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