Applevangelist 8cceee49ea Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/AI/AI_A2A_Dispatcher.lua
#	Moose Development/Moose/AI/AI_A2G_Dispatcher.lua
#	Moose Development/Moose/AI/AI_CAP.lua
#	Moose Development/Moose/AI/AI_CAS.lua
#	Moose Development/Moose/AI/AI_Patrol.lua
#	Moose Development/Moose/Core/Base.lua
#	Moose Development/Moose/Core/Beacon.lua
#	Moose Development/Moose/Core/Database.lua
#	Moose Development/Moose/Core/Fsm.lua
#	Moose Development/Moose/Core/MarkerOps_Base.lua
#	Moose Development/Moose/Core/Menu.lua
#	Moose Development/Moose/Core/Message.lua
#	Moose Development/Moose/Core/Point.lua
#	Moose Development/Moose/Core/ScheduleDispatcher.lua
#	Moose Development/Moose/Core/Scheduler.lua
#	Moose Development/Moose/Core/Set.lua
#	Moose Development/Moose/Core/Spawn.lua
#	Moose Development/Moose/Core/Zone.lua
#	Moose Development/Moose/DCS.lua
#	Moose Development/Moose/Functional/Detection.lua
#	Moose Development/Moose/Functional/Mantis.lua
#	Moose Development/Moose/Functional/Range.lua
#	Moose Development/Moose/Functional/Scoring.lua
#	Moose Development/Moose/Functional/Sead.lua
#	Moose Development/Moose/Modules.lua
#	Moose Development/Moose/Ops/ATIS.lua
#	Moose Development/Moose/Ops/Airboss.lua
#	Moose Development/Moose/Sound/UserSound.lua
#	Moose Development/Moose/Utilities/Enums.lua
#	Moose Development/Moose/Utilities/FiFo.lua
#	Moose Development/Moose/Utilities/Profiler.lua
#	Moose Development/Moose/Utilities/Routines.lua
#	Moose Development/Moose/Utilities/STTS.lua
#	Moose Development/Moose/Utilities/Utils.lua
#	Moose Development/Moose/Wrapper/Airbase.lua
#	Moose Development/Moose/Wrapper/Controllable.lua
#	Moose Development/Moose/Wrapper/Group.lua
#	Moose Development/Moose/Wrapper/Marker.lua
#	Moose Development/Moose/Wrapper/Positionable.lua
#	Moose Development/Moose/Wrapper/Unit.lua
#	Moose Setup/Moose.files
2022-09-06 10:27:28 +02:00

1861 lines
80 KiB
Lua

--- **Functional** - Administer the scoring of player achievements, and create a CSV file logging the scoring events for use at team or squadron websites.
--
-- ===
--
-- ## Features:
--
-- * Set the scoring scales based on threat level.
-- * Positive scores and negative scores.
-- * A contribution model to score achievements.
-- * Score goals.
-- * Score specific achievements.
-- * Score the hits and destroys of units.
-- * Score the hits and destroys of statics.
-- * Score the hits and destroys of scenery.
-- * Log scores into a CSV file.
-- * Connect to a remote server using JSON and IP.
--
-- ===
--
-- ## Missions:
--
-- [SCO - Scoring](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCO%20-%20Scoring)
--
-- ===
--
-- 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 @{Wrapper.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 among 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.
--
-- ===
--
-- ### Authors: **FlightControl**
--
-- ### Contributions:
--
-- * **Wingthor (TAW)**: Testing & Advice.
-- * **Dutch-Baron (TAW)**: Testing & Advice.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing and Advice.
--
-- ===
--
-- @module Functional.Scoring
-- @image Scoring.JPG
--- @type SCORING
-- @field Players A collection of the current players that have joined the game.
-- @extends Core.Base#BASE
--- SCORING class
--
-- # Constructor:
--
-- local Scoring = SCORING:New( "Scoring File" )
--
-- # 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.
--
-- # 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 @{Wrapper.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 @{Wrapper.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" ) )
--
-- # 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 @{Core.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.
--
-- # 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.
--
-- # (Decommissioned) Configure fratricide level.
--
-- **This functionality is decommissioned until the DCS bug concerning Unit:destroy() not being functional in multi player for player units has been fixed by ED**.
--
-- 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 multiplier * 2 for the penalty score.
--
-- # 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.
--
-- # 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 **<User>\\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.
--
-- ### **IMPORTANT!!!*
-- In order to allow DCS world to write CSV files, you need to adapt a configuration file in your DCS world installation **on the server**.
-- For this, browse to the **missionscripting.lua** file in your DCS world installation folder.
-- For me, this installation folder is in _D:\\Program Files\\Eagle Dynamics\\DCS World\Scripts_.
--
-- Edit a few code lines in the MissionScripting.lua file. Comment out the lines **os**, **io** and **lfs**:
--
-- do
-- --sanitizeModule('os')
-- --sanitizeModule('io')
-- --sanitizeModule('lfs')
-- require = nil
-- loadlib = nil
-- end
--
-- When these lines are not sanitized, functions become available to check the time, and to write files to your system at the above specified location.
-- Note that the MissionScripting.lua file provides a warning. So please beware of this warning as outlined by Eagle Dynamics!
--
-- --Sanitize Mission Scripting environment
-- --This makes unavailable some unsecure functions.
-- --Mission downloaded from server to client may contain potentially harmful lua code that may use these functions.
-- --You can remove the code below and make available these functions at your own risk.
--
-- The MOOSE designer cannot take any responsibility of any damage inflicted as a result of the de-sanitization.
-- That being said, I hope that the SCORING class provides you with a great add-on to score your squad mates achievements.
--
-- # 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.
--
-- ## 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.
--
-- ## 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.
--
-- ===
--
-- @field #SCORING
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( false )
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 )
self.penaltyonfratricide = true
-- Default penalty when a player changes coalition.
self:SetCoalitionChangePenalty( self.ScaleDestroyPenalty )
self.penaltyoncoalitionchange = true
self:SetDisplayMessagePrefix()
-- Event handlers
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Hit, self._EventOnHit )
self:HandleEvent( EVENTS.Birth )
-- self:HandleEvent( EVENTS.PlayerEnterUnit )
self:HandleEvent( EVENTS.PlayerLeaveUnit )
-- During mission startup, especially for single player,
-- iterate the database for the player that has joined, and add him to the scoring, and set the menu.
-- But this can only be started one second after the mission has started, so i need to schedule this ...
self.ScoringPlayerScan = BASE:ScheduleOnce( 1, function()
for PlayerName, PlayerUnit in pairs( _DATABASE:GetPlayerUnits() ) do
self:_AddPlayerFromUnit( PlayerUnit )
self:SetScoringMenu( PlayerUnit:GetGroup() )
end
end )
-- Create the CSV file.
self:OpenCSV( GameName )
return self
end
--- Set a prefix string that will be displayed at each scoring message sent.
-- @param #SCORING self
-- @param #string DisplayMessagePrefix (Default="Scoring: ") The scoring prefix string.
-- @return #SCORING
function SCORING:SetDisplayMessagePrefix( DisplayMessagePrefix )
self.DisplayMessagePrefix = DisplayMessagePrefix or ""
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 @{Wrapper.Unit} for additional scoring when the @{Wrapper.Unit} is destroyed.
-- Note that if there was already a @{Wrapper.Unit} declared within the scoring with the same name,
-- then the old @{Wrapper.Unit} will be replaced with the new @{Wrapper.Unit}.
-- @param #SCORING self
-- @param Wrapper.Unit#UNIT ScoreUnit The @{Wrapper.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 @{Wrapper.Unit} for additional scoring when the @{Wrapper.Unit} is destroyed.
-- @param #SCORING self
-- @param Wrapper.Unit#UNIT ScoreUnit The @{Wrapper.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 @{Wrapper.Group}.
-- @param #SCORING self
-- @param Wrapper.Group#GROUP ScoreGroup The @{Wrapper.Group} for which each @{Wrapper.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 multiplier * 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
--- Decide if fratricide is leading to penalties (true) or not (false)
-- @param #SCORING self
-- @param #boolean OnOff Switch for Fratricide
-- @return #SCORING
function SCORING:SwitchFratricide( OnOff )
self.penaltyonfratricide = OnOff
return self
end
--- Decide if a change of coalition is leading to penalties (true) or not (false)
-- @param #SCORING self
-- @param #boolean OnOff Switch for Coalition Changes.
-- @return #SCORING
function SCORING:SwitchTreason( OnOff )
self.penaltyoncoalitionchange = OnOff
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
--- Sets the scoring menu.
-- @param #SCORING self
-- @return #SCORING
function SCORING:SetScoringMenu( ScoringGroup )
local Menu = MENU_GROUP:New( ScoringGroup, 'Scoring and Statistics' )
local ReportGroupSummary = MENU_GROUP_COMMAND:New( ScoringGroup, 'Summary report players in group', Menu, SCORING.ReportScoreGroupSummary, self, ScoringGroup )
local ReportGroupDetailed = MENU_GROUP_COMMAND:New( ScoringGroup, 'Detailed report players in group', Menu, SCORING.ReportScoreGroupDetailed, self, ScoringGroup )
local ReportToAllSummary = MENU_GROUP_COMMAND:New( ScoringGroup, 'Summary report all players', Menu, SCORING.ReportScoreAllSummary, self, ScoringGroup )
self:SetState( ScoringGroup, "ScoringMenu", Menu )
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
-- TODO: switch for coalition changes, make penalty alterable
if self.Players[PlayerName].UnitCoalition ~= UnitCoalition and self.penaltyoncoalitionchange then
self.Players[PlayerName].Penalty = self.Players[PlayerName].Penalty + self.CoalitionChangePenalty or 50
self.Players[PlayerName].PenaltyCoalition = self.Players[PlayerName].PenaltyCoalition + 1
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' changed coalition from " .. _SCORINGCoalition[self.Players[PlayerName].UnitCoalition] .. " to " .. _SCORINGCoalition[UnitCoalition] ..
"(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). ".. self.CoalitionChangePenalty .."Penalty points added.",
MESSAGE.Type.Information
):ToAll()
self:ScoreCSV( PlayerName, "", "COALITION_PENALTY", 1, -1*self.CoalitionChangePenalty, 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
-- TODO: make fratricide switchable
if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 and self.penaltyonfratricide then
if self.Players[PlayerName].PenaltyWarning < 1 then
MESSAGE:NewType( self.DisplayMessagePrefix .. "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,
MESSAGE.Type.Information )
:ToAll()
self.Players[PlayerName].PenaltyWarning = self.Players[PlayerName].PenaltyWarning + 1
end
end
if self.Players[PlayerName].Penalty > self.Fratricide and self.penaltyonfratricide then
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' committed FRATRICIDE, he will be COURT MARTIALED and is DISMISSED from this mission!",
MESSAGE.Type.Information )
:ToAll()
UnitData:GetGroup():Destroy()
end
end
end
--- Add a goal score for a player.
-- The method takes the Player name 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 #string PlayerName The name of the Player.
-- @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:AddGoalScorePlayer( PlayerName, GoalTag, Text, Score )
self:F( { PlayerName, 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:NewType( self.DisplayMessagePrefix .. Text,
MESSAGE.Type.Information )
:ToAll()
self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, nil )
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 @{Wrapper.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:F( { 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:NewType( self.DisplayMessagePrefix .. Text,
MESSAGE.Type.Information )
: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:F( { 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:NewType( self.DisplayMessagePrefix .. Mission:GetText() .. " : " .. Text .. " Score: " .. Score,
MESSAGE.Type.Information )
:ToAll()
self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:GetName() )
end
end
--- Registers Scores the players completing a Mission Task.
-- @param #SCORING self
-- @param Tasking.Mission#MISSION Mission
-- @param #string PlayerName
-- @param #string Text
-- @param #number Score
function SCORING:_AddMissionGoalScore( Mission, PlayerName, Text, Score )
local MissionName = Mission:GetName()
self:F( { Mission:GetName(), 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:NewType( string.format( "%s%s: %s! Player %s receives %d score!", self.DisplayMessagePrefix, Mission:GetText(), Text, PlayerName, Score ), MESSAGE.Type.Information ):ToAll()
self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score )
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:F( { Mission, Text, Score } )
self:F( self.Players )
for PlayerName, PlayerData in pairs( self.Players ) do
self:F( PlayerData )
if PlayerData.Mission[MissionName] then
PlayerData.Score = PlayerData.Score + Score
PlayerData.Mission[MissionName].ScoreMission = PlayerData.Mission[MissionName].ScoreMission + Score
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' has " .. Text .. " in " .. Mission:GetText() .. ". " .. Score .. " mission score!",
MESSAGE.Type.Information )
: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 )
-- self:SetScoringMenu( Event.IniGroup )
-- end
-- end
--- Handles the OnBirth event for the scoring.
-- @param #SCORING self
-- @param Core.Event#EVENTDATA Event
function SCORING:OnEventBirth( Event )
if Event.IniUnit then
if Event.IniObjectCategory == 1 then
local PlayerName = Event.IniUnit:GetPlayerName()
if PlayerName then
self:_AddPlayerFromUnit( Event.IniUnit )
self:SetScoringMenu( Event.IniGroup )
end
end
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:GetGroup(), "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:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
"Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
else
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
"Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update )
: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:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
else
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update )
: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:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object.",
MESSAGE.Type.Update )
: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 --* self.ScaleDestroyPenalty
PlayerHit.Penalty = PlayerHit.Penalty + 10 --* self.ScaleDestroyPenalty
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 * self.ScaleDestroyPenalty
MESSAGE
:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit friendly target " ..
TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
"Penalty: -" .. PlayerHit.Penalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Update
)
: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:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
"Score: +" .. PlayerHit.Score .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Update )
: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:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit scenery object.",
MESSAGE.Type.Update )
: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:F( { 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:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
end
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_PENALTY", 1, ThreatPenalty, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
Destroyed = true
else
local ThreatLevelTarget = TargetThreatLevel
local ThreatTypeTarget = TargetThreatType
local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1
local ThreatScore = math.ceil( (ThreatLevelTarget / ThreatLevelPlayer) * self.ScaleDestroyScore / 10 )
self:F( { 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:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
end
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, ThreatScore, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
Destroyed = true
local UnitName = TargetUnit:GetName()
local Score = self.ScoringObjects[UnitName]
if Score then
Player.Score = Player.Score + Score
TargetDestroy.Score = TargetDestroy.Score + Score
MESSAGE:NewType( self.DisplayMessagePrefix .. "Special target '" .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. " destroyed! " ..
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! Total: " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
: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:F( { 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:NewType( self.DisplayMessagePrefix .. "Target destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. "Total: " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
: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:F( { 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:NewType( self.DisplayMessagePrefix .. "Scenery destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. "Total: " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
self:ScoreCSV( PlayerName, "", "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
Destroyed = true
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:F( { 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:F( { ReportHits, ScoreHits, PenaltyHits } )
local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName )
ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys
self:F( { ReportDestroys, ScoreDestroys, PenaltyDestroys } )
local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName )
ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges
self:F( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } )
local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName )
ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals
self:F( { ReportGoals, ScoreGoals, PenaltyGoals } )
local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName )
ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions
self:F( { ReportMissions, ScoreMissions, PenaltyMissions } )
local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions
local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + PenaltyGoals + PenaltyMissions
PlayerMessage = string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )",
PlayerName,
PlayerScore - PlayerPenalty,
PlayerScore,
PlayerPenalty
)
MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Detailed ):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:F( { ReportHits, ScoreHits, PenaltyHits } )
local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName )
ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys
self:F( { ReportDestroys, ScoreDestroys, PenaltyDestroys } )
local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName )
ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges
self:F( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } )
local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName )
ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals
self:F( { ReportGoals, ScoreGoals, PenaltyGoals } )
local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName )
ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions
self:F( { ReportMissions, ScoreMissions, PenaltyMissions } )
local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions
local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + PenaltyGoals + 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:NewType( PlayerMessage, MESSAGE.Type.Detailed ):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( { "Summary Score Report of All Players", Players = self.Players } )
for PlayerName, PlayerData in pairs( self.Players ) do
self:T( { PlayerName = PlayerName, PlayerGroup = PlayerGroup } )
if PlayerName then
local ReportHits, ScoreHits, PenaltyHits = self:ReportDetailedPlayerHits( PlayerName )
ReportHits = ReportHits ~= "" and "\n- " .. ReportHits or ReportHits
self:F( { ReportHits, ScoreHits, PenaltyHits } )
local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName )
ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys
self:F( { ReportDestroys, ScoreDestroys, PenaltyDestroys } )
local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName )
ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges
self:F( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } )
local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName )
ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals
self:F( { ReportGoals, ScoreGoals, PenaltyGoals } )
local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName )
ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions
self:F( { ReportMissions, ScoreMissions, PenaltyMissions } )
local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions
local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + PenaltyGoals + PenaltyMissions
PlayerMessage =
string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )",
PlayerName,
PlayerScore - PlayerPenalty,
PlayerScore,
PlayerPenalty
)
MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Overview ):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","PlayerUnitCoalition","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:F( "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