mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2026-08-11 03:43:38 +00:00
#VARIOUS Small fixes
This commit is contained in:
@@ -90,7 +90,8 @@
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-- @image Scoring.JPG
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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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-- @field #table Players A collection of the current players that have joined the game.
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-- @field Core.Set#SET_SCENERY ScoringScenery
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-- @extends Core.Base#BASE
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--- SCORING class
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@@ -229,7 +230,8 @@ 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 = "1.18.4",
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ScoringScenery = nil, -- Core.Set#SET_SCENERY
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}
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local _SCORINGCoalition = {
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@@ -325,6 +327,8 @@ function SCORING:New( GameName, SavePath, AutoSave )
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self:OpenCSV( GameName )
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end
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self:I("SCORING "..tostring(GameName).." started! v"..self.version)
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return self
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end
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@@ -377,7 +381,7 @@ function SCORING:AddUnitScore( ScoreUnit, Score )
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return self
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end
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--- Removes a @{Wrapper.Unit} for additional scoring when the @{Wrapper.Unit} is destroyed.
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--- Removes a @{Wrapper.Unit} for scoring when the @{Wrapper.Unit} is destroyed.
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-- @param #SCORING self
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-- @param Wrapper.Unit#UNIT ScoreUnit The @{Wrapper.Unit} for which the Score needs to be given.
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-- @return #SCORING
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@@ -394,10 +398,26 @@ end
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-- Note that if there was already a @{Wrapper.Static} declared within the scoring with the same name,
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-- then the old @{Wrapper.Static} will be replaced with the new @{Wrapper.Static}.
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-- @param #SCORING self
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-- @param Wrapper.Static#UNIT ScoreStatic The @{Wrapper.Static} for which the Score needs to be given.
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-- @param Wrapper.Static#STATIC ScoreStatic The @{Wrapper.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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return self:AddScoreStatic( ScoreStatic, Score )
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end
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--- Add a @{Wrapper.Static} for additional scoring when the @{Wrapper.Static} is destroyed.
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-- Note that if there was already a @{Wrapper.Static} declared within the scoring with the same name,
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-- then the old @{Wrapper.Static} will be replaced with the new @{Wrapper.Static}.
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-- @param #SCORING self
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-- @param Wrapper.Static#STATIC ScoreStatic The @{Wrapper.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:AddScoreStatic( ScoreStatic, Score )
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if ScoreStatic == nil then
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BASE:E("SCORING.AddStaticScore: Parameter ScoreStatic is nil!")
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return self
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end
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local StaticName = ScoreStatic:GetName()
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@@ -406,7 +426,61 @@ function SCORING:AddStaticScore( ScoreStatic, Score )
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return self
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end
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--- Removes a @{Wrapper.Static} for additional scoring when the @{Wrapper.Static} is destroyed.
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--- Add a @{Wrapper.Scenery} for additional scoring when the @{Wrapper.Scenery} is destroyed.
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-- @param #SCORING self
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-- @param Wrapper.Scenery#SCENERY ScoreScenery The @{Wrapper.Scenery} 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:AddScoreScenery( ScoreScenery, Score )
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if ScoreScenery == nil then
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self:E("SCORING.ScoreScenery: Parameter ScoreScenery is nil!")
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return self
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end
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if not self.ScoringScenery then
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self.ScoringScenery = SET_SCENERY:New() -- Core.Set#SET_SCENERY
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end
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local StaticName = ScoreScenery:GetName()
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self:T("Scenery name = ".. StaticName)
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self.ScoringScenery:AddScenery(ScoreScenery)
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return self
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end
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--- Removes a @{Wrapper.Scenery} for scoring when the @{Wrapper.Scenery} is destroyed.
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-- @param #SCORING self
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-- @param Wrapper.Scenery#SCENERY ScoreStatic The @{Wrapper.Scenery} for which the Score needs to be given.
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-- @return #SCORING
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function SCORING:RemoveSceneryScore( ScoreScenery )
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local StaticName = ScoreScenery: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 @{Core.Set#SET_SCENERY}.
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-- @param #SCORING self
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-- @param Core.Set#SET_SCENERY Set The @{Core.Set#SET_SCENERY} for which each @{Wrapper.Scenery} in the SET 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:AddScoreSetScenery(Set, Score)
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local set = Set.Set
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for _,_static in pairs (set) do
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if _static ~= nil then
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self:AddScoreScenery(_static,Score)
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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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--- Removes a @{Wrapper.Static} for scoring when the @{Wrapper.Static} is destroyed.
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-- @param #SCORING self
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-- @param Wrapper.Static#UNIT ScoreStatic The @{Wrapper.Static} for which the Score needs to be given.
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-- @return #SCORING
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@@ -461,6 +535,31 @@ function SCORING:AddScoreSetGroup(Set, Score)
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return self
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end
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--- Specify a special additional score for a @{Core.Set#SET_STATIC}.
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-- @param #SCORING self
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-- @param Core.Set#SET_STATIC Set The @{Core.Set#SET_STATIC} for which each @{Wrapper.Static} in the SET 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:AddScoreSetStatic(Set, Score)
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local set = Set:GetSetObjects()
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for _,_static in pairs (set) do
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if _static and _static:IsAlive() then
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self:AddStaticScore(_static,Score)
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end
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end
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local function AddScore(static)
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self:AddStaticScore(static,Score)
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end
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function Set:OnAfterAdded(From,Event,To,ObjectName,Object)
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AddScore(Object)
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end
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return self
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end
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--- Add a @{Core.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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@@ -480,7 +579,24 @@ function SCORING:AddZoneScore( ScoreZone, Score )
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return self
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end
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--- Remove a @{Core.Zone} for additional scoring.
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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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-- @param #SCORING self
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-- @param Core.Set#SET_ZONE ScoreZoneSet The @{Core.Set#SET_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:AddZoneScoreSet( ScoreZoneSet, Score )
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for _,_zone in pairs(ScoreZoneSet.Set or {}) do
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self:AddZoneScore(_zone,Score)
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end
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return self
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end
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--- Remove a @{Core.Zone} for scoring.
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-- The scoring will search if any @{Core.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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@@ -958,7 +1074,7 @@ end
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-- @param #SCORING self
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-- @param Core.Event#EVENTDATA Event
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function SCORING:_EventOnHit( Event )
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self:F( { Event } )
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--self:F( { Event } )
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local InitUnit = nil
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local InitUNIT = nil
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@@ -988,6 +1104,7 @@ function SCORING:_EventOnHit( Event )
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local TargetUnitCategory = nil
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local TargetUnitType = nil
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local TargetIsScenery = false
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local TargetSceneryObject = nil
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if Event.IniDCSUnit then
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@@ -1009,7 +1126,7 @@ function SCORING:_EventOnHit( Event )
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InitUnitCategory = _SCORINGCategory[InitCategory]
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InitUnitType = InitType
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self:T( { InitUnitName, InitGroupName, InitPlayerName, InitCoalition, InitCategory, InitType, InitUnitCoalition, InitUnitCategory, InitUnitType } )
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--self:T( { InitUnitName, InitGroupName, InitPlayerName, InitCoalition, InitCategory, InitType, InitUnitCoalition, InitUnitCategory, InitUnitType } )
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end
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if Event.TgtDCSUnit then
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@@ -1027,18 +1144,23 @@ function SCORING:_EventOnHit( Event )
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-- TargetCategory = TargetUnit:getDesc().category
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TargetCategory = Event.TgtCategory
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TargetType = Event.TgtTypeName
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-- Scenery hit
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if (not TargetCategory) and TargetUNIT ~= nil and TargetUnit:IsInstanceOf("SCENERY") then
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if TargetUNIT ~= nil and TargetUNIT:IsInstanceOf("SCENERY") then
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TargetCategory = Unit.Category.STRUCTURE
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TargetIsScenery = true
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TargetType = "Scenery"
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TargetSceneryObject = TargetUNIT
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self:T("***** Target is Scenery and TargetUNIT is SCENERY object!")
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UTILS.PrintTableToLog(TargetSceneryObject)
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end
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TargetUnitCoalition = _SCORINGCoalition[TargetCoalition]
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TargetUnitCategory = _SCORINGCategory[TargetCategory]
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TargetUnitType = TargetType
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self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType, TargetUnitCoalition, TargetUnitCategory, TargetUnitType } )
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--self:T( { TargetUnitName=TargetUnitName, TargetGroupName=TargetGroupName, TargetPlayerName=TargetPlayerName, TargetCoalition=TargetCoalition, TargetCategory=TargetCategory, TargetType=TargetType, TargetUnitCoalition=TargetUnitCoalition, TargetUnitCategory=TargetUnitCategory, TargetUnitType=TargetUnitType } )
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end
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if InitPlayerName ~= nil then -- It is a player that is hitting something
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@@ -1051,7 +1173,7 @@ function SCORING:_EventOnHit( Event )
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self:T( "Hitting Something" )
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-- What is he hitting?
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if TargetCategory then
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if (TargetCategory ~=nil) and (TargetIsScenery == false) then
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-- A target got hit, score it.
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-- Player contains the score data from self.Players[InitPlayerName]
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@@ -1071,7 +1193,7 @@ function SCORING:_EventOnHit( Event )
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PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
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PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
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-- After an instant kill we can't compute the threat level anymore. To fix this we compute at OnEventBirth
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if PlayerHit.UNIT.ThreatType == nil then
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if PlayerHit.UNIT and PlayerHit.UNIT.ThreatType == nil then
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PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
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-- if this fails for some reason, set a good default value
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if PlayerHit.ThreatType == nil or PlayerHit.ThreatType == "" then
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@@ -1157,21 +1279,21 @@ function SCORING:_EventOnHit( Event )
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-- It is a weapon initiated by a player, that is hitting something
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-- This seems to occur only with scenery and static objects.
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if Event.WeaponPlayerName ~= nil then
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self:_AddPlayerFromUnit( Event.WeaponUNIT )
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if self.Players[Event.WeaponPlayerName] then -- This should normally not happen, but i'll test it anyway.
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if TargetPlayerName ~= nil then -- It is a player hitting another player ...
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self:_AddPlayerFromUnit( TargetUNIT )
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end
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if Event.WeaponPlayerName ~= nil or TargetIsScenery == true then
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local playername = Event.WeaponPlayerName or Event.IniPlayerName or "Ghost"
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--self:_AddPlayerFromUnit( Event.WeaponUNIT )
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if self.Players[playername] then -- This should normally not happen, but i'll test it anyway.
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self:T( "Hitting Scenery" )
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self:T( "Hitting Scenery or Static" )
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-- What is he hitting?
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if TargetCategory then
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if Event.TgtObjectCategory then
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-- A scenery or static got hit, score it.
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-- Player contains the score data from self.Players[WeaponPlayerName]
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local Player = self.Players[Event.WeaponPlayerName]
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local Player = self.Players[playername]
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-- Ensure there is a hit table per TargetCategory and TargetUnitName.
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Player.Hit[TargetCategory] = Player.Hit[TargetCategory] or {}
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@@ -1179,15 +1301,17 @@ function SCORING:_EventOnHit( Event )
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-- PlayerHit contains the score counters and data per unit that was hit.
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local PlayerHit = Player.Hit[TargetCategory][TargetUnitName]
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-- Init player scores
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PlayerHit.Score = PlayerHit.Score or 0
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PlayerHit.Penalty = PlayerHit.Penalty or 0
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PlayerHit.ScoreHit = PlayerHit.ScoreHit or 0
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PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
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PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
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PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
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-- After an instant kill we can't compute the threat level anymore. To fix this we compute at OnEventBirth
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if PlayerHit.UNIT.ThreatType == nil then
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if PlayerHit.UNIT and PlayerHit.UNIT.ThreatType == nil then
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PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
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-- if this fails for some reason, set a good default value
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if PlayerHit.ThreatType == nil then
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@@ -1195,8 +1319,8 @@ function SCORING:_EventOnHit( Event )
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PlayerHit.ThreatType = "Unknown"
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end
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else
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PlayerHit.ThreatLevel = PlayerHit.UNIT.ThreatLevel
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PlayerHit.ThreatType = PlayerHit.UNIT.ThreatType
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PlayerHit.ThreatLevel = PlayerHit.UNIT and PlayerHit.UNIT.ThreatLevel or 1
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PlayerHit.ThreatType = PlayerHit.UNIT and PlayerHit.UNIT.ThreatType or "Unknown"
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end
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-- Only grant hit scores if there was more than one second between the last hit.
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@@ -1204,50 +1328,68 @@ function SCORING:_EventOnHit( Event )
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PlayerHit.TimeStamp = timer.getTime()
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local Score = 0
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if InitCoalition then -- A coalition object was hit, probably a static.
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if InitCoalition == TargetCoalition then
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-- TODO: Penalty according scale
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local Penalty = 10
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Player.Penalty = Player.Penalty + Penalty --* self.ScaleDestroyPenalty
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PlayerHit.Penalty = PlayerHit.Penalty + Penalty --* self.ScaleDestroyPenalty
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PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 * self.ScaleDestroyPenalty
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MESSAGE
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:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit friendly target " ..
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TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
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"Penalty: -" .. Penalty .. " = " .. Player.Score - Player.Penalty,
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MESSAGE.Type.Update
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)
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:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
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:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
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self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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else
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local TgtName = Event.TgtDCSUnit and Event.TgtDCSUnit.getName and Event.TgtDCSUnit:getName() or "Unknown"
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--if InitCoalition then -- A coalition object was hit, probably a static.
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if TargetIsScenery == true and self.ScoringScenery:IsInSet(TargetSceneryObject) then
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Player.Score = Player.Score + self.ScoreIncrementOnHit
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PlayerHit.Score = PlayerHit.Score + self.ScoreIncrementOnHit
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PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. playername .. "' hit scenery target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
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"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
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MESSAGE.Type.Update )
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:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
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:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
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self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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end
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else -- A scenery object was hit.
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit scenery object.",
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MESSAGE.Type.Update )
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:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
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:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
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self:ScoreCSV( playername, TargetPlayerName, "HIT_SCORE", 1, 1, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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elseif TargetIsScenery == false and Event.TgtObjectCategory == Object.Category.STATIC and self.ScoringObjects[TgtName] then
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Player.Score = Player.Score + self.ScoreIncrementOnHit
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PlayerHit.Score = PlayerHit.Score + self.ScoreIncrementOnHit
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PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. playername .. "' hit static target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
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"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
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MESSAGE.Type.Update )
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:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
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:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
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self:ScoreCSV( Event.WeaponPlayerName, "", "HIT_SCORE", 1, 0, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, "", "Scenery", TargetUnitType )
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end
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self:ScoreCSV( playername, TargetPlayerName, "HIT_SCORE", 1, 1, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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else
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self:E("Hit unregistered scenery or static object - NO target! ("..TgtName..")")
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end
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--end
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end
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end
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end
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-- 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 hit=Event.TgtUnit
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local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE
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local Score = ScoreZoneData.Score
|
||||
if TargetUNIT and ScoreZone:IsVec2InZone( TargetUNIT:GetVec2() ) then
|
||||
-- A scenery or static got hit, score it.
|
||||
-- Player contains the score data from self.Players[WeaponPlayerName]
|
||||
local PlayerName = Event.IniPlayerName or "Ghost"
|
||||
local Player = self.Players[PlayerName]
|
||||
|
||||
Player.Score = Player.Score + Score
|
||||
Player.Score = Player.Score + self.ScoreIncrementOnHit
|
||||
MESSAGE:NewType( self.DisplayMessagePrefix .. "hit 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, "", "HIT_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Zone", TargetUnitType )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- Track DEAD or CRASH events for the scoring.
|
||||
-- @param #SCORING self
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
@@ -1305,7 +1447,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
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 and (TargetUnit.BirthTime == nil or Player.Hit[TargetCategory][TargetUnitName].TimeStamp > TargetUnit.BirthTime) then -- Was there a hit for this unit for this player before registered???
|
||||
if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] and Player.Hit[TargetCategory][TargetUnitName].TimeStamp ~= 0 and TargetUnit and (TargetUnit.BirthTime == nil or Player.Hit[TargetCategory][TargetUnitName].TimeStamp > TargetUnit.BirthTime) 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
|
||||
|
||||
Reference in New Issue
Block a user