Server Core Rework

More use of Switch cases and Scheduling tracking
This commit is contained in:
ChocoTaco 2019-12-11 16:30:37 -05:00
parent c95483c322
commit 4a7325a74d
5 changed files with 187 additions and 178 deletions

View file

@ -13,51 +13,47 @@
function CheckAntiCloak( %game )
{
//CTF only
if( $Host::AntiCloakEnable && $CurrentMissionType $= "CTF" )
if( $Host::AntiCloakEnable && $CurrentMissionType $= "CTF" && !$Host::TournamentMode )
{
//echo("TotalTeamPlayerCount " @ $TotalTeamPlayerCount);
//echo("AntiCloakPlayerCount " @ $AntiCloakPlayerCount);
//If server is in Tourny mode and the team population is lower than the AntiCloakPlayerCount cloak is not selectable.
if( !$Host::TournamentMode && $TotalTeamPlayerCount < $Host::AntiCloakPlayerCount )
if( $TotalTeamPlayerCount < $Host::AntiCloakPlayerCount )
{
if( $AntiCloakRunOnce !$= 0 )
{
$InvBanList[CTF, "CloakingPack"] = 1;
if(!isActivePackage(DisableCloakPack))
activatePackage(DisableCloakPack);
$AntiCloakRunOnce = 0;
}
if( $AntiCloakStatus !$= "ACTIVEON" )
$AntiCloakStatus = "ON";
}
//Off
else
{
if( $AntiCloakRunOnce !$= 1 )
{
$InvBanList[CTF, "CloakingPack"] = 0;
if(isActivePackage(DisableCloakPack))
deactivatePackage(DisableCloakPack);
$AntiCloakRunOnce = 1;
}
if( $AntiCloakStatus !$= "ACTIVEOFF" )
$AntiCloakStatus = "OFF";
}
}
//All other cases outside of CTF.
//All other cases outside of CTF
else
{
if( $AntiCloakRunOnce !$= 1 )
{
if( $AntiCloakStatus !$= "ACTIVEOFF" )
$AntiCloakStatus = "OFF";
}
switch$($AntiCloakStatus)
{
case ON:
$InvBanList[CTF, "CloakingPack"] = 1;
if(!isActivePackage(DisableCloakPack))
activatePackage(DisableCloakPack);
$AntiCloakStatus = "ACTIVEON";
case OFF:
$InvBanList[CTF, "CloakingPack"] = 0;
if(isActivePackage(DisableCloakPack))
deactivatePackage(DisableCloakPack);
$AntiCloakRunOnce = 1;
}
}
$AntiCloakStatus = "ACTIVEOFF";
case ACTIVEON:
//Do Nothing
case ACTIVEOFF:
//Do Nothing
}
}
// So if the player is able to get a cloakpack, he cant use it

View file

@ -15,6 +15,12 @@ $AllModeThreshold = 400;
// Run from TeamBalanceNotify.cs via UnbalancedSound( %game )
function Autobalance( %game, %AutobalanceSafetynetTrys )
{
if(isEventPending($AutoBalanceSchedule))
cancel($AutoBalanceSchedule);
if( $TBNStatus !$= "NOTIFY" ) //If Status has changed to EVEN or anything else (GameOver reset).
return;
//Debug: Uncomment to enable
//%AutobalanceDebug = true;
@ -43,7 +49,8 @@ function Autobalance( %game, %AutobalanceSafetynetTrys )
//If even, stop.
if( %team1difference == 1 || %team2difference == 1 || $PlayerCount[1] == $PlayerCount[2] )
{
$StatsMsgPlayed = 0;
//Reset TBN
ResetTBNStatus();
return;
}
//Determine bigTeam
@ -95,21 +102,14 @@ function Autobalance( %game, %AutobalanceSafetynetTrys )
%team = %teamcanidate[%bigTeam].team;
%otherTeam = ( %team == 1 ) ? 2 : 1;
if( %teamcanidate[%bigTeam].team $= %bigTeam )
{
// Fire Autobalance
Game.clientChangeTeam( %client, %otherTeam, 0 );
messageAll('MsgTeamBalanceNotify', '~wfx/powered/vehicle_screen_on.wav');
}
else
messageAll('MsgTeamBalanceNotify', '\c0Autobalance error: Team %1 mismatch.', %bigTeam );
// Fire Autobalance
Game.clientChangeTeam( %client, %otherTeam, 0 );
messageAll('MsgTeamBalanceNotify', '~wfx/powered/vehicle_screen_on.wav');
//Trigger GetCounts
ResetClientChangedTeams();
//Reset Unbalanced
$UnbalancedMsgPlayed = 0;
return;
ResetGetCountsStatus();
//Reset TBN
ResetTBNStatus();
}
function AutobalanceDebug(%teamcanidate1, %teamcanidate2, %team1difference, %team2difference, %bigTeam, %AutobalanceSafetynetTrys, %UseAllMode)
@ -129,7 +129,7 @@ function AutobalanceDebug(%teamcanidate1, %teamcanidate2, %team1difference, %tea
messageAll('MsgTeamBalanceNotify', '\c0Autobalance error: %1', %error );
//Trigger GetCounts
ResetClientChangedTeams();
ResetGetCountsStatus();
//Rerun in 10 secs
schedule(10000, 0, "Autobalance", %game, %AutobalanceSafetynetTrys );
}

View file

@ -11,7 +11,7 @@
//
// Set reset string
$GetCountsClientTeamChange = true;
$GetCountsStatus = "UPDATE";
package StartTeamCounts
{
@ -35,55 +35,63 @@ if (!isActivePackage(StartTeamCounts))
function GetTeamCounts( %game, %client, %respawn )
{
//Get teamcounts
if( $GetCountsClientTeamChange && $countdownStarted && $MatchStarted )
{
//Team Count code by Keen
$PlayerCount[0] = 0;
$PlayerCount[1] = 0;
$PlayerCount[2] = 0;
switch$($GetCountsStatus)
{
case UPDATE:
//Get teamcounts
if($countdownStarted && $MatchStarted )
{
//Team Count code by Keen
$PlayerCount[0] = 0;
$PlayerCount[1] = 0;
$PlayerCount[2] = 0;
for(%i = 0; %i < ClientGroup.getCount(); %i++)
{
%client = ClientGroup.getObject(%i);
for(%i = 0; %i < ClientGroup.getCount(); %i++)
{
%client = ClientGroup.getObject(%i);
//if(!%client.isAIControlled())
$PlayerCount[%client.team]++;
}
//if(!%client.isAIControlled())
$PlayerCount[%client.team]++;
}
//echo ("$PlayerCount[0] " @ $PlayerCount[0]);
//echo ("$PlayerCount[1] " @ $PlayerCount[1]);
//echo ("$PlayerCount[2] " @ $PlayerCount[2]);
//echo ("$PlayerCount[0] " @ $PlayerCount[0]);
//echo ("$PlayerCount[1] " @ $PlayerCount[1]);
//echo ("$PlayerCount[2] " @ $PlayerCount[2]);
//Amount of players on teams
$TotalTeamPlayerCount = $PlayerCount[1] + $PlayerCount[2];
//Amount of all players including observers
$AllPlayerCount = $PlayerCount[1] + $PlayerCount[2] + $PlayerCount[0];
//Difference Variables
%team1difference = $PlayerCount[1] - $PlayerCount[2];
%team2difference = $PlayerCount[2] - $PlayerCount[1];
//Start Base Rape Notify
schedule(500, 0, "NBRStatusNotify", %game);
//Start Team Balance Notify
schedule(1000, 0, "TeamBalanceNotify", %game, %team1difference, %team2difference);
//Start AntiCloak
schedule(1500, 0, "CheckAntiCloak", %game);
//Set so counter wont run when it doesnt need to.
$GetCountsClientTeamChange = false;
//Amount of players on teams
$TotalTeamPlayerCount = $PlayerCount[1] + $PlayerCount[2];
//Amount of all players including observers
$AllPlayerCount = $PlayerCount[1] + $PlayerCount[2] + $PlayerCount[0];
//Difference Variables
%team1difference = $PlayerCount[1] - $PlayerCount[2];
%team2difference = $PlayerCount[2] - $PlayerCount[1];
//Start Base Rape Notify
schedule(500, 0, "NBRStatusNotify", %game);
//Start Team Balance Notify
schedule(1000, 0, "TeamBalanceNotify", %game, %team1difference, %team2difference);
//Start AntiCloak
schedule(1500, 0, "CheckAntiCloak", %game);
//Set so counter wont run when it doesnt need to.
$GetCountsStatus = "IDLE";
}
case IDLE:
//Do Nothing
}
if(isEventPending($GetCountsSchedule))
cancel($GetCountsSchedule);
//Call itself again. Every 5 seconds.
schedule(5000, 0, "GetTeamCounts");
$GetCountsSchedule = schedule(5000, 0, "GetTeamCounts");
}
// Triggers a Full run
function ResetClientChangedTeams()
function ResetGetCountsStatus()
{
$GetCountsClientTeamChange = true;
$GetCountsStatus = "UPDATE";
}
// Proper Overrides
@ -96,7 +104,7 @@ function DefaultGame::clientJoinTeam( %game, %client, %team, %respawn )
Parent::clientJoinTeam( %game, %client, %team, %respawn );
//Trigger GetCounts
ResetClientChangedTeams();
ResetGetCountsStatus();
}
function DefaultGame::clientChangeTeam(%game, %client, %team, %fromObs, %respawned)
@ -104,7 +112,7 @@ function DefaultGame::clientChangeTeam(%game, %client, %team, %fromObs, %respawn
Parent::clientChangeTeam(%game, %client, %team, %fromObs, %respawned);
//Trigger GetCounts
ResetClientChangedTeams();
ResetGetCountsStatus();
}
function DefaultGame::assignClientTeam(%game, %client, %respawn )
@ -112,7 +120,7 @@ function DefaultGame::assignClientTeam(%game, %client, %respawn )
Parent::assignClientTeam(%game, %client, %respawn );
//Trigger GetCounts
ResetClientChangedTeams();
ResetGetCountsStatus();
}
function DefaultGame::onClientEnterObserverMode( %game, %client )
@ -120,7 +128,7 @@ function DefaultGame::onClientEnterObserverMode( %game, %client )
Parent::onClientEnterObserverMode( %game, %client );
//Trigger GetCounts
ResetClientChangedTeams();
ResetGetCountsStatus();
}
function DefaultGame::AIChangeTeam(%game, %client, %newTeam)
@ -128,15 +136,7 @@ function DefaultGame::AIChangeTeam(%game, %client, %newTeam)
Parent::AIChangeTeam(%game, %client, %newTeam);
//Trigger GetCounts
ResetClientChangedTeams();
}
function DefaultGame::forceObserver(%game, %client, %reason)
{
Parent::forceObserver(%game, %client, %reason);
//Trigger GetCounts
ResetClientChangedTeams();
ResetGetCountsStatus();
}
function GameConnection::onConnect(%client, %name, %raceGender, %skin, %voice, %voicePitch)
@ -144,7 +144,7 @@ function GameConnection::onConnect(%client, %name, %raceGender, %skin, %voice, %
Parent::onConnect(%client, %name, %raceGender, %skin, %voice, %voicePitch);
//Reset GetCounts
ResetClientChangedTeams();
ResetGetCountsStatus();
}
function DefaultGame::gameOver(%game)
@ -152,7 +152,7 @@ function DefaultGame::gameOver(%game)
Parent::gameOver(%game);
//Reset GetCounts
ResetClientChangedTeams();
ResetGetCountsStatus();
}
function GameConnection::onDrop(%client, %reason)
@ -160,7 +160,7 @@ function GameConnection::onDrop(%client, %reason)
Parent::onDrop(%client, %reason);
//Reset GetCounts
ResetClientChangedTeams();
ResetGetCountsStatus();
}
};

View file

@ -10,52 +10,38 @@
function NBRStatusNotify( %game )
{
if( $CurrentMissionType $= "CTF" && $Host::EnableNoBaseRapeNotify && !$Host::TournamentMode && $Host::EvoNoBaseRapeEnabled )
{
//echo ("%client " @ %client);
//echo ("$TeamBalanceClient " @ $TeamBalanceClient);
{
//On
if( $Host::EvoNoBaseRapeClassicPlayerCount > $TotalTeamPlayerCount )
if( $Host::EvoNoBaseRapeClassicPlayerCount > $TotalTeamPlayerCount )
{
if( $NoBaseRapeNotifyCount !$= 0 )
{
messageAll('MsgNoBaseRapeNotify', '\c1No Base Rape: \c0Enabled.');
$NoBaseRapeNotifyCount = 0;
}
if( $NBRStatus !$= "PLAYEDON" )
$NBRStatus = "ON";
}
//Off
else if( $NoBaseRapeNotifyCount !$= 1 )
else
{
messageAll('MsgNoBaseRapeNotify', '\c1No Base Rape: \c0Disabled.~wfx/misc/diagnostic_on.wav');
$NoBaseRapeNotifyCount = 1;
if( $NBRStatus !$= "PLAYEDOFF" )
$NBRStatus = "OFF";
}
switch$($NBRStatus)
{
case ON:
messageAll('MsgNoBaseRapeNotify', '\c1No Base Rape: \c0Enabled.');
$NBRStatus = "PLAYEDON";
case OFF:
messageAll('MsgNoBaseRapeNotify', '\c1No Base Rape: \c0Disabled.~wfx/misc/diagnostic_on.wav');
$NBRStatus = "PLAYEDOFF";
case PLAYEDON:
//Do Nothing
case PLAYEDOFF:
//Do Nothing
}
}
}
// This function is at StaticShapeData::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType)
// In the staticshape.ovl in evoClassic.vl2
// Plays a sound when a player hits a protected asset
function NBRAssetSound( %game, %sourceObject )
{
%client = %sourceObject;
if( !%client.NBRAssetSoundMsgPlayed && $CurrentMissionType $= "CTF" && $Host::EnableNoBaseRapeNotify && !$Host::TournamentMode && $Host::EvoNoBaseRapeEnabled )
{
messageClient(%sourceObject.client, 'MsgNoBaseRapeNotify', '\c2No Base Rape is enabled until %1 players.', $Host::EvoNoBaseRapeClassicPlayerCount );
%client.NBRAssetSoundMsgPlayed = true;
schedule(10000, 0, "ResetNBRAssetSound", %client );
}
}
// Cool down between messages
function ResetNBRAssetSound( %client )
{
%client.NBRAssetSoundMsgPlayed = false;
}
// Reset every map change
package ResetNoBaseRapeNotify
// Reset gameover
package ResetNBRNotify
{
function DefaultGame::gameOver(%game)
@ -63,13 +49,32 @@ function DefaultGame::gameOver(%game)
Parent::gameOver(%game);
//Reset NoBaseRapeNotify
$NoBaseRapeNotifyCount = -1;
$NBRStatus = "IDLE";
}
};
// Prevent package from being activated if it is already
if (!isActivePackage(ResetNoBaseRapeNotify))
activatePackage(ResetNoBaseRapeNotify);
if (!isActivePackage(ResetNBRNotify))
activatePackage(ResetNBRNotify);
// This function is at StaticShapeData::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType) in the staticshape.ovl in evoClassic.vl2
// Plays a sound when a player hits a protected enemy asset
function NBRAssetSound( %game, %sourceObject )
{
//Wont play again until the schedule is done
if(!isEventPending(%sourceObject.NBRAssetSoundSchedule) && $CurrentMissionType $= "CTF" && $Host::EnableNoBaseRapeNotify && !$Host::TournamentMode && $Host::EvoNoBaseRapeEnabled )
{
messageClient(%sourceObject.client, 'MsgNoBaseRapeNotify', '\c2No Base Rape is enabled until %1 players.', $Host::EvoNoBaseRapeClassicPlayerCount );
%sourceObject.NBRAssetSoundSchedule = schedule(10000, 0, "ResetNBRAssetSound", %sourceObject );
}
}
// Reset
function ResetNBRAssetSound( %sourceObject )
{
if(isEventPending(%sourceObject.NBRAssetSoundSchedule))
cancel(%sourceObject.NBRAssetSoundSchedule);
}

View file

@ -11,48 +11,60 @@
//
// This function is called in GetTeamCounts.cs
// Called in GetTeamCounts.cs
function TeamBalanceNotify( %game, %team1difference, %team2difference )
{
if( $CurrentMissionType !$= "LakRabbit" && $TotalTeamPlayerCount !$= 0 && !$Host::TournamentMode )
if( ($CurrentMissionType $= "CTF" || $CurrentMissionType $= "sctf") && $TotalTeamPlayerCount !$= 0 && !$Host::TournamentMode )
{
//echo ("%Team1Difference " @ %Team1Difference);
//echo ("%Team2Difference " @ %Team2Difference);
//Uneven
if( $PlayerCount[1] !$= $PlayerCount[2] )
{
//Reset Balanced.
$BalancedMsgPlayed = 0;
if( %team1difference >= 2 || %team2difference >= 2 )
{
if( %team1difference >= 2 || %team2difference >= 2 ) //Teams are unbalanced
{
if( $UnbalancedMsgPlayed !$= 1)
{
//Run once.
$UnbalancedMsgPlayed = 1;
//Start Sound Schedule
schedule(15000, 0, "UnbalancedSound", %game );
}
if( $TBNStatus !$= "NOTIFY" ) //Stops any new schedules
$TBNStatus = "UNBALANCED";
}
else
//Means teams arnt even, but arnt so uneven to do anything about. Meaning a team is a man down. 6vs7, 4vs3 etc
$TBNStatus = "UNEVEN";
}
//If teams are balanced
else if( $PlayerCount[1] == $PlayerCount[2] && $TotalTeamPlayerCount !$= 0 && $BalancedMsgPlayed !$= 1 )
//Teams are even
else if( $PlayerCount[1] == $PlayerCount[2] && $TBNStatus !$= "PLAYEDEVEN" )
$TBNStatus = "EVEN";
switch$($TBNStatus)
{
//messageAll('MsgTeamBalanceNotify', '\c1Teams are balanced.');
//Once per cycle.
$BalancedMsgPlayed = 1;
//Reset Unbalanced.
$UnbalancedMsgPlayed = 0;
case IDLE:
//Do Nothing
case UNEVEN:
//Do Nothing
case UNBALANCED:
//Start Schedule to Notify
$NotifySchedule = schedule(15000, 0, "NotifyUnbalanced", %game );
$TBNStatus = "NOTIFY";
case EVEN:
//messageAll('MsgTeamBalanceNotify', '\c1Teams are balanced.');
$TBNStatus = "PLAYEDEVEN";
case PLAYEDEVEN:
//Do Nothing
case NOTIFY:
//Do Nothing
}
}
//echo($TBNStatus);
}
//Check to see if teams are still unbalanced
//Fire AutoBalance in 30 sec if enabled
function UnbalancedSound( %game )
function NotifyUnbalanced( %game )
{
if( $UnbalancedMsgPlayed $= 1 )
if(isEventPending($NotifySchedule))
cancel($NotifySchedule);
if( $TBNStatus $= "NOTIFY" ) //If Status has changed to EVEN or anything else.
{
//Team Count code by Keen
$PlayerCount[0] = 0;
@ -73,8 +85,7 @@ function UnbalancedSound( %game )
if( %team1difference == 1 || %team2difference == 1 || $PlayerCount[1] == $PlayerCount[2] )
{
//Reset
$UnbalancedMsgPlayed = 0;
ResetTBNStatus();
return;
}
//Continue
@ -84,42 +95,39 @@ function UnbalancedSound( %game )
if( $Host::EnableAutobalance )
{
messageAll('MsgTeamBalanceNotify', '\c1Teams are unbalanced: \c0Autobalance Initializing.~wgui/vote_nopass.wav');
schedule(30000, 0, "Autobalance", %game );
$AutoBalanceSchedule = schedule(30000, 0, "Autobalance", %game );
}
//If Autobalance is disabled, message only.
else if( $Host::EnableTeamBalanceNotify )
{
messageAll('MsgTeamBalanceNotify', '\c1Teams are unbalanced: \c0%1 vs %2 with %3 observers.~wgui/vote_nopass.wav', $PlayerCount[1], $PlayerCount[2], $PlayerCount[0] );
schedule(13000, 0, "ResetTeamBalanceNotifyGameOver");
schedule(15000, 0, "ResetClientChangedTeams");
schedule(13000, 0, "ResetTBNStatus");
schedule(15000, 0, "ResetGetCountsStatus");
}
}
}
}
// Reset Notify
function ResetTeamBalanceNotifyGameOver()
// Reset TBNStatus
function ResetTBNStatus()
{
//Reset All TeamBalance Variables
$BalancedMsgPlayed = -1;
$UnbalancedMsgPlayed = -1;
$TBNStatus = "IDLE";
}
// Reset every map change
package ResetTeamBalanceNotify
package ResetTBNGameOver
{
function DefaultGame::gameOver(%game)
{
Parent::gameOver(%game);
//Reset All TeamBalance Variables
ResetTeamBalanceNotifyGameOver();
//Reset TBNStatus
ResetTBNStatus();
}
};
// Prevent package from being activated if it is already
if (!isActivePackage(ResetTeamBalanceNotify))
activatePackage(ResetTeamBalanceNotify);
if (!isActivePackage(ResetTBNGameOver))
activatePackage(ResetTBNGameOver);