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https://github.com/FlightControl-Master/MOOSE.git
synced 2026-07-25 06:53:05 +00:00
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@@ -230,8 +230,10 @@ SCORING = {
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ClassID = 0,
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Players = {},
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AutoSave = true,
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version = "1.18.4",
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version = "1.18.5",
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ScoringScenery = nil, -- Core.Set#SET_SCENERY
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SceneryHitsInZone = false,
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LoadSave = false,
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}
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local _SCORINGCoalition = {
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@@ -250,15 +252,16 @@ local _SCORINGCategory = {
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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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-- @param #string SavePath (Optional) Path where to save the CSV file, defaults to your **<User>\\Saved Games\\DCS\\Logs** folder.
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-- @param #boolean AutoSave (Optional) If passed as `false`, then swith autosave off.
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-- @param #string SavePath (Optional) Path where to save the CSV files, defaults to your **<User>\\Saved Games\\DCS\\Logs** folder. See next two options.
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-- @param #boolean AutoSave (Optional) If passed as `false`, then swith autosave off. This stores a detailed table which will never be loaded again by SCORING (for e.g. Discord purposes).
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-- @param #boolean LoadSave (Optional) If passed as `true` save summary scores per player, and load at restart of the mission.
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-- @return #SCORING self
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-- @usage
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--
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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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--
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function SCORING:New( GameName, SavePath, AutoSave )
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function SCORING:New( GameName, SavePath, AutoSave, LoadSave )
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-- Inherits from BASE
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local self = BASE:Inherit( self, BASE:New() ) -- #SCORING
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@@ -266,7 +269,7 @@ function SCORING:New( GameName, SavePath, AutoSave )
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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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error( "A game name must be given to register the scoring results!" )
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end
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-- Additional Object scores
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@@ -301,6 +304,12 @@ function SCORING:New( GameName, SavePath, AutoSave )
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self.penaltyoncoalitionchange = true
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self:SetDisplayMessagePrefix()
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self.SceneryHitsInZone = false
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if LoadSave then
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self.LoadSave = LoadSave
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end
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-- Event handlers
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self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
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@@ -328,11 +337,61 @@ function SCORING:New( GameName, SavePath, AutoSave )
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end
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self:I("SCORING "..tostring(GameName).." started! v"..self.version)
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if LoadSave == true then
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self:_LoadPlayerSummaryScore()
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end
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return self
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end
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--- [Internal] Helper to load scores from disk at scoring start
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-- @param #SCORING self
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-- @return #SCORING self
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function SCORING:_LoadPlayerSummaryScore()
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if lfs and io and self.LoadSave == true then
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local path = self.AutoSavePath or lfs.writedir() .. [[Logs\]]
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local filename = self.GameName or "PlayerScoresSummary"
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filename = filename..".csv"
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if UTILS.CheckFileExists(path,filename) then
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local ok, data = UTILS.LoadFromFile(path,filename)
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-- Playername;;Score;;Penalty
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table.remove(data,1)
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for _,_data in pairs(data) do
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local line = UTILS.Split(_data,";;")
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local playername = tostring(line[1])
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local score = tonumber(line[2])
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local penalty = tonumber(line[3])
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self:I(string.format("Player %s Score %d Penalty %d",playername,score,penalty))
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local PlayerData = self.Players[playername]
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if not PlayerData then
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PlayerData = {}
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PlayerData.Hit = {}
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PlayerData.Destroy = {}
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PlayerData.Goals = {}
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PlayerData.Goals[self.GameName] = {Score = score, Penalty = penalty}
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PlayerData.Mission = {}
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PlayerData.HitPlayers = {}
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PlayerData.Score = score
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PlayerData.Penalty = penalty
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PlayerData.PenaltyCoalition = 0
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PlayerData.PenaltyWarning = 0
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self.Players[playername] = PlayerData
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else
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PlayerData.Score = score
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PlayerData.Penalty =penalty
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self.Players[playername] = PlayerData
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PlayerData.Goals[self.GameName] = {Score = score, Penalty = penalty}
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end
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end
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end
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end
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return self
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end
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--- Set a prefix string that will be displayed at each scoring message sent.
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-- @param #SCORING self
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-- @param #string DisplayMessagePrefix (Default="Scoring: ") The scoring prefix string.
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@@ -579,6 +638,22 @@ function SCORING:AddZoneScore( ScoreZone, Score )
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return self
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end
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--- Allow Scenery hits in Zones to count (no specific(!) scenery targets). NOTE - Allowing this can spam your scoring display!
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-- @param #SCORING self
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-- @return #SCORING self
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function SCORING:EnableSceneryHitsinZones()
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self.SceneryHitsInZone = true
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return self
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end
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--- Disallow Scenery hits in Zones to count (no specific(!) scenery targets).
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-- @param #SCORING self
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-- @return #SCORING self
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function SCORING:DisableSceneryHitsinZones()
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self.SceneryHitsInZone = false
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return self
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end
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--- Add a @{Core.Set#SET_ZONE} to define additional scoring when any object is destroyed in that zone.
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-- Note that if a @{Core.Zone} with the same name is already within the scoring added, the @{Core.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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@@ -877,6 +952,20 @@ function SCORING:AddGoalScorePlayer( PlayerName, GoalTag, 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 then
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PlayerData = {}
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PlayerData.Goals = {}
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PlayerData.Hit = {}
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PlayerData.Destroy = {}
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PlayerData.Goals = {}
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PlayerData.Mission = {}
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PlayerData.HitPlayers = {}
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PlayerData.Score = 0
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PlayerData.Penalty = 0
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PlayerData.PenaltyCoalition = 0
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PlayerData.PenaltyWarning = 0
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self.Players[PlayerName] = PlayerData
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end
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PlayerData.Goals[GoalTag] = PlayerData.Goals[GoalTag] or { Score = 0 }
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PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score
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@@ -1568,22 +1657,24 @@ function SCORING:_EventOnDeadOrCrash( Event )
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end
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else
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-- Check if there are Zones where the destruction happened.
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for ZoneName, ScoreZoneData in pairs( self.ScoringZones ) do
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self:F( { ScoringZone = ScoreZoneData } )
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local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE
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local Score = ScoreZoneData.Score
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if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then
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Player.Score = Player.Score + Score
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TargetDestroy.Score = TargetDestroy.Score + Score
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Scenery destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
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"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. "Total: " .. Player.Score - Player.Penalty,
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MESSAGE.Type.Information )
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:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
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:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
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self:ScoreCSV( PlayerName, "", "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
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Destroyed = true
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if self.SceneryHitsInZone == true then
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-- Check if there are Zones where the destruction happened.
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for ZoneName, ScoreZoneData in pairs( self.ScoringZones ) do
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self:F( { ScoringZone = ScoreZoneData } )
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local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE
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local Score = ScoreZoneData.Score
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if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then
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Player.Score = Player.Score + Score
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TargetDestroy.Score = TargetDestroy.Score + Score
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Scenery destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
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"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. "Total: " .. Player.Score - Player.Penalty,
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MESSAGE.Type.Information )
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:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
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:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
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self:ScoreCSV( PlayerName, "", "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
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Destroyed = true
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end
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end
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end
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end
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@@ -1927,9 +2018,12 @@ end
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--- Report all players score
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-- @param #SCORING self
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-- @param Wrapper.Group#GROUP PlayerGroup The player group.
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function SCORING:ReportScoreAllSummary( PlayerGroup )
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-- @param #boolean JustScore If this is true, return just a table with playernames and overall scores.
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-- @return #table ReportTable Table returned if JustScore is true.
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function SCORING:ReportScoreAllSummary( PlayerGroup, JustScore )
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local PlayerMessage = ""
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local ReportTable = {}
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self:T( { "Summary Score Report of All Players", Players = self.Players } )
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@@ -1961,20 +2055,28 @@ function SCORING:ReportScoreAllSummary( PlayerGroup )
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local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions
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local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + PenaltyGoals + PenaltyMissions
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PlayerMessage =
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string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )",
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PlayerName,
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PlayerScore - PlayerPenalty,
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PlayerScore,
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PlayerPenalty
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)
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MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Overview ):ToGroup( PlayerGroup )
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if JustScore~=true then
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PlayerMessage =
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string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )",
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PlayerName,
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PlayerScore - PlayerPenalty,
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PlayerScore,
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PlayerPenalty
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)
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MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Overview ):ToGroup( PlayerGroup )
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else
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ReportTable[PlayerName] = {["Score"]=PlayerScore,["Penalty"]=PlayerPenalty}
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end
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end
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end
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return ReportTable
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end
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--- Opens a score CSV file to log the scores.
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-- @param #SCORING self
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-- @param #number sSeconds
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-- @return #string ClockString
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function SCORING:SecondsToClock( sSeconds )
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local nSeconds = sSeconds
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if nSeconds == 0 then
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@@ -2102,6 +2204,19 @@ function SCORING:ScoreCSV( PlayerName, TargetPlayerName, ScoreType, ScoreTimes,
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self.CSVFile:write( "\n" )
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end
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if lfs and io and self.LoadSave == true then
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local path = self.AutoSavePath or lfs.writedir() .. [[Logs\]]
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local filename = self.GameName or "PlayerScoresSummary"
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filename = filename..".csv"
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local data = self:ReportScoreAllSummary("",true)
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local text = "-- Playername;;Score;;Penalty\n"
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for _playername,_data in pairs(data or {}) do
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text = text..string.format("%s;;%d;;%d\n")
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end
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UTILS.SaveToFile(path,filename,text)
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end
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end
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--- Close CSV file
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