-- WolfAdmin module for Wolfenstein: Enemy Territory servers. -- Copyright (C) 2015-2016 Timo 'Timothy' Smit -- This program is free software: you can redistribute it and/or modify -- it under the terms of the GNU General Public License as published by -- the Free Software Foundation, either version 3 of the License, or -- at your option any later version. -- This program is distributed in the hope that it will be useful, -- but WITHOUT ANY WARRANTY; without even the implied warranty of -- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -- GNU General Public License for more details. -- You should have received a copy of the GNU General Public License -- along with this program. If not, see . local util = require "luascripts.wolfadmin.util.util" local events = require "luascripts.wolfadmin.util.events" local settings = require "luascripts.wolfadmin.util.settings" local stats = require "luascripts.wolfadmin.players.stats" local game = {} local killCount = 0 local lastKillerId = nil local currentState = nil local currentMaps, currentMap, nextMap = {}, nil, nil function game.getState() return currentState end function game.getMode() return tonumber(et.trap_Cvar_Get("g_gametype")) end function game.getMaps() return currentMaps end function game.getMap() return currentMap end function game.getNextMap() return nextMap end function game.oninit() local gameType = game.getMode() -- 2: objective, 3: stopwatch, 4: campaign, 5: LMS local campaignMaps = tostring(et.trap_Cvar_Get("campaign_maps")) local objectiveMaps = tostring(et.trap_Cvar_Get("objective_maps")) if gameType == 4 then currentMaps = util.split(campaignMaps, ",") else currentMaps = util.split(objectiveMaps, ",") end currentMap = et.trap_Cvar_Get("mapname") for i, map in ipairs(currentMaps) do if map == game.getMap() then nextMap = currentMaps[i + 1] break end end nextMap = nextMap and nextMap or "unknown" end events.handle("onGameInit", game.oninit) function game.onstatechange(gameState) currentState = gameState if gameState == 3 then -- do not display when there haven't been any kills if lastKillerId ~= nil then et.trap_SendConsoleCommand(et.EXEC_APPEND, "chat \"^dAnd the last kill of the round goes to.. ^7"..et.gentity_get(lastKillerId, "pers.netname").."^d!\";") et.trap_SendConsoleCommand(et.EXEC_APPEND, "chat \"^dA total of ^7"..killCount.." ^dsoldiers died during this battle.\";") end et.trap_SendConsoleCommand(et.EXEC_APPEND, "chat \"^dNext map: ^7"..game.getNextMap().."^d.\";") end end events.handle("onGameStateChange", game.onstatechange) function game.ondeath(victimId, killerId, mod) if killerId ~= 1022 and victimId ~= killerId then -- regular kills lastKillerId = killerId end killCount = killCount + 1 end events.handle("onPlayerDeath", game.ondeath) function game.onrevive(clientMedic, clientVictim) if settings.get("g_announceRevives") ~= 0 then for playerId = 0, et.trap_Cvar_Get("sv_maxclients") - 1 do if wolfa_isPlayer(playerId) and tonumber(et.gentity_get(playerId, "sess.sessionTeam")) == tonumber(et.gentity_get(clientMedic, "sess.sessionTeam")) then et.trap_SendConsoleCommand(et.EXEC_APPEND, "cchat "..playerId.." \"^drevive: ^7"..et.gentity_get(clientMedic, "pers.netname").." ^9revived ^7"..et.gentity_get(clientVictim, "pers.netname").."^9.\";") end end end end events.handle("onPlayerRevive", game.onrevive) function game.onready(clientId, firstTime) if firstTime and settings.get("g_welcomeMessage") ~= "" then et.trap_SendConsoleCommand(et.EXEC_APPEND, "cchat "..clientId.." \""..settings.get("g_welcomeMessage").."\";") end end events.handle("onPlayerReady", game.onready) return game