Check if map should be ignored

This commit is contained in:
David Vogel 2018-07-16 17:02:46 +02:00
parent d0a0f452c6
commit 36db2dbd0d
2 changed files with 8 additions and 6 deletions

View File

@ -51,6 +51,8 @@ hook.Add("WaveStateChanged", "pointsave_zombieintervalactivator", function()
end end
end) end)
-- TODO: Reset counters on new round.
local function postStatistics(mapParams, timesPlayed, freqMult, zombiePercentCalcMap) local function postStatistics(mapParams, timesPlayed, freqMult, zombiePercentCalcMap)
PrintMessage(HUD_PRINTTALK,"<c=0,255,255>This map has been played "..timesPlayed.." times with humans winning "..(mapParams.TimesWon).." times.("..(math.Round((mapParams.TimesWon/timesPlayed)*100)).."%)</c>") PrintMessage(HUD_PRINTTALK,"<c=0,255,255>This map has been played "..timesPlayed.." times with humans winning "..(mapParams.TimesWon).." times.("..(math.Round((mapParams.TimesWon/timesPlayed)*100)).."%)</c>")
PrintMessage(HUD_PRINTTALK,"<c=0,255,255>Zombies were only playing for "..math.Round(zombiePercentCalcMap * 100).."% of the time.</c>") PrintMessage(HUD_PRINTTALK,"<c=0,255,255>Zombies were only playing for "..math.Round(zombiePercentCalcMap * 100).."% of the time.</c>")
@ -62,7 +64,7 @@ end
hook.Add("PostEndRound", "pointsave_givedapoints", function(winner) hook.Add("PostEndRound", "pointsave_givedapoints", function(winner)
timer.Destroy("pointsave_zombieintervalcounter") timer.Destroy("pointsave_zombieintervalcounter")
-- TODO: Check if map should be ignored if PointSaving_shouldIgnoreMap(game.GetMap()) then return end
timer.Simple(0, function() timer.Simple(0, function()
print("point bonus hook") print("point bonus hook")
@ -126,7 +128,7 @@ hook.Add("PostEndRound", "pointsave_givedapoints", function(winner)
if ply:Team() == TEAM_HUMAN then if ply:Team() == TEAM_HUMAN then
pointsToGivePly = math.Round(pointsToGive) pointsToGivePly = math.Round(pointsToGive)
else else
pointsToGivePly = math.Round(pointsToGive * settings.ZombiePointsFactor) - points * settings.LosePointReduction pointsToGivePly = math.Round(pointsToGive * settings.ZombiePointsFactor) - points * settings.LosePointReduction -- TODO: Reduce points on death, not round end to avoid cheating
end end
-- Limit pointsToGivePly -- Limit pointsToGivePly
if points + pointsToGivePly < 0 then pointsToGivePly = -points end if points + pointsToGivePly < 0 then pointsToGivePly = -points end

View File

@ -10,14 +10,14 @@ local settings = {
} }
} }
local function shouldIgnoreMap(mapName) function PointSaving_shouldIgnoreMap(mapName)
for k, v in ipairs(settings.IgnoredMaps) do for k, v in ipairs(settings.IgnoredMaps) do
if string.match(string.lower(mapName), "^"..v) then return true end if string.match(string.lower(mapName), "^"..v) then return true end
end end
end end
local function savePoints(ply) local function savePoints(ply)
if shouldIgnoreMap(game.GetMap()) then return end if PointSaving_shouldIgnoreMap(game.GetMap()) then return end
if ply:Team() == TEAM_HUMAN then if ply:Team() == TEAM_HUMAN then
--print("### PS Saved: "..ply:GetPoints()) --print("### PS Saved: "..ply:GetPoints())
@ -28,7 +28,7 @@ hook.Add("PlayerDeath", "pointsave_death", savePoints)
hook.Add("PlayerDisconnected", "pointsave_disconnect", savePoints) hook.Add("PlayerDisconnected", "pointsave_disconnect", savePoints)
hook.Add("PostEndRound", "pointsave_postendround", function(winner) hook.Add("PostEndRound", "pointsave_postendround", function(winner)
if shouldIgnoreMap(game.GetMap()) then return end if PointSaving_shouldIgnoreMap(game.GetMap()) then return end
for k, ply in pairs(player.GetAll()) do for k, ply in pairs(player.GetAll()) do
savePoints(ply) savePoints(ply)
@ -38,7 +38,7 @@ end)
-- TODO: Save points every minute or so -- TODO: Save points every minute or so
local function loadPoints(ply) local function loadPoints(ply)
if shouldIgnoreMap(game.GetMap()) then return end if PointSaving_shouldIgnoreMap(game.GetMap()) then return end
timer.Simple(0, function() timer.Simple(0, function()
if IsValid(ply) and ply:Team() == TEAM_HUMAN then if IsValid(ply) and ply:Team() == TEAM_HUMAN then