--[[ The MIT License (MIT) Copyright (c) 2015-2018 Xaymar Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. --]] include "base.lua" local CLASS = state("PostRound", GM.States.PostRound) function CLASS:OnEnter(OldState) if GAMEMODE.Config:DebugLog() then print("StatePostRound: OnEnter") end GAMEMODE:SetRoundState(GAMEMODE.States.PostRound) GAMEMODE.Data.RoundStartTime = CurTime() -- Fretta Hooks hook.Run("RoundEnd") end function CLASS:Tick() -- Advance State if (CurTime() - GAMEMODE.Data.RoundStartTime) >= 5 then -- ToDo: configureable time? RoundManager:SetState(StatePostMatch) local players = team.GetPlayers(GAMEMODE.Teams.Seekers) table.Add(players, team.GetPlayers(GAMEMODE.Teams.Hiders)) -- Assign end of round weighted points. local aliveSeekers = 0 local aliveHiders = 0 for i,ply in ipairs(players) do if ply:Alive() then if (ply:Team() == GAMEMODE.Teams.Hiders) then aliveHiders = aliveHiders + 1 elseif (ply:Team() == GAMEMODE.Teams.Seekers) then aliveSeekers = aliveSeekers + 1 end end end for i,ply in ipairs(players) do local score = 0 if (ply:Team() == GAMEMODE:GetRoundWinner()) then if (ply:Alive()) then score = 2 else score = 1 end if (ply:Team() == GAMEMODE.Teams.Hiders) then score = score * aliveHiders elseif (ply:Team() == GAMEMODE.Teams.Seekers) then score = -1 * score * aliveSeekers end end ply.Data.RandomWeight = ply.Data.RandomWeight + score end -- Team Distribution if (GAMEMODE.Config.Teams:Weighted() == true) then -- Weighted Teams if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Randomizing Teams using weighted Score.") end -- table.sort function returns true if it should a should be before b. table.sort(players, function(a, b) if (a.Data.RandomWeight == b.Data.RandomWeight) then return math.random(100) > 50 else return a.Data.RandomWeight > b.Data.RandomWeight end end) elseif (GAMEMODE.Config.Teams:Randomize() == true) then -- Randomize Teams if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Randomizing Teams.") end table.sort(players, function(a,b) return math.random(100) > 50 end) else -- Swap Teams if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Swapping Teams.") end table.sort(players, function(a,b) return (math.random(100) > 50) end) table.sort(players, function(a,b) if (b:Team() == GAMEMODE.Teams.Seekers) then return (a:Team() == GAMEMODE.Teams.Hiders) end return false end) end -- Team Distribution Logic local hiders, seekers = {}, {} local plyCount, finalPlyCount = #players, math.max(math.ceil(#players / 2), 1) for c = 1,finalPlyCount do seekers[c] = table.remove(players, 1) end hiders = players -- Kill & Assign Teams for i, ply in ipairs(hiders) do if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Assigned '"..ply:GetName().."' (SteamID: "..ply:SteamID()..") to Team Hiders.") end ply:KillSilent() ply:SetTeam(GAMEMODE.Teams.Hiders) end for i, ply in ipairs(seekers) do if GAMEMODE.Config:DebugLog() then print("Prop Hunt: Assigned '"..ply:GetName().."' (SteamID: "..ply:SteamID()..") to Team Seekers.") end ply:KillSilent() ply:SetTeam(GAMEMODE.Teams.Seekers) end end end function CLASS:OnLeave(NewState) if GAMEMODE.Config:DebugLog() then print("StatePostRound: OnLeave") end end _G["StatePostRound"] = CLASS