#SCORING - enable saving and loading of per-game name scores for persistence across restarts

This commit is contained in:
Applevangelist
2025-12-28 14:05:06 +01:00
parent 15de1d58b0
commit b75e383956
+148 -33
View File
@@ -230,8 +230,10 @@ SCORING = {
ClassID = 0,
Players = {},
AutoSave = true,
version = "1.18.4",
version = "1.18.5",
ScoringScenery = nil, -- Core.Set#SET_SCENERY
SceneryHitsInZone = false,
LoadSave = false,
}
local _SCORINGCoalition = {
@@ -250,15 +252,16 @@ local _SCORINGCategory = {
--- 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 SavePath (Optional) Path where to save the CSV file, defaults to your **<User>\\Saved Games\\DCS\\Logs** folder.
-- @param #boolean AutoSave (Optional) If passed as `false`, then swith autosave off.
-- @param #string SavePath (Optional) Path where to save the CSV files, defaults to your **<User>\\Saved Games\\DCS\\Logs** folder. See next two options.
-- @param #boolean AutoSave (Optional) If passed as `false`, then swith autosave off. This stores a detailed table which will never be loaded again by SCORING (for e.g. Discord purposes).
-- @param #boolean LoadSave (Optional) If passed as `true` save summary scores per player, and load at restart of the mission.
-- @return #SCORING self
-- @usage
--
-- -- Define a new scoring object for the mission Gori Valley.
-- ScoringObject = SCORING:New( "Gori Valley" )
--
function SCORING:New( GameName, SavePath, AutoSave )
function SCORING:New( GameName, SavePath, AutoSave, LoadSave )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() ) -- #SCORING
@@ -266,7 +269,7 @@ function SCORING:New( GameName, SavePath, AutoSave )
if GameName then
self.GameName = GameName
else
error( "A game name must be given to register the scoring results" )
error( "A game name must be given to register the scoring results!" )
end
-- Additional Object scores
@@ -301,6 +304,12 @@ function SCORING:New( GameName, SavePath, AutoSave )
self.penaltyoncoalitionchange = true
self:SetDisplayMessagePrefix()
self.SceneryHitsInZone = false
if LoadSave then
self.LoadSave = LoadSave
end
-- Event handlers
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
@@ -328,11 +337,61 @@ function SCORING:New( GameName, SavePath, AutoSave )
end
self:I("SCORING "..tostring(GameName).." started! v"..self.version)
if LoadSave == true then
self:_LoadPlayerSummaryScore()
end
return self
end
--- [Internal] Helper to load scores from disk at scoring start
-- @param #SCORING self
-- @return #SCORING self
function SCORING:_LoadPlayerSummaryScore()
if lfs and io and self.LoadSave == true then
local path = self.AutoSavePath or lfs.writedir() .. [[Logs\]]
local filename = self.GameName or "PlayerScoresSummary"
filename = filename..".csv"
if UTILS.CheckFileExists(path,filename) then
local ok, data = UTILS.LoadFromFile(path,filename)
-- Playername;;Score;;Penalty
table.remove(data,1)
for _,_data in pairs(data) do
local line = UTILS.Split(_data,";;")
local playername = tostring(line[1])
local score = tonumber(line[2])
local penalty = tonumber(line[3])
self:I(string.format("Player %s Score %d Penalty %d",playername,score,penalty))
local PlayerData = self.Players[playername]
if not PlayerData then
PlayerData = {}
PlayerData.Hit = {}
PlayerData.Destroy = {}
PlayerData.Goals = {}
PlayerData.Goals[self.GameName] = {Score = score, Penalty = penalty}
PlayerData.Mission = {}
PlayerData.HitPlayers = {}
PlayerData.Score = score
PlayerData.Penalty = penalty
PlayerData.PenaltyCoalition = 0
PlayerData.PenaltyWarning = 0
self.Players[playername] = PlayerData
else
PlayerData.Score = score
PlayerData.Penalty =penalty
self.Players[playername] = PlayerData
PlayerData.Goals[self.GameName] = {Score = score, Penalty = penalty}
end
end
end
end
return self
end
--- Set a prefix string that will be displayed at each scoring message sent.
-- @param #SCORING self
-- @param #string DisplayMessagePrefix (Default="Scoring: ") The scoring prefix string.
@@ -579,6 +638,22 @@ function SCORING:AddZoneScore( ScoreZone, Score )
return self
end
--- Allow Scenery hits in Zones to count (no specific(!) scenery targets). NOTE - Allowing this can spam your scoring display!
-- @param #SCORING self
-- @return #SCORING self
function SCORING:EnableSceneryHitsinZones()
self.SceneryHitsInZone = true
return self
end
--- Disallow Scenery hits in Zones to count (no specific(!) scenery targets).
-- @param #SCORING self
-- @return #SCORING self
function SCORING:DisableSceneryHitsinZones()
self.SceneryHitsInZone = false
return self
end
--- Add a @{Core.Set#SET_ZONE} to define additional scoring when any object is destroyed in that zone.
-- 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!
-- This allows for a dynamic destruction zone evolution within your mission.
@@ -877,6 +952,20 @@ function SCORING:AddGoalScorePlayer( PlayerName, GoalTag, Text, Score )
-- PlayerName can be nil, if the Unit with the player crashed or due to another reason.
if PlayerName then
local PlayerData = self.Players[PlayerName]
if not PlayerData then
PlayerData = {}
PlayerData.Goals = {}
PlayerData.Hit = {}
PlayerData.Destroy = {}
PlayerData.Goals = {}
PlayerData.Mission = {}
PlayerData.HitPlayers = {}
PlayerData.Score = 0
PlayerData.Penalty = 0
PlayerData.PenaltyCoalition = 0
PlayerData.PenaltyWarning = 0
self.Players[PlayerName] = PlayerData
end
PlayerData.Goals[GoalTag] = PlayerData.Goals[GoalTag] or { Score = 0 }
PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score
@@ -1568,22 +1657,24 @@ function SCORING:_EventOnDeadOrCrash( Event )
end
else
-- Check if there are Zones where the destruction happened.
for ZoneName, ScoreZoneData in pairs( self.ScoringZones ) do
self:F( { ScoringZone = ScoreZoneData } )
local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE
local Score = ScoreZoneData.Score
if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then
Player.Score = Player.Score + Score
TargetDestroy.Score = TargetDestroy.Score + Score
MESSAGE:NewType( self.DisplayMessagePrefix .. "Scenery destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. "Total: " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
self:ScoreCSV( PlayerName, "", "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
Destroyed = true
if self.SceneryHitsInZone == true then
-- Check if there are Zones where the destruction happened.
for ZoneName, ScoreZoneData in pairs( self.ScoringZones ) do
self:F( { ScoringZone = ScoreZoneData } )
local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE
local Score = ScoreZoneData.Score
if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then
Player.Score = Player.Score + Score
TargetDestroy.Score = TargetDestroy.Score + Score
MESSAGE:NewType( self.DisplayMessagePrefix .. "Scenery destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. "Total: " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
self:ScoreCSV( PlayerName, "", "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
Destroyed = true
end
end
end
end
@@ -1927,9 +2018,12 @@ end
--- Report all players score
-- @param #SCORING self
-- @param Wrapper.Group#GROUP PlayerGroup The player group.
function SCORING:ReportScoreAllSummary( PlayerGroup )
-- @param #boolean JustScore If this is true, return just a table with playernames and overall scores.
-- @return #table ReportTable Table returned if JustScore is true.
function SCORING:ReportScoreAllSummary( PlayerGroup, JustScore )
local PlayerMessage = ""
local ReportTable = {}
self:T( { "Summary Score Report of All Players", Players = self.Players } )
@@ -1961,20 +2055,28 @@ function SCORING:ReportScoreAllSummary( PlayerGroup )
local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions
local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + PenaltyGoals + PenaltyMissions
PlayerMessage =
string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )",
PlayerName,
PlayerScore - PlayerPenalty,
PlayerScore,
PlayerPenalty
)
MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Overview ):ToGroup( PlayerGroup )
if JustScore~=true then
PlayerMessage =
string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )",
PlayerName,
PlayerScore - PlayerPenalty,
PlayerScore,
PlayerPenalty
)
MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Overview ):ToGroup( PlayerGroup )
else
ReportTable[PlayerName] = {["Score"]=PlayerScore,["Penalty"]=PlayerPenalty}
end
end
end
return ReportTable
end
--- Opens a score CSV file to log the scores.
-- @param #SCORING self
-- @param #number sSeconds
-- @return #string ClockString
function SCORING:SecondsToClock( sSeconds )
local nSeconds = sSeconds
if nSeconds == 0 then
@@ -2102,6 +2204,19 @@ function SCORING:ScoreCSV( PlayerName, TargetPlayerName, ScoreType, ScoreTimes,
self.CSVFile:write( "\n" )
end
if lfs and io and self.LoadSave == true then
local path = self.AutoSavePath or lfs.writedir() .. [[Logs\]]
local filename = self.GameName or "PlayerScoresSummary"
filename = filename..".csv"
local data = self:ReportScoreAllSummary("",true)
local text = "-- Playername;;Score;;Penalty\n"
for _playername,_data in pairs(data or {}) do
text = text..string.format("%s;;%d;;%d\n")
end
UTILS.SaveToFile(path,filename,text)
end
end
--- Close CSV file