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https://github.com/FlightControl-Master/MOOSE.git
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1154 lines
46 KiB
Lua
1154 lines
46 KiB
Lua
--- Single-Player:**Yes** / Multi-Player:**Yes** / Core:**Yes** -- **Administer the scoring of player achievements,
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-- and create a CSV file logging the scoring events for use at team or squadron websites.**
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--
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-- 
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--
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-- ===
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--
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-- # 1) @{Scoring#SCORING} class, extends @{Base#BASE}
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--
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-- The @{#SCORING} class administers the scoring of player achievements,
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-- and creates a CSV file logging the scoring events for use at team or squadron websites.
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--
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-- The scores are calculated by scoring the hits and destroys of objects that players make,
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-- which are @{Unit} and @{Static) objects within your mission.
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--
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-- Scores are calculated based on the threat level of the objects involved.
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-- The threat level of a unit can be a value between 0 and 10.
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-- A calculated score takes the threat level of the target divided by the threat level of the player unit.
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-- This provides a value between 0.1 and 10.
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-- The stronger or the higher the threat of the player unit, the less score will be given in destroys.
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-- That value can then be multiplied by a multiplier. A specific multiplier can be set for enemies and friendlies destroys.
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--
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-- If multiple players hit the same target, and finally the target gets destroyed, each player who contributed to the target
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-- destruction, will receive a score. This is important for targets that require significant damage before it can be destroyed, like
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-- ships or heavy planes.
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--
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-- **Additional scores** can be granted to **specific objects**, when the player(s) destroy these objects.
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-- **Various @{Zone}s** can be defined for which scores are also granted when objects in that @{Zone} are destroyed.
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-- This is **specifically useful** to designate **scenery targets on the map** that will generate points when destroyed.
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--
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-- With a small change in MissionScripting.lua, the scoring can also be logged in a CSV file.
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-- That file can then be:
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--
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-- * Uploaded to a database or a BI tool to publish the scoring results to the player community.
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-- * Uploaded in an (online) Excel like tool, using pivot tables and pivot charts to show mission results.
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-- * Share amoung players after the mission to discuss mission results.
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--
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-- ## 1.1) Set the destroy score or penalty multiplier
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--
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-- Score multipliers can be set for scores granted when enemies or friendlies are destroyed.
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-- Use the method @{#SCORING.SetMultiplierDestroyScore}() to set the multiplier of enemy destroys (positive destroys).
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-- Use the method @{#SCORING.SetMultiplierDestroyPenalty}() to set the multiplier of friendly destroys (negative destroys).
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--
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-- ## 1.2) Define special targets that will give extra scores.
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--
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-- Special targets can be set that will give extra scores to the players when these are destroyed.
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-- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Unit}s.
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-- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Static}s.
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-- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Group}s.
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--
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-- ## 1.3) Define destruction zones that will give extra scores.
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--
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-- Define zones of destruction. Any object destroyed within the zone of the given category will give extra points.
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-- Use the method @{#SCORING.AddZoneScore} to add a @{Zone} for additional scoring.
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-- Use the method @{#SCORING.RemoveZoneScore} to remove a @{Zone} for additional scoring.
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-- There are interesting variations that can be achieved with this functionality. For example, if the @{Zone} is a @{Zone#ZONE_UNIT},
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-- then the zone is a moving zone, and anything destroyed within that @{Zone} will generate points.
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-- The other implementation could be to designate a scenery target (a building) in the mission editor surrounded by a @{Zone},
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-- just large enough around that building.
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--
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-- ====
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--
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-- # **API CHANGE HISTORY**
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--
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-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
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--
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-- * **Added** parts are expressed in bold type face.
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-- * _Removed_ parts are expressed in italic type face.
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--
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-- Hereby the change log:
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--
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-- 2017-02-26: Initial class and API.
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--
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-- ===
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--
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-- # **AUTHORS and CONTRIBUTIONS**
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--
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-- ### Contributions:
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--
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-- * **Wingthor**: Testing & Advice.
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-- * **Dutch-Baron**: Testing & Advice.
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-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing.
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--
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-- ### Authors:
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--
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-- * **FlightControl**: Concept, Design & Programming.
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--
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-- @module Scoring
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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 Core.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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-- Multipliers
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self.MultiplierDestroyScore = 10
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self.MultiplierDestroyPenalty = 20
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-- Additional Object scores
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self.ScoringObjects = {}
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-- Additional Zone scores.
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self.ScoringZones = {}
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self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
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self:HandleEvent( EVENTS.Hit, self._EventOnHit )
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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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--- Set the multiplier for scoring valid destroys (enemy destroys).
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-- A calculated score is a value between 0.1 and 10.
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-- The multiplier magnifies the scores given to the players.
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-- @param #SCORING self
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-- @param #number Multiplier The multiplier of the score given.
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function SCORING:SetMultiplierDestroyScore( Multiplier )
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self.MultiplierDestroyScore = Multiplier
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return self
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end
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--- Set the multiplier for scoring penalty destroys (friendly destroys).
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-- A calculated score is a value between 0.1 and 10.
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-- The multiplier magnifies the scores given to the players.
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-- @param #SCORING self
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-- @param #number Multiplier The multiplier of the score given.
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-- @return #SCORING
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function SCORING:SetMultiplierDestroyPenalty( Multiplier )
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self.MultiplierDestroyPenalty = Multiplier
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return self
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end
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--- Add a @{Unit} for additional scoring when the @{Unit} is destroyed.
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-- Note that if there was already a @{Unit} declared within the scoring with the same name,
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-- then the old @{Unit} will be replaced with the new @{Unit}.
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-- @param #SCORING self
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-- @param Wrapper.Unit#UNIT ScoreUnit The @{Unit} for which the Score needs to be given.
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-- @param #number Score The Score value.
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-- @return #SCORING
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function SCORING:AddUnitScore( ScoreUnit, Score )
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local UnitName = ScoreUnit:GetName()
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self.ScoringObjects[UnitName] = Score
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return self
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end
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--- Removes a @{Unit} for additional scoring when the @{Unit} is destroyed.
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-- @param #SCORING self
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-- @param Wrapper.Unit#UNIT ScoreUnit The @{Unit} for which the Score needs to be given.
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-- @return #SCORING
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function SCORING:RemoveUnitScore( ScoreUnit )
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local UnitName = ScoreUnit:GetName()
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self.ScoringObjects[UnitName] = nil
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return self
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end
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--- Add a @{Static} for additional scoring when the @{Static} is destroyed.
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-- Note that if there was already a @{Static} declared within the scoring with the same name,
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-- then the old @{Static} will be replaced with the new @{Static}.
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-- @param #SCORING self
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-- @param Wrapper.Static#UNIT ScoreStatic The @{Static} for which the Score needs to be given.
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-- @param #number Score The Score value.
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-- @return #SCORING
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function SCORING:AddStaticScore( ScoreStatic, Score )
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local StaticName = ScoreStatic:GetName()
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self.ScoringObjects[StaticName] = Score
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return self
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end
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--- Removes a @{Static} for additional scoring when the @{Static} is destroyed.
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-- @param #SCORING self
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-- @param Wrapper.Static#UNIT ScoreStatic The @{Static} for which the Score needs to be given.
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-- @return #SCORING
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function SCORING:RemoveStaticScore( ScoreStatic )
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local StaticName = ScoreStatic:GetName()
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self.ScoringObjects[StaticName] = nil
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return self
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end
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--- Specify a special additional score for a @{Group}.
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-- @param #SCORING self
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-- @param Wrapper.Group#GROUP ScoreGroup The @{Group} for which each @{Unit} a Score is given.
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-- @param #number Score The Score value.
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-- @return #SCORING
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function SCORING:AddScoreGroup( ScoreGroup, Score )
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local ScoreUnits = ScoreGroup:GetUnits()
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for ScoreUnitID, ScoreUnit in pairs( ScoreUnits ) do
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local UnitName = ScoreUnit:GetName()
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self.ScoringObjects[UnitName] = Score
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end
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return self
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end
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--- Add a @{Zone} to define additional scoring when any object is destroyed in that zone.
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-- Note that if a @{Zone} with the same name is already within the scoring added, the @{Zone} (type) and Score will be replaced!
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-- This allows for a dynamic destruction zone evolution within your mission.
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-- @param #SCORING self
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-- @param Core.Zone#ZONE_BASE ScoreZone The @{Zone} which defines the destruction score perimeters.
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-- Note that a zone can be a polygon or a moving zone.
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-- @param #number Score The Score value.
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-- @return #SCORING
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function SCORING:AddScoreZone( ScoreZone, Score )
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local ZoneName = ScoreZone:GetName()
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self.ScoringZones[ZoneName] = {}
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self.ScoringZones[ZoneName].ScoreZone = ScoreZone
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self.ScoringZones[ZoneName].Score = Score
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return self
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end
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--- Remove a @{Zone} for additional scoring.
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-- The scoring will search if any @{Zone} is added with the given name, and will remove that zone from the scoring.
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-- This allows for a dynamic destruction zone evolution within your mission.
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-- @param #SCORING self
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-- @param Core.Zone#ZONE_BASE ScoreZone The @{Zone} which defines the destruction score perimeters.
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-- Note that a zone can be a polygon or a moving zone.
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-- @return #SCORING
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function SCORING:RemoveScoreZone( ScoreZone )
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local ZoneName = ScoreZone:GetName()
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self.ScoringZones[ZoneName] = nil
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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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--- Add a new player entering a Unit.
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-- @param #SCORING self
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-- @param Wrapper.Unit#UNIT UnitData
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function SCORING:_AddPlayerFromUnit( UnitData )
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self:F( UnitData )
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if UnitData:IsAlive() 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].Destroy = {}
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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].Destroy[CategoryID] = {}
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-- end
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self.Players[PlayerName].HitPlayers = {}
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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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self.Players[PlayerName].UNIT = UnitData
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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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local 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 Tasking.Mission#MISSION Mission
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-- @param Wrapper.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:E( { Mission:GetName(), PlayerUnit.UnitName, PlayerName, Text, Score } )
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-- PlayerName can be nil, if the Unit with the player crashed or due to another reason.
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if PlayerName then
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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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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 Tasking.Mission#MISSION Mission
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-- @param Wrapper.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
|
|
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 = InitUnit:getCoalition()
|
|
--TODO: Workaround Client DCS Bug
|
|
--InitCategory = InitUnit:getCategory()
|
|
InitCategory = InitUnit:getDesc().category
|
|
InitType = InitUnit:getTypeName()
|
|
|
|
InitUnitCoalition = _SCORINGCoalition[InitCoalition]
|
|
InitUnitCategory = _SCORINGCategory[InitCategory]
|
|
InitUnitType = InitType
|
|
|
|
self:T( { InitUnitName, InitGroupName, InitPlayerName, InitCoalition, InitCategory, InitType , InitUnitCoalition, InitUnitCategory, InitUnitType } )
|
|
end
|
|
|
|
|
|
if Event.TgtDCSUnit then
|
|
|
|
TargetUnit = Event.TgtDCSUnit
|
|
TargetUNIT = Event.TgtUnit
|
|
TargetUnitName = Event.TgtDCSUnitName
|
|
TargetGroup = Event.TgtDCSGroup
|
|
TargetGroupName = Event.TgtDCSGroupName
|
|
TargetPlayerName = Event.TgtPlayerName
|
|
|
|
TargetCoalition = TargetUnit:getCoalition()
|
|
--TODO: Workaround Client DCS Bug
|
|
--TargetCategory = TargetUnit:getCategory()
|
|
TargetCategory = TargetUnit:getDesc().category
|
|
TargetType = TargetUnit:getTypeName()
|
|
|
|
TargetUnitCoalition = _SCORINGCoalition[TargetCoalition]
|
|
TargetUnitCategory = _SCORINGCategory[TargetCategory]
|
|
TargetUnitType = TargetType
|
|
|
|
self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType, TargetUnitCoalition, TargetUnitCategory, TargetUnitType } )
|
|
end
|
|
|
|
if InitPlayerName ~= nil then -- It is a player that is hitting something
|
|
self:_AddPlayerFromUnit( InitUNIT )
|
|
if self.Players[InitPlayerName] then -- This should normally not happen, but i'll test it anyway.
|
|
if TargetPlayerName ~= nil then -- It is a player hitting another player ...
|
|
self:_AddPlayerFromUnit( TargetUNIT )
|
|
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
|
|
|
|
-- 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 == TargetCoalition then
|
|
Player.Penalty = Player.Penalty + 10
|
|
PlayerHit.Penalty = PlayerHit.Penalty + 10
|
|
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1
|
|
|
|
if TargetPlayerName ~= nil then -- It is a player hitting another player ...
|
|
MESSAGE:New( "Player '" .. InitPlayerName .. "' hit friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
|
|
PlayerHit.PenaltyHit .. " times. Penalty: -" .. PlayerHit.Penalty ..
|
|
". Score Total:" .. Player.Score - Player.Penalty,
|
|
2
|
|
):ToAll()
|
|
else
|
|
MESSAGE:New( "Player '" .. InitPlayerName .. "' hit a friendly " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
|
|
PlayerHit.PenaltyHit .. " times. Penalty: -" .. PlayerHit.Penalty ..
|
|
". Score Total:" .. Player.Score - Player.Penalty,
|
|
2
|
|
):ToAll()
|
|
end
|
|
self:ScoreCSV( InitPlayerName, "HIT_PENALTY", 1, -25, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
|
else
|
|
Player.Score = Player.Score + 1
|
|
PlayerHit.Score = PlayerHit.Score + 1
|
|
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
|
|
if TargetPlayerName ~= nil then -- It is a player hitting another player ...
|
|
MESSAGE:New( "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
|
|
PlayerHit.ScoreHit .. " times. Score: " .. PlayerHit.Score ..
|
|
". Score Total:" .. Player.Score - Player.Penalty,
|
|
2
|
|
):ToAll()
|
|
else
|
|
MESSAGE:New( "Player '" .. InitPlayerName .. "' hit an enemy " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
|
|
PlayerHit.ScoreHit .. " times. Score: " .. PlayerHit.Score ..
|
|
". Score Total:" .. Player.Score - Player.Penalty,
|
|
2
|
|
):ToAll()
|
|
end
|
|
self:ScoreCSV( InitPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
elseif InitPlayerName == nil then -- It is an AI hitting a player???
|
|
|
|
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.IniDCSUnit
|
|
TargetUnitName = Event.IniDCSUnitName
|
|
TargetGroup = Event.IniDCSGroup
|
|
TargetGroupName = Event.IniDCSGroupName
|
|
TargetPlayerName = Event.IniPlayerName
|
|
|
|
TargetCoalition = TargetUnit:getCoalition()
|
|
--TargetCategory = TargetUnit:getCategory()
|
|
TargetCategory = TargetUnit:getDesc().category -- Workaround
|
|
TargetType = TargetUnit:getTypeName()
|
|
|
|
TargetUnitCoalition = _SCORINGCoalition[TargetCoalition]
|
|
TargetUnitCategory = _SCORINGCategory[TargetCategory]
|
|
TargetUnitType = TargetType
|
|
|
|
self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType } )
|
|
end
|
|
|
|
-- 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 } )
|
|
|
|
-- What is he hitting?
|
|
if TargetCategory then
|
|
if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] then -- Was there a hit for this unit for this player before registered???
|
|
|
|
|
|
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]
|
|
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
|
|
TargetDestroy.UNIT = TargetDestroy.UNIT or Player.Hit[TargetCategory][TargetUnitName].UNIT
|
|
|
|
if InitCoalition == TargetCoalition then
|
|
local ThreatLevelTarget, ThreatTypeTarget = TargetDestroy.UNIT:GetThreatLevel()
|
|
local ThreatLevelPlayer = Player.UNIT:GetThreatLevel()
|
|
local ThreatLevel = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.MultiplierDestroyPenalty )
|
|
self:E( { ThreatLevel = ThreatLevel, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } )
|
|
|
|
Player.Penalty = Player.Penalty + ThreatLevel
|
|
TargetDestroy.Penalty = TargetDestroy.Penalty + ThreatLevel
|
|
TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1
|
|
|
|
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
|
|
MESSAGE:New( "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
|
|
TargetDestroy.PenaltyDestroy .. " times. Penalty: -" .. TargetDestroy.Penalty ..
|
|
". Score Total:" .. Player.Score - Player.Penalty,
|
|
15 ):ToAll()
|
|
else
|
|
MESSAGE:New( "Player '" .. PlayerName .. "' destroyed a friendly " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
|
|
TargetDestroy.PenaltyDestroy .. " times. Penalty: -" .. TargetDestroy.Penalty ..
|
|
". Score Total:" .. Player.Score - Player.Penalty,
|
|
15 ):ToAll()
|
|
end
|
|
self:ScoreCSV( PlayerName, "DESTROY_PENALTY", 1, -125, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
|
else
|
|
|
|
local ThreatLevelTarget, ThreatTypeTarget = TargetDestroy.UNIT:GetThreatLevel()
|
|
local ThreatLevelPlayer = Player.UNIT:GetThreatLevel()
|
|
local ThreatLevel = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.MultiplierDestroyScore )
|
|
self:E( { ThreatLevel = ThreatLevel, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } )
|
|
|
|
Player.Score = Player.Score + ThreatLevel
|
|
TargetDestroy.Score = TargetDestroy.Score + ThreatLevel
|
|
TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1
|
|
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
|
|
MESSAGE:New( "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
|
|
TargetDestroy.ScoreDestroy .. " times. Score: " .. TargetDestroy.Score ..
|
|
". Score Total:" .. Player.Score - Player.Penalty,
|
|
15 ):ToAll()
|
|
else
|
|
MESSAGE:New( "Player '" .. PlayerName .. "' destroyed an enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
|
|
TargetDestroy.ScoreDestroy .. " times. Score: " .. TargetDestroy.Score ..
|
|
". Total:" .. Player.Score - Player.Penalty,
|
|
15 ):ToAll()
|
|
end
|
|
|
|
local UnitName = TargetDestroy.UNIT:GetName()
|
|
local Score = self.ScoringObjects[UnitName]
|
|
if Score then
|
|
Player.Score = Player.Score + Score
|
|
TargetDestroy.Score = TargetDestroy.Score + Score
|
|
MESSAGE:New( "Special target '" .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. " destroyed! " ..
|
|
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! Total: " .. Player.Score - Player.Penalty,
|
|
15 ):ToAll()
|
|
end
|
|
|
|
-- Check if there are Zones where the destruction happened.
|
|
for ZoneName, ScoreZoneData in pairs( self.ScoreZones ) do
|
|
local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE
|
|
local Score = ScoreZoneData.Score
|
|
if ScoreZone:IsPointVec2InZone( TargetDestroy.UNIT:GetPointVec2() ) then
|
|
Player.Score = Player.Score + Score
|
|
TargetDestroy.Score = TargetDestroy.Score + Score
|
|
MESSAGE:New( "Target hit in zone '" .. ScoreZone:GetName() .. "'." ..
|
|
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! Total: " .. Player.Score - Player.Penalty,
|
|
15 ):ToAll()
|
|
end
|
|
end
|
|
|
|
self:ScoreCSV( PlayerName, "DESTROY_SCORE", 1, 10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
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 ScoreMessageDestroys = ""
|
|
for CategoryID, CategoryName in pairs( _SCORINGCategory ) do
|
|
self:T( "Destroy scores exist for player " .. PlayerName )
|
|
if PlayerData.Destroy[CategoryID] then
|
|
local Score = 0
|
|
local ScoreDestroy = 0
|
|
local Penalty = 0
|
|
local PenaltyDestroy = 0
|
|
|
|
for UnitName, UnitData in pairs( PlayerData.Destroy[CategoryID] ) do
|
|
Score = Score + UnitData.Score
|
|
ScoreDestroy = ScoreDestroy + UnitData.ScoreDestroy
|
|
Penalty = Penalty + UnitData.Penalty
|
|
PenaltyDestroy = PenaltyDestroy + UnitData.PenaltyDestroy
|
|
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 = ScoreMessage .. " Destroys: " .. ScoreMessageDestroys .. "\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 ScoreMessageDestroys = ""
|
|
for CategoryID, CategoryName in pairs( _SCORINGCategory ) do
|
|
self:T( "Destroy scores exist for player " .. PlayerName )
|
|
if PlayerData.Destroy[CategoryID] then
|
|
local Score = 0
|
|
local ScoreDestroy = 0
|
|
local Penalty = 0
|
|
local PenaltyDestroy = 0
|
|
|
|
for UnitName, UnitData in pairs( PlayerData.Destroy[CategoryID] ) do
|
|
Score = Score + UnitData.Score
|
|
ScoreDestroy = ScoreDestroy + UnitData.ScoreDestroy
|
|
Penalty = Penalty + UnitData.Penalty
|
|
PenaltyDestroy = PenaltyDestroy + UnitData.PenaltyDestroy
|
|
end
|
|
|
|
local ScoreMessageDestroy = string.format( "\n %s = %d score(%d;-%d) hits(#%d;#-%d)", CategoryName, Score - Penalty, Score, Penalty, ScoreDestroy, PenaltyDestroy )
|
|
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 = ScoreMessage .. "\n Destroys: " .. ScoreMessageDestroys .. " "
|
|
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
|
|
|