]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
refactored player score calculations and tried to fix floating point inaccuracy
authordrjaska <drjaska83@gmail.com>
Fri, 14 Jan 2022 14:46:49 +0000 (16:46 +0200)
committerdrjaska <drjaska83@gmail.com>
Fri, 14 Jan 2022 14:46:49 +0000 (16:46 +0200)
qcsrc/common/gamemodes/gamemode/mayhem/sv_mayhem.qc

index b3ef828c08af2c9aa930ca72525c5f347a555e89..573e53352b4bbb42d633897dc39564912bbf6c1b 100644 (file)
@@ -131,167 +131,156 @@ MUTATOR_HOOKFUNCTION(mayhem, Damage_Calculate)
        M_ARGV(4, float) = frag_damage;
 }
 
-MUTATOR_HOOKFUNCTION(mayhem, PlayerDamage_SplitHealthArmor)
-{
-       entity frag_attacker = M_ARGV(1, entity);
-
-       switch(autocvar_g_mayhem_scoringmethod)
+void CalculatePlayerScore(entity frag_attacker, entity frag_target){
+       switch (autocvar_g_mayhem_scoringmethod)
        {
-               //frags only
-               case 2:
+               default:
+               case 1:
                {
-                       float playerkillscore = ((PlayerScore_Get(frag_attacker, SP_KILLS) - PlayerScore_Get(frag_attacker, SP_SUICIDES))/ autocvar_g_mayhem_fraglimit);
-                       float playerscorevisual = playerkillscore * autocvar_g_mayhem_visual_score_limit;
+                       //calculate how much score the player should have based on their damage dealt and frags gotten and then add the missing score
+
+                       //give a different weight for suicides if scoring method 1 doesn't have selfdamage2score enabled to harshly punish for suicides to avoid exploiting
+                       float suicide_weight = 1 + (autocvar_g_mayhem_scoringmethod_1_disable_selfdamage2score * (1/autocvar_g_mayhem_scoringmethod_1_frag_weight));
+
+                       //total damage dealt to opponents minus total damage dealt to self
+                       float totaldamagedealt = (frag_attacker.total_damage_dealt - frag_attacker.total_friendly_damage_dealt);
+
+                       //total damage divided by player start health&armor to get how many lives worth of damage they've dealt, then how much that is out of the fraglimit, then calculate new value affected by weight
+                       float playerdamagescore = (((((totaldamagedealt/(start_health + start_armorvalue)) * 100)/autocvar_g_mayhem_fraglimit) * autocvar_g_mayhem_scoringmethod_1_damage_weight) );
+                                                                                                                                                                                       // * 100 to avoid float inaccuracy at that decimal level
+
+                       //playerdamagescore rounded
+                       float roundedplayerdamagescore = ((rint(playerdamagescore*10))/10);
+
+                       //kills minus suicides, total out of fraglimit, calculate weight
+                       float playerkillscore = ((((PlayerScore_Get(frag_attacker, SP_KILLS) - (PlayerScore_Get(frag_attacker, SP_SUICIDES) * suicide_weight)) * 100) / autocvar_g_mayhem_fraglimit) * autocvar_g_mayhem_scoringmethod_1_frag_weight);
+                                                                                                                                                                                                                                                                                               // * 100 to avoid float inaccuracy at that decimal level
+
+                       //only used for debug print, add killscore and damagescore together
+                       float playerscore = (roundedplayerdamagescore + playerkillscore) / 100;
+
+                       //add killscore and damagescore together to get total score and then adjust it to be total out of the visual score limit
+                       float playerscorevisual = (((roundedplayerdamagescore + playerkillscore) * autocvar_g_mayhem_visual_score_limit) / 100);
+                                                                                                                                                                                                                                               //   / 100 to move back to the decimal level
+
+                       //calculated how much score the player has and now calculate total of how much they are supposed to have
                        float scoretoadd = (playerscorevisual - PlayerScore_Get(frag_attacker, SP_SCORE));
+
+                       //adjust total score to be what the player is supposed to have
                        GameRules_scoring_add_team(frag_attacker, SCORE, scoretoadd);
-                       return;
+
+                       //debug printing
+                       if(!IS_BOT_CLIENT(frag_attacker) && frag_target != frag_attacker){
+                               print(sprintf("%f", totaldamagedealt),                                                  " totaldamagedealt \n");
+                               print(sprintf("%f", playerdamagescore),                                                 " playerdamagescore \n");
+                               print(sprintf("%f", roundedplayerdamagescore),                                  " rounded playerdamagescore \n");
+                               print(sprintf("%f", playerkillscore),                                                   " playerkillscore \n");
+                               print(sprintf("%f", PlayerScore_Get(frag_attacker, SP_KILLS)),  " PlayerScore_Get(frag_attacker, SP_KILLS) \n");
+                               print(sprintf("%f", playerscore),                                                               " playerscore \n");
+                               print(sprintf("%f", playerscorevisual),                                                 " visual playerscore \n");
+                               print(sprintf("%f", scoretoadd),                                                                " scoretoadd \n");
+                               print(sprintf("%f", PlayerScore_Get(frag_attacker, SP_SCORE)),  " PlayerScore_Get(frag_attacker, SP_SCORE) \n \n");
+                       }
+               return;
                }
-               
-               //damage only
-               case 3:
+
+               case 2:
                {
-                       entity frag_target = M_ARGV(2, entity);
-
-                       if (!StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) || autocvar_g_spawnshield_blockdamage < 1)
-                       {
-                               float frag_deathtype = M_ARGV(6, float);
-                               float frag_damage = M_ARGV(7, float);
-                               float damage_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
-                               float damage_save = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR));
-
-                               float excess = max(0, frag_damage - damage_take - damage_save);
-                               float total = frag_damage - excess;
-
-                               if (StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && autocvar_g_spawnshield_blockdamage < 1)
-                                       total *= 1 - bound(0, autocvar_g_spawnshield_blockdamage, 1);
-
-                               //non-friendly fire
-                               if (frag_target != frag_attacker && IS_PLAYER(frag_attacker))
-                                       //GameRules_scoring_add_team(frag_attacker, SCORE, (frag_damage - excess) * mayhempointmultiplier * (1/(start_health + start_armorvalue)));
-                                       frag_attacker.total_damage_dealt += total;
-
-                               //friendly fire aka self damage
-                               if (frag_target == frag_attacker && IS_PLAYER(frag_attacker))
-                                       //GameRules_scoring_add_team(frag_target, SCORE, (-1 * (frag_damage - excess)) * mayhempointmultiplier * (1/(start_health + start_armorvalue)));
-                                       frag_attacker.total_friendly_damage_dealt += total;
-
-                               //handle (environmental hazard) suiciding, check first if player has a registered attacker who most likely pushed them there to avoid punishing pushed players as pushers are already rewarded
-                               //deathtypes:
-                               //kill = suicide, drown = drown in water/liquid, hurttrigger = out of the map void or hurt triggers inside maps like electric sparks
-                               //camp = campcheck, lava = lava, slime = slime
-                               //team change / rebalance suicides are currently not included
-                               if (!IS_PLAYER(frag_attacker) && (
-                                       frag_deathtype == DEATH_KILL.m_id ||
-                                       frag_deathtype == DEATH_DROWN.m_id ||
-                                       frag_deathtype == DEATH_HURTTRIGGER.m_id ||
-                                       frag_deathtype == DEATH_CAMP.m_id ||
-                                       frag_deathtype == DEATH_LAVA.m_id ||
-                                       frag_deathtype == DEATH_SLIME.m_id ||
-                                       frag_deathtype == DEATH_SWAMP.m_id))
-                                               //GameRules_scoring_add_team(frag_target, SCORE, (-1 * (start_health + start_armorvalue)) * mayhempointmultiplier * (1/(start_health + start_armorvalue)));
-                                               frag_attacker.total_friendly_damage_dealt += total;
-
-                               //calculate missing amount of damage and calculate how much score the player should have based on that and then add the missing score
-                               float totaldamagedealt = (frag_attacker.total_damage_dealt - frag_attacker.total_friendly_damage_dealt);
-                               float playerdamagescore = ((totaldamagedealt/(start_health + start_armorvalue))/autocvar_g_mayhem_fraglimit);
-                               float playerscorevisual = (playerdamagescore * autocvar_g_mayhem_visual_score_limit);
-                               float scoretoadd = (playerscorevisual - PlayerScore_Get(frag_attacker, SP_SCORE));
-                               GameRules_scoring_add_team(frag_attacker, SCORE, scoretoadd);
+                       //calculate how much score the player should have based on their frags gotten and then add the missing score
+                       float playerkillscore = (((PlayerScore_Get(frag_attacker, SP_KILLS) - PlayerScore_Get(frag_attacker, SP_SUICIDES)) * 100)/ autocvar_g_mayhem_fraglimit);
+                       float playerscorevisual = (playerkillscore * autocvar_g_mayhem_visual_score_limit) / 100;
+                       float scoretoadd = (playerscorevisual - PlayerScore_Get(frag_attacker, SP_SCORE));
+                       GameRules_scoring_add_team(frag_attacker, SCORE, scoretoadd);
+
+                       //debug printing
+                       if(!IS_BOT_CLIENT(frag_attacker) && frag_target != frag_attacker){
+                               print(sprintf("%f", playerkillscore),                                                   " playerkillscore \n");
+                               print(sprintf("%f", PlayerScore_Get(frag_attacker, SP_KILLS)),  " PlayerScore_Get(frag_attacker, SP_KILLS) \n");
+                               print(sprintf("%f", playerscorevisual),                                                 " visual playerscore \n");
+                               print(sprintf("%f", scoretoadd),                                                                " scoretoadd \n");
+                               print(sprintf("%f", PlayerScore_Get(frag_attacker, SP_SCORE)),  " PlayerScore_Get(frag_attacker, SP_SCORE) \n \n");
                        }
-                       return;
+               return;
                }
-               
-               //combined damage and frags
-               default:
-               case 1:
+
+               case 3:
                {
-                       entity frag_target = M_ARGV(2, entity);
-                       
-                       if (!StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) || autocvar_g_spawnshield_blockdamage < 1)
-                       {
-                               float frag_deathtype = M_ARGV(6, float);
-                               float frag_damage = M_ARGV(7, float);
-                               float damage_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
-                               float damage_save = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR));
-
-                               float excess = max(0, frag_damage - damage_take - damage_save);
-                               float total = frag_damage - excess;
-
-                               if (StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && autocvar_g_spawnshield_blockdamage < 1)
-                                       total *= 1 - bound(0, autocvar_g_spawnshield_blockdamage, 1);
-
-                               //non-friendly fire
-                               if (frag_target != frag_attacker && IS_PLAYER(frag_attacker))
-                                       //GameRules_scoring_add_team(frag_attacker, SCORE, (frag_damage - excess) * autocvar_g_mayhem_scoringmethod_1_damage_weight * mayhempointmultiplier * (1/(start_health + start_armorvalue)));
-                                       frag_attacker.total_damage_dealt += total;
-
-                               //friendly fire aka self damage
-                               if (frag_target == frag_attacker && IS_PLAYER(frag_attacker) && !autocvar_g_mayhem_scoringmethod_1_disable_selfdamage2score)
-                                       //GameRules_scoring_add_team(frag_target, SCORE, (-1 * (frag_damage - excess)) * autocvar_g_mayhem_scoringmethod_1_damage_weight * mayhempointmultiplier * (1/(start_health + start_armorvalue)));
-                                       frag_attacker.total_friendly_damage_dealt += total;
-
-                               //handle (environmental hazard) suiciding, check first if player has a registered attacker who most likely pushed them there to avoid punishing pushed players as pushers are already rewarded
-                               //deathtypes:
-                               //kill = suicide, drown = drown in water/liquid, hurttrigger = out of the map void or hurt triggers inside maps like electric sparks
-                               //camp = campcheck, lava = lava, slime = slime
-                               //team change / rebalance suicides are currently not included
-                               if (!autocvar_g_mayhem_scoringmethod_1_disable_selfdamage2score && !IS_PLAYER(frag_attacker) && (
-                                       frag_deathtype == DEATH_KILL.m_id ||
-                                       frag_deathtype == DEATH_DROWN.m_id ||
-                                       frag_deathtype == DEATH_HURTTRIGGER.m_id ||
-                                       frag_deathtype == DEATH_CAMP.m_id ||
-                                       frag_deathtype == DEATH_LAVA.m_id ||
-                                       frag_deathtype == DEATH_SLIME.m_id ||
-                                       frag_deathtype == DEATH_SWAMP.m_id))
-                                               //GameRules_scoring_add_team(frag_target, SCORE, (-1 * (frag_damage - excess)) * autocvar_g_mayhem_scoringmethod_1_damage_weight * mayhempointmultiplier * (1/(start_health + start_armorvalue)));
-                                               frag_attacker.total_friendly_damage_dealt += total;
-
-                               //calculate missing amount of damage and calculate how much score the player should have based on that and then add the missing score
-
-                               //give a different weight for suicides if scoring method 1 doesn't have selfdamage2score enabled to harshly punish for suicides to avoid exploiting
-                               float suicide_weight = 1 + (autocvar_g_mayhem_scoringmethod_1_disable_selfdamage2score * (1/autocvar_g_mayhem_scoringmethod_1_damage_weight));
-
-                               //total damage dealt to opponents minus total damage dealt to self
-                               float totaldamagedealt = (frag_attacker.total_damage_dealt - frag_attacker.total_friendly_damage_dealt);
-
-                               //total damage divided by player start health&armor to get how many lives worth of damage they've dealt, then how much that is out of the fraglimit, then calculate new value affected by weight
-                               float playerdamagescore = ((((totaldamagedealt/(start_health + start_armorvalue))/autocvar_g_mayhem_fraglimit) * autocvar_g_mayhem_scoringmethod_1_damage_weight) );
-
-                               //kills minus suicides, total out of fraglimit, calculate weight
-                               float playerkillscore = (((PlayerScore_Get(frag_attacker, SP_KILLS) - (PlayerScore_Get(frag_attacker, SP_SUICIDES) * suicide_weight))/ autocvar_g_mayhem_fraglimit) * autocvar_g_mayhem_scoringmethod_1_frag_weight);
-
-                               //only used for debug print, add killscore and damagescore together
-                               float playerscore = (playerdamagescore + playerkillscore);
-
-                               //add killscore and damagescore together to get total score and then adjust it to be total out of the visual score limit
-                               float playerscorevisual = (playerdamagescore + playerkillscore) * autocvar_g_mayhem_visual_score_limit;
-
-                               //calculated how much score the player has and now calculate total of how much they are supposed to have
-                               float scoretoadd = (playerscorevisual - PlayerScore_Get(frag_attacker, SP_SCORE));
-
-                               //adjust total score to be what the player is supposed to have
-                               GameRules_scoring_add_team(frag_attacker, SCORE, scoretoadd);
-
-                               //debug printing
-                               if(!IS_BOT_CLIENT(frag_attacker)){
-                                       print(sprintf("%f", frag_attacker.damage_dealt),                                " new damage dealt attacker.damage_dealt \n");
-                                       print(sprintf("%f", total),                                                                     " new damage dealt frag_damage - excess \n");
-                                       print(sprintf("%f", totaldamagedealt),                                                  " totaldamagedealt \n");
-                                       print(sprintf("%f", playerdamagescore),                                                 " playerdamagescore \n");
-                                       print(sprintf("%f", playerkillscore),                                                   " playerkillscore \n");
-                                       print(sprintf("%f", PlayerScore_Get(frag_attacker, SP_KILLS)),  " PlayerScore_Get(frag_attacker, SP_KILLS) \n");
-                                       print(sprintf("%f", playerscore),                                                               " playerscore \n");
-                                       print(sprintf("%f", playerscorevisual),                                                 " visual playerscore \n");
-                                       print(sprintf("%f", scoretoadd),                                                                " scoretoadd \n \n");
-                               }
+                       //calculate how much score the player should have based on their damage dealt and then add the missing score
+                       float totaldamagedealt = (frag_attacker.total_damage_dealt - frag_attacker.total_friendly_damage_dealt);
+                       float playerdamagescore = (((totaldamagedealt/(start_health + start_armorvalue)) * 100)/autocvar_g_mayhem_fraglimit);
+                       float roundedplayerdamagescore = ((rint(playerdamagescore*10))/10);
+                       float playerscorevisual = ((roundedplayerdamagescore * autocvar_g_mayhem_visual_score_limit) / 100);
+                       float scoretoadd = (playerscorevisual - PlayerScore_Get(frag_attacker, SP_SCORE));
+                       GameRules_scoring_add_team(frag_attacker, SCORE, scoretoadd);
+
+                       //debug printing
+                       if(!IS_BOT_CLIENT(frag_attacker) && frag_target != frag_attacker){
+                               print(sprintf("%f", totaldamagedealt),                                                  " totaldamagedealt \n");
+                               print(sprintf("%f", playerdamagescore),                                                 " playerdamagescore \n");
+                               print(sprintf("%f", roundedplayerdamagescore),                                  " rounded playerdamagescore \n");
+                               print(sprintf("%f", playerscorevisual),                                                 " visual playerscore \n");
+                               print(sprintf("%f", scoretoadd),                                                                " scoretoadd \n");
+                               print(sprintf("%f", PlayerScore_Get(frag_attacker, SP_SCORE)),  " PlayerScore_Get(frag_attacker, SP_SCORE) \n \n");
                        }
-                       return;
+               return;
                }
        }
 }
 
+MUTATOR_HOOKFUNCTION(mayhem, PlayerDamage_SplitHealthArmor)
+{
+       if(autocvar_g_mayhem_scoringmethod==2)return;
+       
+       entity frag_attacker = M_ARGV(1, entity);
+       entity frag_target = M_ARGV(2, entity);
+
+       if (!StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) || autocvar_g_spawnshield_blockdamage < 1)
+       {
+               float frag_deathtype = M_ARGV(6, float);
+               float frag_damage = M_ARGV(7, float);
+               float damage_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
+               float damage_save = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR));
+
+               float excess = max(0, frag_damage - damage_take - damage_save);
+               float total = frag_damage - excess;
+
+               if (StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && autocvar_g_spawnshield_blockdamage < 1)
+                       total *= 1 - bound(0, autocvar_g_spawnshield_blockdamage, 1);
+
+               //non-friendly fire
+               if (frag_target != frag_attacker && IS_PLAYER(frag_attacker))
+                       frag_attacker.total_damage_dealt += total;
+
+               //friendly fire aka self damage
+               if (frag_target == frag_attacker && IS_PLAYER(frag_attacker) && !autocvar_g_mayhem_scoringmethod_1_disable_selfdamage2score)
+                       frag_attacker.total_friendly_damage_dealt += total;
+
+               //handle (environmental hazard) suiciding, check first if player has a registered attacker who most likely pushed them there to avoid punishing pushed players as pushers are already rewarded
+               //deathtypes:
+               //kill = suicide, drown = drown in water/liquid, hurttrigger = out of the map void or hurt triggers inside maps like electric sparks
+               //camp = campcheck, lava = lava, slime = slime
+               //team change / rebalance suicides are currently not included
+               if (!autocvar_g_mayhem_scoringmethod_1_disable_selfdamage2score && !IS_PLAYER(frag_attacker) && (
+                       frag_deathtype == DEATH_KILL.m_id ||
+                       frag_deathtype == DEATH_DROWN.m_id ||
+                       frag_deathtype == DEATH_HURTTRIGGER.m_id ||
+                       frag_deathtype == DEATH_CAMP.m_id ||
+                       frag_deathtype == DEATH_LAVA.m_id ||
+                       frag_deathtype == DEATH_SLIME.m_id ||
+                       frag_deathtype == DEATH_SWAMP.m_id))
+                               frag_attacker.total_friendly_damage_dealt += total;
+
+               CalculatePlayerScore(frag_attacker, frag_target);
+       }
+}
+
 MUTATOR_HOOKFUNCTION(mayhem, GiveFragsForKill, CBC_ORDER_FIRST)
 {
+       entity frag_attacker = M_ARGV(0, entity);
+       entity frag_target = M_ARGV(1, entity);
        M_ARGV(2, float) = 0;
+       
+       CalculatePlayerScore(frag_attacker, frag_target);
+       
        return true;
 }