forked from Dadido3/D3stats
Lots of stuff
- Changed XP distribution - Changed level names - Moved string to the settings file - Overlay position is now inside settings file - Added map statistics - Added Use_Hammer permission - Added spreadsheet for XP calculation
This commit is contained in:
parent
a50c3e0359
commit
ada745fd1b
BIN
XP Spreadsheet.ods
Normal file
BIN
XP Spreadsheet.ods
Normal file
Binary file not shown.
@ -6,12 +6,9 @@ end
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-- HUD on the left top of the screen
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function d3stats.Overlay_Init()
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local screenscale = BetterScreenScale()
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d3stats.D3StatsOverlay = vgui.Create( "D3StatsOverlay" )
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d3stats.D3StatsOverlay:SetPos( 0, screenscale * 80 )
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d3stats.D3StatsOverlay:SetPos( d3stats.Overlay_X, d3stats.Overlay_Y )
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d3stats.D3StatsOverlay:SetSize( 350, 100 )
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end
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-- Call this function from cl_targetid.lua in the gamemode. Works for ZS, needs adjustments for other gamemodes.
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@ -14,4 +14,3 @@ include( "vgui/overlay.lua" )
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hook.Add( "Initialize", "D3Stats_Init", function ()
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d3stats.Overlay_Init()
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end )
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@ -23,4 +23,28 @@ end )
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-- Message on levelchange
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hook.Add( "D3Stats_LevelChanged", "D3Stats_ZS_LevelChanged", function ( ply, oldLevel, Level )
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ply:CenterNotify( Color( 0, 255, 255 ), "You ascended to level " .. tostring( Level ) .. " \"" .. d3stats.Levels[Level].Name .. "\"")
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end )
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-- Handle "Use_Hammer" permission. TODO: Only prevent that the person can nail things
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hook.Add( "PlayerSwitchWeapon", "D3Stats_ZS_EquipHammer", function( ply, oldWeapon, newWeapon )
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local Class = newWeapon:GetClass()
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if not ply:D3Stats_HasPermission( "Use_Hammer" ) then
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if Class == "weapon_zs_hammer" or Class == "weapon_zs_electrohammer" then
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ply:CenterNotify( Color( 255, 0, 0 ), string.format( d3stats.Disallow_Hold_Hammer, d3stats.GetPermissionLevel( "Use_Hammer" ) ) )
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return true
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end
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end
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end )
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-- Handle EndRound events for statistics
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hook.Add( "EndRound", "D3Stats_ZS_EndRound", function( team )
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local won = ( TEAM_SURVIVORS == team ) and true or false
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d3stats.Map_End( won )
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end )
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-- Display map statistic message when the player joined
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hook.Add( "PlayerReady", "D3Stats_Map_PlayerReady", function ( ply )
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d3stats.Map_Message( false, ply )
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end )
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@ -21,6 +21,8 @@ include( "sh_level.lua" )
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include( "sh_concommand.lua" )
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include( "gamemodes/sv_zombiesurvival.lua" )
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include( "sv_storage.lua" )
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include( "sv_map.lua" )
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include( "sv_network.lua" )
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hook.Add( "PlayerInitialSpawn", "D3Stats_PlayerSpawn", function ( ply )
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@ -32,6 +34,15 @@ hook.Add( "PlayerInitialSpawn", "D3Stats_PlayerSpawn", function ( ply )
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ply:SetNWInt( "D3Stats_Level", ply.D3Stats_Level )
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end )
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-- Initialisation
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hook.Add( "Initialize", "D3Stats_Init", function ()
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d3stats.Storage.Initialize()
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resource.AddFile("resource/fonts/ghoulfriaoe.ttf")
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resource.AddFile("resource/fonts/hauntaoe.ttf")
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resource.AddFile("resource/fonts/nightaoe.ttf")
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end )
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local meta = FindMetaTable( "Player" )
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if not meta then return end
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@ -84,4 +95,4 @@ function meta:D3Stats_HasPermission( Permission )
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end
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return d3stats.LevelCheckPermission( self:D3Stats_GetLevel(), Permission )
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end
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end
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@ -2,7 +2,7 @@
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function d3stats.CalculateLevel( XP )
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local Level = 1
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for key, value in pairs(d3stats.Levels) do
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for key, value in pairs( d3stats.Levels ) do
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if value.XP_needed <= XP then
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Level = key
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else
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@ -17,7 +17,12 @@ end
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function d3stats.LevelCheckPermission( Level, Permission )
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local Granted = false
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for key, value in pairs(d3stats.Levels) do
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-- If the permission is not on the list, allow it
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if not d3stats.Permissions[Permission] then
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return true
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end
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for key, value in pairs( d3stats.Levels ) do
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if key <= Level then
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if value.Permissions and value.Permissions[Permission] then
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Granted = value.Permissions[Permission]
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@ -30,6 +35,23 @@ function d3stats.LevelCheckPermission( Level, Permission )
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return Granted
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end
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-- Returns what level is needed for the given permission
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function d3stats.GetPermissionLevel( Permission )
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local Level
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if not d3stats.Permissions[Permission] then
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return 1
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end
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for key, value in pairs( d3stats.Levels ) do
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if value.Permissions and value.Permissions[Permission] then
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return key
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end
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end
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return nil
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end
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-- Count the amount of online players who have the permission
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if SERVER then
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function d3stats.CountPermissionPlayers( Permission, Team )
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@ -37,7 +59,7 @@ if SERVER then
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local players = player.GetAll()
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for key, ply in pairs( players ) do
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if Team == nil or pl:Team() == Team then
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if Team == nil or ply:Team() == Team then
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if d3stats.LevelCheckPermission( ply:D3Stats_GetLevel(), Permission ) == true then
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Counter = Counter + 1
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end
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@ -5,47 +5,48 @@ Settings and level definitions are stored in here
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]]
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-- Permissions
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-- AllowIfLessThan: If the amount of players who have the permission is lower than this number, allow it anyways
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-- Team: Reduces count to the specified team. In ZS: TEAM_SURVIVOR = 4
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-- Everything not in this list will be allowed by default
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-- AllowIfLessThan: If the amount of players who have the permission is lower than this number, allow it anyway
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-- Team: Reduces count to the specified team. In ZS: TEAM_SURVIVOR = 4,
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d3stats.Permissions = {
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["Buy_Hammer"] = { AllowIfLessThan = 2, Team = 4 },
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["Use_Hammer"] = { AllowIfLessThan = 2, Team = 4 },
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["Buy_Hammer"] = { AllowIfLessThan = 4, Team = 4 },
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["Use_Hammer"] = { AllowIfLessThan = 4, Team = 4 },
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}
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-- Levels, please sort by XP
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d3stats.Levels = {
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{ XP_needed = 0, Name = "Kleiner" },
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{ XP_needed = 500, Name = "Lesser Kleiner" },
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{ XP_needed = 1000, Name = "Dayfly" },
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{ XP_needed = 2000, Name = "Apprentice", Permissions = { ["Buy_Hammer"] = true, ["Use_Hammer"] = true } },
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{ XP_needed = 3000, Name = "Adventurer" },
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{ XP_needed = 4000, Name = "Scout" },
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{ XP_needed = 5000, Name = "Guardian" },
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{ XP_needed = 6000, Name = "Fighter" },
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{ XP_needed = 7000, Name = "Brawler" },
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{ XP_needed = 8000, Name = "Scrapper" },
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{ XP_needed = 9000, Name = "Skirmisher" },
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{ XP_needed = 10000, Name = "Battler" },
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{ XP_needed = 15000, Name = "Marauder" },
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{ XP_needed = 20000, Name = "Slayer" },
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{ XP_needed = 25000, Name = "Mercenary" },
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{ XP_needed = 30000, Name = "Swordsman" },
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{ XP_needed = 35000, Name = "Freelancer" },
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{ XP_needed = 40000, Name = "Swashbuckler" },
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{ XP_needed = 45000, Name = "Vanquisher" },
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{ XP_needed = 50000, Name = "Exemplar" },
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{ XP_needed = 60000, Name = "Conqueror" },
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{ XP_needed = 70000, Name = "Specialist" },
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{ XP_needed = 80000, Name = "Lieutenant" },
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{ XP_needed = 90000, Name = "Captain" },
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{ XP_needed = 100000, Name = "Major" },
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{ XP_needed = 133333, Name = "Colonel" },
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{ XP_needed = 166666, Name = "General" },
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{ XP_needed = 200000, Name = "Champion" },
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{ XP_needed = 250000, Name = "Hero" },
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{ XP_needed = 300000, Name = "Legend" },
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{ XP_needed = 500000, Name = "Demigod" },
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{ XP_needed = 1000000, Name = "God" },
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{ XP_needed = 500, Name = "Citizen" },
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{ XP_needed = 1370, Name = "Survivor" },
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{ XP_needed = 2612, Name = "Rogue" },
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{ XP_needed = 4225, Name = "Engineer", Permissions = { ["Buy_Hammer"] = true, ["Use_Hammer"] = true } },
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{ XP_needed = 6209, Name = "Scout" },
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{ XP_needed = 8564, Name = "Officer" },
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{ XP_needed = 11290, Name = "Guardian" },
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{ XP_needed = 14387, Name = "Fighter" },
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{ XP_needed = 17854, Name = "Brawler" },
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{ XP_needed = 21693, Name = "Scrapper" },
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{ XP_needed = 25903, Name = "Skirmisher" },
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{ XP_needed = 30483, Name = "Battler" },
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{ XP_needed = 35435, Name = "Marauder" },
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{ XP_needed = 40758, Name = "Slayer" },
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{ XP_needed = 46451, Name = "Mercenary" },
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{ XP_needed = 52516, Name = "Swordsman" },
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{ XP_needed = 58951, Name = "Freelancer" },
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{ XP_needed = 65758, Name = "Swashbuckler" },
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{ XP_needed = 72935, Name = "Vanquisher" },
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{ XP_needed = 80483, Name = "Exemplar" },
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{ XP_needed = 88403, Name = "Conqueror" },
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{ XP_needed = 96693, Name = "Specialist" },
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{ XP_needed = 105354, Name = "Lieutenant" },
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{ XP_needed = 114387, Name = "Captain" },
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{ XP_needed = 123790, Name = "Major" },
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{ XP_needed = 133564, Name = "Colonel" },
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{ XP_needed = 143709, Name = "General" },
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{ XP_needed = 154225, Name = "Champion" },
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{ XP_needed = 165112, Name = "Hero" },
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{ XP_needed = 176370, Name = "Legend" },
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{ XP_needed = 188000, Name = "Demigod" },
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{ XP_needed = 200000, Name = "God" },
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}
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d3stats.PlayerPointsAdded_Limit = 200 -- Ignore all "PlayerPointsAdded" callbacks above this XP value
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@ -56,12 +57,39 @@ d3stats.ZombieKilledHuman_Static = 100 -- Amount of XP a zombie gets for killin
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d3stats.ZombieKilledHuman_Max = 1000 -- Upper XP reward clamp
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d3stats.ZombieKilledHuman_Min = 0 -- Lower XP reward clamp
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-- Fonts
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-- Messages TODO: Multilanguage
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d3stats.Disallow_Hold_Hammer = "You can't use the hammer until you have reached level %i"
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d3stats.MapStats_Zero = "We are playing %s." -- Message to players who just joined
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d3stats.MapStats = "We are playing %s. Humans won %i of %i times (%.1f%%)" -- Message to players who just joined (With statistics)
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d3stats.MapStats_End = "%s has been won %i of %i times (%.1f%%)" -- Message to all players at the end of the round (With statistics)
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if CLIENT then
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surface.CreateFont( "D3Stats_OverlayFont", {
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font = "Typenoksidi",
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extended = true,
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size = 16,
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-- Overlay positions
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d3stats.Overlay_X = 0
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d3stats.Overlay_Y = 80 * math.Clamp(ScrH() / 1080, 0.6, 1) -- This needs to be redone
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-- Fonts
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surface.CreateFont( "D3Stats_OverlayFont_XP", {
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font = "Ghoulish Fright AOE",
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extended = false,
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size = 22,
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weight = 0,
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blursize = 0,
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scanlines = 0,
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antialias = true,
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underline = false,
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italic = false,
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strikeout = false,
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symbol = false,
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rotary = false,
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shadow = false,
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additive = false,
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outline = false,
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} )
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surface.CreateFont( "D3Stats_OverlayFont_Level", {
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font = "Haunt AOE",
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extended = false,
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size = 26,
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weight = 0,
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blursize = 0,
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scanlines = 0,
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@ -75,7 +103,8 @@ if CLIENT then
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additive = false,
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outline = true,
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} )
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d3stats.Font_Overlay = "D3Stats_OverlayFont"
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d3stats.Font_TargetID = "D3Stats_OverlayFont"
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d3stats.Font_Overlay_XP = "D3Stats_OverlayFont_XP"
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d3stats.Font_Overlay_Level = "D3Stats_OverlayFont_Level"
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d3stats.Font_TargetID = "ZSHUDFontTiny" -- Use ZS Font
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end
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33
lua/d3stats/sv_map.lua
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33
lua/d3stats/sv_map.lua
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@ -0,0 +1,33 @@
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function d3stats.Map_Message( roundend, ply )
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local map = game.GetMap()
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local count, wins, avg_players = d3stats.Storage.Map_Get( map )
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local Message
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if count > 0 then
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if roundend == true then
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Message = string.format( d3stats.MapStats_End, map, wins, count, wins / count * 100 )
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else
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Message = string.format( d3stats.MapStats, map, wins, count, wins / count * 100 )
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end
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else
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Message = string.format( d3stats.MapStats_Zero, map )
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end
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if ply then
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ply:ChatPrint( Message )
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else
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PrintMessage( HUD_PRINTTALK, Message )
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end
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end
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function d3stats.Map_End( won )
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local map = game.GetMap()
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d3stats.Storage.Map_AddOutcome( map, won, #player.GetAll() )
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d3stats.Map_Message( true )
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end
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--d3stats.Map_End( false )
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--d3stats.Map_Message( false, player.GetByID(1) )
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53
lua/d3stats/sv_storage.lua
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53
lua/d3stats/sv_storage.lua
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@ -0,0 +1,53 @@
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--[[
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Storage stuff
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]]
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d3stats.Storage = {}
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function d3stats.Storage.Initialize()
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-- Storage for map data
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if not sql.TableExists( "d3stats_maps") then
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local result = sql.Query( "CREATE TABLE d3stats_maps ( name varchar(255) PRIMARY KEY, count INT, wins INT, avg_players REAL )" )
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end
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end
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function d3stats.Storage.Map_AddOutcome( name, won, players )
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local count = 1
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local wins = 0
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local avg_players = players
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if won == true then wins = 1 end
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local result = sql.QueryRow( "SELECT count, wins, avg_players FROM d3stats_maps WHERE name = '" .. name .. "'" )
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if result then
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if result ~= false then
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count = count + tonumber( result.count )
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wins = tonumber( result.wins ) + 1 * ( won and 1 or 0 )
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avg_players = ( players + tonumber( result.avg_players ) ) / 2
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else
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Print(sql.LastError())
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end
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end
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local result = sql.Query( "INSERT OR REPLACE INTO d3stats_maps ( name, count, wins, avg_players ) VALUES ( '" .. name .. "', " .. tostring(count) .. ", " .. tostring(wins) .. ", " .. tostring(avg_players) .. " );" )
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end
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function d3stats.Storage.Map_Get( name )
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local count = 0
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local wins = 0
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local avg_players = 0
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local result = sql.QueryRow( "SELECT count, wins, avg_players FROM d3stats_maps WHERE name = '" .. name .. "'" )
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if result then
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if result ~= false then
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count = tonumber( result.count )
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wins = tonumber( result.wins )
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avg_players = tonumber( result.avg_players )
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else
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Print(sql.LastError())
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end
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end
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return count, wins, avg_players
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end
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@ -4,11 +4,21 @@ function PANEL:Init()
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self.Progress = vgui.Create( "DProgress", self )
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self.Progress:SetPos( 10, 10 )
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self.Progress:SetSize( 200, 10 )
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self.Progress:SetSize( 200, 20 )
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self.Label_XP = vgui.Create( "DLabel", self )
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self.Label_XP:SetTextColor( color_black )
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self.Label_XP:SetFont( d3stats.Font_Overlay_XP )
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self.Label_XP:SetSize( 200, 20 )
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self.Label_XP:SetPos( 10, 10 ) -- Set the position of the label
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self.Label_XP:SetContentAlignment( 5 )
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self.Label_Level = vgui.Create( "DLabel", self )
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self.Label_Level:SetFont( d3stats.Font_Overlay_Level )
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self.Label_Level:SetPos( 10, 35 ) -- Set the position of the label
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self.Label_Level:SetSize( 200, 20 )
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self.Label_Level:SetContentAlignment( 5 )
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self.Label = vgui.Create( "DLabel", self )
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self.Label:SetFont(d3stats.Font_Overlay)
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self.Label:SetPos( 10, 25 ) -- Set the position of the label
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self:StatsUpdate( 0, 1 )
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--self.Label:SetDark( 1 ) -- Set the colour of the text inside the label to a darker one
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@ -22,19 +32,25 @@ function PANEL:Paint( aWide, aTall )
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end
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function PANEL:StatsUpdate( XP, Level )
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local Text
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local Text_XP
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local Text_Level
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local Fraction
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if d3stats.Levels[Level+1] then
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Text = "XP: " .. tostring( XP ) .. " / " .. d3stats.Levels[Level+1].XP_needed .. "\nLevel: " .. tostring( Level ) .. " \"" .. d3stats.Levels[Level].Name .. "\""
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Text_XP = "XP: " .. tostring( XP ) .. " / " .. d3stats.Levels[Level+1].XP_needed
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Fraction = ( XP - d3stats.Levels[Level].XP_needed ) / ( d3stats.Levels[Level+1].XP_needed - d3stats.Levels[Level].XP_needed )
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else
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Text = "XP: " .. tostring( XP ) .. "\nLevel: " .. tostring( Level ) .. " \"" .. d3stats.Levels[Level].Name .. "\""
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Text_XP = "XP: " .. tostring( XP )
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Fraction = 1
|
||||
end
|
||||
|
||||
self.Label:SetText( Text ) -- Set the text of the label
|
||||
self.Label:SizeToContents() -- Size the label to fit the text in it
|
||||
Text_Level = "Level: " .. tostring( Level ) .. " \"" .. d3stats.Levels[Level].Name .. "\""
|
||||
|
||||
self.Label_XP:SetText( Text_XP ) -- Set the text of the label
|
||||
--self.Label_XP:SizeToContents() -- Size the label to fit the text in it
|
||||
|
||||
self.Label_Level:SetText( Text_Level ) -- Set the text of the label
|
||||
--self.Label_Level:SizeToContents() -- Size the label to fit the text in it
|
||||
|
||||
self.Progress:SetFraction( Fraction )
|
||||
|
||||
|
BIN
resource/fonts/ghoulfriaoe.ttf
Normal file
BIN
resource/fonts/ghoulfriaoe.ttf
Normal file
Binary file not shown.
BIN
resource/fonts/hauntaoe.ttf
Normal file
BIN
resource/fonts/hauntaoe.ttf
Normal file
Binary file not shown.
BIN
resource/fonts/nightaoe.ttf
Normal file
BIN
resource/fonts/nightaoe.ttf
Normal file
Binary file not shown.
Loading…
Reference in New Issue
Block a user