From ac975e7e86041f1917bc2bd174ea998dc46cefc4 Mon Sep 17 00:00:00 2001 From: Frank Date: Fri, 24 Apr 2020 16:55:15 +0200 Subject: [PATCH] Restored old CleanUp and Scoring --- .../Moose/Functional/CleanUp.lua | 22 +- .../Moose/Functional/Scoring.lua | 1024 ++++++----------- 2 files changed, 390 insertions(+), 656 deletions(-) diff --git a/Moose Development/Moose/Functional/CleanUp.lua b/Moose Development/Moose/Functional/CleanUp.lua index 5cf990a34..daed34b02 100644 --- a/Moose Development/Moose/Functional/CleanUp.lua +++ b/Moose Development/Moose/Functional/CleanUp.lua @@ -134,7 +134,7 @@ function CLEANUP_AIRBASE:New( AirbaseNames ) for UnitName, Unit in pairs( _DATABASE.UNITS ) do local Unit = Unit -- Wrapper.Unit#UNIT if Unit:IsAlive() ~= nil then - if self.__:IsInAirbase( Unit:GetVec2() ) then + if self:IsInAirbase( Unit:GetVec2() ) then self:F( { UnitName = UnitName } ) self.CleanUpList[UnitName] = {} self.CleanUpList[UnitName].CleanUpUnit = Unit @@ -187,10 +187,6 @@ function CLEANUP_AIRBASE:SetCleanMissiles( CleanMissiles ) end end - ---- Check whether a Vec2 is in any cleanup airbase. --- @param #CLEANUP_AIRBASE self --- @param DCS#VEC2 Vec2 2D vector. function CLEANUP_AIRBASE.__:IsInAirbase( Vec2 ) local InAirbase = false @@ -198,7 +194,7 @@ function CLEANUP_AIRBASE.__:IsInAirbase( Vec2 ) local Airbase = Airbase -- Wrapper.Airbase#AIRBASE if Airbase:GetZone():IsVec2InZone( Vec2 ) then InAirbase = true - break + break; end end @@ -250,7 +246,7 @@ function CLEANUP_AIRBASE.__:OnEventBirth( EventData ) self:F( { EventData } ) if EventData.IniUnit:IsAlive() ~= nil then - if self.__:IsInAirbase( EventData.IniUnit:GetVec2() ) then + if self:IsInAirbase( EventData.IniUnit:GetVec2() ) then self.CleanUpList[EventData.IniDCSUnitName] = {} self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnit = EventData.IniUnit self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroup = EventData.IniGroup @@ -295,7 +291,7 @@ function CLEANUP_AIRBASE.__:OnEventShot( Event ) self:F( { Event } ) -- Test if the missile was fired within one of the CLEANUP_AIRBASE.AirbaseNames. - if self.__:IsInAirbase( Event.IniUnit:GetVec2() ) then + if self:IsInAirbase( Event.IniUnit:GetVec2() ) then -- Okay, the missile was fired within the CLEANUP_AIRBASE.AirbaseNames, destroy the fired weapon. self:DestroyMissile( Event.Weapon ) end @@ -308,7 +304,7 @@ function CLEANUP_AIRBASE.__:OnEventHit( Event ) self:F( { Event } ) if Event.IniUnit then - if self.__:IsInAirbase( Event.IniUnit:GetVec2() ) then + if self:IsInAirbase( Event.IniUnit:GetVec2() ) then self:T( { "Life: ", Event.IniDCSUnitName, ' = ', Event.IniUnit:GetLife(), "/", Event.IniUnit:GetLife0() } ) if Event.IniUnit:GetLife() < Event.IniUnit:GetLife0() then self:T( "CleanUp: Destroy: " .. Event.IniDCSUnitName ) @@ -318,7 +314,7 @@ function CLEANUP_AIRBASE.__:OnEventHit( Event ) end if Event.TgtUnit then - if self.__:IsInAirbase( Event.TgtUnit:GetVec2() ) then + if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then self:T( { "Life: ", Event.TgtDCSUnitName, ' = ', Event.TgtUnit:GetLife(), "/", Event.TgtUnit:GetLife0() } ) if Event.TgtUnit:GetLife() < Event.TgtUnit:GetLife0() then self:T( "CleanUp: Destroy: " .. Event.TgtDCSUnitName ) @@ -360,7 +356,7 @@ function CLEANUP_AIRBASE.__:EventAddForCleanUp( Event ) if Event.IniDCSUnit and Event.IniCategory == Object.Category.UNIT then if self.CleanUpList[Event.IniDCSUnitName] == nil then - if self.__:IsInAirbase( Event.IniUnit:GetVec2() ) then + if self:IsInAirbase( Event.IniUnit:GetVec2() ) then self:AddForCleanUp( Event.IniUnit, Event.IniDCSUnitName ) end end @@ -368,7 +364,7 @@ function CLEANUP_AIRBASE.__:EventAddForCleanUp( Event ) if Event.TgtDCSUnit and Event.TgtCategory == Object.Category.UNIT then if self.CleanUpList[Event.TgtDCSUnitName] == nil then - if self.__:IsInAirbase( Event.TgtUnit:GetVec2() ) then + if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then self:AddForCleanUp( Event.TgtUnit, Event.TgtDCSUnitName ) end end @@ -390,7 +386,7 @@ function CLEANUP_AIRBASE.__:CleanUpSchedule() if CleanUpUnit:IsAlive() ~= nil then - if self.__:IsInAirbase( CleanUpUnit:GetVec2() ) then + if self:IsInAirbase( CleanUpUnit:GetVec2() ) then if _DATABASE:GetStatusGroup( CleanUpGroupName ) ~= "ReSpawn" then diff --git a/Moose Development/Moose/Functional/Scoring.lua b/Moose Development/Moose/Functional/Scoring.lua index c9518b387..b5c8da81b 100644 --- a/Moose Development/Moose/Functional/Scoring.lua +++ b/Moose Development/Moose/Functional/Scoring.lua @@ -1,9 +1,9 @@ --- **Functional** - Administer the scoring of player achievements, and create a CSV file logging the scoring events for use at team or squadron websites. --- +-- -- === --- +-- -- ## Features: --- +-- -- * Set the scoring scales based on threat level. -- * Positive scores and negative scores. -- * A contribution model to score achievements. @@ -14,77 +14,77 @@ -- * Score the hits and destroys of scenery. -- * Log scores into a CSV file. -- * Connect to a remote server using JSON and IP. --- +-- -- === --- +-- -- ## Missions: --- +-- -- [SCO - Scoring](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCO%20-%20Scoring) --- +-- -- === --- --- Administers the scoring of player achievements, +-- +-- Administers the scoring of player achievements, -- and creates a CSV file logging the scoring events and results for use at team or squadron websites. --- --- SCORING automatically calculates the threat level of the objects hit and destroyed by players, +-- +-- SCORING automatically calculates the threat level of the objects hit and destroyed by players, -- which can be @{Wrapper.Unit}, @{Static) and @{Scenery} objects. --- --- Positive score points are granted when enemy or neutral targets are destroyed. --- Negative score points or penalties are given when a friendly target is hit or destroyed. +-- +-- Positive score points are granted when enemy or neutral targets are destroyed. +-- Negative score points or penalties are given when a friendly target is hit or destroyed. -- This brings a lot of dynamism in the scoring, where players need to take care to inflict damage on the right target. -- By default, penalties weight heavier in the scoring, to ensure that players don't commit fratricide. -- The total score of the player is calculated by **adding the scores minus the penalties**. --- +-- -- ![Banner Image](..\Presentations\SCORING\Dia4.JPG) --- +-- -- The score value is calculated based on the **threat level of the player** and the **threat level of the target**. --- A calculated score takes the threat level of the target divided by a balanced threat level of the player unit. --- As such, if the threat level of the target is high, and the player threat level is low, a higher score will be given than +-- A calculated score takes the threat level of the target divided by a balanced threat level of the player unit. +-- As such, if the threat level of the target is high, and the player threat level is low, a higher score will be given than -- if the threat level of the player would be high too. --- +-- -- ![Banner Image](..\Presentations\SCORING\Dia5.JPG) --- +-- -- When multiple players hit the same target, and finally succeed in destroying the target, then each player who contributed to the target -- destruction, will receive a score. This is important for targets that require significant damage before it can be destroyed, like -- ships or heavy planes. --- +-- -- ![Banner Image](..\Presentations\SCORING\Dia13.JPG) --- +-- -- Optionally, the score values can be **scaled** by a **scale**. Specific scales can be set for positive cores or negative penalties. -- The default range of the scores granted is a value between 0 and 10. The default range of penalties given is a value between 0 and 30. --- +-- -- ![Banner Image](..\Presentations\SCORING\Dia7.JPG) --- +-- -- **Additional scores** can be granted to **specific objects**, when the player(s) destroy these objects. --- +-- -- ![Banner Image](..\Presentations\SCORING\Dia9.JPG) --- +-- -- Various @{Zone}s can be defined for which scores are also granted when objects in that @{Zone} are destroyed. -- This is **specifically useful** to designate **scenery targets on the map** that will generate points when destroyed. --- --- With a small change in MissionScripting.lua, the scoring results can also be logged in a **CSV file**. +-- +-- With a small change in MissionScripting.lua, the scoring results can also be logged in a **CSV file**. -- These CSV files can be used to: --- +-- -- * Upload scoring to a database or a BI tool to publish the scoring results to the player community. -- * Upload scoring in an (online) Excel like tool, using pivot tables and pivot charts to show mission results. -- * Share scoring amoung players after the mission to discuss mission results. --- +-- -- Scores can be **reported**. **Menu options** are automatically added to **each player group** when a player joins a client slot or a CA unit. --- Use the radio menu F10 to consult the scores while running the mission. +-- Use the radio menu F10 to consult the scores while running the mission. -- Scores can be reported for your user, or an overall score can be reported of all players currently active in the mission. --- +-- -- === --- +-- -- ### Authors: **FlightControl** --- +-- -- ### Contributions: --- +-- -- * **Wingthor (TAW)**: Testing & Advice. -- * **Dutch-Baron (TAW)**: Testing & Advice. -- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing and Advice. --- --- === --- +-- +-- === +-- -- @module Functional.Scoring -- @image Scoring.JPG @@ -94,89 +94,89 @@ -- @extends Core.Base#BASE --- SCORING class --- +-- -- # Constructor: --- +-- -- local Scoring = SCORING:New( "Scoring File" ) --- --- +-- +-- -- # Set the destroy score or penalty scale: --- +-- -- Score scales can be set for scores granted when enemies or friendlies are destroyed. --- Use the method @{#SCORING.SetScaleDestroyScore}() to set the scale of enemy destroys (positive destroys). +-- Use the method @{#SCORING.SetScaleDestroyScore}() to set the scale of enemy destroys (positive destroys). -- Use the method @{#SCORING.SetScaleDestroyPenalty}() to set the scale of friendly destroys (negative destroys). --- +-- -- local Scoring = SCORING:New( "Scoring File" ) -- Scoring:SetScaleDestroyScore( 10 ) -- Scoring:SetScaleDestroyPenalty( 40 ) --- +-- -- The above sets the scale for valid scores to 10. So scores will be given in a scale from 0 to 10. -- The penalties will be given in a scale from 0 to 40. --- +-- -- # Define special targets that will give extra scores: --- +-- -- Special targets can be set that will give extra scores to the players when these are destroyed. --- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Wrapper.Unit}s. --- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Static}s. --- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Wrapper.Group}s. --- +-- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Wrapper.Unit}s. +-- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Static}s. +-- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Wrapper.Group}s. +-- -- local Scoring = SCORING:New( "Scoring File" ) -- Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 ) -- Scoring:AddStaticScore( STATIC:FindByName( "Static #1" ), 100 ) --- +-- -- The above grants an additional score of 200 points for Unit #001 and an additional 100 points of Static #1 if these are destroyed. -- Note that later in the mission, one can remove these scores set, for example, when the a goal achievement time limit is over. -- For example, this can be done as follows: --- +-- -- Scoring:RemoveUnitScore( UNIT:FindByName( "Unit #001" ) ) --- +-- -- # Define destruction zones that will give extra scores: --- +-- -- Define zones of destruction. Any object destroyed within the zone of the given category will give extra points. --- Use the method @{#SCORING.AddZoneScore}() to add a @{Zone} for additional scoring. --- Use the method @{#SCORING.RemoveZoneScore}() to remove a @{Zone} for additional scoring. --- There are interesting variations that can be achieved with this functionality. For example, if the @{Zone} is a @{Core.Zone#ZONE_UNIT}, +-- Use the method @{#SCORING.AddZoneScore}() to add a @{Zone} for additional scoring. +-- Use the method @{#SCORING.RemoveZoneScore}() to remove a @{Zone} for additional scoring. +-- There are interesting variations that can be achieved with this functionality. For example, if the @{Zone} is a @{Core.Zone#ZONE_UNIT}, -- then the zone is a moving zone, and anything destroyed within that @{Zone} will generate points. --- The other implementation could be to designate a scenery target (a building) in the mission editor surrounded by a @{Zone}, +-- The other implementation could be to designate a scenery target (a building) in the mission editor surrounded by a @{Zone}, -- just large enough around that building. --- +-- -- # Add extra Goal scores upon an event or a condition: --- +-- -- A mission has goals and achievements. The scoring system provides an API to set additional scores when a goal or achievement event happens. -- Use the method @{#SCORING.AddGoalScore}() to add a score for a Player at any time in your mission. --- +-- -- # (Decommissioned) Configure fratricide level. --- +-- -- **This functionality is decomissioned until the DCS bug concerning Unit:destroy() not being functional in multi player for player units has been fixed by ED**. --- +-- -- When a player commits too much damage to friendlies, his penalty score will reach a certain level. --- Use the method @{#SCORING.SetFratricide}() to define the level when a player gets kicked. --- By default, the fratricide level is the default penalty multiplier * 2 for the penalty score. --- +-- Use the method @{#SCORING.SetFratricide}() to define the level when a player gets kicked. +-- By default, the fratricide level is the default penalty mutiplier * 2 for the penalty score. +-- -- # Penalty score when a player changes the coalition. --- +-- -- When a player changes the coalition, he can receive a penalty score. -- Use the method @{#SCORING.SetCoalitionChangePenalty}() to define the penalty when a player changes coalition. --- By default, the penalty for changing coalition is the default penalty scale. --- +-- By default, the penalty for changing coalition is the default penalty scale. +-- -- # Define output CSV files. --- +-- -- The CSV file is given the name of the string given in the @{#SCORING.New}{} constructor, followed by the .csv extension. -- The file is incrementally saved in the **\\Saved Games\\DCS\\Logs** folder, and has a time stamp indicating each mission run. -- See the following example: --- +-- -- local ScoringFirstMission = SCORING:New( "FirstMission" ) -- local ScoringSecondMission = SCORING:New( "SecondMission" ) --- --- The above documents that 2 Scoring objects are created, ScoringFirstMission and ScoringSecondMission. --- --- ### **IMPORTANT!!!* +-- +-- The above documents that 2 Scoring objects are created, ScoringFirstMission and ScoringSecondMission. +-- +-- ### **IMPORTANT!!!* -- In order to allow DCS world to write CSV files, you need to adapt a configuration file in your DCS world installation **on the server**. -- For this, browse to the **missionscripting.lua** file in your DCS world installation folder. -- For me, this installation folder is in _D:\\Program Files\\Eagle Dynamics\\DCS World\Scripts_. --- +-- -- Edit a few code lines in the MissionScripting.lua file. Comment out the lines **os**, **io** and **lfs**: --- +-- -- do -- --sanitizeModule('os') -- --sanitizeModule('io') @@ -184,55 +184,53 @@ -- require = nil -- loadlib = nil -- end --- --- When these lines are not sanitized, functions become available to check the time, and to write files to your system at the above specified location. +-- +-- When these lines are not sanitized, functions become available to check the time, and to write files to your system at the above specified location. -- Note that the MissionScripting.lua file provides a warning. So please beware of this warning as outlined by Eagle Dynamics! --- +-- -- --Sanitize Mission Scripting environment --- --This makes unavailable some unsecure functions. +-- --This makes unavailable some unsecure functions. -- --Mission downloaded from server to client may contain potentialy harmful lua code that may use these functions. -- --You can remove the code below and make availble these functions at your own risk. --- +-- -- The MOOSE designer cannot take any responsibility of any damage inflicted as a result of the de-sanitization. -- That being said, I hope that the SCORING class provides you with a great add-on to score your squad mates achievements. --- +-- -- # Configure messages. --- +-- -- When players hit or destroy targets, messages are sent. -- Various methods exist to configure: --- +-- -- * Which messages are sent upon the event. -- * Which audience receives the message. --- +-- -- ## Configure the messages sent upon the event. --- +-- -- Use the following methods to configure when to send messages. By default, all messages are sent. --- +-- -- * @{#SCORING.SetMessagesHit}(): Configure to send messages after a target has been hit. -- * @{#SCORING.SetMessagesDestroy}(): Configure to send messages after a target has been destroyed. -- * @{#SCORING.SetMessagesAddon}(): Configure to send messages for additional score, after a target has been destroyed. -- * @{#SCORING.SetMessagesZone}(): Configure to send messages for additional score, after a target has been destroyed within a given zone. --- +-- -- ## Configure the audience of the messages. --- +-- -- Use the following methods to configure the audience of the messages. By default, the messages are sent to all players in the mission. --- +-- -- * @{#SCORING.SetMessagesToAll}(): Configure to send messages to all players. -- * @{#SCORING.SetMessagesToCoalition}(): Configure to send messages to only those players within the same coalition as the player. -- -- === --- +-- -- @field #SCORING SCORING = { ClassName = "SCORING", ClassID = 0, Players = {}, - CSVdata = {}, } local _SCORINGCoalition = { - [0] = "Neutral", [1] = "Red", [2] = "Blue", } @@ -246,53 +244,30 @@ local _SCORINGCategory = [Unit.Category.STRUCTURE] = "Structure", } ---- Player data. --- @type SCORING.PlayerData --- @field #table Hit Player hits table. --- @field #table Destroy Player destroy table. --- @field #table Goals Player goals table. --- @field #table Mission Player mission table. --- @field #table HitPlayers Player hit other player table. --- @field #number Score Player score. --- @field #number Penalty Player penalties. --- @field #number PenaltyCoalition Penalty for changing coalition. --- @field #number PenaltyWarning Penalty warning. --- @field #string UnitName Name of player unit. --- @field #string UnitCoalition Coalition of player. --- @field #string UnitType Type of player Unit. --- @field #string ThreadLevel Thread level of player unit. --- @field #string ThreadType Thread type of player unit. - --- Creates a new SCORING object to administer the scoring achieved by players. -- @param #SCORING self -- @param #string GameName The name of the game. This name is also logged in the CSV score file. --- @param #string FileName (Optional) Name of the CSV file for saving results. If the file exists, player scores are read. --- @param #boolean MenuOff (Optional) Done create player menus. -- @return #SCORING self -- @usage --- +-- -- -- Define a new scoring object for the mission Gori Valley. -- ScoringObject = SCORING:New( "Gori Valley" ) --- -function SCORING:New( GameName, FileName, MenuOff ) +-- +function SCORING:New( GameName ) -- Inherits from BASE local self = BASE:Inherit( self, BASE:New() ) -- #SCORING - - if GameName then + + if GameName then self.GameName = GameName else error( "A game name must be given to register the scoring results" ) end - - if FileName then - self.FileName = FileName - end - - + + -- Additional Object scores self.ScoringObjects = {} - + -- Additional Zone scores. self.ScoringZones = {} @@ -302,48 +277,45 @@ function SCORING:New( GameName, FileName, MenuOff ) self:SetMessagesDestroy( true ) self:SetMessagesScore( true ) self:SetMessagesZone( true ) - + -- Scales self:SetScaleDestroyScore( 10 ) self:SetScaleDestroyPenalty( 30 ) -- Default fratricide penalty level (maximum penalty that can be assigned to a player before he gets kicked). self:SetFratricide( self.ScaleDestroyPenalty * 3 ) - + -- Default penalty when a player changes coalition. self:SetCoalitionChangePenalty( self.ScaleDestroyPenalty ) - + self:SetDisplayMessagePrefix() - - -- No player menus. - self.MenuOff=MenuOff - - -- Event handlers + + -- Event handlers self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Hit, self._EventOnHit ) self:HandleEvent( EVENTS.Birth ) --self:HandleEvent( EVENTS.PlayerEnterUnit ) self:HandleEvent( EVENTS.PlayerLeaveUnit ) - - -- During mission startup, especially for single player, + + -- During mission startup, especially for single player, -- iterate the database for the player that has joined, and add him to the scoring, and set the menu. -- But this can only be started one second after the mission has started, so i need to schedule this ... - self.ScoringPlayerScan = BASE:ScheduleOnce( 1, + self.ScoringPlayerScan = BASE:ScheduleOnce( 1, function() - for PlayerName, PlayerUnit in pairs( _DATABASE:GetPlayerUnits() ) do + for PlayerName, PlayerUnit in pairs( _DATABASE:GetPlayerUnits() ) do self:_AddPlayerFromUnit( PlayerUnit ) self:SetScoringMenu( PlayerUnit:GetGroup() ) end end ) - + -- Create the CSV file. - self:OpenCSV( GameName, FileName ) + self:OpenCSV( GameName ) return self - + end --- Set a prefix string that will be displayed at each scoring message sent. @@ -375,12 +347,12 @@ end function SCORING:SetScaleDestroyPenalty( Scale ) self.ScaleDestroyPenalty = Scale - + return self end --- Add a @{Wrapper.Unit} for additional scoring when the @{Wrapper.Unit} is destroyed. --- Note that if there was already a @{Wrapper.Unit} declared within the scoring with the same name, +-- Note that if there was already a @{Wrapper.Unit} declared within the scoring with the same name, -- then the old @{Wrapper.Unit} will be replaced with the new @{Wrapper.Unit}. -- @param #SCORING self -- @param Wrapper.Unit#UNIT ScoreUnit The @{Wrapper.Unit} for which the Score needs to be given. @@ -391,7 +363,7 @@ function SCORING:AddUnitScore( ScoreUnit, Score ) local UnitName = ScoreUnit:GetName() self.ScoringObjects[UnitName] = Score - + return self end @@ -404,12 +376,12 @@ function SCORING:RemoveUnitScore( ScoreUnit ) local UnitName = ScoreUnit:GetName() self.ScoringObjects[UnitName] = nil - + return self end --- Add a @{Static} for additional scoring when the @{Static} is destroyed. --- Note that if there was already a @{Static} declared within the scoring with the same name, +-- Note that if there was already a @{Static} declared within the scoring with the same name, -- then the old @{Static} will be replaced with the new @{Static}. -- @param #SCORING self -- @param Wrapper.Static#UNIT ScoreStatic The @{Static} for which the Score needs to be given. @@ -420,7 +392,7 @@ function SCORING:AddStaticScore( ScoreStatic, Score ) local StaticName = ScoreStatic:GetName() self.ScoringObjects[StaticName] = Score - + return self end @@ -433,7 +405,7 @@ function SCORING:RemoveStaticScore( ScoreStatic ) local StaticName = ScoreStatic:GetName() self.ScoringObjects[StaticName] = nil - + return self end @@ -451,7 +423,7 @@ function SCORING:AddScoreGroup( ScoreGroup, Score ) local UnitName = ScoreUnit:GetName() self.ScoringObjects[UnitName] = Score end - + return self end @@ -459,7 +431,7 @@ end -- Note that if a @{Zone} with the same name is already within the scoring added, the @{Zone} (type) and Score will be replaced! -- This allows for a dynamic destruction zone evolution within your mission. -- @param #SCORING self --- @param Core.Zone#ZONE_BASE ScoreZone The @{Zone} which defines the destruction score perimeters. +-- @param Core.Zone#ZONE_BASE ScoreZone The @{Zone} which defines the destruction score perimeters. -- Note that a zone can be a polygon or a moving zone. -- @param #number Score The Score value. -- @return #SCORING @@ -470,7 +442,7 @@ function SCORING:AddZoneScore( ScoreZone, Score ) self.ScoringZones[ZoneName] = {} self.ScoringZones[ZoneName].ScoreZone = ScoreZone self.ScoringZones[ZoneName].Score = Score - + return self end @@ -478,7 +450,7 @@ end -- The scoring will search if any @{Zone} is added with the given name, and will remove that zone from the scoring. -- This allows for a dynamic destruction zone evolution within your mission. -- @param #SCORING self --- @param Core.Zone#ZONE_BASE ScoreZone The @{Zone} which defines the destruction score perimeters. +-- @param Core.Zone#ZONE_BASE ScoreZone The @{Zone} which defines the destruction score perimeters. -- Note that a zone can be a polygon or a moving zone. -- @return #SCORING function SCORING:RemoveZoneScore( ScoreZone ) @@ -486,14 +458,14 @@ function SCORING:RemoveZoneScore( ScoreZone ) local ZoneName = ScoreZone:GetName() self.ScoringZones[ZoneName] = nil - + return self end --- Configure to send messages after a target has been hit. -- @param #SCORING self --- @param #boolean OnOff If true is given, the messages are sent. +-- @param #boolean OnOff If true is given, the messages are sent. -- @return #SCORING function SCORING:SetMessagesHit( OnOff ) @@ -511,7 +483,7 @@ end --- Configure to send messages after a target has been destroyed. -- @param #SCORING self --- @param #boolean OnOff If true is given, the messages are sent. +-- @param #boolean OnOff If true is given, the messages are sent. -- @return #SCORING function SCORING:SetMessagesDestroy( OnOff ) @@ -529,7 +501,7 @@ end --- Configure to send messages after a target has been destroyed and receives additional scores. -- @param #SCORING self --- @param #boolean OnOff If true is given, the messages are sent. +-- @param #boolean OnOff If true is given, the messages are sent. -- @return #SCORING function SCORING:SetMessagesScore( OnOff ) @@ -547,7 +519,7 @@ end --- Configure to send messages after a target has been hit in a zone, and additional score is received. -- @param #SCORING self --- @param #boolean OnOff If true is given, the messages are sent. +-- @param #boolean OnOff If true is given, the messages are sent. -- @return #SCORING function SCORING:SetMessagesZone( OnOff ) @@ -599,10 +571,10 @@ end --- When a player commits too much damage to friendlies, his penalty score will reach a certain level. --- Use this method to define the level when a player gets kicked. +-- Use this method to define the level when a player gets kicked. -- By default, the fratricide level is the default penalty mutiplier * 2 for the penalty score. -- @param #SCORING self --- @param #number Fratricide The amount of maximum penalty that may be inflicted by a friendly player before he gets kicked. +-- @param #number Fratricide The amount of maximum penalty that may be inflicted by a friendly player before he gets kicked. -- @return #SCORING function SCORING:SetFratricide( Fratricide ) @@ -613,9 +585,9 @@ end --- When a player changes the coalition, he can receive a penalty score. -- Use the method @{#SCORING.SetCoalitionChangePenalty}() to define the penalty when a player changes coalition. --- By default, the penalty for changing coalition is the default penalty scale. +-- By default, the penalty for changing coalition is the default penalty scale. -- @param #SCORING self --- @param #number CoalitionChangePenalty The amount of penalty that is given. +-- @param #number CoalitionChangePenalty The amount of penalty that is given. -- @return #SCORING function SCORING:SetCoalitionChangePenalty( CoalitionChangePenalty ) @@ -628,13 +600,11 @@ end -- @param #SCORING self -- @return #SCORING function SCORING:SetScoringMenu( ScoringGroup ) - if not self.MenuOff then - local Menu = MENU_GROUP:New( ScoringGroup, 'Scoring' ) - local ReportGroupSummary = MENU_GROUP_COMMAND:New( ScoringGroup, 'Summary report player', Menu, SCORING.ReportScoreGroupSummary, self, ScoringGroup ) - local ReportGroupDetailed = MENU_GROUP_COMMAND:New( ScoringGroup, 'Detailed report player', Menu, SCORING.ReportScoreGroupDetailed, self, ScoringGroup ) - local ReportToAllSummary = MENU_GROUP_COMMAND:New( ScoringGroup, 'Summary all players', Menu, SCORING.ReportScoreAllSummary, self, ScoringGroup ) + local Menu = MENU_GROUP:New( ScoringGroup, 'Scoring and Statistics' ) + local ReportGroupSummary = MENU_GROUP_COMMAND:New( ScoringGroup, 'Summary report players in group', Menu, SCORING.ReportScoreGroupSummary, self, ScoringGroup ) + local ReportGroupDetailed = MENU_GROUP_COMMAND:New( ScoringGroup, 'Detailed report players in group', Menu, SCORING.ReportScoreGroupDetailed, self, ScoringGroup ) + local ReportToAllSummary = MENU_GROUP_COMMAND:New( ScoringGroup, 'Summary report all players', Menu, SCORING.ReportScoreAllSummary, self, ScoringGroup ) self:SetState( ScoringGroup, "ScoringMenu", Menu ) - end return self end @@ -677,7 +647,6 @@ function SCORING:_AddPlayerFromUnit( UnitData ) if not self.Players[PlayerName].UnitCoalition then self.Players[PlayerName].UnitCoalition = UnitCoalition else - -- Player jumpt into a unit of the other coalition. if self.Players[PlayerName].UnitCoalition ~= UnitCoalition then self.Players[PlayerName].Penalty = self.Players[PlayerName].Penalty + 50 self.Players[PlayerName].PenaltyCoalition = self.Players[PlayerName].PenaltyCoalition + 1 @@ -685,18 +654,16 @@ function SCORING:_AddPlayerFromUnit( UnitData ) "(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). 50 Penalty points added.", MESSAGE.Type.Information ):ToAll() - - -- Write CSV. 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, UnitName, _SCORINGCoalition[UnitCoalition], _SCORINGCategory[UnitCategory], UnitData:GetTypeName() ) end end - + self.Players[PlayerName].UnitName = UnitName self.Players[PlayerName].UnitCoalition = UnitCoalition self.Players[PlayerName].UnitCategory = UnitCategory self.Players[PlayerName].UnitType = UnitTypeName - self.Players[PlayerName].UNIT = UnitData + self.Players[PlayerName].UNIT = UnitData self.Players[PlayerName].ThreatLevel = UnitThreatLevel self.Players[PlayerName].ThreatType = UnitThreatType @@ -738,15 +705,15 @@ function SCORING:AddGoalScorePlayer( PlayerName, GoalTag, Text, Score ) self:F( { PlayerName, PlayerName, GoalTag, Text, Score } ) -- PlayerName can be nil, if the Unit with the player crashed or due to another reason. - if PlayerName then + if PlayerName then local PlayerData = self.Players[PlayerName] PlayerData.Goals[GoalTag] = PlayerData.Goals[GoalTag] or { Score = 0 } - PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score + PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score PlayerData.Score = PlayerData.Score + Score - + MESSAGE:NewType( self.DisplayMessagePrefix .. Text, MESSAGE.Type.Information ):ToAll() - + self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, nil ) end end @@ -759,7 +726,7 @@ end -- A free text can be given that is shown to the players. -- The Score can be both positive and negative. -- @param #SCORING self --- @param Wrapper.Unit#UNIT PlayerUnit The @{Wrapper.Unit} of the Player. Other Properties for the scoring are taken from this PlayerUnit, like coalition, type etc. +-- @param Wrapper.Unit#UNIT PlayerUnit The @{Wrapper.Unit} of the Player. Other Properties for the scoring are taken from this PlayerUnit, like coalition, type etc. -- @param #string GoalTag The string or identifier that is used in the CSV file to identify the goal (sort or group later in Excel). -- @param #string Text A free text that is shown to the players. -- @param #number Score The score can be both positive or negative ( Penalty ). @@ -770,15 +737,15 @@ function SCORING:AddGoalScore( PlayerUnit, GoalTag, Text, Score ) self:F( { PlayerUnit.UnitName, PlayerName, GoalTag, Text, Score } ) -- PlayerName can be nil, if the Unit with the player crashed or due to another reason. - if PlayerName then + if PlayerName then local PlayerData = self.Players[PlayerName] PlayerData.Goals[GoalTag] = PlayerData.Goals[GoalTag] or { Score = 0 } - PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score + PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score PlayerData.Score = PlayerData.Score + Score - + MESSAGE:NewType( self.DisplayMessagePrefix .. Text, MESSAGE.Type.Information ):ToAll() - + self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, PlayerUnit:GetName() ) end end @@ -798,23 +765,23 @@ function SCORING:_AddMissionTaskScore( Mission, PlayerUnit, Text, Score ) self:F( { Mission:GetName(), PlayerUnit.UnitName, PlayerName, Text, Score } ) -- PlayerName can be nil, if the Unit with the player crashed or due to another reason. - if PlayerName then + if PlayerName then local PlayerData = self.Players[PlayerName] - + if not PlayerData.Mission[MissionName] then PlayerData.Mission[MissionName] = {} PlayerData.Mission[MissionName].ScoreTask = 0 PlayerData.Mission[MissionName].ScoreMission = 0 end - + self:T( PlayerName ) self:T( PlayerData.Mission[MissionName] ) - + PlayerData.Score = self.Players[PlayerName].Score + Score PlayerData.Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score - + MESSAGE:NewType( self.DisplayMessagePrefix .. Mission:GetText() .. " : " .. Text .. " Score: " .. Score, MESSAGE.Type.Information ):ToAll() - + self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:GetName() ) end end @@ -832,21 +799,21 @@ function SCORING:_AddMissionGoalScore( Mission, PlayerName, Text, Score ) self:F( { Mission:GetName(), PlayerName, Text, Score } ) -- PlayerName can be nil, if the Unit with the player crashed or due to another reason. - if PlayerName then + if PlayerName then local PlayerData = self.Players[PlayerName] - + if not PlayerData.Mission[MissionName] then PlayerData.Mission[MissionName] = {} PlayerData.Mission[MissionName].ScoreTask = 0 PlayerData.Mission[MissionName].ScoreMission = 0 end - + self:T( PlayerName ) self:T( PlayerData.Mission[MissionName] ) - + PlayerData.Score = self.Players[PlayerName].Score + Score PlayerData.Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score - + MESSAGE:NewType( string.format( "%s%s: %s! Player %s receives %d score!", self.DisplayMessagePrefix, Mission:GetText(), Text, PlayerName, Score ), MESSAGE.Type.Information ):ToAll() self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score ) @@ -860,7 +827,7 @@ end -- @param #string Text -- @param #number Score function SCORING:_AddMissionScore( Mission, Text, Score ) - + local MissionName = Mission:GetName() self:F( { Mission, Text, Score } ) @@ -899,7 +866,7 @@ end -- @param #SCORING self -- @param Core.Event#EVENTDATA Event function SCORING:OnEventBirth( Event ) - + if Event.IniUnit then if Event.IniObjectCategory == 1 then local PlayerName = Event.IniUnit:GetPlayerName() @@ -1014,21 +981,21 @@ function SCORING:_EventOnHit( Event ) 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] --#SCORING.PlayerData - + 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 @@ -1037,34 +1004,28 @@ function SCORING:_EventOnHit( Event ) PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel() - -- Only grant hit scores if there was more than one second between the last hit. + -- Only grant hit scores if there was more than one second between the last hit. if timer.getTime() - PlayerHit.TimeStamp > 1 then PlayerHit.TimeStamp = timer.getTime() - + if TargetPlayerName ~= nil then -- It is a player hitting another player ... - + -- Ensure there is a Player to Player hit reference table. Player.HitPlayers[TargetPlayerName] = true end - + local Score = 0 - + if InitCoalition then -- A coalition object was hit. if InitCoalition == TargetCoalition then - - ------------------ - -- Hit Friendly -- - ------------------ - -- Player.Penalty = Player.Penalty + 10 PlayerHit.Penalty = PlayerHit.Penalty + 10 PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 - - -- Check if target was another player. + if TargetPlayerName ~= nil then -- It is a player hitting another player ... MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly player '" .. TargetPlayerName .. "' " .. - TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " .. + :NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly player '" .. TargetPlayerName .. "' " .. + TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " .. "Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty, MESSAGE.Type.Update ) @@ -1072,33 +1033,23 @@ function SCORING:_EventOnHit( Event ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) else MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly target " .. - TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " .. + :NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly target " .. + TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " .. "Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty, MESSAGE.Type.Update ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) end - - -- Write penalty to CSV file. self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) - else - - ---------------- - -- Hit Enemey -- - ---------------- - Player.Score = Player.Score + 1 PlayerHit.Score = PlayerHit.Score + 1 PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1 - - -- Check if it was a player. if TargetPlayerName ~= nil then -- It is a player hitting another player ... MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " .. - TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " .. + :NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " .. + TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " .. "Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty, MESSAGE.Type.Update ) @@ -1106,29 +1057,23 @@ function SCORING:_EventOnHit( Event ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) else MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy target " .. - TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " .. + :NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy target " .. + TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " .. "Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty, MESSAGE.Type.Update ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) end - - -- Write score to CSV file. Score 1 PT. self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) - end else -- A scenery object was hit. - MESSAGE :NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object.", MESSAGE.Type.Update ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) - - -- Scenery gives 0 PT. self:ScoreCSV( InitPlayerName, "", "HIT_SCORE", 1, 0, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType ) end end @@ -1137,35 +1082,32 @@ function SCORING:_EventOnHit( Event ) elseif InitPlayerName == nil then -- It is an AI hitting a player??? end - + -- It is a weapon initiated by a player, that is hitting something -- This seems to occur only with scenery and static objects. - if Event.WeaponPlayerName ~= nil then - + if Event.WeaponPlayerName ~= nil then self:_AddPlayerFromUnit( Event.WeaponUNIT ) - if self.Players[Event.WeaponPlayerName] then -- This should normally not happen, but i'll test it anyway. - if TargetPlayerName ~= nil then -- It is a player hitting another player ... self:_AddPlayerFromUnit( TargetUNIT ) end self:T( "Hitting Scenery" ) - + -- What is he hitting? if TargetCategory then - + -- A scenery or static got hit, score it. -- Player contains the score data from self.Players[WeaponPlayerName] local Player = self.Players[Event.WeaponPlayerName] - + -- Ensure there is a hit table per TargetCategory and TargetUnitName. Player.Hit[TargetCategory] = Player.Hit[TargetCategory] or {} Player.Hit[TargetCategory][TargetUnitName] = Player.Hit[TargetCategory][TargetUnitName] or {} - + -- PlayerHit contains the score counters and data per unit that was hit. local PlayerHit = Player.Hit[TargetCategory][TargetUnitName] - + PlayerHit.Score = PlayerHit.Score or 0 PlayerHit.Penalty = PlayerHit.Penalty or 0 PlayerHit.ScoreHit = PlayerHit.ScoreHit or 0 @@ -1174,61 +1116,49 @@ function SCORING:_EventOnHit( Event ) PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel() - -- Only grant hit scores if there was more than one second between the last hit. + -- Only grant hit scores if there was more than one second between the last hit. if timer.getTime() - PlayerHit.TimeStamp > 1 then PlayerHit.TimeStamp = timer.getTime() - + local Score = 0 - + if InitCoalition then -- A coalition object was hit, probably a static. if InitCoalition == TargetCoalition then - -- TODO: Penalty according scale Player.Penalty = Player.Penalty + 10 PlayerHit.Penalty = PlayerHit.Penalty + 10 PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 - + MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit friendly target " .. - TargetUnitCategory .. " ( " .. TargetType .. " ) " .. + :NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit friendly target " .. + TargetUnitCategory .. " ( " .. TargetType .. " ) " .. "Penalty: -" .. PlayerHit.Penalty .. " = " .. Player.Score - Player.Penalty, MESSAGE.Type.Update ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) - - -- Minus 10 points. self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) else - - Player.Score = Player.Score + 1 PlayerHit.Score = PlayerHit.Score + 1 PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1 - MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " .. - TargetUnitCategory .. " ( " .. TargetType .. " ) " .. + :NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " .. + TargetUnitCategory .. " ( " .. TargetType .. " ) " .. "Score: +" .. PlayerHit.Score .. " = " .. Player.Score - Player.Penalty, MESSAGE.Type.Update ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) - - -- Score hit 1 PT. self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) - end else -- A scenery object was hit. - MESSAGE :NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit scenery object.", MESSAGE.Type.Update ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) - - -- Scenery hit 0 PT. self:ScoreCSV( Event.WeaponPlayerName, "", "HIT_SCORE", 1, 0, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, "", "Scenery", TargetUnitType ) end end @@ -1295,10 +1225,10 @@ function SCORING:_EventOnDeadOrCrash( Event ) -- What is the player destroying? if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] and Player.Hit[TargetCategory][TargetUnitName].TimeStamp ~= 0 then -- Was there a hit for this unit for this player before registered??? - + local TargetThreatLevel = Player.Hit[TargetCategory][TargetUnitName].ThreatLevel local TargetThreatType = Player.Hit[TargetCategory][TargetUnitName].ThreatType - + Player.Destroy[TargetCategory] = Player.Destroy[TargetCategory] or {} Player.Destroy[TargetCategory][TargetType] = Player.Destroy[TargetCategory][TargetType] or {} @@ -1311,177 +1241,138 @@ function SCORING:_EventOnDeadOrCrash( Event ) if TargetCoalition then if InitCoalition == TargetCoalition then - - --- - -- Hit Friendly - --- - local ThreatLevelTarget = TargetThreatLevel local ThreatTypeTarget = TargetThreatType local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1 local ThreatPenalty = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyPenalty / 10 ) self:F( { ThreatLevel = ThreatPenalty, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } ) - + Player.Penalty = Player.Penalty + ThreatPenalty TargetDestroy.Penalty = TargetDestroy.Penalty + ThreatPenalty TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1 - + if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. - TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. + :NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. + TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. "Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty, - MESSAGE.Type.Information + MESSAGE.Type.Information ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) else MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. - TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. + :NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. + TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. "Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty, - MESSAGE.Type.Information + MESSAGE.Type.Information ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) end - -- Write CSV penalty. Destroyed = true self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_PENALTY", 1, ThreatPenalty, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) - else - --- - -- Hit Enemy - --- - local ThreatLevelTarget = TargetThreatLevel local ThreatTypeTarget = TargetThreatType local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1 local ThreatScore = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyScore / 10 ) - + self:F( { ThreatLevel = ThreatScore, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } ) - + Player.Score = Player.Score + ThreatScore TargetDestroy.Score = TargetDestroy.Score + ThreatScore TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1 - if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. - TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. + :NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. + TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. "Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty, - MESSAGE.Type.Information + MESSAGE.Type.Information ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) else MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. - TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. + :NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. + TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. "Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty, - MESSAGE.Type.Information + MESSAGE.Type.Information ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) end - - -- Write CSV. Destroyed = true self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, ThreatScore, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) - + local UnitName = TargetUnit:GetName() - - -- Scoring for special objects. local Score = self.ScoringObjects[UnitName] - if Score then - Player.Score = Player.Score + Score TargetDestroy.Score = TargetDestroy.Score + Score - MESSAGE - :NewType( self.DisplayMessagePrefix .. "Special target '" .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. " destroyed! " .. + :NewType( self.DisplayMessagePrefix .. "Special target '" .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. " destroyed! " .. "Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! Total: " .. Player.Score - Player.Penalty, - MESSAGE.Type.Information + MESSAGE.Type.Information ) :ToAllIf( self:IfMessagesScore() and self:IfMessagesToAll() ) :ToCoalitionIf( InitCoalition, self:IfMessagesScore() and self:IfMessagesToCoalition() ) - - -- Write CSV file. self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) Destroyed = true end - + -- Check if there are Zones where the destruction happened. for ZoneName, ScoreZoneData in pairs( self.ScoringZones ) do self:F( { ScoringZone = ScoreZoneData } ) - local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE - local Score = ScoreZoneData.Score - - -- Check if target is in zone. if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then Player.Score = Player.Score + Score TargetDestroy.Score = TargetDestroy.Score + Score - MESSAGE - :NewType( self.DisplayMessagePrefix .. "Target destroyed in zone '" .. ScoreZone:GetName() .. "'." .. - "Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. + :NewType( self.DisplayMessagePrefix .. "Target destroyed in zone '" .. ScoreZone:GetName() .. "'." .. + "Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. "Total: " .. Player.Score - Player.Penalty, MESSAGE.Type.Information ) :ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() ) :ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() ) - - -- Write CSV. self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) Destroyed = true end end - + end else - - --- - -- Scenery Destroyed - --- - -- Check if there are Zones where the destruction happened. for ZoneName, ScoreZoneData in pairs( self.ScoringZones ) do self:F( { ScoringZone = ScoreZoneData } ) local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE local Score = ScoreZoneData.Score if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then - Player.Score = Player.Score + Score TargetDestroy.Score = TargetDestroy.Score + Score - MESSAGE - :NewType( self.DisplayMessagePrefix .. "Scenery destroyed in zone '" .. ScoreZone:GetName() .. "'." .. - "Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. - "Total: " .. Player.Score - Player.Penalty, - MESSAGE.Type.Information + :NewType( self.DisplayMessagePrefix .. "Scenery destroyed in zone '" .. ScoreZone:GetName() .. "'." .. + "Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. + "Total: " .. Player.Score - Player.Penalty, + MESSAGE.Type.Information ) :ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() ) :ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() ) - - --Write CSV. Destroyed = true self:ScoreCSV( PlayerName, "", "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType ) end end - end - + -- Delete now the hit cache if the target was destroyed. -- Otherwise points will be granted every time a target gets killed by the players that hit that target. -- This is only relevant for player to player destroys. if Destroyed then Player.Hit[TargetCategory][TargetUnitName].TimeStamp = 0 end - end end end @@ -1498,8 +1389,7 @@ function SCORING:ReportDetailedPlayerHits( PlayerName ) local PlayerScore = 0 local PlayerPenalty = 0 - local PlayerData = self.Players[PlayerName] --#SCORING.PlayerData - + local PlayerData = self.Players[PlayerName] if PlayerData then -- This should normally not happen, but i'll test it anyway. self:T( "Score Player: " .. PlayerName ) @@ -1514,24 +1404,19 @@ function SCORING:ReportDetailedPlayerHits( PlayerName ) self:T( CategoryName ) if PlayerData.Hit[CategoryID] then self:T( "Hit scores exist for player " .. PlayerName ) - local Score = 0 local ScoreHit = 0 local Penalty = 0 local PenaltyHit = 0 - for UnitName, UnitData in pairs( PlayerData.Hit[CategoryID] ) do Score = Score + UnitData.Score ScoreHit = ScoreHit + UnitData.ScoreHit Penalty = Penalty + UnitData.Penalty PenaltyHit = UnitData.PenaltyHit end - local ScoreMessageHit = string.format( "%s:%d ", CategoryName, Score - Penalty ) self:T( ScoreMessageHit ) - ScoreMessageHits = ScoreMessageHits .. ScoreMessageHit - PlayerScore = PlayerScore + Score PlayerPenalty = PlayerPenalty + Penalty else @@ -1542,7 +1427,7 @@ function SCORING:ReportDetailedPlayerHits( PlayerName ) ScoreMessage = "Hits: " .. ScoreMessageHits end end - + return ScoreMessage, PlayerScore, PlayerPenalty end @@ -1633,7 +1518,7 @@ function SCORING:ReportDetailedPlayerCoalitionChanges( PlayerName ) ScoreMessage = ScoreMessage .. "Coalition Penalties: " .. ScoreMessageCoalitionChangePenalties end end - + return ScoreMessage, PlayerScore, PlayerPenalty end @@ -1670,7 +1555,7 @@ function SCORING:ReportDetailedPlayerGoals( PlayerName ) ScoreMessage = "Goals: " .. ScoreMessageGoal end end - + return ScoreMessage, PlayerScore, PlayerPenalty end @@ -1708,7 +1593,7 @@ function SCORING:ReportDetailedPlayerMissions( PlayerName ) ScoreMessage = "Tasks: " .. ScoreTask .. " Mission: " .. ScoreMission .. " ( " .. ScoreMessageMission .. ")" end end - + return ScoreMessage, PlayerScore, PlayerPenalty end @@ -1726,46 +1611,40 @@ function SCORING:ReportScoreGroupSummary( PlayerGroup ) for UnitID, PlayerUnit in pairs( PlayerUnits ) do local PlayerUnit = PlayerUnit -- Wrapper.Unit#UNIT local PlayerName = PlayerUnit:GetPlayerName() - + if PlayerName then + + local ReportHits, ScoreHits, PenaltyHits = self:ReportDetailedPlayerHits( PlayerName ) + ReportHits = ReportHits ~= "" and "\n- " .. ReportHits or ReportHits + self:F( { ReportHits, ScoreHits, PenaltyHits } ) - local Player=self.Players[PlayerName] --#SCORING.PlayerData + local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName ) + ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys + self:F( { ReportDestroys, ScoreDestroys, PenaltyDestroys } ) - if Player then + local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName ) + ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges + self:F( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } ) - local ReportHits, ScoreHits, PenaltyHits = self:ReportDetailedPlayerHits( PlayerName ) - ReportHits = ReportHits ~= "" and "\n- " .. ReportHits or ReportHits - self:F( { ReportHits, ScoreHits, PenaltyHits } ) + local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName ) + ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals + self:F( { ReportGoals, ScoreGoals, PenaltyGoals } ) - local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName ) - ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys - self:F( { ReportDestroys, ScoreDestroys, PenaltyDestroys } ) - - local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName ) - ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges - self:F( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } ) - - local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName ) - ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals - self:F( { ReportGoals, ScoreGoals, PenaltyGoals } ) - - local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName ) - ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions - self:F( { ReportMissions, ScoreMissions, PenaltyMissions } ) - - local PlayerScore = Player.Score --ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions - local PlayerPenalty = Player.Penalty --PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions - - PlayerMessage = - string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )", - PlayerName, - PlayerScore - PlayerPenalty, - PlayerScore, - PlayerPenalty - ) - MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Detailed ):ToGroup( PlayerGroup ) - - end + local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName ) + ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions + self:F( { ReportMissions, ScoreMissions, PenaltyMissions } ) + + local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions + local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + PenaltyGoals + PenaltyMissions + + PlayerMessage = + string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )", + PlayerName, + PlayerScore - PlayerPenalty, + PlayerScore, + PlayerPenalty + ) + MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Detailed ):ToGroup( PlayerGroup ) end end @@ -1784,50 +1663,45 @@ function SCORING:ReportScoreGroupDetailed( PlayerGroup ) for UnitID, PlayerUnit in pairs( PlayerUnits ) do local PlayerUnit = PlayerUnit -- Wrapper.Unit#UNIT local PlayerName = PlayerUnit:GetPlayerName() - + if PlayerName then + + local ReportHits, ScoreHits, PenaltyHits = self:ReportDetailedPlayerHits( PlayerName ) + ReportHits = ReportHits ~= "" and "\n- " .. ReportHits or ReportHits + self:F( { ReportHits, ScoreHits, PenaltyHits } ) - local Player=self.Players[PlayerName] --#SCORING.PlayerData + local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName ) + ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys + self:F( { ReportDestroys, ScoreDestroys, PenaltyDestroys } ) - if Player then + local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName ) + ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges + self:F( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } ) + + local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName ) + ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals + self:F( { ReportGoals, ScoreGoals, PenaltyGoals } ) - local ReportHits, ScoreHits, PenaltyHits = self:ReportDetailedPlayerHits( PlayerName ) - ReportHits = ReportHits ~= "" and "\n- " .. ReportHits or ReportHits - self:F( { ReportHits, ScoreHits, PenaltyHits } ) - - local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName ) - ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys - self:F( { ReportDestroys, ScoreDestroys, PenaltyDestroys } ) - - local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName ) - ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges - self:F( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } ) - - local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName ) - ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals - self:F( { ReportGoals, ScoreGoals, PenaltyGoals } ) - - local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName ) - ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions - self:F( { ReportMissions, ScoreMissions, PenaltyMissions } ) - - local PlayerScore = Player.Score --ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions - local PlayerPenalty = Player.Penalty --PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions - - PlayerMessage = - string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )%s%s%s%s%s", - PlayerName, - PlayerScore - PlayerPenalty, - PlayerScore, - PlayerPenalty, - ReportHits, - ReportDestroys, - ReportCoalitionChanges, - ReportGoals, - ReportMissions - ) - MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Detailed ):ToGroup( PlayerGroup ) - end + local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName ) + ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions + self:F( { ReportMissions, ScoreMissions, PenaltyMissions } ) + + local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions + local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions + + PlayerMessage = + string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )%s%s%s%s%s", + PlayerName, + PlayerScore - PlayerPenalty, + PlayerScore, + PlayerPenalty, + ReportHits, + ReportDestroys, + ReportCoalitionChanges, + ReportGoals, + ReportMissions + ) + MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Detailed ):ToGroup( PlayerGroup ) end end @@ -1843,96 +1717,88 @@ function SCORING:ReportScoreAllSummary( PlayerGroup ) self:T( { "Summary Score Report of All Players", Players = self.Players } ) for PlayerName, PlayerData in pairs( self.Players ) do - + self:T( { PlayerName = PlayerName, PlayerGroup = PlayerGroup } ) - + if PlayerName then + + local ReportHits, ScoreHits, PenaltyHits = self:ReportDetailedPlayerHits( PlayerName ) + ReportHits = ReportHits ~= "" and "\n- " .. ReportHits or ReportHits + self:F( { ReportHits, ScoreHits, PenaltyHits } ) - local Player=self.Players[PlayerName] --#SCORING.PlayerData + local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName ) + ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys + self:F( { ReportDestroys, ScoreDestroys, PenaltyDestroys } ) - if Player then + local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName ) + ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges + self:F( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } ) - local ReportHits, ScoreHits, PenaltyHits = self:ReportDetailedPlayerHits( PlayerName ) - ReportHits = ReportHits ~= "" and "\n- " .. ReportHits or ReportHits - self:F( { ReportHits, ScoreHits, PenaltyHits } ) + local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName ) + ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals + self:F( { ReportGoals, ScoreGoals, PenaltyGoals } ) - local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName ) - ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys - self:F( { ReportDestroys, ScoreDestroys, PenaltyDestroys } ) - - local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName ) - ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges - self:F( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } ) - - local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName ) - ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals - self:F( { ReportGoals, ScoreGoals, PenaltyGoals } ) - - local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName ) - ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions - self:F( { ReportMissions, ScoreMissions, PenaltyMissions } ) - - local PlayerScore = Player.Score --ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions - local PlayerPenalty = Player.Penalty --PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions - - PlayerMessage = - string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )", - PlayerName, - PlayerScore - PlayerPenalty, - PlayerScore, - PlayerPenalty - ) - MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Overview ):ToGroup( PlayerGroup ) - - end + local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName ) + ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions + self:F( { ReportMissions, ScoreMissions, PenaltyMissions } ) + + local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions + local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions + + PlayerMessage = + string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )", + PlayerName, + PlayerScore - PlayerPenalty, + PlayerScore, + PlayerPenalty + ) + MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Overview ):ToGroup( PlayerGroup ) end end end + +function SCORING:SecondsToClock(sSeconds) + local nSeconds = sSeconds + if nSeconds == 0 then + --return nil; + return "00:00:00"; + else + nHours = string.format("%02.f", math.floor(nSeconds/3600)); + nMins = string.format("%02.f", math.floor(nSeconds/60 - (nHours*60))); + nSecs = string.format("%02.f", math.floor(nSeconds - nHours*3600 - nMins *60)); + return nHours..":"..nMins..":"..nSecs + end +end + --- Opens a score CSV file to log the scores. -- @param #SCORING self -- @param #string ScoringCSV --- @param #string FileName Name of the csv file. -- @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, FileName ) +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" - -- File name. - local fdir = lfs.writedir() .. [[Logs\]] .. ScoringCSV .. " " .. os.date( "%Y-%m-%d %H-%M-%S" ) .. ".csv" - - if FileName then - fdir=lfs.writedir() .. [[Logs\]] .. FileName - end - - if UTILS.FileExists(fdir) then - self:LoadCSV(fdir) - self.CSVFile, self.err = io.open( fdir, "a+" ) - if not self.CSVFile then - error( "Error: Cannot open CSV file in " .. lfs.writedir() ) - end - - else - self.CSVFile, self.err = io.open( fdir, "w+" ) - if not self.CSVFile then - error( "Error: Cannot open CSV file in " .. lfs.writedir() ) - end - self.CSVFile:write( '"GameName","RunTime","Time","PlayerName","TargetPlayerName","ScoreType","PlayerUnitCoaltion","PlayerUnitCategory","PlayerUnitType","PlayerUnitName","TargetUnitCoalition","TargetUnitCategory","TargetUnitType","TargetUnitName","Times","Score"\n' ) + self.CSVFile, self.err = io.open( fdir, "w+" ) + if not self.CSVFile then + error( "Error: Cannot open CSV file in " .. lfs.writedir() ) end + self.CSVFile:write( '"GameName","RunTime","Time","PlayerName","TargetPlayerName","ScoreType","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:F( "The MissionScripting.lua file has not been changed to allow lfs, io and os modules to be used..." ) end @@ -1940,128 +1806,6 @@ function SCORING:OpenCSV( ScoringCSV, FileName ) end ---- Load player data from file. --- @param #SCORING self --- @param #string filename File name containing player scoring data. -function SCORING:LoadCSV(filename) - - --- Function that load data from a file. - local function _loadfile(filename) - local f=io.open(filename, "rb") - if f then - local data=f:read("*all") - f:close() - return data - else - self:E(self.id..string.format("ERROR: Could not load player results from file %s", tostring(filename))) - return nil - end - end - - -- Info message. - local text=string.format("Loading player scoring from file %s", filename) - self:I(text) - - -- Load asset data from file. - local data=_loadfile(filename) - - if data then - - -- Split by line break. - local results=UTILS.Split(data,"\n") - - -- Remove first header line. - table.remove(results, 1) - - -- Init player scores table. - self.CSVdata=self.CSVdata or {} - - -- Loop over all lines. - for _,_result in pairs(results) do - - -- Parameters are separated by commata. - local resultdata=UTILS.Split(_result, ",") - - -- Grade table - local result={} - - --'"GameName","RunTime","Time","PlayerName","TargetPlayerName","ScoreType","PlayerUnitCoaltion","PlayerUnitCategory","PlayerUnitType","PlayerUnitName","TargetUnitCoalition", - -- "TargetUnitCategory","TargetUnitType","TargetUnitName","Times","Score"\n' - - local PlayerName=tostring(resultdata[4]) - - -- Results data. - result.GameName=tostring(resultdata[1]) - result.RunTime=tostring(resultdata[2]) - result.Time=tonumber(resultdata[3]) - result.PlayerName=tostring(resultdata[4]) - result.TargetPlayerName=tostring(resultdata[5]) - result.ScoreType=tostring(resultdata[6]) - result.PlayerUnitCoaltion=tostring(resultdata[7]) - result.PlayerUnitCategory=tostring(resultdata[8]) - result.PlayerUnitType=tostring(resultdata[9]) - result.PlayerUnitName=tostring(resultdata[10]) - result.TargetUnitCoalition=tostring(resultdata[11]) - result.TargetUnitCategory=tostring(resultdata[12]) - result.TargetUnitType=tostring(resultdata[13]) - result.TargetUnitName=tostring(resultdata[14]) - result.Times=tonumber(resultdata[15]) - result.Score=tonumber(resultdata[16]) - - self:E(result.Score) - - -- Create player array if necessary. - self.CSVdata[result.PlayerName]=self.CSVdata[result.PlayerName] or {} - - - -- Init player array if it does not exist. - if self.Players[PlayerName] == nil then - self.Players[PlayerName] = {} - self.Players[PlayerName].Hit = {} - self.Players[PlayerName].Destroy = {} - self.Players[PlayerName].Goals = {} - self.Players[PlayerName].Mission = {} - self.Players[PlayerName].HitPlayers = {} - self.Players[PlayerName].Score = 0 - self.Players[PlayerName].Penalty = 0 - self.Players[PlayerName].PenaltyCoalition = 0 - self.Players[PlayerName].PenaltyWarning = 0 - end - - local Player=self.Players[PlayerName] --#SCORING.PlayerData - - -- Restore player scores. - if result.ScoreType then - - - if result.ScoreType:find("PENALTY") then - - -- Penalty - Player.Penalty=Player.Penalty+result.Score - - -- Coalition change penalty. - if result.ScoreType:find("COALITION_PENALTY") then - Player.PenaltyCoalition=Player.PenaltyCoalition+1 - end - end - - if result.ScoreType:find("SCORE") then - Player.Score=Player.Score+result.Score - end - - end - - self:E(string.format("Player %s score = %d %d", PlayerName, Player.Score, self.Players[PlayerName].Score)) - - --self.Players[PlayerName].Score=self.Players[PlayerName].Score+result.Score - - -- Add result to table. - table.insert(self.CSVdata[result.PlayerName], result) - end - end -end - - --- Registers a score for a player. -- @param #SCORING self -- @param #string PlayerName The name of the player. @@ -2079,17 +1823,11 @@ end -- @param #string TargetUnitType The type of the target unit. -- @return #SCORING self function SCORING:ScoreCSV( PlayerName, TargetPlayerName, ScoreType, ScoreTimes, ScoreAmount, PlayerUnitName, PlayerUnitCoalition, PlayerUnitCategory, PlayerUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) - --write statistic information to file - --local ScoreTime = self:SecondsToClock( timer.getTime() ) - local ScoreTime = UTILS.SecondsToClock(timer.getAbsTime()) - - -- Player name + local ScoreTime = self:SecondsToClock( timer.getTime() ) PlayerName = PlayerName:gsub( '"', '_' ) - - -- Target NAme - TargetPlayerName = TargetPlayerName or "n/a" - + + TargetPlayerName = TargetPlayerName or "" TargetPlayerName = TargetPlayerName:gsub( '"', '_' ) if PlayerUnitName and PlayerUnitName ~= '' then @@ -2109,40 +1847,40 @@ function SCORING:ScoreCSV( PlayerName, TargetPlayerName, ScoreType, ScoreTimes, PlayerUnitType = PlayerUnit:getTypeName() end else - PlayerUnitName = 'n/a' - PlayerUnitCategory = 'n/a' - PlayerUnitCoalition = 'n/a' - PlayerUnitType = 'n/a' + PlayerUnitName = '' + PlayerUnitCategory = '' + PlayerUnitCoalition = '' + PlayerUnitType = '' end else - PlayerUnitName = 'n/a' - PlayerUnitCategory = 'n/a' - PlayerUnitCoalition = 'n/a' - PlayerUnitType = 'n/a' + PlayerUnitName = '' + PlayerUnitCategory = '' + PlayerUnitCoalition = '' + PlayerUnitType = '' end - TargetUnitCoalition = TargetUnitCoalition or "n/a" - TargetUnitCategory = TargetUnitCategory or "n/a" - TargetUnitType = TargetUnitType or "n/a" - TargetUnitName = TargetUnitName or "n/a" + TargetUnitCoalition = TargetUnitCoalition or "" + TargetUnitCategory = TargetUnitCategory or "" + TargetUnitType = TargetUnitType or "" + TargetUnitName = TargetUnitName or "" if lfs and io and os then self.CSVFile:write( - '' .. self.GameName .. '' .. ',' .. - '' .. self.RunTime .. '' .. ',' .. - '' .. ScoreTime .. '' .. ',' .. - '' .. PlayerName .. '' .. ',' .. - '' .. TargetPlayerName .. '' .. ',' .. - '' .. ScoreType .. '' .. ',' .. - '' .. PlayerUnitCoalition .. '' .. ',' .. - '' .. PlayerUnitCategory .. '' .. ',' .. - '' .. PlayerUnitType .. '' .. ',' .. - '' .. PlayerUnitName .. '' .. ',' .. - '' .. TargetUnitCoalition .. '' .. ',' .. - '' .. TargetUnitCategory .. '' .. ',' .. - '' .. TargetUnitType .. '' .. ',' .. - '' .. TargetUnitName .. '' .. ',' .. - '' .. ScoreTimes .. '' .. ',' .. + '"' .. self.GameName .. '"' .. ',' .. + '"' .. self.RunTime .. '"' .. ',' .. + '' .. ScoreTime .. '' .. ',' .. + '"' .. PlayerName .. '"' .. ',' .. + '"' .. TargetPlayerName .. '"' .. ',' .. + '"' .. ScoreType .. '"' .. ',' .. + '"' .. PlayerUnitCoalition .. '"' .. ',' .. + '"' .. PlayerUnitCategory .. '"' .. ',' .. + '"' .. PlayerUnitType .. '"' .. ',' .. + '"' .. PlayerUnitName .. '"' .. ',' .. + '"' .. TargetUnitCoalition .. '"' .. ',' .. + '"' .. TargetUnitCategory .. '"' .. ',' .. + '"' .. TargetUnitType .. '"' .. ',' .. + '"' .. TargetUnitName .. '"' .. ',' .. + '' .. ScoreTimes .. '' .. ',' .. '' .. ScoreAmount ) @@ -2150,10 +1888,10 @@ function SCORING:ScoreCSV( PlayerName, TargetPlayerName, ScoreType, ScoreTimes, end end ---- Close csv file. --- @param #SCORING self + function SCORING:CloseCSV() if lfs and io and os then self.CSVFile:close() end end +