Files
Gmod-PropHuntExtended/source/gamemodes/prophuntextended/gamemode/server/states/state_postround.lua
T
2018-12-02 06:40:13 +01:00

144 lines
4.9 KiB
Lua

--[[
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"
StatePostRound = state("PostRound")
function StatePostRound: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 StatePostRound:Tick()
-- Advance State
if (CurTime() - GAMEMODE.Data.RoundStartTime) >= 5 then -- ToDo: configureable time?
GAMEMODE.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 = {}, {}
if (GAMEMODE.Config:GameType() == GAMEMODE.Types.Original) then
-- Game Mode: Basic
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
elseif (GAMEMODE.Config:GameType() == GAMEMODE.Types.TheDeadHunt) then
-- Game Mode: The Dead Hunt
local plyCount, finalPlyCount = #players, math.max(math.ceil(#players * GAMEMODE.Config.Teams:SeekerPercentage()), 1)
for c = 1,finalPlyCount do
seekers[c] = table.remove(players, 1)
end
hiders = players
end
-- 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 StatePostRound:OnLeave(NewState)
if GAMEMODE.Config:DebugLog() then print("StatePostRound: OnLeave") end
end