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8 changed files with 326 additions and 36 deletions

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@@ -241,6 +241,7 @@ function GameObject.Is_Transport() end
function GameObject.Can_Land_On_Planet(planet) end
---@public
---@return GameObjectType
function GameObject.Get_Game_Scoring_Type() end
---@public

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@@ -39,3 +39,15 @@ function Add_Tutorial_Text(key, text, duration, r, g, b, a) end
---Removes the specified text key from the tutorial text box.
---@param key string The key to remove.
function Remove_Tutorial_Text(key) end
-- ==================================================
-- GameObjectType extensions
-- ==================================================
---@class GameObjectType
---A generic GameObjectType that represents a C++ GameObjectTypeClass
local GameObjectType = {}
---@public
---Returns the display name for the object type.
---@return string
function GameObjectType.Get_Display_Name() end

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@@ -18,6 +18,12 @@ TextManager = TutorialTextManager:New()
---@type PlayerObject|nil
LocalPlayer = nil
---Frag Index of Kill Stat Tables
FragIndex = 1
---Death Index of Kill Stat Tables
DeathIndex = 2
-- ==================================================
-- Define Faction constants
-- ==================================================

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@@ -47,6 +47,11 @@ end
---Displays unit built combat text.
---@param unit UnitClass The built unit.
function SkirmishGameClass:CombatTextUnitBuilt(unit)
if not self.IsLocalSpectator then
-- No Text feed for combatants
return
end
local owner = self.Players[unit.OwnerId]
if not owner then
@@ -60,8 +65,8 @@ function SkirmishGameClass:CombatTextUnitBuilt(unit)
end
local timeText = FormatTime(unit.BuildTime)
local text = string.format("%s\t<T%d> [%s]: BUILT %s ($%d)", timeText, team.Number, owner.Name, unit.Name,
unit.BuildCost)
local text = string.format("%s [T%d %s]: BUILT %s ($ %d)", timeText, team.Number, team.Faction.DisplayName,
unit.DisplayName, unit.BuildCost)
local faction = Factions[owner.Faction]
---@type ColorStruct
local color
@@ -79,47 +84,57 @@ end
---Displays killed unit combat text.
---@param unit UnitClass The killed unit.
function SkirmishGameClass:CombatTextUnitKilled(unit)
local owner = self.Players[unit.OwnerId]
if not owner then
-- Right now, we don't really care about seeing killed units in the combat feed
-- If we want it in the future, uncomment the lines below.
return
end
-- if not self.IsLocalSpectator then
-- -- No Text feed for combatants
-- return
-- end
local killer = self.Players[unit.KillerId]
local timeText = FormatTime(unit.DeathTime)
-- local owner = self.Players[unit.OwnerId]
if not killer then
local team = self.Teams[owner.TeamId]
-- if not owner then
-- return
-- end
if not team then
return
end
-- local killer = self.Players[unit.KillerId]
-- local timeText = FormatTime(unit.DeathTime)
local text = string.format("%s\t<T%d> [%s]: MISTAKES WERE MADE %s", timeText, team.Number, owner.Name, unit.Name)
local color = ColorStruct:New(0.8, 0.8, 0.8, 1)
-- if not killer then
-- local team = self.Teams[owner.TeamId]
self.CombatFeed:Append(text, -1, color)
else
local team = self.Teams[killer.TeamId]
-- if not team then
-- return
-- end
if not team then
return
end
-- local text = string.format("%s\t<T%d> [%s]: MISTAKES WERE MADE %s", timeText, team.Number, owner.Name,
-- unit.DisplayName)
-- local color = ColorStruct:New(0.8, 0.8, 0.8, 1)
local text = string.format("%s\t<T%d> [%s]: KILLED %s (%s)", timeText, team.Number, killer.Name, unit.Name,
owner.Name)
local faction = Factions[killer.Faction]
---@type ColorStruct
local color = nil
-- self.CombatFeed:Append(text, -1, color)
-- else
-- local team = self.Teams[killer.TeamId]
if faction then
color = faction.Color
else
color = ColorStruct:New(1, 1, 1, 1)
end
-- if not team then
-- return
-- end
self.CombatFeed:Append(text, -1, color)
end
-- local text = string.format("%s\t<T%d> [%s]: KILLED %s (%s)", timeText, team.Number, killer.Name, unit
-- .DisplayName,
-- owner.Name)
-- local faction = Factions[killer.Faction]
-- ---@type ColorStruct
-- local color = nil
-- if faction then
-- color = faction.Color
-- else
-- color = ColorStruct:New(1, 1, 1, 1)
-- end
-- self.CombatFeed:Append(text, -1, color)
-- end
end
-- ==================================================
@@ -140,6 +155,19 @@ function SkirmishGameClass:GetTeam(id)
return self.Teams[id]
end
---Gets the Team of the Player ID.
---@param id integer Player ID.
---@return TeamStruct|nil
function SkirmishGameClass:GetTeamForPlayer(id)
local player = self.Players[id]
if not player then
return nil
end
return self.Teams[player.TeamId]
end
---Gets the Players for the Team ID.
---@param id integer Team ID
---@return PlayerClass[]
@@ -188,6 +216,113 @@ function SkirmishGameClass:CalculateTeamTotalIncome(id)
return totalIncome
end
--- ==================================================
--- Stat tables
--- ==================================================
---Updates the Tactical Kill Stats Table with the killed object.
---@param unit UnitClass The object that was killed.
---@param killer PlayerObject The player that killed the object.
function SkirmishGameClass:UpdateTacticalKillStatsTable(unit, killer)
if not TestValid(killer) then
return
end
-- Update Frags
local fragEntry = self.KillStatsTable[FragIndex]
if not fragEntry then
fragEntry = {}
self.KillStatsTable[FragIndex] = fragEntry
end
local killerId = killer.Get_ID()
if self.IsLocalSpectator then
local killerTeam = self:GetTeamForPlayer(killerId)
if killerTeam and killerTeam.Number == 1 then
-- For the spectator, let's show Team 1's kills on the left side
killerId = LocalPlayer.Get_ID()
end
end
local killerEntry = fragEntry[killerId]
if not killerEntry then
killerEntry = {}
fragEntry[killerId] = killerEntry
end
local killerObjEntry = killerEntry[unit.GameObjectType]
if not killerObjEntry then
killerObjEntry = {
kills = 1,
combat_power = unit.CombatRating,
build_cost = unit.BuildCost,
score_value = unit.ScoreValue
}
killerEntry[unit.GameObjectType] = killerObjEntry
else
killerObjEntry.kills = killerObjEntry.kills + 1
killerObjEntry.combat_power = killerObjEntry.combat_power + unit.CombatRating
killerObjEntry.build_cost = killerObjEntry.build_cost + unit.BuildCost
killerObjEntry.score_value = killerObjEntry.score_value + unit.ScoreValue
end
-- Update Deaths
local deathEntry = self.KillStatsTable[DeathIndex]
if not deathEntry then
deathEntry = {}
self.KillStatsTable[DeathIndex] = deathEntry
end
local ownerId = unit.OwnerId
if self.IsLocalSpectator then
local ownerTeam = self:GetTeamForPlayer(ownerId)
if ownerTeam and ownerTeam.Number == 1 then
-- For the spectator, let's show Team 1's lost units on the left side
ownerId = LocalPlayer.Get_ID()
end
else
-- Non-spectator: show all teammate deaths as local player's losses
local ownerTeam = self:GetTeamForPlayer(ownerId)
local localTeam = self:GetTeamForPlayer(LocalPlayer.Get_ID())
if ownerTeam and localTeam and ownerTeam.Id == localTeam.Id then
ownerId = LocalPlayer.Get_ID()
end
end
local ownerEntry = deathEntry[ownerId]
if not ownerEntry then
ownerEntry = {}
deathEntry[ownerId] = ownerEntry
end
local ownerObjEntry = ownerEntry[unit.GameObjectType]
if not ownerObjEntry then
ownerObjEntry = {
kills = 1,
combat_power = unit.CombatRating,
build_cost = unit.BuildCost,
score_value = unit.ScoreValue
}
ownerEntry[unit.GameObjectType] = ownerObjEntry
else
ownerObjEntry.kills = ownerObjEntry.kills + 1
ownerObjEntry.combat_power = ownerObjEntry.combat_power + unit.CombatRating
ownerObjEntry.build_cost = ownerObjEntry.build_cost + unit.BuildCost
ownerObjEntry.score_value = ownerObjEntry.score_value + unit.ScoreValue
end
end
-- ==================================================
-- Private functions
-- ==================================================

View File

@@ -8,6 +8,7 @@ require("GameManager/TutorialTextFeed")
---@field StartTime integer The start time.
---@field Players PlayerClass[] The combatant players in this game.
---@field CombatFeed TutorialTextFeed Text feed for unit builds and kills.
---@field KillStatsTable table The engine-owned TacticalKillStatsTable reference, set from GameScoring.lua.
TacticalGameClass = {}
TacticalGameClass.__index = TacticalGameClass
@@ -104,6 +105,11 @@ function TacticalGameClass:CombatTextUnitBuilt(unit)
return
end
if not StringCompare(LocalPlayer.Get_Faction_Name(), owner.Faction) then
-- Do not display combat feed for players on opposite factions
return
end
local timeText = FormatTime(unit.BuildTime)
local text = string.format("%s\t[%s]: BUILT %s ($%d)", timeText, owner.Name, unit.Name, unit.BuildCost)
local faction = Factions[owner.Faction]
@@ -142,6 +148,7 @@ function TacticalGameClass:UnitKilled(gameObject, killer)
if killedUnit then
killedUnit:SetDead(killer.Get_ID())
self:UpdateTacticalKillStatsTable(killedUnit, killer)
self:CombatTextUnitKilled(killedUnit)
end
end
@@ -155,6 +162,11 @@ function TacticalGameClass:CombatTextUnitKilled(unit)
return
end
if not StringCompare(LocalPlayer.Get_Faction_Name(), owner.Faction) then
-- Do not display combat feed for players on opposite factions
return
end
local killer = self.Players[unit.KillerId]
local timeText = FormatTime(unit.DeathTime)
@@ -179,6 +191,84 @@ function TacticalGameClass:CombatTextUnitKilled(unit)
end
end
--- ==================================================
--- Stat tables
--- ==================================================
---Updates the Tactical Kill Stats Table with the killed object.
---@param unit UnitClass The object that was killed.
---@param killer PlayerObject The player that killed the object.
function TacticalGameClass:UpdateTacticalKillStatsTable(unit, killer)
if not TestValid(killer) then
return
end
-- Update Frags
local fragEntry = self.KillStatsTable[FragIndex]
if not fragEntry then
fragEntry = {}
self.KillStatsTable[FragIndex] = fragEntry
end
local killerId = killer.Get_ID()
local killerEntry = fragEntry[killerId]
if not killerEntry then
killerEntry = {}
fragEntry[killerId] = killerEntry
end
local killerObjEntry = killerEntry[unit.GameObjectType]
if not killerObjEntry then
killerObjEntry = {
kills = 1,
combat_power = unit.CombatRating,
build_cost = unit.BuildCost,
score_value = unit.ScoreValue
}
killerEntry[unit.GameObjectType] = killerObjEntry
else
killerObjEntry.kills = killerObjEntry.kills + 1
killerObjEntry.combat_power = killerObjEntry.combat_power + unit.CombatRating
killerObjEntry.build_cost = killerObjEntry.build_cost + unit.BuildCost
killerObjEntry.score_value = killerObjEntry.score_value + unit.ScoreValue
end
-- Update Deaths
local deathEntry = self.KillStatsTable[DeathIndex]
if not deathEntry then
deathEntry = {}
self.KillStatsTable[DeathIndex] = deathEntry
end
local ownerEntry = deathEntry[unit.OwnerId]
if not ownerEntry then
ownerEntry = {}
deathEntry[unit.OwnerId] = ownerEntry
end
local ownerObjEntry = ownerEntry[unit.GameObjectType]
if not ownerObjEntry then
ownerObjEntry = {
kills = 1,
combat_power = unit.CombatRating,
build_cost = unit.BuildCost,
score_value = unit.ScoreValue
}
ownerEntry[unit.GameObjectType] = ownerObjEntry
else
ownerObjEntry.kills = ownerObjEntry.kills + 1
ownerObjEntry.combat_power = ownerObjEntry.combat_power + unit.CombatRating
ownerObjEntry.build_cost = ownerObjEntry.build_cost + unit.BuildCost
ownerObjEntry.score_value = ownerObjEntry.score_value + unit.ScoreValue
end
end
-- ==================================================
-- Private functions
-- ==================================================

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@@ -2,9 +2,11 @@ require("PGBase")
---@class UnitClass
---@field Name string Unit name.
---@field DisplayName string The localized display name.
---@field OwnerId integer Owner Player ID.
---@field BuildCost integer Tactical build cost.
---@field CombatRating integer AI combat power rating.
---@field ScoreValue integer Score cost credits.
---@field BuildTime number Game time that this unit was built.
---@field AliveTime number Game time that this unit became "alive".
---@field DeathTime number Game time that this unit was killed.
@@ -15,15 +17,17 @@ UnitClass = {}
UnitClass.__index = UnitClass
---Constructs a new Unit object.
---@param objectType table FoC GameObjectTypeWrapper object
---@param objectType GameObjectType FoC GameObjectTypeWrapper object
---@param playerId integer The Owner Player ID
function UnitClass:New(objectType, playerId)
local self = setmetatable({}, UnitClass)
self.Name = objectType.Get_Name()
self.DisplayName = objectType.Get_Display_Name()
self.OwnerId = playerId
self.BuildCost = objectType.Get_Tactical_Build_Cost()
self.CombatRating = objectType.Get_Combat_Rating()
self.ScoreValue = objectType.Get_Score_Cost_Credits()
self.BuildTime = GetCurrentTime()
self.AliveTime = -1
self.DeathTime = -1

View File

@@ -12,7 +12,7 @@ require("GameManager/SkirmishGameClass")
local DebugCounter = 0
---Debugging service rate.
local ServiceDebugRate = 5
local ServiceDebugRate = 10
---The Galactic Game manager.
---@type GalacticGameClass|nil
@@ -38,6 +38,13 @@ GameSpy_Game_Stats = {}
---@deprecated
GameSpy_Player_Stats = {}
---Tactical Frag/Death Stat Table for post-game.
---[frag|death][playerid][object_type][build_count, credits_spent, combat_power]
TacticalKillStatsTable = {
[FragIndex] = {},
[DeathIndex] = {}
}
-- ==================================================
-- Script State Functions
-- ==================================================
@@ -84,7 +91,31 @@ end
---Script debug servicing.
function ServiceDebug()
DebugMessage("%s -- TacticalKillStatsTable dump:", tostring(Script))
local fragEntry = TacticalKillStatsTable[FragIndex]
if fragEntry then
for playerId, unitTypes in pairs(fragEntry) do
for objType, data in pairs(unitTypes) do
DebugMessage(" FRAG player=%d type=%s kills=%d cp=%d cost=%d score=%d",
playerId, tostring(objType), data.kills, data.combat_power, data.build_cost, data.score_value)
end
end
else
DebugMessage(" FRAG (empty)")
end
local deathEntry = TacticalKillStatsTable[DeathIndex]
if deathEntry then
for playerId, unitTypes in pairs(deathEntry) do
for objType, data in pairs(unitTypes) do
DebugMessage(" DEATH player=%d type=%s kills=%d cp=%d cost=%d score=%d",
playerId, tostring(objType), data.kills, data.combat_power, data.build_cost, data.score_value)
end
end
else
DebugMessage(" DEATH (empty)")
end
end
-- ==================================================
@@ -95,6 +126,15 @@ end
function Reset_Tactical_Stats()
DebugMessage("%s -- In Reset_Tactical_Stats", tostring(Script))
TacticalKillStatsTable = {
[FragIndex] = {},
[DeathIndex] = {}
}
TacticalTeamKillStatsTable = {
[FragIndex] = {},
[DeathIndex] = {}
}
ResetTacticalRegistry()
end
@@ -394,6 +434,7 @@ function Init_Tactical(gameMode)
DebugMessage("%s -- Initializing Tactical %s rules.", tostring(Script), gameMode)
Reset_Tactical_Stats()
TacticalGame = TacticalGameClass:New(gameMode)
TacticalGame.KillStatsTable = TacticalKillStatsTable
GUIManager:InitTactical()
TextManager:RegisterView(TacticalGame.CombatFeed)
TextManager:SetCurrentView("combat_feed")
@@ -418,6 +459,7 @@ function Init_Skirmish(gameMode)
DebugMessage("%s -- Initializing Skirmish Tactical %s rules.", tostring(Script), gameMode)
Reset_Stats()
TacticalGame = SkirmishGameClass:New(gameMode)
TacticalGame.KillStatsTable = TacticalKillStatsTable
GUIManager:InitSkirmish(TacticalGame.IsLocalSpectator)
TextManager:RegisterView(TacticalGame.CombatFeed)
TextManager:SetCurrentView("combat_feed")