etqw-sdk/base/script/misc/rules.script

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2008-05-29 00:00:00 +00:00
object rules {
void preinit();
void OnConnect( entity p );
void OnGameEnd();
void OnTimeLimitHit();
entity GetMaxXPInCategory( float category, boolean fromBase );
entity GetMinXPInCategory( float category, boolean fromBase );
entity GetBestStatEntry( handle statHandle );
void CalcAccuracy();
void CalcMostObjectives();
void CalcHighestLevel();
void WriteStats();
void PushStat( handle medalStat, entity p );
boolean IsStopwatch();
float GetFloatKeyWithSuffix( entity ent, string key, float defaultValue );
handle medalHighXPStat;
handle medalLowXPStat;
handle medalSoldierStat;
handle medalMedicStat;
handle medalEngineerStat;
handle medalFieldOpsStat;
handle medalCovertOpsStat;
handle medalWeaponsStat;
handle medalBattleSenseStat;
handle medalVehicleStat;
handle medalHighAccuracyStat;
handle medalObjectivesStat;
handle medalRewardsStat;
handle medalKillsStat;
handle medalDamageStat;
handle medalTeamKillsStat;
float cachedIndex;
}
void rules::preinit() {
gameRules = self;
medalHighXPStat = sys.allocStatInt( "medal_high_xp" );
medalLowXPStat = sys.allocStatInt( "medal_low_xp" );
medalSoldierStat = sys.allocStatInt( "medal_soldier" );
medalMedicStat = sys.allocStatInt( "medal_medic" );
medalEngineerStat = sys.allocStatInt( "medal_engineer" );
medalFieldOpsStat = sys.allocStatInt( "medal_fieldops" );
medalCovertOpsStat = sys.allocStatInt( "medal_covertops" );
medalWeaponsStat = sys.allocStatInt( "medal_weapons" );
medalBattleSenseStat = sys.allocStatInt( "medal_battlesense" );
medalVehicleStat = sys.allocStatInt( "medal_vehicle" );
medalHighAccuracyStat = sys.allocStatInt( "medal_high_accuracy" );
medalObjectivesStat = sys.allocStatInt( "medal_objectives" );
medalRewardsStat = sys.allocStatInt( "medal_rewards" );
medalKillsStat = sys.allocStatInt( "medal_kills" );
medalDamageStat = sys.allocStatInt( "medal_damage" );
medalTeamKillsStat = sys.allocStatInt( "medal_teamkills" );
}
void rules::OnConnect( entity p ) {
}
void rules::OnGameEnd() {
WriteStats();
}
entity rules::GetBestStatEntry( handle statHandle ) {
entity best;
float bestValue = -1;
cachedIndex = sys.allocEndGameStat();
float index;
float maxClients = sys.getMaxClients();
for ( index = 0; index < maxClients; index++ ) {
entity p = sys.getClient( index );
if ( p == $null_entity ) {
continue;
}
float currentValue = sys.getStatValue( statHandle, index );
sys.setEndGameStatValue( cachedIndex, p, currentValue );
if ( currentValue == 0.f ) {
continue;
}
if ( currentValue > bestValue ) {
bestValue = currentValue;
best = p;
}
}
return best;
}
entity rules::GetMaxXPInCategory( float category, boolean fromBase ) {
entity best;
float bestValue = -1;
cachedIndex = sys.allocEndGameStat();
float index;
float maxClients = sys.getMaxClients();
for ( index = 0; index < maxClients; index++ ) {
entity p = sys.getClient( index );
if ( p == $null_entity ) {
continue;
}
float currentValue = p.getXP( category, fromBase );
sys.setEndGameStatValue( cachedIndex, p, currentValue );
if ( currentValue == 0.f ) {
continue;
}
if ( currentValue > bestValue ) {
bestValue = currentValue;
best = p;
}
}
return best;
}
entity rules::GetMinXPInCategory( float category, boolean fromBase ) {
entity best;
float bestValue = 999999999999.f;
cachedIndex = sys.allocEndGameStat();
float index;
float maxClients = sys.getMaxClients();
for ( index = 0; index < maxClients; index++ ) {
entity p = sys.getClient( index );
if ( p == $null_entity ) {
continue;
}
float currentValue = p.getXP( category, fromBase );
sys.setEndGameStatValue( cachedIndex, p, currentValue );
if ( currentValue != 0.f && currentValue < bestValue ) {
bestValue = currentValue;
best = p;
}
}
return best;
}
void rules::CalcHighestLevel() {
entity best;
float bestValue = 0.f;
cachedIndex = sys.allocEndGameStat();
float index;
float maxClients = sys.getMaxClients();
for ( index = 0; index < maxClients; index++ ) {
entity p = sys.getClient( index );
if ( p == $null_entity ) {
continue;
}
float currentValue = 0.f;
currentValue = currentValue + p.getProficiency( g_proficiencySoldier );
currentValue = currentValue + p.getProficiency( g_proficiencyMedic );
currentValue = currentValue + p.getProficiency( g_proficiencyEngineer );
currentValue = currentValue + p.getProficiency( g_proficiencyFieldOps );
currentValue = currentValue + p.getProficiency( g_proficiencyCovertOps );
currentValue = currentValue + p.getProficiency( g_proficiencyLightWeapons );
currentValue = currentValue + p.getProficiency( g_proficiencyBattleSense );
currentValue = currentValue + p.getProficiency( g_proficiencyVehicle );
sys.setEndGameStatValue( cachedIndex, p, currentValue );
if ( currentValue > bestValue ) {
bestValue = currentValue;
best = p;
}
}
PushStat( medalRewardsStat, best );
}
void rules::CalcMostObjectives() {
entity best;
float bestValue = 0.f;
cachedIndex = sys.allocEndGameStat();
float index;
float maxClients = sys.getMaxClients();
for ( index = 0; index < maxClients; index++ ) {
entity p = sys.getClient( index );
if ( p == $null_entity ) {
continue;
}
float count = sys.getStatValue( sys.allocStatInt( "total_objectives_completed" ), index );
sys.setEndGameStatValue( cachedIndex, p, count );
if ( count > bestValue ) {
bestValue = count;
best = p;
}
}
PushStat( medalObjectivesStat, best );
}
void rules::CalcAccuracy() {
entity best;
float bestValue = 0.f;
cachedIndex = sys.allocEndGameStat();
handle totalShotsFired = sys.allocStatInt( "total_shots_fired" );
handle totalShotsHit = sys.allocStatInt( "total_shots_hit" );
float index;
float maxClients = sys.getMaxClients();
for ( index = 0; index < maxClients; index++ ) {
entity p = sys.getClient( index );
if ( p == $null_entity ) {
continue;
}
float shotsFired = sys.getStatValue( totalShotsFired, index );
if ( shotsFired == 0.f ) {
continue;
}
float accuracy = ( sys.getStatValue( totalShotsHit, index ) / shotsFired ) * 100.f;
sys.setEndGameStatValue( cachedIndex, p, accuracy );
if ( accuracy > bestValue ) {
bestValue = accuracy;
best = p;
}
}
PushStat( medalHighAccuracyStat, best );
}
// these must be kept in the same order as the playerReward_e enum in sdNetManager.h
void rules::WriteStats() {
PushStat( medalHighXPStat, GetMaxXPInCategory( -1, false ) );
PushStat( medalLowXPStat, GetMinXPInCategory( -1, false ) );
PushStat( medalSoldierStat, GetMaxXPInCategory( g_proficiencySoldier, true ) );
PushStat( medalMedicStat, GetMaxXPInCategory( g_proficiencyMedic, true ) );
PushStat( medalEngineerStat, GetMaxXPInCategory( g_proficiencyEngineer, true ) );
PushStat( medalFieldOpsStat, GetMaxXPInCategory( g_proficiencyFieldOps, true ) );
PushStat( medalCovertOpsStat, GetMaxXPInCategory( g_proficiencyCovertOps, true ) );
PushStat( medalWeaponsStat, GetMaxXPInCategory( g_proficiencyLightWeapons, true ) );
PushStat( medalBattleSenseStat, GetMaxXPInCategory( g_proficiencyBattleSense, true ) );
PushStat( medalVehicleStat, GetMaxXPInCategory( g_proficiencyVehicle, true ) );
CalcAccuracy();
CalcMostObjectives();
CalcHighestLevel();
PushStat( medalKillsStat, GetBestStatEntry( sys.allocStatInt( "total_kills" ) ) );
PushStat( medalDamageStat, GetBestStatEntry( sys.allocStatInt( "total_damage" ) ) );
PushStat( medalTeamKillsStat, GetBestStatEntry( sys.allocStatInt( "total_team_kills" ) ) );
sys.sendEndGameStats();
}
void rules::OnTimeLimitHit() {
objManager.OnTimeLimitHit();
}
void rules::PushStat( handle medalStat, entity p ) {
if ( p != $null_entity ) {
sys.increaseStatInt( medalStat, p.getEntityNumber(), 1 );
}
sys.setEndGameStatWinner( cachedIndex, p );
}
boolean rules::IsStopwatch() {
if ( si_rules.getStringValue() == "sdGameRulesStopWatch" ) {
return true;
}
return false;
}
float rules::GetFloatKeyWithSuffix( entity ent, string key, float defaultValue ) {
// game mode dependant suffix
string newKey = key + getKeySuffix();
return ent.getFloatKeyWithDefault( newKey, ent.getFloatKeyWithDefault( key, defaultValue ) );
}