Files
libretro/bios/Bungie/Marathon Infinity/Plugins/Marathon Infinity Stats/stats.lua
T
Abdessamad Derraz bb19a6d5cf feat: profile what RetroBat and RetroPie run
100 emulator names the two platforms run had no profile, so their packs carried nothing for them. Each was read from the platform's own launcher or scriptmodule: the same program as an existing profile takes the name in cores:, a different build gets its own profile read from that version, a launcher or self-contained game goes to remove_cores, and the rest are new profiles written from their source or shipped binary. The files they need that the collection lacked are collected from the upstream distributions. Bungie and splitwolf trees are read by path and stay out of dedup.
2026-10-20 06:14:10 +02:00

295 lines
8.9 KiB
Lua

-- Copyright (C) 2011 and beyond by Gregory Smith, Jeremiah Morris,
-- and the "Aleph One" developers.
--
-- This program is free software; you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation; either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
--
-- This license is contained in the file "COPYING",
-- which is included with this source code; it is available online at
-- http://www.gnu.org/licenses/gpl.html
Triggers = {}
function Triggers.init(restored)
for p in Players() do
if p.local_ then
local_player = p
end
end
stats = {}
stats["start tick"] = Game.ticks
stats["player color"] = local_player.color.mnemonic
if #Players > 1 then
stats["player name"] = local_player.name
stats["player team"] = local_player.team.mnemonic
end
stats["difficulty"] = Game.difficulty.mnemonic
stats["game type"] = Game.type.mnemonic
stats["level"] = Level.name
stats["level index"] = Level.index
stats["map checksum"] = Level.map_checksum
stats["players"] = # Players
stats["scenario name"] = "Marathon Infinity"
stats["engine version"] = Game.version
if restored then
stats["restored"] = 1
end
establish_session(restored)
end
function Triggers.cleanup()
stats["end tick"] = Game.ticks
if Level.completed then
stats["level completed"] = 1
-- count monsters left alive on map
for m in Monsters() do
if not m.player and (m.vitality > 0 or not m.visible) then
increment(m.type.mnemonic .. "s spared")
end
end
end
if #Players > 1 then
stats["player index"] = local_player.index
if Game.type ~= "kill monsters" and
Game.type ~= "cooperative play" then
stats["points"] = local_player.points
end
-- only check multiplayer wins if the game finishes
-- corollary: untimed games with no kill limit never count as wins!
local find_winner = false
if Players[0].disconnected then
-- gatherer went away, game was interrupted
stats["interrupted"] = 1
elseif Game.type == "cooperative play" then
-- Lua doesn't provide monster damage to replicate scoring
find_winner = false
elseif Game.time_remaining == 0 then
-- Kill limit games convert to timed games when limit is
-- reached, so this check conveniently covers both
find_winner = true
end
if find_winner then
-- send kills, deaths, suicides for complete game
stats["game suicides"] = local_player.kills[local_player]
stats["game deaths"] = local_player.deaths
stats["game kills"] = 0
for p in Players() do
stats["game deaths"] = stats["game deaths"] + p.kills[local_player]
if p ~= local_player then
stats["game deaths by player " .. p.index] = p.kills[local_player]
stats["game kills"] = stats["game kills"] + local_player.kills[p]
stats["game kills of player " .. p.index] = local_player.kills[p]
end
end
-- determine scores and rankings
local scores = {}
if Game.type == "kill monsters" then
-- emfh
for p in Players() do
-- emfh score = total kills (excluding suicides) - total deaths
scores[p] = 0
-- count up all the player's kills
for pp in Players() do
if p ~= pp then
scores[p] = scores[p] + p.kills[pp]
end
end
-- subtract times he was killed (by other players and himself)
for pp in Players() do
scores[p] = scores[p] - pp.kills[p]
end
-- subtract times he died for other reasons
scores[p] = scores[p] - p.deaths
end
else
local mult = 1
if Game.type == "tag" or
(Game.type == "netscript" and
(Game.scoring_mode == "least points" or
Game.scoring_mode == "least_time")) then
mult = -1
end
for p in Players() do
scores[p] = p.points * mult
end
end
stats["score"] = scores[local_player]
stats["ranking"] = 1
local tied = 0
for p in Players() do
if scores[p] > scores[local_player] then
increment("ranking")
elseif p ~= local_player and scores[p] == scores[local_player] then
tied = 1
end
end
if stats["ranking"] == 1 and tied == 0 then
stats["winner"] = 1
end
end -- find_winner
end -- #Players > 1
-- count polygons and lines
counted_lines = {}
for p in Polygons() do
increment("polygons")
if p.visible_on_automap then
increment("visible polygons")
end
for l in p.lines() do
if not counted_lines[l.index] then
increment("lines")
if l.visible_on_automap then
increment("visible lines")
end
counted_lines[l.index] = 1
end
end
end
Statistics = {}
Statistics.parameters = stats
end
function Triggers.projectile_created(projectile)
if projectile.type ~= "fist"
and projectile.owner == local_player.monster then
increment(projectile.type.mnemonic .. "s fired")
end
end
function Triggers.monster_killed(monster, aggressor, projectile)
if aggressor == local_player then
increment(monster.type.mnemonic .. " kills")
if projectile.type == "fist" then
increment(monster.type.mnemonic .. " punch kills")
end
end
end
function Triggers.monster_damaged(_, aggressor_monster, _, _, projectile)
if aggressor_monster == local_player.monster and projectile then
if projectile.type ~= "fist" and not projectile._hit then
projectile._hit = true
increment(projectile.type.mnemonic .. "s hit")
end
end
end
function Triggers.player_damaged(_, aggressor_player, _, _, _, projectile)
if aggressor_player == local_player and projectile then
if projectile.type ~= "fist" and not projectile._hit then
projectile._hit = true
increment(projectile.type.mnemonic .. "s hit")
end
end
end
function Triggers.projectile_switch(projectile, side)
if projectile.type == "fist" and projectile.owner == local_player.monster then
increment("switches punched")
end
end
function Triggers.tag_switch(_, player, side)
if player == local_player and side.control_panel and side.control_panel.uses_item then
increment("chips inserted")
end
end
function Triggers.terminal_enter(_, player)
if player == local_player then
increment("terminals activated")
end
end
function Triggers.player_killed(victim, aggressor)
if victim == local_player then
increment("deaths")
if aggressor == local_player then
increment("suicides")
elseif aggressor then
increment("deaths by player " .. aggressor.index)
end
-- kill zones
if stats["death locations"] == nil then
stats["death locations"] = ""
end
stats["death locations"] = stats["death locations"] ..
string.format(" %.1f,%.1f,%.1f,%d",
victim.x, victim.y, victim.z, victim.polygon.index)
elseif aggressor == local_player then
increment("kills")
increment("kills of player " .. victim.index)
end
end
function increment(key)
if stats[key] then
stats[key] = stats[key] + 1
else
stats[key] = 1
end
end
function establish_session(restored)
if Game.ticks == 0 then
Game._initial_level = Level.index
Game._saves_loaded = 0
elseif restored then
Game.restore_saved()
if Game._saves_loaded ~= nil then
Game._saves_loaded = Game._saves_loaded + 1
end
else
Game.restore_passed()
end
if Game._stat_session ~= nil then
Game._parent_session = Game._stat_session
end
Game._stat_session = create_session_id()
if Game._initial_level ~= nil then
stats["initial level"] = Game._initial_level
end
if Game._parent_session ~= nil then
stats["parent session"] = Game._parent_session
end
if Game._stat_session ~= nil then
stats["stat session"] = Game._stat_session
end
if Game._saves_loaded ~= nil then
stats["saves loaded"] = Game._saves_loaded
end
end
function create_session_id()
return string.sub(tostring(math.random()), 3)
end