示例#1
0
	def init( self ):
		"""Provides default initialisation."""

		# Load the configuration
		self.__config = self.mm.getModuleConfig( configDefaults )
		self.__profileIds = dict.fromkeys( self.__config['profileIds'], 1 )
		self.__newPlayers = {}
		self.__reservedPlayers = {}

		if host.ss_getParam('ranked'):
			# Max of 20%
			max_reserved = ( host.ss_getParam( 'maxPlayers' ) * 0.2 )
			if self.__config['reservedSlots'] > max_reserved:
				self.mm.warn( "Max reserved slots is 20%% of maxPlayers on ranked servers, setting to %d" % max_reserved )
				self.__config['reservedSlots'] = max_reserved

		# Register your game handlers and provide any
		# other dynamic initialisation here
		if 0 == self.__state:
			host.registerHandler( 'PlayerSpawn', self.onPlayerSpawn, 1 )
			host.registerHandler( 'PlayerConnect', self.onPlayerConnect, 1 )
			host.registerHandler( 'PlayerDisconnect', self.onPlayerDisconnect, 1 )

		# Register our rcon command handlers
		self.mm.registerRconCmdHandler( 'reserver', { 'method': self.cmdExec, 'subcmds': self.__cmds, 'level': 1 } )

		# Update to the running state
		self.__state = 1
示例#2
0
    def init(self):
        """Provides default initialisation."""

        # Load the configuration
        self.__config = self.mm.getModuleConfig(configDefaults)
        self.__profileIds = dict.fromkeys(self.__config['profileIds'], 1)
        self.__newPlayers = {}
        self.__reservedPlayers = {}

        if host.ss_getParam('ranked'):
            # Max of 20%
            max_reserved = (host.ss_getParam('maxPlayers') * 0.2)
            if self.__config['reservedSlots'] > max_reserved:
                self.mm.warn(
                    "Max reserved slots is 20%% of maxPlayers on ranked servers, setting to %d"
                    % max_reserved)
                self.__config['reservedSlots'] = max_reserved

        # Register your game handlers and provide any
        # other dynamic initialisation here
        if 0 == self.__state:
            host.registerHandler('PlayerSpawn', self.onPlayerSpawn, 1)
            host.registerHandler('PlayerConnect', self.onPlayerConnect, 1)
            host.registerHandler('PlayerDisconnect', self.onPlayerDisconnect,
                                 1)

        # Register our rcon command handlers
        self.mm.registerRconCmdHandler('reserver', {
            'method': self.cmdExec,
            'subcmds': self.__cmds,
            'level': 1
        })

        # Update to the running state
        self.__state = 1
def onPlayerChangeTeams(p, humanHasSpawned):
	
	if not bf2.serverSettings.getAutoBalanceTeam(): return

	# dont teamswitch alive players, or they will have the wrong teams kit 
	if p.isAlive(): return
	
	if host.sgl_getIsAIGame() and not (host.ss_getParam('gameMode') == "gpm_coop"):
		if humanHasSpawned: return
		if p.isAIPlayer(): return
			
		# handling aiplayer team change autobalance when round not started
		team = p.getTeam()	
		aiplayer = 0	
	
		for tp in bf2.playerManager.getPlayers():		
			if aiplayer == 0 and tp.getTeam() == team and tp.isAIPlayer(): 
				aiplayer = tp
				break
		
		if aiplayer: 
			if p.getTeam() == 1: aiplayer.setTeam(2)
			else: aiplayer.setTeam(1)
									
	else:
		# checking to see if player is allowed to change teams
		team1 = 0
		team2 = 0
		for tp in bf2.playerManager.getPlayers():	
			if tp.getTeam() == 1: team1 += 1
			else: team2 += 1
		if abs(team1 - team2) > 1:
			if p.getTeam() == 1: p.setTeam(2)
			else: p.setTeam(1)
示例#4
0
def exec_subcmd( mm, subcmds, ctx, cmd ):
	"""Execute a modules sub command."""
	module = caller_module()
	mm.debug( 2, "%s '%s' by %s" % ( module, cmd, ctx.getName() ) )

	( subcmd, args ) = lsplit( cmd.strip(), ' ', 2 )

	if subcmds.has_key( subcmd ):
		subcmd_details = subcmds[subcmd]
		if 0 == subcmd_details['level'] or ctx.authedAllowed( ctx, subcmd_details ):
			try:
				if subcmd_details['restricted'] and host.ss_getParam('ranked'):
					msg = "Restricted: Sorry command '%s' is not permitted on ranked servers" % subcmd
					self.mm.debug( 1, msg )
					ctx.write( msg )
				else:
					subcmds[subcmd]['method']( ctx, args )
			except Exception, e:
				# generate line number
				lineNum = ''
				execInfo = sys.exc_info()
				tb = execInfo[2]
				while tb is not None:
					if lineNum == '':
						lineNum = str( tb.tb_lineno )
					else:
						lineNum += ', ' + str( tb.tb_lineno )
					tb = tb.tb_next
				mm.error( "%s: Failed to run sub command '%s'" % ( module, ctx.currentCmd ), True )
				ctx.write('Exception in sub command \'%s\' %s %s (%s)\n' % ( ctx.currentCmd, str(execInfo[0]), str(e), lineNum))
		else:
			ctx.write( "error: you are not authorised to use the command '%s' it requires level %d you are only level %d" % ( subcmd, ctx.authedLevel, cmd_details['level'] ) )
			mm.warn( "Client %s tried to invoke '%s' without sufficient auth level" % ( ctx.getName(), subcmd ) )
def onPlayerChangeTeams(p, humanHasSpawned):

    if not bf2.serverSettings.getAutoBalanceTeam(): return

    # dont teamswitch alive players, or they will have the wrong teams kit
    if p.isAlive(): return

    if host.sgl_getIsAIGame() and not (host.ss_getParam('gameMode')
                                       == "gpm_coop"):
        if humanHasSpawned: return
        if p.isAIPlayer(): return

        # handling aiplayer team change autobalance when round not started
        team = p.getTeam()
        aiplayer = 0

        for tp in bf2.playerManager.getPlayers():
            if aiplayer == 0 and tp.getTeam() == team and tp.isAIPlayer():
                aiplayer = tp
                break

        if aiplayer:
            if p.getTeam() == 1: aiplayer.setTeam(2)
            else: aiplayer.setTeam(1)

    else:
        # checking to see if player is allowed to change teams
        team1 = 0
        team2 = 0
        for tp in bf2.playerManager.getPlayers():
            if tp.getTeam() == 1: team1 += 1
            else: team2 += 1
        if abs(team1 - team2) > 1:
            if p.getTeam() == 1: p.setTeam(2)
            else: p.setTeam(1)
示例#6
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    def init(self):
        """Provides default initialisation."""

        # Load the configuration
        self.__config = self.mm.getModuleConfig(configDefaults)

        # Register your game handlers and provide any
        # other dynamic initialisation here

        if not bf2.g_debug:
            self.mm.info("Global python debugging is disabled")
            self.mm.info("To enable edit: python/bf2/__init__.py")
            self.mm.info("and set 'g_debug = 1'")
        else:
            self.mm.warn("Global python is enabled.")
            self.mm.warn(
                "This may have unexpected side effects and a performance impact!"
            )

        if not host.ss_getParam('ranked'):
            self.mm.error("This server is NOT ranked!")
        else:
            self.mm.info("This server is ranked!")
            if 0 == self.__state:
                # Register your host handlers here
                host.registerHandler('PlayerConnect', self.onPlayerConnect, 1)
                host.registerHandler('PlayerStatsResponse',
                                     self.onStatsResponse, 1)

            # Update to the running state
            self.__state = 1
示例#7
0
	def copyPlayerData(self, player):
		self.timeOnLine += date() - self.connectAt

		self.localScore = player.score
		
		self.score 	= player.score.score
		self.cmdScore 	= player.score.cmdScore	
		self.teamScore 	= player.score.rplScore
		self.skillScore = player.score.skillScore

		if self.score < 0: 	self.score = 0
		if self.cmdScore < 0: 	self.cmdScore = 0
		if self.teamScore < 0: 	self.teamScore = 0
		if self.skillScore < 0: self.skillScore = 0
				
		self.kills 	= player.score.kills
		self.teamkills 	= player.score.TKs
		self.deaths 	= player.score.deaths

		self.rank = player.score.rank
		self.army = roundArmies[player.getTeam()]
		self.team = player.getTeam()
		
		if host.ss_getParam('ranked'):
			if hasattr(player, 'medals'):
				self.medals = player.medals
			else:
				if g_debug: print "Player had no medal stats. pid=", player.index
示例#8
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    def copyPlayerData(self, player):
        self.timeOnLine += date() - self.connectAt

        self.localScore = player.score

        self.score = player.score.score
        self.cmdScore = player.score.cmdScore
        self.teamScore = player.score.rplScore
        self.skillScore = player.score.skillScore

        if self.score < 0: self.score = 0
        if self.cmdScore < 0: self.cmdScore = 0
        if self.teamScore < 0: self.teamScore = 0
        if self.skillScore < 0: self.skillScore = 0

        self.kills = player.score.kills
        self.teamkills = player.score.TKs
        self.deaths = player.score.deaths

        self.rank = player.score.rank
        self.army = roundArmies[player.getTeam()]
        self.team = player.getTeam()

        if host.ss_getParam('ranked'):
            if hasattr(player, 'medals'):
                self.medals = player.medals
            else:
                if g_debug:
                    print "Player had no medal stats. pid=", player.index
def onPlayerDeath(p, vehicle):		
	
	if not bf2.serverSettings.getAutoBalanceTeam(): return
	
	if p.isSquadLeader(): return		
	if p.isCommander(): return	
	
	if (host.ss_getParam('gameMode') == "gpm_coop") and p.isAIPlayer():
		return
	
	# dont use autobalance when its suicide/changes team
	if p.getSuicide(): 
		p.setSuicide(0)
		return
	
	aiPlayerBalance = 0
	team1 = 0
	team2 = 0
	for tp in bf2.playerManager.getPlayers():	
		if tp.getTeam() == 1:
			team1 += 1
		else:
			team2 += 1
		if tp.isAIPlayer():
			aiPlayerBalance += 1
		else:
			aiPlayerBalance -= 1					
	
	if host.sgl_getIsAIGame():
		if not (host.ss_getParam('gameMode') == "gpm_coop"):
			if not (aiPlayerBalance < 0):		
				if not p.isAIPlayer():
					return
	
	team2 = team2 * bf2.serverSettings.getTeamRatioPercent() / 100.0

	if (p.getTeam() == 1):
		if (team2+1) < team1:
			p.setTeam(2)			
	elif (p.getTeam() == 2):
		if (team1+1) < team2:
			p.setTeam(1)			
示例#10
0
def onPlayerDeath(p, vehicle):

    if not bf2.serverSettings.getAutoBalanceTeam(): return

    if p.isSquadLeader(): return
    if p.isCommander(): return

    if (host.ss_getParam('gameMode') == "gpm_coop") and p.isAIPlayer():
        return

    # dont use autobalance when its suicide/changes team
    if p.getSuicide():
        p.setSuicide(0)
        return

    aiPlayerBalance = 0
    team1 = 0
    team2 = 0
    for tp in bf2.playerManager.getPlayers():
        if tp.getTeam() == 1:
            team1 += 1
        else:
            team2 += 1
        if tp.isAIPlayer():
            aiPlayerBalance += 1
        else:
            aiPlayerBalance -= 1

    if host.sgl_getIsAIGame():
        if not (host.ss_getParam('gameMode') == "gpm_coop"):
            if not (aiPlayerBalance < 0):
                if not p.isAIPlayer():
                    return

    team2 = team2 * bf2.serverSettings.getTeamRatioPercent() / 100.0

    if (p.getTeam() == 1):
        if (team2 + 1) < team1:
            p.setTeam(2)
    elif (p.getTeam() == 2):
        if (team1 + 1) < team2:
            p.setTeam(1)
示例#11
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	def __updateServerPassword( self ):
		"""Sets or removes the password on the server depending on the state."""
		if not host.ss_getParam('ranked') and self.__config['privatePassword']:
			# We can password the server as its not ranked
			( needed_slots, remaining_slots ) = self.__neededRemainingSlots()
			if not needed_slots:
				# dont need any reserved slots remove the password
				host.rcon_invoke( 'sv.password ""' )
			else:
				host.rcon_invoke( 'sv.password "%s"' % self.__config['privatePassword'] )

		return 1
示例#12
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    def __updateServerPassword(self):
        """Sets or removes the password on the server depending on the state."""
        if not host.ss_getParam('ranked') and self.__config['privatePassword']:
            # We can password the server as its not ranked
            (needed_slots, remaining_slots) = self.__neededRemainingSlots()
            if not needed_slots:
                # dont need any reserved slots remove the password
                host.rcon_invoke('sv.password ""')
            else:
                host.rcon_invoke('sv.password "%s"' %
                                 self.__config['privatePassword'])

        return 1
示例#13
0
    def onPlayerChangeTeams(self, p, humanHasSpawned):
        """Ensure the player isnt unbalancing the teams."""
        if 1 != self.__state:
            return

        self.mm.debug(2, "AB: change")

        if not bf2.serverSettings.getAutoBalanceTeam():
            return

        # dont teamswitch alive players, or they will have the wrong teams kit
        if p.isAlive():
            return

        if host.sgl_getIsAIGame() and (
                self.mm.isBattleField2142()
                or not (host.ss_getParam('gameMode') == "gpm_coop")):
            if humanHasSpawned or p.isAIPlayer():
                return

            # handling aiplayer team change autobalance when round not started
            team = p.getTeam()
            aiplayer = 0

            for tp in bf2.playerManager.getPlayers():
                if aiplayer == 0 and tp.getTeam() == team and tp.isAIPlayer():
                    aiplayer = tp
                    break

            if aiplayer:
                if p.getTeam() == 1:
                    aiplayer.setTeam(2)
                else:
                    aiplayer.setTeam(1)

        else:
            # checking to see if player is allowed to change teams

            team1 = 0
            team2 = 0
            for tp in bf2.playerManager.getPlayers():
                if tp.getTeam() == 1:
                    team1 += 1
                else:
                    team2 += 1

            if abs(team1 - team2) > 1:
                if p.getTeam() == 1:
                    p.setTeam(2)
                else:
                    p.setTeam(1)
示例#14
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	def onGameStatusChanged( self, status ):
		"""Make a note of the game status"""
		self.debug( 1, "STATUS: %d = %s" % ( status, mm_utils.status_name( status ) ) )
		if bf2.GameStatus.EndGame == status:
			self.__playCount = 0
			self.__pauseStart = 0
			self.__timeLimit = 0
			self.gamePlaying = False
			self.roundStarted = False

		elif bf2.GameStatus.Playing == status:
			self.gamePlaying = True
			now = int( host.timer_getWallTime() )

			if bf2.GameStatus.PreGame == self.currentGameStatus:
				# normal transition i.e. not pause
				start_delay = int( host.rcon_invoke( 'sv.startDelay' ) )
				self.__playCount += 1
				self.__timeLimit = host.ss_getParam( 'timeLimit' )
				self.__matchTimeLost = 0
				self.startTimeUTC = int( time.time() ) + start_delay
				self.startTimeWall = now + start_delay
				if 2 == self.__playCount:
					# We see state change from PreGame -> Playing twice before the round really starts
					self.roundStarted = True

			elif bf2.GameStatus.Paused == self.currentGameStatus:
				self.__matchTimeLost += ( now - self.__pauseStart )
				self.__pauseStart = 0

		elif bf2.GameStatus.Paused == status:
			self.__pauseStart = int( host.timer_getWallTime() )

		else:
			self.__pauseStart = 0

		self.lastGameStatus = self.currentGameStatus
		self.currentGameStatus = status
示例#15
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 def getUseGlobalUnlocks(self):
     return host.ss_getParam("globUnlocks")
示例#16
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 def getTKPunishEnabled(self):
     return host.ss_getParam("tkpEnabled")
示例#17
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 def getTKPunishByDefault(self):
     return host.ss_getParam("tkpDefault")
示例#18
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    def onPlayerDeath(self, p, vehicle):
        """Autobalance a player that has died if required and allowed by the balance rules."""
        if 1 != self.__state:
            return

        if p == None:
            return

        if self.mm.isBattleField2142():
            # bf2142 specific
            if not p.isValid() or p.isAutoController():
                return
        else:
            # bf2 specific
            if (host.ss_getParam('gameMode') == "gpm_coop") and p.isAIPlayer():
                return

        if not bf2.serverSettings.getAutoBalanceTeam():
            return

        # dont use autobalance when its suicide/changes team
        if p.getSuicide():
            p.setSuicide(0)
            return

        if (not self.__config['allowCommander']) and p.isCommander():
            # dont autobalance the commander
            return

        squadid = p.getSquadId()
        teamid = p.getTeam()
        players = bf2.playerManager.getPlayers()

        if (not self.__config['allowSquadLeader']) and p.isSquadLeader():
            # only autobalance the squad leader if they are the only
            # member of that squad
            squad_members = 0
            for tp in players:
                if squadid == tp.getSquadId() and tp.index != p.index:
                    # we have other members in this squad dont autobalance
                    #self.mm.debug( 2, "AB: no ( squad leader with members )" )
                    return

        if (not self.__config['allowSquadMember']) and (squadid > 0):
            # only autobalance squad members if there are no none
            # squad members / commander on this team
            basic_players = 0
            for tp in players:
                if (0 == tp.getSquadId()) and (teamid == tp.getTeam()) and (
                        not p.isCommander()):
                    # none squad member / commander of this team
                    basic_players += 1

            if 0 != basic_players:
                # we have basic players in this team we
                # will balance them instead
                #self.mm.debug( 2, "AB: no ( basic players avail )" )
                return

        aiPlayerBalance = 0
        team1 = 0
        team2 = 0
        for tp in players:
            if tp.getTeam() == 1:
                team1 += 1
            else:
                team2 += 1

            if tp.isAIPlayer():
                aiPlayerBalance += 1
            else:
                aiPlayerBalance -= 1

        if host.sgl_getIsAIGame():
            if self.mm.isBattleField2142() or not (host.ss_getParam('gameMode')
                                                   == "gpm_coop"):
                if not (aiPlayerBalance < 0):
                    if not p.isAIPlayer():
                        return

        team2 = team2 * bf2.serverSettings.getTeamRatioPercent() / 100.0
        if (teamid == 1):
            if (team2 + 1) < team1:
                #self.mm.debug( 2, "AB: player '%s' -> team %d" % ( p.getName(), 2 ) )
                p.setTeam(2)
        elif (teamid == 2):
            if (team1 + 1) < team2:
                #self.mm.debug( 2, "AB: player '%s' -> team %d" % ( p.getName(), 1 ) )
                p.setTeam(1)
示例#19
0
 def getScoreLimit(self):
     return host.ss_getParam("scoreLimit")
示例#20
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	def getMaxPlayers(self): return host.ss_getParam('maxPlayers')
	def getGameMode(self): return host.ss_getParam('gameMode')
示例#21
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	def getMapName(self): return host.ss_getParam('mapName')
	def getTimeLimit(self): return host.ss_getParam('timeLimit')
示例#22
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 def getGameMode(self):
     return host.ss_getParam('gameMode')
示例#23
0
	def getTKPunishByDefault(self): return host.ss_getParam('tkpDefault')
	
	def getUseGlobalRank(self): return host.ss_getParam('globRank')
示例#24
0
 def getTeamRatioPercent(self):
     return host.ss_getParam('teamRatioPct')
示例#25
0
 def getMaxPlayers(self):
     return host.ss_getParam('maxPlayers')
示例#26
0
 def getTicketRatio(self):
     return host.ss_getParam('ticketRatio')
示例#27
0
	def getTKNumPunishToKick(self): return host.ss_getParam('tkpNeeded')
	def getTKPunishByDefault(self): return host.ss_getParam('tkpDefault')
示例#28
0
	def getTKPunishByDefault(self): return host.ss_getParam('tkpDefault')
	
	def getUseGlobalRank(self): return host.ss_getParam('globRank')
示例#29
0
	def getAutoBalanceTeam(self): return host.ss_getParam('autoBalance')
	def getTKPunishEnabled(self): return host.ss_getParam('tkpEnabled')
示例#30
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	def getScoreLimit(self): return host.ss_getParam('scoreLimit')
	def getAutoBalanceTeam(self): return host.ss_getParam('autoBalance')
示例#31
0
 def getMaxRank(self):
     return host.ss_getParam('maxRank')
示例#32
0
	def getTKPunishEnabled(self): return host.ss_getParam('tkpEnabled')
	def getTKNumPunishToKick(self): return host.ss_getParam('tkpNeeded')
示例#33
0
	def getGameMode(self): return host.ss_getParam('gameMode')
	def getMapName(self): return host.ss_getParam('mapName')
示例#34
0
	def getUseGlobalUnlocks(self): return host.ss_getParam('globUnlocks')
	
	def getMaxRank(self): return host.ss_getParam('maxRank')
示例#35
0
	def getTimeLimit(self): return host.ss_getParam('timeLimit')
	def getScoreLimit(self): return host.ss_getParam('scoreLimit')
示例#36
0
    def init(self):
        """Provides default initialisation."""

        # Load the configuration
        self.__config = self.mm.getModuleConfig(configDefaults)
        self.__playing = 0
        self.__banWords = {}
        self.__banPatterns = {}
        self.__kickPatterns = {}
        self.__kickWords = {}

        # Register our base handlers
        if 0 == self.__state:
            self.mm.debug(2, "Setting Connect and Chat handlers")
            host.registerHandler('PlayerConnect', self.onPlayerConnect, 1)
            host.registerHandler('ChatMessage', self.onChatMessage, 1)
            self.mm.debug(2, "Handlers set")
        else:
            self.mm.debug(2, "Handlers NOT set")

        host.registerGameStatusHandler(self.onGameStatusChanged)

        # Register our rcon command handlers
        self.mm.registerRconCmdHandler('kicker', {
            'method': self.cmdExec,
            'subcmds': self.__cmds,
            'level': 1
        })

        # Apply ranked server restrictions
        if host.ss_getParam('ranked'):
            if 0 != self.__config['minPing']:
                self.__config['minPing'] = 0
                self.mm.warn(
                    "Min ping is restricted on ranked servers setting to %d" %
                    self.__config['minPing'])

            if self.__config['maxPing'] and self.__config['maxPing'] < 160:
                self.__config['maxPing'] = 160
                self.mm.warn(
                    "Max ping is restricted on ranked servers setting to %d" %
                    self.__config['maxPing'])

        # set up our times
        self.__checkTimer = bf2.Timer(self.checkPlayers,
                                      self.__config['initDelay'], 1)
        self.__checkTimer.setRecurring(self.__config['sampleRate'])

        # ban words
        idx = 0
        for word in self.__config['banWords']:
            self.__banWords[word] = idx
            idx += 1

        # ban patterns
        idx = 0
        for pattern in self.__config['banPatterns']:
            try:
                self.__banPatterns[pattern] = [re.compile(pattern), idx]
                idx += 1
            except:
                self.mm.error("Invalid bad pattern '%s'" % pattern)

        # kick words
        idx = 0
        for word in self.__config['kickWords']:
            self.__kickWords[word] = idx
            idx += 1

        # kick patterns
        idx = 0
        for pattern in self.__config['kickPatterns']:
            try:
                self.__kickPatterns[pattern] = [re.compile(pattern), idx]
                idx += 1
            except:
                self.mm.error("Invalid kick pattern '%s'" % pattern)

        # add already connected players
        for player in bf2.playerManager.getPlayers():
            player.mmKickerInfo = KickerInfo()

        self.__state = 1
示例#37
0
	def getAutoBalanceTeam(self): return host.ss_getParam('autoBalance')
	def getTKPunishEnabled(self): return host.ss_getParam('tkpEnabled')
示例#38
0
 def getMapName(self):
     return host.ss_getParam("mapName")
示例#39
0
	def getTKNumPunishToKick(self): return host.ss_getParam('tkpNeeded')
	def getTKPunishByDefault(self): return host.ss_getParam('tkpDefault')
示例#40
0
	def getMaxRank(self): return host.ss_getParam('maxRank')
	
class GameServer:
示例#41
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	def getUseGlobalRank(self): return host.ss_getParam('globRank')
	def getUseGlobalUnlocks(self): return host.ss_getParam('globUnlocks')
示例#42
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 def getTicketRatio(self):
     return host.ss_getParam("ticketRatio")
示例#43
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 def getMapName(self):
     return host.ss_getParam('mapName')
示例#44
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 def getMaxPlayers(self):
     return host.ss_getParam("maxPlayers")
示例#45
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def onGameStatusChanged(status):
    if status == bf2.GameStatus.Playing:

        # find highest player still connected
        highestPid = -1
        for pid in sessionPlayerStatsMap:
            if pid > highestPid:
                highestPid = pid

        global playerConnectionOrderIterator
        playerConnectionOrderIterator = highestPid + 1
        print "Reset orderiterator to %d based on highest pid kept" % playerConnectionOrderIterator

        # Reconnect players
        #if len(sessionPlayerStatsMap) == 0:
        #print("Reloading players");
        for p in bf2.playerManager.getPlayers():
            onPlayerConnect(p)

        global army
        roundArmies[1] = getArmy(bf2.gameLogic.getTeamName(1))
        roundArmies[2] = getArmy(bf2.gameLogic.getTeamName(2))

        # All other hooks
        host.registerHandler('PlayerKilled', onPlayerKilled)
        host.registerHandler('PlayerDeath', onPlayerDeath)
        host.registerHandler('EnterVehicle', onEnterVehicle)
        host.registerHandler('ExitVehicle', onExitVehicle)
        host.registerHandler('PickupKit', onPickupKit)
        host.registerHandler('DropKit', onDropKit)
        host.registerHandler('PlayerChangedSquad', onPlayerChangedSquad)
        host.registerHandler('ChangedCommander', onChangedCommander)
        host.registerHandler('ChangedSquadLeader', onChangedSquadLeader)
        host.registerHandler('PlayerChangeWeapon', onPlayerChangeWeapon)
        host.registerHandler('PlayerBanned', onPlayerBanned)
        host.registerHandler('PlayerKicked', onPlayerKicked)
        host.registerHandler('PlayerSpawn', onPlayerSpawn)
        host.registerHandler('DeployGrapplingHook', onDeployGrapplingHook)
        host.registerHandler('DeployZipLine', onDeployZipLine)
        host.registerHandler('DeployTactical', onDeployTactical)

        for s in sessionPlayerStatsMap.itervalues():
            s.reset()

        for p in bf2.playerManager.getPlayers():
            p.stats.reinit(p)
            p.stats.wasHereAtStart = 1

        bf2.playerManager.enableScoreEvents()

        # stats have all been cleared enable next end of round stats
        setSendEndOfRoundStats(True)

    elif status == bf2.GameStatus.EndGame:

        # finalize stats and send snapshot
        for p in bf2.playerManager.getPlayers():
            p.stats.wasHereAtEnd = 1
            finalizePlayer(p)

        # check ensure we only send the end of round stats once
        if getSendEndOfRoundStats():
            # show end-of-round information
            setSendEndOfRoundStats(False)
            bf2.stats.endofround.invoke()

        # if not ranked, clean out stats vectors
        if not host.ss_getParam('ranked'):
            playerConnectionOrderIterator = 0
            sessionPlayerStatsMap.clear()
            if ((host.ss_getParam('gameMode') == "gpm_coop")
                    or (host.ss_getParam('gameMode') == "sp1")):
                for p in bf2.playerManager.getPlayers():
                    if not p.isAIPlayer():
                        onPlayerConnect(p)
示例#46
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 def getTimeLimit(self):
     return host.ss_getParam('timeLimit')
示例#47
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 def getTeamRatioPercent(self):
     return host.ss_getParam("teamRatioPct")
示例#48
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 def getScoreLimit(self):
     return host.ss_getParam('scoreLimit')
示例#49
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 def getGameMode(self):
     return host.ss_getParam("gameMode")
示例#50
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 def getAutoBalanceTeam(self):
     return host.ss_getParam('autoBalance')
示例#51
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 def getTimeLimit(self):
     return host.ss_getParam("timeLimit")
示例#52
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 def getTKPunishEnabled(self):
     return host.ss_getParam('tkpEnabled')
示例#53
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 def getAutoBalanceTeam(self):
     return host.ss_getParam("autoBalance")
示例#54
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 def getTKNumPunishToKick(self):
     return host.ss_getParam('tkpNeeded')
示例#55
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 def getTKNumPunishToKick(self):
     return host.ss_getParam("tkpNeeded")
示例#56
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 def getTKPunishByDefault(self):
     return host.ss_getParam('tkpDefault')
示例#57
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 def getUseGlobalRank(self):
     return host.ss_getParam("globRank")
示例#58
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 def getUseGlobalRank(self):
     return host.ss_getParam('globRank')
示例#59
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 def getMaxRank(self):
     return host.ss_getParam("maxRank")
示例#60
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 def getUseGlobalUnlocks(self):
     return host.ss_getParam('globUnlocks')