Rewrite scoring algorithm

This commit is contained in:
rubenwardy 2017-10-13 00:09:25 +01:00
parent 496ef9c30c
commit 2234a59c61
4 changed files with 139 additions and 66 deletions

14
mods/ctf_stats/README.md Normal file
View file

@ -0,0 +1,14 @@
## Score
* +5 for picking up a flag.
* +20 for then capturing the flag.
* +X for killing someone, where X is:
* +5 for every kill they've made since last death in this match.
* `15 * kd` ratio, with variable cap based on player's score:
* capped at X * 10 for < X * 100 player score
(eg 10 for 100, 20 for 200, 40 for 400+).
* capped to 40.
* deaths > kills gives 0 score
* Limited to 0 ≤ X ≤ 100
* If they don't have a good weapon: half given score.
A good weapon is a non-default one which is not a pistol, stone sword, or crossbow.

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@ -15,36 +15,10 @@ function ctf_stats.get_formspec_match_summary(stats)
return ret return ret
end end
local function calc_scores(players) function ctf_stats.get_formspec(title, players)
for i = 1, #players do
local pstat = players[i]
pstat.kills = pstat.kills or 0
pstat.deaths = pstat.deaths or 0
pstat.captures = pstat.captures or 0
pstat.attempts = pstat.attempts or 0
local kd = pstat.kills
if pstat.deaths > 0 then
kd = kd / pstat.deaths
end
--[[local killbonus = 0
if pstat.kills > 50 and pstat.kills < 200 then
killbonus = pstat.kills - 50
elseif pstat.kills >= 200 then
killbonus = 150
end]]--
pstat.score = --killbonus +
50 * pstat.captures +
8 * pstat.attempts +
6 * kd
end
table.sort(players, function(one, two) table.sort(players, function(one, two)
return one.score > two.score return one.score > two.score
end) end)
end
ctf_stats.calc_scores = calc_scores
function ctf_stats.get_formspec(title, players)
calc_scores(players)
local ret = "size[12,6.5]" local ret = "size[12,6.5]"
ret = ret .. "vertlabel[0,0;" .. title .. "]" ret = ret .. "vertlabel[0,0;" .. title .. "]"
@ -81,7 +55,9 @@ function ctf_stats.get_formspec(title, players)
end end
function ctf_stats.get_html(title, players) function ctf_stats.get_html(title, players)
calc_scores(players) table.sort(players, function(one, two)
return one.score > two.score
end)
local ret = "<h1>" .. title .. "</h1>" local ret = "<h1>" .. title .. "</h1>"
ret = ret .. "<table>" .. ret = ret .. "<table>" ..
@ -148,7 +124,11 @@ minetest.register_chatcommand("rankings", {
pstat.color = nil pstat.color = nil
table.insert(players, pstat) table.insert(players, pstat)
end end
calc_scores(players)
table.sort(players, function(one, two)
return one.score > two.score
end)
local place = -1 local place = -1
local me = nil local me = nil
for i = 1, #players do for i = 1, #players do

View file

@ -1,76 +1,95 @@
ctf_stats = {} ctf_stats = {}
local storage = minetest.get_mod_storage()
local data_to_persist = { "matches", "players" }
function ctf_stats.load() function ctf_stats.load()
local file = io.open(minetest.get_worldpath().."/ctf_stats.txt", "r") local file = io.open(minetest.get_worldpath() .. "/ctf_stats.txt", "r")
if file then if file then
local table = minetest.deserialize(file:read("*all")) local table = minetest.deserialize(file:read("*all"))
file:close()
if type(table) == "table" then if type(table) == "table" then
ctf.log("ctf_stats", "Migrating stats...")
ctf_stats.matches = table.matches ctf_stats.matches = table.matches
ctf_stats.current = table.current
ctf_stats.players = table.players ctf_stats.players = table.players
return
for name, player_stats in pairs(ctf_stats.players) do
if not player_stats.score or player_stats.score < 0 then
player_stats.score = 0
end
if player_stats.score > 300 then
player_stats.score = (player_stats.score - 300) / 30 + 300
end
if player_stats.score > 800 then
player_stats.score = 800
end
end
ctf.needs_save = true
end
os.remove(minetest.get_worldpath() .. "/ctf_stats.txt")
else
for _, key in pairs(data_to_persist) do
ctf_stats[key] = minetest.parse_json(storage:get_string(key))
end end
end end
ctf_stats.matches = { ctf_stats.matches = ctf_stats.matches or {
blue_wins = 0, wins = {
red_wins = 0, blue = 0,
red = 0,
},
skipped = 0 skipped = 0
} }
ctf_stats.current = { ctf_stats.current = ctf_stats.current or {
red = {}, red = {},
blue = {} blue = {}
} }
ctf_stats.players = {} ctf_stats.players = ctf_stats.players or {}
end end
ctf.register_on_save(function() ctf.register_on_save(function()
local file = io.open(minetest.get_worldpath().."/ctf_stats.txt", "w") for _, key in pairs(data_to_persist) do
if file then storage:set_string(key, minetest.write_json(ctf_stats[key]))
file:write(minetest.serialize({
matches = ctf_stats.matches,
current = ctf_stats.current,
players = ctf_stats.players
}))
file:close()
else
ctf.error("io", "CTF file failed to save!")
end end
return nil return nil
end) end)
-- Returns a tuple: `player_stats`, `match_player_stats`
function ctf_stats.player(name) function ctf_stats.player(name)
local tplayer = ctf.player(name) local player_stats = ctf_stats.players[name]
local player = ctf_stats.players[name] if not player_stats then
if not player then player_stats = {
player = {
name = name, name = name,
red_wins = 0, wins = {
blue_wins = 0, red = 0,
blue = 0,
},
kills = 0, kills = 0,
deaths = 0, deaths = 0,
captures = 0, captures = 0,
attempts = 0, attempts = 0,
score = -1, score = 0,
} }
ctf_stats.players[name] = player ctf_stats.players[name] = player_stats
end end
local mplayer = ctf_stats.current.red[name] or local match_player_stats =
ctf_stats.current.blue[name] ctf_stats.current.red[name] or ctf_stats.current.blue[name]
return player, mplayer return player_stats, match_player_stats
end end
ctf.register_on_join_team(function(name, tname) ctf.register_on_join_team(function(name, tname)
ctf_stats.current[tname][name] = { ctf_stats.current[tname][name] = ctf_stats.current[tname][name] or {
kills = 0, kills = 0,
kills_since_death = 0,
deaths = 0, deaths = 0,
attempts = 0, attempts = 0,
captures = 0 captures = 0,
score = 0,
} }
end) end)
@ -83,14 +102,16 @@ ctf_flag.register_on_capture(function(name, flag)
local main, match = ctf_stats.player(name) local main, match = ctf_stats.player(name)
if main and match then if main and match then
main.captures = main.captures + 1 main.captures = main.captures + 1
main.score = main.score + 20
match.captures = match.captures + 1 match.captures = match.captures + 1
match.score = match.score + 20
ctf.needs_save = true ctf.needs_save = true
end end
end) end)
ctf_match.register_on_winner(function(winner) ctf_match.register_on_winner(function(winner)
ctf.needs_save = true ctf.needs_save = true
ctf_stats.matches[winner .. "_wins"] = ctf_stats.matches[winner .. "_wins"] + 1 ctf_stats.matches.wins[winner] = ctf_stats.matches.wins[winner] + 1
end) end)
ctf_match.register_on_new_match(function() ctf_match.register_on_new_match(function()
@ -111,7 +132,9 @@ ctf_flag.register_on_pick_up(function(name, flag)
local main, match = ctf_stats.player(name) local main, match = ctf_stats.player(name)
if main and match then if main and match then
main.attempts = main.attempts + 1 main.attempts = main.attempts + 1
main.score = main.score + 5
match.attempts = match.attempts + 1 match.attempts = match.attempts + 1
match.score = match.score + 5
ctf.needs_save = true ctf.needs_save = true
end end
end) end)
@ -120,17 +143,73 @@ ctf_flag.register_on_precapture(function(name, flag)
local tplayer = ctf.player(name) local tplayer = ctf.player(name)
local main, match = ctf_stats.player(name) local main, match = ctf_stats.player(name)
if main then if main then
main[tplayer.team .. "_wins"] = main[tplayer.team .. "_wins"] + 1 main.wins[tplayer.team] = main.wins[tplayer.team] + 1
ctf.needs_save = true ctf.needs_save = true
end end
return true return true
end) end)
local good_weapons = {
"default:sword_steel",
"shooter:grenade",
"shooter:shotgun",
"shooter:rifle",
"shooter:machine_gun",
}
local function invHasGoodWeapons(inv)
for _, weapon in pairs(good_weapons) do
if inv:contains_item("main", weapon) then
return true
end
end
return false
end
local function calculateKillReward(victim, killer)
local vmain, victim_match = ctf_stats.player(victim)
-- +5 for every kill they've made since last death in this match.
local reward = victim_match.kills_since_death * 5
ctf.log("ctf_stats", "Player " .. victim .. " has made " .. reward .. " kills since last death")
-- 15 * kd ration, with variable based on player's score
local kdreward = 15 * vmain.kills / (vmain.deaths + 1)
local max = vmain.score / 10
if kdreward > max then
kdreward = max
end
if kdreward > 40 then
kdreward = 40
end
-- Limited to 0 <= X <= 100
if reward > 100 then
reward = 100
elseif reward < 0 then
reward = 0
end
-- Half if no good weapons
local inv = minetest.get_inventory({ type="player", name = victim })
if not invHasGoodWeapons(inv) then
ctf.log("ctf_stats", "Player " .. victim .. " has no good weapons")
reward = reward * 0.5
else
ctf.log("ctf_stats", "Player " .. victim .. " has good weapons")
end
return reward
end
ctf.register_on_killedplayer(function(victim, killer) ctf.register_on_killedplayer(function(victim, killer)
local main, match = ctf_stats.player(killer) local main, match = ctf_stats.player(killer)
if main and match then if main and match then
local reward = calculateKillReward(victim, killer)
main.kills = main.kills + 1 main.kills = main.kills + 1
main.score = main.score + reward
match.kills = match.kills + 1 match.kills = match.kills + 1
match.score = match.score + reward
match.kills_since_death = match.kills_since_death + 1
ctf.needs_save = true ctf.needs_save = true
end end
end) end)
@ -140,6 +219,7 @@ minetest.register_on_dieplayer(function(player)
if main and match then if main and match then
main.deaths = main.deaths + 1 main.deaths = main.deaths + 1
match.deaths = match.deaths + 1 match.deaths = match.deaths + 1
match.kills_since_death = 0
ctf.needs_save = true ctf.needs_save = true
end end
end) end)

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@ -42,7 +42,6 @@ local function get_is_player_pro(player)
pstat.color = nil pstat.color = nil
table.insert(players, pstat) table.insert(players, pstat)
end end
ctf_stats.calc_scores(players)
return ctf_stats.player(player:get_player_name()).score > 0 return ctf_stats.player(player:get_player_name()).score > 0
end end