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XmlRpc.Script.txt
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XmlRpc.Script.txt
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/**
* XmlRpc lib for Shootmania
* Simple commons callbacks
* And mode specific callbacks
*/
#Const Version "2015-03-05"
#Const ScriptName "XmlRpc.Script.txt"
#Include "TextLib" as TL
#Include "MathLib" as ML
#Include "Libs/Nadeo/XmlRpcCommon.Script.txt" as XmlRpc
// ---------------------------------- //
// Globales
// ---------------------------------- //
declare Boolean G_IsInWarmUp;
// ---------------------------------- //
// Functions
// ---------------------------------- //
// ---------------------------------- //
// Private
// ---------------------------------- //
// ---------------------------------- //
/** Get the current rankings of the players
* Format:
* Login1:Score1;Login2:Score2;Login3:Score3
*
* @return The rankings of the player;
*/
Text Private_GetRankings() {
declare Rankings = "";
declare Total = 0;
foreach (Score in Scores) {
Total += 1;
Rankings ^= Score.User.Login^":"^Score.RoundPoints+Score.Points;
if (Total < Scores.count) Rankings ^= ";";
}
return Rankings;
}
// ---------------------------------- //
/** Find a player from his login
*
* @param _Login The login of the player to find
*
* @return The player if found, null otherwise
*/
CSmPlayer Private_FindPlayer(Text _Login) {
foreach (Player in AllPlayers) {
if (Player.User.Login == _Login) return Player;
}
return Null;
}
// ---------------------------------- //
/** Hide/Show the alt layers when pressing the alt key
*
* @param _Action True -> show, False -> hide
* @param _Login Login of the player to update
*/
Void Private_ToggleAltMenu(Boolean _Action, Text _Login) {
declare Player <=> Private_FindPlayer(_Login);
if (Player == Null) return;
declare UI <=> UIManager.GetUI(Player);
if (UI == Null) return;
UI.AltMenuNoDefaultScores = !_Action;
UI.AltMenuNoCustomScores = !_Action;
}
// ---------------------------------- //
// Public
// ---------------------------------- //
// ---------------------------------- //
/** Return the version number of the script
*
* @return The version number of the script
*/
Text GetScriptVersion() {
return Version;
}
// ---------------------------------- //
/** Return the name of the script
*
* @return The name of the script
*/
Text GetScriptName() {
return ScriptName;
}
// ---------------------------------- //
/** Check the base XmlRpc library for the documentation
* of the following functions
*/
Void Enable() {
XmlRpc::Enable();
}
Void Disable() {
XmlRpc::Disable();
}
Boolean IsEnabled() {
return XmlRpc::IsEnabled();
}
Void SendCallbackArray(Text _Name, Text[] _Data) {
XmlRpc::SendCallbackArray(_Name, _Data);
}
Void SendCallback(Text _Name, Text _Data) {
XmlRpc::SendCallback(_Name, _Data);
}
Void RegisterCallback(Text _Name, Text _Doc) {
XmlRpc::RegisterCallback(_Name, _Doc);
}
Void UnregisterCallback(Text _Name) {
XmlRpc::UnregisterCallback(_Name);
}
Boolean CallbackIsBlocked(Text _Name) {
return XmlRpc::CallbackIsBlocked(_Name);
}
Boolean CallbackIsAllowed(Text _Name) {
return XmlRpc::CallbackIsAllowed(_Name);
}
Text[] ListCallbacks(Boolean _SendCallback) {
return XmlRpc::ListCallbacks(_SendCallback);
}
Text CallbackHelp(Text _Name, Boolean _SendCallback) {
return XmlRpc::CallbackHelp(_Name, _SendCallback);
}
Void BlockCallback(Text _Name) {
XmlRpc::BlockCallback(_Name);
}
Void BlockAllCallbacks() {
XmlRpc::BlockAllCallbacks();
}
Void UnblockCallback(Text _Name) {
XmlRpc::UnblockCallback(_Name);
}
Void UnblockAllCallbacks() {
XmlRpc::UnblockAllCallbacks();
}
Text[] GetBlockedCallbacks(Boolean _SendCallback) {
return XmlRpc::GetBlockedCallbacks(_SendCallback);
}
// ---------------------------------- //
/// Unload the library
Void Unload() {
UnregisterCallback("LibXmlRpc_Rankings");
UnregisterCallback("LibXmlRpc_PlayerRanking");
UnregisterCallback("LibXmlRpc_Scores");
UnregisterCallback("LibXmlRpc_OnShoot");
UnregisterCallback("LibXmlRpc_OnHit");
UnregisterCallback("LibXmlRpc_OnNearMiss");
UnregisterCallback("LibXmlRpc_OnArmorEmpty");
UnregisterCallback("LibXmlRpc_OnCapture");
UnregisterCallback("LibXmlRpc_OnPlayerRequestRespawn");
UnregisterCallback("WarmUp_Status");
UnregisterCallback("LibXmlRpc_WarmUp");
UnregisterCallback("Royal_UpdatePoints");
UnregisterCallback("Royal_SpawnPlayer");
UnregisterCallback("Royal_RoundWinner");
UnregisterCallback("TimeAttack_OnStart");
UnregisterCallback("TimeAttack_OnCheckpoint");
UnregisterCallback("TimeAttack_OnFinish");
UnregisterCallback("TimeAttack_OnRestart");
UnregisterCallback("Joust_OnReload");
UnregisterCallback("Joust_SelectedPlayers");
UnregisterCallback("Joust_RoundResult");
UnregisterCallback("Elite_BeginTurn");
UnregisterCallback("Elite_EndTurn");
XmlRpc::Unload();
}
// ---------------------------------- //
/// Load the library
Void Load() {
Unload();
XmlRpc::Load();
RegisterCallback("LibXmlRpc_Rankings", """
* Data : An array with a list of players with their scores
* Example : ["Login1:Score1;Login2:Score2;Login3:Score3;LoginN:ScoreN"]
* Note : This callback is sent just before `LibXmlRpc_EndTurn`, `LibXmlRpc_EndRound`, `LibXmlRpc_EndSubmatch`, `LibXmlRpc_EndMap` and `LibXmlRpc_EndMatch`
""");
RegisterCallback("LibXmlRpc_PlayerRanking", """
* Data : An array with the current rank in the scores, login, nickname, team id, spectator status, away status, points and zone of a player
* Example : ["1", "eole", "b`Side.Eole", "0", "False", "False", "10", "World|Europe|France|Outre-Mer|Reunion"]
* Note : [Rank, Login, NickName, TeamId, IsSpectator, IsAway, CurrentPoints, Zone]
""");
RegisterCallback("LibXmlRpc_Scores", """
* Data : An array with the match and map scores in team modes
* Example : ["1", "0", "5", "6"]
* Note : ["MatchScoreClan1", "MatchScoreClan2", "MapScoreClan1", "MapScoreClan2"]
""");
RegisterCallback("LibXmlRpc_OnShoot", """
* Data : An array with the login of the shooter and the number of the weapon used
* Example : ["ShooterLogin", "1"]
* Note : This callback is sent when a player shoots.
Weapon number -> 1: Laser, 2: Rocket, 3: Nucleus, 5: Arrow
""");
RegisterCallback("LibXmlRpc_OnHit", """
* Data : An array with the login of the shooter, the login of the victim, the amount of damage, the weapon number, the shooter points (the +1, +2, etc displayed in game when you hit someone) and the hit distance.
* Example : ["ShooterLogin", "VictimLogin", "200", "1", "2", "45."]
* Note : This callback is sent when a player is hit.
One armor point = 100 damage. Weapon number -> 1: Laser, 2: Rocket, 3: Nucleus, 5: Arrow. The hit distance is calculated with the position of the payers when the projectile hit, so it's not really accurate for weapons with a travel time.
""");
RegisterCallback("LibXmlRpc_OnNearMiss", """
* Data : An array with the login of the shooter, the login of the victim, the weapon number and the distance of the miss
* Example : ["ShoterLogin", "VictimLogin", "1", "0.05"]
* Note : This callback is sent when a player shot a Laser near another player without hitting him.
The distance is in meter.
""");
RegisterCallback("LibXmlRpc_OnArmorEmpty", """
* Data : An array with the login of the shooter, the login of the victim, the amount of damage, the weapon number and the shooter points (the +1, +2, etc displayed in game when you hit someone)
* Example : ["ShooterLogin", "VictimLogin", "100", "3", "1"]
* Note : This callback is sent when a player has 0 armor (hit by a player, fall in an offzone, ...)
One armor point = 100 damage, Weapon number -> 1: Laser, 2: Rocket, 3: Nucleus, 5: Arrow
""");
RegisterCallback("LibXmlRpc_OnCapture", """
* Data : An array with the login of the players who were on the pole plate when it was captured
* Example : ["Login1;Login2;Login3;LoginN"]
* Note : This callback is sent when a pole is captured.
""");
RegisterCallback("LibXmlRpc_OnPlayerRequestRespawn", """
* Data : An array with the login of the player requesting the respawn
* Example : ["Login"]
* Note : This callback is sent when a player requests a respawn.
""");
RegisterCallback("WarmUp_Status", """
* Data : An array with one value saying if the mode use a warm up or not
* Example : ["True"]
* Note : This callback is sent after using the `WarmUp_GetStatus` method
""");
RegisterCallback("LibXmlRpc_WarmUp", """
* Data : An array with a boolean to indicate if the mode is in warm up or not.
* Example : ["True"]
* Note : This callback is sent when the script receives the `LibXmlRpc_GetWarmUp` trigger.
""");
RegisterCallback("Royal_UpdatePoints", """
* Data : An array with the login of the player scoring the point, the type of points and the number of points
* Example : ["Login", "Pole", "10"]
* Note : This callback is sent when a player scores points.
The points can be of three types: Hit, Pole or Survival
""");
RegisterCallback("Royal_SpawnPlayer", """
* Data : An array with the login of the player spawning and the type of spawn
* Example : ["Login", "1"]
* Note : This callback is sent when a player spawns or respawns.
Two type of spawn -> 0: normal, 1: early . The normal spawn is the first spawn of the player, while an early respawn is when a player respawn during a round before the pole is captured.
""");
RegisterCallback("Royal_RoundWinner", """
* Data : An array with the login of the player who won the round
* Example : ["Login"]
* Note : This callback is sent at the end of the round.
""");
RegisterCallback("TimeAttack_OnStart", """
* Data : An array with the login of the player
* Example : ["Login"]
* Note : This callback is sent when a player starts a run.
""");
RegisterCallback("TimeAttack_OnCheckpoint", """
* Data : An array with the login of the player and its time at the checkpoint
* Example : ["Login", "37840"]
* Note : This callback is sent when a player crosses a checkpoint.
The time is in milliseconds.
""");
RegisterCallback("TimeAttack_OnFinish", """
* Data : An array with the login of the player and its time at the finish
* Example : ["Login", "149890"]
* Note : This callback is sent when a player crosses the finish line.
The time is in milliseconds.
""");
RegisterCallback("TimeAttack_OnRestart", """
* Data : An array with the login of the player and its time at the time of the restart
* Example : ["Login", "3540"]
* Note : This callback is sent when a player asks to respawn or is eliminated.
The time is in milliseconds.
""");
RegisterCallback("Joust_OnReload", """
* Data : An array with the login of the player reloading
* Example : ["Login"]
* Note : This callback is sent when a player touches a pole to reload.
""");
RegisterCallback("Joust_SelectedPlayers", """
* Data : An array with the logins of the two players who'll play the round.
* Example : ["LoginPlayer1", "LoginPlayer2"]
* Note : This callback is sent at the beginning of the round to announce the two opponents.
""");
RegisterCallback("Joust_RoundResult", """
* Data : An array with the logins and score of each player of the round
* Example : ["LoginPlayer1:ScorePlayer1", "LoginPlayer2:ScorePlayer2"]
* Note : This callback is sent at the end of the round.
""");
RegisterCallback("Elite_BeginTurn", """
* Data : An array with the logins of the attacker and defenders
* Example : ["attackerlogin", "defenderlogin1;defenderlogin2;defenderlogin3"]
* Note : This callback is sent after LibXmlRpc_BeginTurn.
* Version : available since ModeSport.Script.txt_v2014-10-13
""");
RegisterCallback("Elite_EndTurn", """
* Data : An array with the type of victory for the round
* Example : [1]
* Note : 1 -> Time limit, 2 -> Capture, 3 -> Attacker eliminated, 4-> Defenders eliminated
* Version : available since ModeSport.Script.txt_v2014-10-13
""");
}
// ---------------------------------- //
/** Send the current rankings
* Data:
* [Rankings]
*/
Void SendRankings() {
if (!CallbackIsAllowed("LibXmlRpc_Rankings")) return;
SendCallbackArray("LibXmlRpc_Rankings", [Private_GetRankings()]);
}
// ---------------------------------- //
/** Send the player ranking
* Data:
* [Rank, Login, NickName, TeamId, IsSpectator, IsAway, CurrentScore, Zone]
*
* @param _Login The login of the player to get
*/
Void SendPlayerRanking(Text _Login) {
if (!CallbackIsAllowed("LibXmlRpc_PlayerRanking")) return;
declare Text[] PlayerRanking;
declare CSmScore PlayerScore;
declare Rank = 0;
foreach (Score in Scores) {
Rank += 1;
if (Score.User.Login == _Login) {
PlayerScore <=> Score;
break;
}
}
if (PlayerScore != Null) {
declare IsAway = False;
declare Player <=> Private_FindPlayer(PlayerScore.User.Login);
if (Player == Null) IsAway = True;
declare RequestsSpectate = False;
if (Player != Null) RequestsSpectate = Player.RequestsSpectate;
declare TeamNum = -1;
if (UseClans) TeamNum = PlayerScore.TeamNum - 1;
PlayerRanking = [
TL::ToText(Rank),
PlayerScore.User.Login,
PlayerScore.User.Name,
TL::ToText(TeamNum),
TL::ToText(RequestsSpectate),
TL::ToText(IsAway),
TL::ToText(PlayerScore.RoundPoints+PlayerScore.Points),
PlayerScore.User.ZonePath
];
}
SendCallbackArray("LibXmlRpc_PlayerRanking", PlayerRanking);
}
// ---------------------------------- //
/** Send the current rankings
* Data:
* [Match Team 1, Match Team 2, Map Team 1, Map Team 2]
*/
Void SendScores() {
if (!CallbackIsAllowed("LibXmlRpc_Scores")) return;
declare MapPoints1 = UIManager.UIAll.ScoreSummary_Points1;
declare MapPoints2 = UIManager.UIAll.ScoreSummary_Points2;
if (MapPoints1 == -1 && MapPoints2 == -1) {
MapPoints1 = UIManager.UIAll.ScoreSummary_RoundPoints1;
MapPoints2 = UIManager.UIAll.ScoreSummary_RoundPoints2;
}
SendCallbackArray("LibXmlRpc_Scores", [
TL::ToText(UIManager.UIAll.ScoreSummary_MatchPoints1),
TL::ToText(UIManager.UIAll.ScoreSummary_MatchPoints2),
TL::ToText(MapPoints1),
TL::ToText(MapPoints2)
]);
}
// ---------------------------------- //
/** Send the warm up status
* Data:
* [IsInWarmUp]
*/
Void SendIsInWarmUp() {
if (!CallbackIsAllowed("LibXmlRpc_WarmUp")) return;
declare IsInWarmUp = "False";
if (G_IsInWarmUp) IsInWarmUp = "True";
SendCallbackArray("LibXmlRpc_WarmUp", [IsInWarmUp]);
}
// ---------------------------------- //
/** Callback sent when starting to load the map
* Data:
* [Number of the map]
*/
Void LoadingMap(Integer _Number, Boolean _Restarted) {
XmlRpc::LoadingMap(_Number, _Restarted);
}
// ---------------------------------- //
/** Callback sent when starting to load the map
* Data:
* [Number of the map]
*/
Void LoadingMap(Integer _Number) {
XmlRpc::LoadingMap(_Number, False);
}
// ---------------------------------- //
/** Callback sent when starting to unload the map
* Data:
* [Number of the map]
*/
Void UnloadingMap(Integer _Number) {
XmlRpc::UnloadingMap(_Number);
}
// ---------------------------------- //
/** Callback sent before the beginning of the server
* Data:
* []
*/
Void BeginServer() {
XmlRpc::BeginServer();
}
// ---------------------------------- //
/** Callback sent after the beginning of the server
* Data:
* []
*/
Void BeginServerStop() {
XmlRpc::BeginServerStop();
}
// ---------------------------------- //
/** Callback sent before the beginning of the match
* Data:
* [Number of the match, Map restarted]
*/
Void BeginMatch(Integer _Number, Boolean _Restarted) {
XmlRpc::BeginMatch(_Number, _Restarted);
}
// ---------------------------------- //
/// BeginMatch() overload
Void BeginMatch(Integer _Number) {
BeginMatch(_Number, False);
}
// ---------------------------------- //
/** Callback sent after the beginning of the match
* Data:
* [Number of the match, Map restarted]
*/
Void BeginMatchStop(Integer _Number, Boolean _Restarted) {
XmlRpc::BeginMatchStop(_Number, _Restarted);
}
// ---------------------------------- //
/** Callback sent before the beginning of the map
* Data:
* [Number of the map, Map UID, Map restarted]
*/
Void BeginMap(Integer _Number, Boolean _Restarted) {
XmlRpc::BeginMap(_Number, _Restarted);
}
// ---------------------------------- //
/** Callback sent after the beginning of the map
* Data:
* [Number of the map, Map UID, Map restarted]
*/
Void BeginMapStop(Integer _Number, Boolean _Restarted) {
XmlRpc::BeginMapStop(_Number, _Restarted);
}
// ---------------------------------- //
/** Callback sent before the beginning of the submatch
* Data:
* [Number of the submatch]
*/
Void BeginSubmatch(Integer _Number) {
XmlRpc::BeginSubmatch(_Number);
}
// ---------------------------------- //
/** Callback sent after the beginning of the submatch
* Data:
* [Number of the submatch]
*/
Void BeginSubmatchStop(Integer _Number) {
XmlRpc::BeginSubmatchStop(_Number);
}
// ---------------------------------- //
/** Callback sent before the beginning of the round
* Data:
* [Number of the round]
*/
Void BeginRound(Integer _Number) {
XmlRpc::BeginRound(_Number);
}
// ---------------------------------- //
/** Callback sent after the beginning of the round
* Data:
* [Number of the round]
*/
Void BeginRoundStop(Integer _Number) {
XmlRpc::BeginRoundStop(_Number);
}
// ---------------------------------- //
/** Callback sent before the beginning of the turn
* Data:
* [Number of the turn]
*/
Void BeginTurn(Integer _Number) {
XmlRpc::BeginTurn(_Number);
}
// ---------------------------------- //
/** Callback sent after the beginning of the turn
* Data:
* [Number of the turn]
*/
Void BeginTurnStop(Integer _Number) {
XmlRpc::BeginTurnStop(_Number);
}
// ---------------------------------- //
/** Callback sent at the beginning of the play loop
* Data:
* []
*/
Void BeginPlaying() {
XmlRpc::BeginPlaying();
}
// ---------------------------------- //
/** Callback sent at the end of the play loop
* Data:
* []
*/
Void EndPlaying() {
XmlRpc::EndPlaying();
}
// ---------------------------------- //
/** Callback sent before the end of the turn
* Data:
* [Number of the turn]
*/
Void EndTurn(Integer _Number) {
SendRankings();
XmlRpc::EndTurn(_Number);
}
// ---------------------------------- //
/** Callback sent after the end of the turn
* Data:
* [Number of the turn]
*/
Void EndTurnStop(Integer _Number) {
SendRankings();
XmlRpc::EndTurnStop(_Number);
}
// ---------------------------------- //
/** Callback sent before the end of the round
* Data:
* [Number of the round]
*/
Void EndRound(Integer _Number) {
SendRankings();
XmlRpc::EndRound(_Number);
}
// ---------------------------------- //
/** Callback sent after the end of the round
* Data:
* [Number of the round]
*/
Void EndRoundStop(Integer _Number) {
SendRankings();
XmlRpc::EndRoundStop(_Number);
}
// ---------------------------------- //
/** Callback sent before the end of the submatch
* Data:
* [Number of the submatch]
*/
Void EndSubmatch(Integer _Number) {
SendRankings();
XmlRpc::EndSubmatch(_Number);
}
// ---------------------------------- //
/** Callback sent after the end of the submatch
* Data:
* [Number of the submatch]
*/
Void EndSubmatchStop(Integer _Number) {
SendRankings();
XmlRpc::EndSubmatchStop(_Number);
}
// ---------------------------------- //
/** Callback sent before the end of the map
* Data:
* [Number of the map, Map UID]
*/
Void EndMap(Integer _Number) {
SendRankings();
XmlRpc::EndMap(_Number);
}
// ---------------------------------- //
/** Callback sent after the end of the map
* Data:
* [Number of the map, Map UID]
*/
Void EndMapStop(Integer _Number) {
SendRankings();
XmlRpc::EndMapStop(_Number);
}
// ---------------------------------- //
/** Callback before the end of the match
* Data:
* [Number of the match]
*/
Void EndMatch(Integer _Number) {
SendRankings();
XmlRpc::EndMatch(_Number);
}
// ---------------------------------- //
/** Callback sent after the end of the match
* Data:
* [Number of the match]
*/
Void EndMatchStop(Integer _Number) {
SendRankings();
XmlRpc::EndMatchStop(_Number);
}
// ---------------------------------- //
/** Callback sent before the end of the server
* Data:
* []
*/
Void EndServer() {
XmlRpc::EndServer();
}
// ---------------------------------- //
/** Callback sent after the end of the server
* Data:
* []
*/
Void EndServerStop() {
XmlRpc::EndServerStop();
}
// ---------------------------------- //
/// Callback sent at the beginning of the podium sequence
Void BeginPodium() {
XmlRpc::BeginPodium();
}
// ---------------------------------- //
/// Callback sent at the end of the podium
Void EndPodium() {
XmlRpc::EndPodium();
}
// ---------------------------------- //
/// Callback sent at the beginning of the warmup
Void BeginWarmUp() {
G_IsInWarmUp = True;
XmlRpc::BeginWarmUp();
}
// ---------------------------------- //
/// Callback sent at the end of the warmup
Void EndWarmUp() {
G_IsInWarmUp = False;
XmlRpc::EndWarmUp();
}
// ---------------------------------- //
/// Callback sent at the beginning of the pause
Void BeginPause() {
XmlRpc::BeginPause();
}
// ---------------------------------- //
/// Callback sent at the end of the pause
Void EndPause() {
XmlRpc::EndPause();
}
// ---------------------------------- //
/** Check if a pause is requested
*
* @return True if a pause is requested, False otherwise
*/
Boolean PauseRequested() {
return XmlRpc::PauseRequested();
}
// ---------------------------------- //
/// Callback sent when the scores are ready to be used
Void ScoresReady() {
XmlRpc::ScoresReady();
}
// ---------------------------------- //
/** Callback sent when a player shoot
* Data:
* [Shooter login, Weapon number]
*
* Weapon number: 1 -> Laser, 2 -> Rocket, 3 -> Nucleus
*/
Void OnShoot(CSmModeEvent _Event) {
if (!CallbackIsAllowed("LibXmlRpc_OnShoot")) return;
declare ShooterLogin = "Null";
if (_Event.Shooter != Null) ShooterLogin = _Event.Shooter.User.Login;
declare Data = [ShooterLogin, TL::ToText(_Event.WeaponNum)];
SendCallbackArray("LibXmlRpc_OnShoot", Data);
}
// ---------------------------------- //
/** Callback sent when a player is hit
* Data:
* [Shooter login, Victim login, Damage, Weapon number, Shooter points, Distance, Shooter position, Victim position, Shooter aim direction, Victim aim direction]
*
* Damage: the total damage inflicted to the victim on hit
* Weapon number: 1 -> Laser, 2 -> Rocket, 3 -> Nucleus
* Shooter points: the number of points scored by the shooter on this hit
*/
Void OnHit(CSmModeEvent _Event) {
if (!CallbackIsAllowed("LibXmlRpc_OnHit")) return;
declare ShooterLogin = "Null";
declare VictimLogin = "Null";
declare Distance = "0.";
declare ShooterPosition = "0.,0.,0.";
declare VictimPosition = "0.,0.,0.";
declare ShooterAimDirection = "0.,0.,0.";
declare VictimAimDirection = "0.,0.,0.";
if (_Event.Shooter != Null) {
ShooterLogin = _Event.Shooter.User.Login;
ShooterPosition = _Event.Shooter.Position.X^","^_Event.Shooter.Position.Y^","^_Event.Shooter.Position.Z;
ShooterAimDirection = _Event.Shooter.AimDirection.X^","^_Event.Shooter.AimDirection.Y^","^_Event.Shooter.AimDirection.Z;
}
if (_Event.Victim != Null) {
VictimLogin = _Event.Victim.User.Login;
VictimPosition = _Event.Victim.Position.X^","^_Event.Victim.Position.Y^","^_Event.Victim.Position.Z;
VictimAimDirection = _Event.Victim.AimDirection.X^","^_Event.Victim.AimDirection.Y^","^_Event.Victim.AimDirection.Z;
}
if (_Event.Shooter != Null && _Event.Victim != Null) {
Distance = TL::ToText(ML::Distance(_Event.Victim.Position, _Event.Shooter.Position));
}
declare Data = [ShooterLogin, VictimLogin, TL::ToText(_Event.Damage), TL::ToText(_Event.WeaponNum), TL::ToText(_Event.ShooterPoints), Distance, ShooterPosition, VictimPosition, ShooterAimDirection, VictimAimDirection];
SendCallbackArray("LibXmlRpc_OnHit", Data);
}
// ---------------------------------- //
/** Callback when a shot missed from a few cm a player
* Data:
* [Shooter login, Victim login, Weapon number, Near miss distance]
*
* Weapon number: 1 -> Laser, 2 -> Rocket, 3 -> Nucleus
* Near miss distance: in centimeters
*/
Void OnNearMiss(CSmModeEvent _Event) {
if (!CallbackIsAllowed("LibXmlRpc_OnNearMiss")) return;
declare ShooterLogin = "Null";
declare VictimLogin = "Null";
if (_Event.Shooter != Null) ShooterLogin = _Event.Shooter.User.Login;
if (_Event.Victim != Null) VictimLogin = _Event.Victim.User.Login;
declare Data = [ShooterLogin, VictimLogin, TL::ToText(_Event.WeaponNum), TL::ToText(_Event.MissDist)];
SendCallbackArray("LibXmlRpc_OnNearMiss", Data);
}
// ---------------------------------- //
/** Callback sent when a player armor is empty (hit, offzone, storm, ...)
* Data:
* [Shooter login, Victim login, Damage, Weapon number, Shooter points]
*
* Damage: the total damage inflicted to the victim on hit
* Weapon number: 1 -> Laser, 2 -> Rocket, 3 -> Nucleus
* Shooter points: the number of points scored by the shooter on this elimination
*/
Void OnArmorEmpty(CSmModeEvent _Event) {
if (!CallbackIsAllowed("LibXmlRpc_OnArmorEmpty")) return;
declare ShooterLogin = "Null";
declare VictimLogin = "Null";
if (_Event.Shooter != Null) ShooterLogin = _Event.Shooter.User.Login;
if (_Event.Victim != Null) VictimLogin = _Event.Victim.User.Login;
declare Data = [ShooterLogin, VictimLogin, TL::ToText(_Event.Damage), TL::ToText(_Event.WeaponNum), TL::ToText(_Event.ShooterPoints)];
SendCallbackArray("LibXmlRpc_OnArmorEmpty", Data);
}
// ---------------------------------- //
/** Callback sent when a pole is captured
* Data:
* [List of players on pole at the capture]
*
* List of players: login1;login2;login3;login4
*/
Void OnCapture(CSmModeEvent _Event) {
if (!CallbackIsAllowed("LibXmlRpc_OnCapture")) return;
declare PlayersList = "";
if (_Event.Landmark != Null && _Event.Landmark.Sector != Null) {
declare Total = 0;
foreach (PlayerId in _Event.Landmark.Sector.PlayersIds) {
Total += 1;
PlayersList ^= Players[PlayerId].User.Login;
if (Total < _Event.Landmark.Sector.PlayersIds.count) PlayersList ^= ";";
}
}
declare Data = [PlayersList];
SendCallbackArray("LibXmlRpc_OnCapture", Data);
}
// ---------------------------------- //
/** Callback sent when a player press the respawn button
* Data:
* [Player login]
*/
Void OnPlayerRequestRespawn(CSmModeEvent _Event) {
if (!CallbackIsAllowed("LibXmlRpc_OnPlayerRequestRespawn")) return;
declare PlayerLogin = "Null";
if (_Event.Player != Null) PlayerLogin = _Event.Player.User.Login;
declare Data = [PlayerLogin];
SendCallbackArray("LibXmlRpc_OnPlayerRequestRespawn", Data);
}
// ---------------------------------- //
/** Send the current warm up status
* Data:
* [True]
*
* True if the warm up is loaded, False otherwise
*/
Void SendWarmUpStatus() {
if (!CallbackIsAllowed("WarmUp_Status")) return;
declare LibXmlRpc_LibWarmUp2Loaded for XmlRpc = False;
SendCallbackArray("WarmUp_Status", [TL::ToText(LibXmlRpc_LibWarmUp2Loaded)]);
}
// ---------------------------------- //
// Listening on XmlRpc port
// ---------------------------------- //
// ---------------------------------- //
/// Wait for XmlRpc callbacks
Void Loop() {
if (!IsEnabled()) return;
XmlRpc::Loop();
foreach (Event in XmlRpc.PendingEvents) {
if (Event.Type == CXmlRpcEvent::EType::Callback) {
switch (Event.Param1) {
case "LibXmlRpc_GetRankings" : SendRankings();
case "LibXmlRpc_GetPlayerRanking" : SendPlayerRanking(Event.Param2);
case "LibXmlRpc_GetScores" : SendScores();
case "LibXmlRpc_DisableAltMenu" : Private_ToggleAltMenu(False, Event.Param2);
case "LibXmlRpc_EnableAltMenu" : Private_ToggleAltMenu(True, Event.Param2);
case "WarmUp_GetStatus" : SendWarmUpStatus();
case "LibXmlRpc_GetWarmUp" : SendIsInWarmUp();
}
}
}
}
// ---------------------------------- //
// Mode dependent callbacks
// ---------------------------------- //
// ---------------------------------- //
/// Royal
// ---------------------------------- //
/** Send a callback on points update in royal
* Data:
* [Player login, Type of points, number of points]
*
* Type of points: Hit, Pole, Survival
*
* @param _Player The player who'll receive the points
* @param _Type The type of points received
* @param _Points The number of points received
*/
Void Royal_UpdatePoints(CSmPlayer _Player, Text _Type, Integer _Points) {
if (!CallbackIsAllowed("Royal_UpdatePoints")) return;
declare PlayerLogin = "Null";
if (_Player != Null) PlayerLogin = _Player.User.Login;
if (_Type == "") return;
declare Data = [PlayerLogin, _Type, TL::ToText(_Points)];
SendCallbackArray("Royal_UpdatePoints", Data);
}
// ---------------------------------- //
/** Send a callback on player spawn
* Data:
* [Player login, Type of spawn]
*
* Type of spawn: 0 -> normal, 1 -> early
*
* @param _Player The spawned player
* @param _Type The type of spawn
*/
Void Royal_SpawnPlayer(CSmPlayer _Player, Integer _Type) {
if (!CallbackIsAllowed("Royal_SpawnPlayer")) return;
declare PlayerLogin = "Null";
if (_Player != Null) PlayerLogin = _Player.User.Login;
declare Data = [PlayerLogin, TL::ToText(_Type)];
SendCallbackArray("Royal_SpawnPlayer", Data);
}
// ---------------------------------- //
/** Send a callback with the login of the winner
* Data:
* [Player login]
*
* @param _UserId The id of the user who won the round
*/
Void Royal_RoundWinner(Ident _UserId) {
if (!CallbackIsAllowed("Royal_RoundWinner")) return;
if (!Users.existskey(_UserId)) return;
declare Data = [Users[_UserId].Login];
SendCallbackArray("Royal_RoundWinner", Data);
}
// ---------------------------------- //
/// Time attack
// ---------------------------------- //
/** Send a callback on player start
* Data:
* [Player login]
*
* @param _Player The starting player
*/
Void TimeAttack_OnStart(CSmPlayer _Player) {
if (!CallbackIsAllowed("TimeAttack_OnStart")) return;