayerUnit = PlayerUnit -- Wrapper.Unit#UNIT local PlayerName = PlayerUnit:GetPlayerName() if PlayerName then local ReportHits, ScoreHits, PenaltyHits = self:ReportDetailedPlayerHits( PlayerName ) ReportHits = ReportHits ~= "" and "\n- " .. ReportHits or ReportHits self:E( { ReportHits, ScoreHits, PenaltyHits } ) local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName ) ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys self:E( { ReportDestroys, ScoreDestroys, PenaltyDestroys } ) local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName ) ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges self:E( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } ) local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName ) ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals self:E( { ReportGoals, ScoreGoals, PenaltyGoals } ) local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName ) ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions self:E( { ReportMissions, ScoreMissions, PenaltyMissions } ) local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions PlayerMessage = string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )%s%s%s%s%s", PlayerName, PlayerScore - PlayerPenalty, PlayerScore, PlayerPenalty, ReportHits, ReportDestroys, ReportCoalitionChanges, ReportGoals, ReportMissions ) MESSAGE:New( PlayerMessage, 30, "Player '" .. PlayerName .. "'" ):ToGroup( PlayerGroup ) end end end --- Report all players score -- @param #SCORING self -- @param Wrapper.Group#GROUP PlayerGroup The player group. function SCORING:ReportScoreAllSummary( PlayerGroup ) local PlayerMessage = "" self:T( "Report Score All Players" ) for PlayerName, PlayerData in pairs( self.Players ) do if PlayerName then local ReportHits, ScoreHits, PenaltyHits = self:ReportDetailedPlayerHits( PlayerName ) ReportHits = ReportHits ~= "" and "\n- " .. ReportHits or ReportHits self:E( { ReportHits, ScoreHits, PenaltyHits } ) local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName ) ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys self:E( { ReportDestroys, ScoreDestroys, PenaltyDestroys } ) local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName ) ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges self:E( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } ) local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName ) ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals self:E( { ReportGoals, ScoreGoals, PenaltyGoals } ) local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName ) ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions self:E( { ReportMissions, ScoreMissions, PenaltyMissions } ) local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions PlayerMessage = string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )", PlayerName, PlayerScore - PlayerPenalty, PlayerScore, PlayerPenalty ) MESSAGE:New( PlayerMessage, 30, "Player '" .. PlayerName .. "'" ):ToGroup( PlayerGroup ) end end 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","TargetPlayerName","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 TargetPlayerName The name of the target 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, TargetPlayerName, 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( '"', '_' ) TargetPlayerName = TargetPlayerName or "" TargetPlayerName = TargetPlayerName: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 TargetUnitCoalition = TargetUnitCoalition or "" TargetUnitCategory = TargetUnitCategory or "" TargetUnitType = TargetUnitType or "" TargetUnitName = TargetUnitName or "" if lfs and io and os then self.CSVFile:write( '"' .. self.GameName .. '"' .. ',' .. '"' .. self.RunTime .. '"' .. ',' .. '' .. ScoreTime .. '' .. ',' .. '"' .. PlayerName .. '"' .. ',' .. '"' .. TargetPlayerName .. '"' .. ',' .. '"' .. 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