Add TacticalKillStatsTable back and make it work for all players on your team / Spectator player shows T1/2 losses separately
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@@ -155,6 +155,19 @@ function SkirmishGameClass:GetTeam(id)
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return self.Teams[id]
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end
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---Gets the Team of the Player ID.
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---@param id integer Player ID.
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---@return TeamStruct|nil
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function SkirmishGameClass:GetTeamForPlayer(id)
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local player = self.Players[id]
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if not player then
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return nil
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end
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return self.Teams[player.TeamId]
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end
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---Gets the Players for the Team ID.
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---@param id integer Team ID
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---@return PlayerClass[]
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@@ -203,6 +216,113 @@ function SkirmishGameClass:CalculateTeamTotalIncome(id)
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return totalIncome
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end
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--- ==================================================
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--- Stat tables
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--- ==================================================
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---Updates the Tactical Kill Stats Table with the killed object.
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---@param unit UnitClass The object that was killed.
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---@param killer PlayerObject The player that killed the object.
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function SkirmishGameClass:UpdateTacticalKillStatsTable(unit, killer)
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if not TestValid(killer) then
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return
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end
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-- Update Frags
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local fragEntry = self.KillStatsTable[FragIndex]
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if not fragEntry then
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fragEntry = {}
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self.KillStatsTable[FragIndex] = fragEntry
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end
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local killerId = killer.Get_ID()
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if self.IsLocalSpectator then
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local killerTeam = self:GetTeamForPlayer(killerId)
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if killerTeam and killerTeam.Number == 1 then
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-- For the spectator, let's show Team 1's kills on the left side
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killerId = LocalPlayer.Get_ID()
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end
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end
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local killerEntry = fragEntry[killerId]
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if not killerEntry then
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killerEntry = {}
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fragEntry[killerId] = killerEntry
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end
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local killerObjEntry = killerEntry[unit.GameObjectType]
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if not killerObjEntry then
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killerObjEntry = {
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kills = 1,
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combat_power = unit.CombatRating,
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build_cost = unit.BuildCost,
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score_value = unit.ScoreValue
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}
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killerEntry[unit.GameObjectType] = killerObjEntry
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else
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killerObjEntry.kills = killerObjEntry.kills + 1
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killerObjEntry.combat_power = killerObjEntry.combat_power + unit.CombatRating
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killerObjEntry.build_cost = killerObjEntry.build_cost + unit.BuildCost
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killerObjEntry.score_value = killerObjEntry.score_value + unit.ScoreValue
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end
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-- Update Deaths
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local deathEntry = self.KillStatsTable[DeathIndex]
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if not deathEntry then
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deathEntry = {}
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self.KillStatsTable[DeathIndex] = deathEntry
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end
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local ownerId = unit.OwnerId
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if self.IsLocalSpectator then
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local ownerTeam = self:GetTeamForPlayer(ownerId)
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if ownerTeam and ownerTeam.Number == 1 then
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-- For the spectator, let's show Team 1's lost units on the left side
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ownerId = LocalPlayer.Get_ID()
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end
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else
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-- Non-spectator: show all teammate deaths as local player's losses
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local ownerTeam = self:GetTeamForPlayer(ownerId)
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local localTeam = self:GetTeamForPlayer(LocalPlayer.Get_ID())
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if ownerTeam and localTeam and ownerTeam.Id == localTeam.Id then
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ownerId = LocalPlayer.Get_ID()
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end
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end
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local ownerEntry = deathEntry[ownerId]
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if not ownerEntry then
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ownerEntry = {}
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deathEntry[ownerId] = ownerEntry
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end
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local ownerObjEntry = ownerEntry[unit.GameObjectType]
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if not ownerObjEntry then
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ownerObjEntry = {
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kills = 1,
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combat_power = unit.CombatRating,
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build_cost = unit.BuildCost,
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score_value = unit.ScoreValue
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}
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ownerEntry[unit.GameObjectType] = ownerObjEntry
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else
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ownerObjEntry.kills = ownerObjEntry.kills + 1
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ownerObjEntry.combat_power = ownerObjEntry.combat_power + unit.CombatRating
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ownerObjEntry.build_cost = ownerObjEntry.build_cost + unit.BuildCost
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ownerObjEntry.score_value = ownerObjEntry.score_value + unit.ScoreValue
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end
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end
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-- ==================================================
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-- Private functions
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-- ==================================================
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