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