untyped // because entity.s global function Stats_Init global function AddStatCallback global function Stats_SaveStatDelayed global function PlayerStat_GetCurrentInt global function PlayerStat_GetCurrentFloat global function UpdatePlayerStat global function IncrementPlayerDidPilotExecutionWhileCloaked global function UpdateTitanDamageStat global function UpdateTitanWeaponDamageStat global function UpdateTitanCoreEarnedStat global function PreScoreEventUpdateStats global function PostScoreEventUpdateStats global function Stats_OnPlayerDidDamage struct { table< string, array > refs table< string, array< void functionref( entity, float, string ) > > callbacks table< entity, table< string, int > > cachedIntStatChanges table< table< string, float > > cachedFloatStatChanges table< entity, float > playerKills table< entity, float > playerKillsPvp table< entity, float > playerDeaths table< entity, float > playerDeathsPvp bool isFirstStrike = true } file void function Stats_Init() { AddCallback_OnPlayerKilled( OnPlayerOrNPCKilled ) AddCallback_OnNPCKilled( OnPlayerOrNPCKilled ) AddCallback_OnPlayerRespawned( OnPlayerRespawned ) AddCallback_OnClientConnected( OnClientConnected ) AddCallback_OnClientDisconnected( OnClientDisconnected ) AddCallback_GameStateEnter( eGameState.WinnerDetermined, OnWinnerDetermined ) thread HandleDistanceAndTimeStats_Threaded() thread SaveStatsPeriodically_Threaded() } void function AddStatCallback( string statCategory, string statAlias, string statSubAlias, void functionref( entity, float, string ) callback, string subRef ) { if ( !IsValidStat( statCategory, statAlias, statSubAlias ) ) throw format( "INVALID STAT: %s : %s : %s", statCategory, statAlias, statSubAlias ) string statVar = GetStatVar( statCategory, statAlias, statSubAlias ) if ( statVar in file.refs ) { file.refs[ statVar ].append( subRef ) file.callbacks[ statVar ].append( callback ) } else { file.refs[ statVar ] <- [ subRef ] file.callbacks[ statVar ] <- [ callback ] } } // a lot of this file seems to be doing caching of stats in some way void function Stats_SaveStatDelayed( entity player, string statCategory, string statAlias, string statSubAlias, float delay = 0.1 ) { // idk how long the delay is meant to be but whatever wait delay if ( !IsValid( player ) ) return Stats_SaveStat( player, statCategory, statAlias, statSubAlias ) } void function Stats_SaveAllStats( entity player ) { if ( player in file.cachedIntStatChanges ) { foreach( string key, int val in file.cachedIntStatChanges[ player ] ) { player.SetPersistentVar( key, player.GetPersistentVarAsInt( key ) + val ) } delete file.cachedIntStatChanges[ player ] } // save cached float stat change if ( player in file.cachedFloatStatChanges ) { foreach( string key, float val in file.cachedFloatStatChanges[ player ] ) { player.SetPersistentVar( key, expect float( player.GetPersistentVar( key ) ) + val ) } delete file.cachedFloatStatChanges[ player ] } } void function Stats_SaveStat( entity player, string statCategory, string statAlias, string statSubAlias ) { string stat = GetStatVar( statCategory, statAlias, statSubAlias ) // save cached int stat change if ( player in file.cachedIntStatChanges && stat in file.cachedIntStatChanges[ player ] ) { player.SetPersistentVar( stat, player.GetPersistentVarAsInt( stat ) + file.cachedIntStatChanges[ player ][ stat ] ) delete file.cachedIntStatChanges[ player ][ stat ] return } // save cached float stat change if ( player in file.cachedFloatStatChanges && stat in file.cachedFloatStatChanges[ player ] ) { player.SetPersistentVar( stat, expect float( player.GetPersistentVar( stat ) ) + file.cachedFloatStatChanges[ player ][ stat ] ) delete file.cachedFloatStatChanges[ player ][ stat ] return } } // this gets the cached change, not the actual value int function PlayerStat_GetCurrentInt( entity player, string statCategory, string statAlias, string statSubAlias ) { string str = GetStatVar( statCategory, statAlias, statSubAlias ) if ( player in file.cachedIntStatChanges && str in file.cachedIntStatChanges[ player ] ) return file.cachedIntStatChanges[ player ][ str ] return 0 } // this gets the cached change, not the actual value float function PlayerStat_GetCurrentFloat( entity player, string statCategory, string statAlias, string statSubAlias ) { string str = GetStatVar( statCategory, statAlias, statSubAlias ) if ( player in file.cachedFloatStatChanges && str in file.cachedFloatStatChanges[ player ] ) return file.cachedFloatStatChanges[ player ][ str ] return 0 } void function UpdatePlayerStat( entity player, string statCategory, string subStat, int count = 1, string statAlias = "" ) { if ( !IsValid( player ) ) return Stats_IncrementStat( player, statCategory, subStat, statAlias, count.tofloat() ) } void function IncrementPlayerDidPilotExecutionWhileCloaked( entity player ) { UpdatePlayerStat( player, "kills_stats", "pilotExecutePilotWhileCloaked" ) } void function UpdateTitanDamageStat( entity attacker, float savedDamage, var damageInfo ) { if ( !IsValid( attacker ) ) return Stats_IncrementStat( attacker, "titan_stats", "titanDamage", GetTitanCharacterName( attacker ), savedDamage ) } void function UpdateTitanWeaponDamageStat( entity attacker, float savedDamage, var damageInfo ) { if ( !IsValid( attacker ) ) return string weaponName = GetPersistenceRefFromDamageInfo( damageInfo ) if ( weaponName == "" ) return Stats_IncrementStat( attacker, "weapon_stats", "titanDamage", weaponName, savedDamage ) } void function UpdateTitanCoreEarnedStat( entity player, entity titan, int count = 1 ) { if ( !IsValid( player ) ) return if ( !IsValid( titan ) ) return Stats_IncrementStat( player, "titan_stats", "coresEarned", GetTitanCharacterName( titan ), count.tofloat() ) } void function PreScoreEventUpdateStats( entity attacker, entity ent ) { // used to track kill streaks ending i think ( that stuff gets reset during score event update ) } void function PostScoreEventUpdateStats( entity attacker, entity ent ) { if ( !attacker.IsPlayer() ) return // used to track kill streaks starting maybe if ( attacker.s.currentKillstreak == KILLINGSPREE_KILL_REQUIREMENT ) { // killingSpressAs_ if ( attacker.IsTitan() ) Stats_IncrementStat( attacker, "kills_stats", "killingSpressAs_" + GetTitanCharacterName( attacker ), "", 1.0 ) entity weapon = attacker.GetActiveWeapon() // I guess if you dont have a valid active weapon when you get awarded a killing spree // you dont get the stat. Too bad! if ( !IsValid( weapon ) ) return Stats_IncrementStat( attacker, "weapon_kill_stats", "killingSprees", weapon.GetWeaponClassName(), 1.0 ) } } void function Stats_OnPlayerDidDamage( entity victim, var damageInfo ) { // try and get the player entity attacker = DamageInfo_GetAttacker( damageInfo ) // get the player from their titan if ( attacker.IsTitan() && IsPetTitan( attacker ) ) attacker = attacker.GetTitanSoul().GetBossPlayer() if ( !attacker.IsPlayer() ) return string weaponName = GetPersistenceRefFromDamageInfo( damageInfo ) if ( weaponName == "" ) return Stats_IncrementStat( attacker, "weapon_stats", "shotsHit", weaponName, 1.0 ) if ( DamageInfo_GetCustomDamageType( damageInfo ) & DF_CRITICAL ) Stats_IncrementStat( attacker, "weapon_stats", "critHits", weaponName, 1.0 ) if ( DamageInfo_GetCustomDamageType( damageInfo ) & DF_HEADSHOT ) Stats_IncrementStat( attacker, "weapon_stats", "headshots", weaponName, 1.0 ) } void function Stats_IncrementStat( entity player, string statCategory, string statAlias, string statSubAlias, float amount ) { if ( !IsValidStat( statCategory, statAlias, statSubAlias ) ) { printt( "invalid stat: " + statCategory + " : " + statAlias + " : " + statSubAlias ) return } string str = GetStatVar( statCategory, statAlias, statSubAlias ) int type = GetStatVarType( statCategory, statAlias, statSubAlias ) // stupid exception because respawn set this up as an int in script // but it is actually a float, so the game will crash if we don't fix it somewhere // i dont feel like committing all of sh_stats.gnut so im doing this instead if ( str == "mapStats[%mapname%].hoursPlayed[%gamemode%]" ) type = ePlayerStatType.FLOAT // this is rather hacky string mode = GAMETYPE int difficulty = GetDifficultyLevel() if ( difficulty >= 5 ) return string saveVar = Stats_GetFixedSaveVar( str, GetMapName(), mode, difficulty.tostring() ) // check if the map and mode exist in persistence try { PersistenceGetEnumIndexForItemName( "gamemodes", mode ) PersistenceGetEnumIndexForItemName( "maps", GetMapName() ) } catch( ex ) { // if we have an invalid mode or map for persistence, and it is used in the // persistence string, we can't save the persistence so we have to just return if ( str != saveVar ) { //printt( ex, str, GetMapName(), mode ) // Commented out due to spamming logs on invalid modes (e.g. Gun Game, Infection, ...) return } } str = saveVar switch ( type ) { case ePlayerStatType.INT: // populate table if needed if ( !( player in file.cachedIntStatChanges ) ) file.cachedIntStatChanges[ player ] <- {} if ( !( str in file.cachedIntStatChanges[ player ] ) ) file.cachedIntStatChanges[ player ][ str ] <- 0 file.cachedIntStatChanges[ player ][ str ] += amount.tointeger() break case ePlayerStatType.FLOAT: // populate table if needed if ( !( player in file.cachedFloatStatChanges ) ) file.cachedFloatStatChanges[ player ] <- {} if ( !( str in file.cachedFloatStatChanges[ player ] ) ) file.cachedFloatStatChanges[ player ][ str ] <- 0.0 file.cachedFloatStatChanges[ player ][ str ] += amount break default: throw "UNIMPLEMENTED STAT TYPE: " + type } // amount here is never used Stats_RunCallbacks( str, player, amount ) } void function Stats_RunCallbacks( string statVar, entity player, float change ) { if ( !( statVar in file.refs ) ) return for( int i = 0; i < file.refs[ statVar ].len(); i++ ) { string ref = file.refs[ statVar ][ i ] void functionref( entity, float, string ) callback = file.callbacks[ statVar ][ i ] callback( player, change, ref ) } } void function OnClientConnected( entity player ) { Stats_IncrementStat( player, "game_stats", "game_joined", "", 1.0 ) } void function OnClientDisconnected( entity player ) { Stats_SaveAllStats( player ) // maybe we can save this stuff, but idk if we can access persistence in this callback if ( player in file.cachedIntStatChanges ) delete file.cachedIntStatChanges[ player ] if ( player in file.cachedFloatStatChanges ) delete file.cachedFloatStatChanges[ player ] } void function OnPlayerOrNPCKilled( entity victim, entity attacker, var damageInfo ) { if ( victim.IsPlayer() ) thread SetLastPosForDistanceStatValid_Threaded( victim, false ) HandleDeathStats( victim, attacker, damageInfo ) HandleKillStats( victim, attacker, damageInfo ) HandleWeaponKillStats( victim, attacker, damageInfo ) HandleTitanStats( victim, attacker, damageInfo ) } void function HandleDeathStats( entity player, entity attacker, var damageInfo ) { if ( !IsValid( player ) || !player.IsPlayer() ) return if ( player in file.playerDeaths ) file.playerDeaths[ player ]++ else file.playerDeaths[ player ] <- 1.0 // total Stats_IncrementStat( player, "deaths_stats", "total", "", 1.0 ) // these all rely on the attacker being valid if ( IsValid( attacker ) ) { // totalPVP // note: I'm not sure if owned entities count towards totalPVP // such as auto-titans, turrets, etc. if ( attacker.IsPlayer() || attacker.GetBossPlayer() ) { if ( player in file.playerDeathsPvp ) file.playerDeathsPvp[ player ]++ else file.playerDeathsPvp[ player ] <- 1.0 Stats_IncrementStat( player, "deaths_stats", "totalPVP", "", 1.0 ) } // byPilots if ( IsPilot( attacker ) ) Stats_IncrementStat( player, "deaths_stats", "byPilots", "", 1.0 ) // byTitan_ if ( attacker.IsTitan() && attacker.IsPlayer() ) Stats_IncrementStat( player, "deaths_stats", "byTitan_" + GetTitanCharacterName( attacker ), "", 1.0 ) // bySpectres if ( IsSpectre( attacker ) ) Stats_IncrementStat( player, "deaths_stats", "bySpectres", "", 1.0 ) // byGrunts if ( IsGrunt( attacker ) ) Stats_IncrementStat( player, "deaths_stats", "byGrunts", "", 1.0 ) // byNPCTitans_ if ( attacker.IsTitan() && attacker.IsNPC() ) Stats_IncrementStat( player, "deaths_stats", "byNPCTitans_" + GetTitanCharacterName( attacker ), "", 1.0 ) } // asPilot if ( IsPilot( player ) ) Stats_IncrementStat( player, "deaths_stats", "asPilot", "", 1.0 ) // asTitan_ if ( player.IsTitan() ) Stats_IncrementStat( player, "deaths_stats", "asTitan_" + GetTitanCharacterName( player ), "", 1.0 ) // suicides if ( IsSuicide( attacker, player, DamageInfo_GetDamageSourceIdentifier( damageInfo ) ) ) Stats_IncrementStat( player, "deaths_stats", "suicides", "", 1.0 ) // whileEjecting if ( player.p.pilotEjecting ) Stats_IncrementStat( player, "deaths_stats", "whileEjecting", "", 1.0 ) } void function HandleWeaponKillStats( entity victim, entity attacker, var damageInfo ) { if ( !IsValid( attacker ) ) return // get the player and it's pet titan entity player entity playerPetTitan if ( attacker.IsPlayer() ) { // the player is just the attacker player = attacker playerPetTitan = player.GetPetTitan() } else if ( attacker.IsTitan() && IsPetTitan( attacker ) ) { // the attacker is the player's auto titan player = attacker.GetTitanSoul().GetBossPlayer() playerPetTitan = attacker } else { // attacker could be something like an NPC, or worldspawn return } string damageSourceStr = GetPersistenceRefFromDamageInfo( damageInfo ) // cant do weapon stats for no weapon if ( damageSourceStr == "" ) return // check things once, for performance int damageSource = DamageInfo_GetDamageSourceIdentifier( damageInfo ) bool victimIsPlayer = victim.IsPlayer() bool victimIsNPC = victim.IsNPC() bool victimIsPilot = IsPilot( victim ) bool victimIsTitan = victim.IsTitan() // total Stats_IncrementStat( player, "weapon_kill_stats", "total", damageSourceStr, 1.0 ) // pilots if ( victimIsPilot ) Stats_IncrementStat( player, "weapon_kill_stats", "pilots", damageSourceStr, 1.0 ) // ejecting_pilots if ( victimIsPilot && victim.p.pilotEjecting ) Stats_IncrementStat( player, "weapon_kill_stats", "ejecting_pilots", damageSourceStr, 1.0 ) // titansTotal if ( victimIsTitan ) Stats_IncrementStat( player, "weapon_kill_stats", "titansTotal", damageSourceStr, 1.0 ) // spectres if ( IsSpectre( victim ) ) Stats_IncrementStat( player, "weapon_kill_stats", "spectres", damageSourceStr, 1.0 ) // marvins if ( IsMarvin( victim ) ) Stats_IncrementStat( player, "weapon_kill_stats", "marvins", damageSourceStr, 1.0 ) // grunts if ( IsGrunt( victim ) ) Stats_IncrementStat( player, "weapon_kill_stats", "grunts", damageSourceStr, 1.0 ) // ai if ( victimIsNPC ) Stats_IncrementStat( player, "weapon_kill_stats", "ai", damageSourceStr, 1.0 ) // titans_ if ( victimIsPlayer && victimIsTitan ) Stats_IncrementStat( player, "weapon_kill_stats", "titans_" + GetTitanCharacterName( victim ), damageSourceStr, 1.0 ) // npcTitans_ if ( victimIsNPC && victimIsTitan ) Stats_IncrementStat( player, "weapon_kill_stats", "npcTitans_" + GetTitanCharacterName( victim ), damageSourceStr, 1.0 ) } void function HandleKillStats( entity victim, entity attacker, var damageInfo ) { if ( !IsValid( attacker ) ) return // get the player and it's pet titan entity player entity playerPetTitan if ( attacker.IsPlayer() ) { // the player is just the attacker player = attacker playerPetTitan = player.GetPetTitan() } else if ( attacker.IsTitan() && IsPetTitan( attacker ) ) { // the attacker is the player's auto titan player = attacker.GetTitanSoul().GetBossPlayer() playerPetTitan = attacker } else { // attacker could be something like an NPC, or worldspawn return } // check things once, for performance int damageSource = DamageInfo_GetDamageSourceIdentifier( damageInfo ) bool victimIsPlayer = victim.IsPlayer() bool victimIsNPC = victim.IsNPC() bool victimIsPilot = IsPilot( victim ) bool victimIsTitan = victim.IsTitan() if ( player in file.playerKills ) file.playerKills[ player ]++ else file.playerKills[ player ] <- 1.0 // total Stats_IncrementStat( player, "kills_stats", "total", "", 1.0 ) // totalPVP if ( victimIsPlayer ) { if ( player in file.playerKillsPvp ) file.playerKillsPvp[ player ]++ else file.playerKillsPvp[ player ] <- 1.0 Stats_IncrementStat( player, "kills_stats", "totalPVP", "", 1.0 ) } // pilots if ( victimIsPilot ) Stats_IncrementStat( player, "kills_stats", "pilots", "", 1.0 ) // spectres if ( IsSpectre( victim ) ) Stats_IncrementStat( player, "kills_stats", "spectres", "", 1.0 ) // marvins if ( IsMarvin( victim ) ) Stats_IncrementStat( player, "kills_stats", "marvins", "", 1.0 ) // grunts if ( IsGrunt( victim ) ) Stats_IncrementStat( player, "kills_stats", "grunts", "", 1.0 ) // totalTitans if ( victimIsTitan ) Stats_IncrementStat( player, "kills_stats", "totalTitans", "", 1.0 ) // totalPilots if ( victimIsPilot ) Stats_IncrementStat( player, "kills_stats", "totalPilots", "", 1.0 ) // totalNPC if ( victimIsNPC ) Stats_IncrementStat( player, "kills_stats", "totalNPC", "", 1.0 ) // totalTitansWhileDoomed if ( victimIsTitan && attacker.IsTitan() && GetDoomedState( attacker ) ) Stats_IncrementStat( player, "kills_stats", "totalTitansWhileDoomed", "", 1.0 ) // asPilot if ( IsPilot( attacker ) ) Stats_IncrementStat( player, "kills_stats", "asPilot", "", 1.0 ) // totalAssists // assistsTotal ( weapon_kill_stats ) // note: eww table alreadyAssisted // titans store their recentDamageHistory in the soul entity assistVictim = ( victim.IsTitan() && IsValid( victim.GetTitanSoul() ) ) ? victim.GetTitanSoul() : victim foreach( DamageHistoryStruct attackerInfo in assistVictim.e.recentDamageHistory ) { if ( !IsValid( attackerInfo.attacker ) || !attackerInfo.attacker.IsPlayer() || attackerInfo.attacker == assistVictim ) continue bool exists = attackerInfo.attacker.GetEncodedEHandle() in alreadyAssisted ? true : false if( attackerInfo.attacker != attacker && !exists ) { alreadyAssisted[ attackerInfo.attacker.GetEncodedEHandle() ] <- true Stats_IncrementStat( attackerInfo.attacker, "kills_stats", "totalAssists", "", 1.0 ) string source = DamageSourceIDToString( attackerInfo.damageSourceId ) if ( IsValidStatItemString( source ) ) Stats_IncrementStat( attackerInfo.attacker, "weapon_kill_stats", "assistsTotal", source, 1.0 ) } } // asTitan_ if ( player.IsTitan() ) Stats_IncrementStat( player, "kills_stats", "asTitan_" + GetTitanCharacterName( player ), "", 1.0 ) // firstStrikes if ( file.isFirstStrike && attacker.IsPlayer() && victimIsPlayer ) { Stats_IncrementStat( player, "kills_stats", "firstStrikes", "", 1.0 ) file.isFirstStrike = false } // ejectingPilots if ( victimIsPilot && victim.p.pilotEjecting ) Stats_IncrementStat( player, "kills_stats", "ejectingPilots", "", 1.0 ) // whileEjecting if ( attacker.IsPlayer() && attacker.p.pilotEjecting ) Stats_IncrementStat( player, "kills_stats", "whileEjecting", "", 1.0 ) // cloakedPilots if ( victimIsPilot && IsCloaked( victim ) ) Stats_IncrementStat( player, "kills_stats", "cloakedPilots", "", 1.0 ) // whileCloaked if ( attacker == player && IsCloaked( attacker ) ) Stats_IncrementStat( player, "kills_stats", "whileCloaked", "", 1.0 ) // wallrunningPilots if ( victimIsPilot && victim.IsWallRunning() ) Stats_IncrementStat( player, "kills_stats", "wallrunningPilots", "", 1.0 ) // whileWallrunning if ( attacker == player && attacker.IsWallRunning() ) Stats_IncrementStat( player, "kills_stats", "whileWallrunning", "", 1.0 ) // wallhangingPilots if ( victimIsPilot && victim.IsWallHanging() ) Stats_IncrementStat( player, "kills_stats", "wallhangingPilots", "", 1.0 ) // whileWallhanging if ( attacker == player && attacker.IsWallHanging() ) Stats_IncrementStat( player, "kills_stats", "whileWallhanging", "", 1.0 ) // pilotExecution if ( damageSource == eDamageSourceId.human_execution ) Stats_IncrementStat( player, "kills_stats", "pilotExecution", "", 1.0 ) // pilotExecutePilot if ( victimIsPilot && damageSource == eDamageSourceId.human_execution ) Stats_IncrementStat( player, "kills_stats", "pilotExecutePilot", "", 1.0 ) // pilotKillsWithHoloPilotActive if ( victimIsPilot && GetDecoyActiveCountForPlayer( player ) > 0 ) Stats_IncrementStat( player, "kills_stats", "pilotKillsWithHoloPilotActive", "", 1.0 ) // pilotKillsWithAmpedWallActive if ( victimIsPilot && GetAmpedWallsActiveCountForPlayer( player ) > 0 ) Stats_IncrementStat( player, "kills_stats", "pilotKillsWithAmpedWallActive", "", 1.0 ) // pilotExecutePilotUsing_ if ( victimIsPilot && damageSource == eDamageSourceId.human_execution ) Stats_IncrementStat( player, "kills_stats", "pilotExecutePilotUsing_" + player.p.lastExecutionUsed, "", 1.0 ) // pilotKickMelee if ( damageSource == eDamageSourceId.human_melee ) Stats_IncrementStat( player, "kills_stats", "pilotKickMelee", "", 1.0 ) // pilotKickMeleePilot if ( victimIsPilot && damageSource == eDamageSourceId.human_melee ) Stats_IncrementStat( player, "kills_stats", "pilotKickMeleePilot", "", 1.0 ) // titanMelee if ( DamageIsTitanMelee( damageSource ) ) Stats_IncrementStat( player, "kills_stats", "titanMelee", "", 1.0 ) // titanMeleePilot if ( victimIsPilot && DamageIsTitanMelee( damageSource ) ) Stats_IncrementStat( player, "kills_stats", "titanMeleePilot", "", 1.0 ) // titanStepCrush if ( IsTitanCrushDamage( damageInfo ) ) Stats_IncrementStat( player, "kills_stats", "titanStepCrush", "", 1.0 ) // titanStepCrushPilot if ( victimIsPilot && IsTitanCrushDamage( damageInfo ) ) Stats_IncrementStat( player, "kills_stats", "titanStepCrushPilot", "", 1.0 ) // titanExocution // note: RESPAWN WHY? EXPLAIN if ( damageSource == eDamageSourceId.titan_execution ) { string titanName = GetTitanCharacterName( player ) titanName = titanName.slice( 0, 1 ).toupper() + titanName.slice( 1, titanName.len() ) Stats_IncrementStat( player, "kills_stats", "titanExocution" + titanName, "", 1.0 ) } // titanFallKill if ( damageSource == eDamageSourceId.damagedef_titan_fall ) Stats_IncrementStat( player, "kills_stats", "titanFallKill", "", 1.0 ) // petTitanKillsFollowMode if ( attacker == playerPetTitan && player.GetPetTitanMode() == eNPCTitanMode.FOLLOW ) Stats_IncrementStat( player, "kills_stats", "petTitanKillsFollowMode", "", 1.0 ) // petTitanKillsGuardMode if ( attacker == playerPetTitan && player.GetPetTitanMode() == eNPCTitanMode.STAY ) Stats_IncrementStat( player, "kills_stats", "petTitanKillsGuardMode", "", 1.0 ) // rodeo_total if ( damageSource == eDamageSourceId.rodeo_battery_removal ) Stats_IncrementStat( player, "kills_stats", "rodeo_total", "", 1.0 ) // pilot_headshots_total if ( victimIsPilot && DamageInfo_GetCustomDamageType( damageInfo ) & DF_HEADSHOT ) Stats_IncrementStat( player, "kills_stats", "pilot_headshots_total", "", 1.0 ) // evacShips if ( IsEvacDropship( victim ) ) Stats_IncrementStat( player, "kills_stats", "evacShips", "", 1.0 ) // nuclearCore if ( damageSource == eDamageSourceId.damagedef_nuclear_core ) Stats_IncrementStat( player, "kills_stats", "nuclearCore", "", 1.0 ) // meleeWhileCloaked if ( IsCloaked( attacker ) && damageSource == eDamageSourceId.human_melee ) Stats_IncrementStat( player, "kills_stats", "meleeWhileCloaked", "", 1.0 ) // titanKillsAsPilot if ( victimIsTitan && IsPilot( attacker ) ) Stats_IncrementStat( player, "kills_stats", "titanKillsAsPilot", "", 1.0 ) // pilotKillsWhileStimActive if ( victimIsPilot && StatusEffect_Get( attacker, eStatusEffect.stim_visual_effect ) <= 0 ) Stats_IncrementStat( player, "kills_stats", "pilotKillsWhileStimActive", "", 1.0 ) // pilotKillsAsTitan if ( victimIsPilot && attacker.IsTitan() ) Stats_IncrementStat( player, "kills_stats", "pilotKillsAsTitan", "", 1.0 ) // pilotKillsAsPilot if ( victimIsPilot && IsPilot( attacker ) ) Stats_IncrementStat( player, "kills_stats", "pilotKillsAsPilot", "", 1.0 ) // titanKillsAsTitan if ( victimIsTitan && attacker.IsTitan() ) Stats_IncrementStat( player, "kills_stats", "titanKillsAsTitan", "", 1.0 ) } void function HandleTitanStats( entity victim, entity attacker, var damageInfo ) { if ( !IsValid( attacker ) ) return // get the player and it's pet titan entity player entity playerPetTitan if ( attacker.IsPlayer() ) { // the player is just the attacker player = attacker playerPetTitan = player.GetPetTitan() } else if ( attacker.IsTitan() && IsPetTitan( attacker ) ) { // the attacker is the player's auto titan player = attacker.GetTitanSoul().GetBossPlayer() playerPetTitan = attacker } else { // attacker could be something like an NPC, or worldspawn return } int damageSource = DamageInfo_GetDamageSourceIdentifier( damageInfo ) bool victimIsPlayer = victim.IsPlayer() bool victimIsNPC = victim.IsNPC() bool victimIsPilot = IsPilot( victim ) bool victimIsTitan = victim.IsTitan() bool titanIsPrime = IsTitanPrimeTitan( player ) // pilots if ( victimIsPilot && attacker.IsTitan() ) Stats_IncrementStat( player, "titan_stats", "pilots", GetTitanCharacterName( attacker ), 1.0 ) // titansTotal if ( victimIsTitan && attacker.IsTitan() ) Stats_IncrementStat( player, "titan_stats", "titansTotal", GetTitanCharacterName( attacker ), 1.0 ) // pilotsAsPrime if ( victimIsPilot && attacker.IsTitan() && titanIsPrime ) Stats_IncrementStat( player, "titan_stats", "pilotsAsPrime", GetTitanCharacterName( attacker ), 1.0 ) // titansAsPrime if ( victimIsTitan && attacker.IsTitan() && titanIsPrime ) Stats_IncrementStat( player, "titan_stats", "titansAsPrime", GetTitanCharacterName( attacker ), 1.0 ) // executionsAsPrime if ( damageSource == eDamageSourceId.titan_execution && attacker.IsTitan() && titanIsPrime ) Stats_IncrementStat( player, "titan_stats", "executionsAsPrime", GetTitanCharacterName( attacker ), 1.0 ) } void function OnPlayerRespawned( entity player ) { thread SetLastPosForDistanceStatValid_Threaded( player, true ) } void function OnWinnerDetermined() { // award players for match completed, wins, and losses foreach ( entity player in GetPlayerArray() ) { Stats_IncrementStat( player, "game_stats", "game_completed", "", 1.0 ) if ( player.GetTeam() == GetWinningTeam() ) Stats_IncrementStat( player, "game_stats", "game_won", "", 1.0 ) else Stats_IncrementStat( player, "game_stats", "game_lost", "", 1.0 ) } if ( IsValidGamemodeString( GAMETYPE ) ) { // award players with matches played on the mode foreach ( entity player in GetPlayerArray() ) { Stats_IncrementStat( player, "game_stats", "mode_played", GAMETYPE, 1.0 ) if ( player.GetTeam() == GetWinningTeam() ) Stats_IncrementStat( player, "game_stats", "mode_won", GAMETYPE, 1.0 ) } } // update player's KD foreach ( entity player in GetPlayerArray() ) { // kd stats // index 0 is most recent game // index 9 is least recent game float playerKills = ( player in file.playerKills ) ? file.playerKills[ player ] : 0.0 float playerDeaths = ( player in file.playerDeaths ) ? file.playerDeaths[ player ] : 0.0 float kdratio_match if ( playerDeaths == 0.0 ) kdratio_match = playerKills else kdratio_match = playerKills / playerDeaths float playerKillsPvp = ( player in file.playerKillsPvp ) ? file.playerKillsPvp[ player ] : 0.0 float playerDeathsPvp = ( player in file.playerDeathsPvp ) ? file.playerDeathsPvp[ player ] : 0.0 float kdratiopvp_match if ( playerDeathsPvp == 0.0 ) kdratiopvp_match = playerKillsPvp else kdratiopvp_match = playerKillsPvp / playerDeathsPvp float totalDeaths = player.GetPersistentVarAsInt( "deathStats.total" ).tofloat() float totalKills = player.GetPersistentVarAsInt( "killStats.total" ).tofloat() float totalDeathsPvp = player.GetPersistentVarAsInt( "deathStats.totalPVP" ).tofloat() float totalKillsPvp = player.GetPersistentVarAsInt( "killStats.totalPVP" ).tofloat() float kdratio_lifetime if ( totalDeaths == 0.0 ) kdratio_lifetime = totalKills else kdratio_lifetime = totalKills / totalDeaths float kdratio_lifetimepvp if ( totalDeathsPvp == 0.0 ) kdratio_lifetimepvp = totalKillsPvp else kdratio_lifetimepvp = totalKillsPvp / totalDeathsPvp // shift stats by 1 to make room for new game data for ( int i = NUM_GAMES_TRACK_KDRATIO - 2; i >= 0; --i ) { player.SetPersistentVar( format( "kdratio_match[%i]", ( i + 1 ) ), player.GetPersistentVar( format("kdratio_match[%i]", i ) ) ) player.SetPersistentVar( format( "kdratiopvp_match[%i]", ( i + 1 ) ), player.GetPersistentVar( format( "kdratiopvp_match[%i]", i ) ) ) } // add new game data player.SetPersistentVar( "kdratio_match[0]", kdratio_match ) player.SetPersistentVar( "kdratiopvp_match[0]", kdratiopvp_match ) player.SetPersistentVar( "kdratio_lifetime", kdratio_lifetime ) player.SetPersistentVar( "kdratio_lifetime_pvp", kdratio_lifetimepvp ) } // award mvp and top 3 in each team if ( !IsFFAGame() ) { string gamemode = GameRules_GetGameMode() int functionref( entity, entity ) compareFunc = GameMode_GetScoreCompareFunc( gamemode ) for( int team = 0; team < MAX_TEAMS; team++ ) { array players = GetPlayerArrayOfTeam( team ) if ( compareFunc == null ) { printt( "gamemode doesn't have a compare func to get the top 3" ) return } players.sort( compareFunc ) int maxAwards = int( min( players.len(), 3 ) ) for ( int i = 0; i < maxAwards; i++ ) { if ( i == 0 ) Stats_IncrementStat( players[ i ], "game_stats", "mvp", "", 1.0 ) Stats_IncrementStat( players[ i ], "game_stats", "top3OnTeam", "", 1.0 ) } } } } void function SetLastPosForDistanceStatValid_Threaded( entity player, bool val ) { WaitFrame() if ( !IsValid( player ) ) return player.p.lastPosForDistanceStatValid = val } // Respawn did this through stuff found in _entitystructs.gnut (stuff like stats_wallrunTime) // but their implementation seems kinda bad. The advantage it has over this method is not polling // every 0.25 seconds, and using movement callbacks and stuff instead. However, since i can't find // callbacks for things like changing weapon, i would have to poll for that *anyway* and thus, // there is no point in doing things Respawn's way here void function HandleDistanceAndTimeStats_Threaded() { // just to be safe if ( IsLobby() ) return while ( GetGameState() < eGameState.Playing ) WaitFrame() float lastTickTime = Time() while( true ) { // track distance stats foreach ( entity player in GetPlayerArray() ) { if ( player.p.lastPosForDistanceStatValid ) { // not 100% sure on using Distance2D over Distance tbh float distInches = Distance2D( player.p.lastPosForDistanceStat, player.GetOrigin() ) float distMiles = distInches / 63360.0 // more generic distance stats Stats_IncrementStat( player, "distance_stats", "total", "", distMiles ) if ( player.IsTitan() ) { Stats_IncrementStat( player, "distance_stats", "asTitan_" + GetTitanCharacterName( player ), "", distMiles ) Stats_IncrementStat( player, "distance_stats", "asTitan", "", distMiles ) } else Stats_IncrementStat( player, "distance_stats", "asPilot", "", distMiles ) string state = "" // specific distance stats if ( player.IsWallRunning() ) state = "wallrunning" else if ( PlayerIsRodeoingTitan( player ) ) { if ( player.GetTitanSoulBeingRodeoed().GetTeam() == player.GetTeam() ) state = "onFriendlyTitan" else state = "onEnemyTitan" } else if ( player.IsZiplining() ) state = "ziplining" else if ( !player.IsOnGround() ) state = "inAir" if ( state != "" ) Stats_IncrementStat( player, "distance_stats", state, "", distMiles ) } player.p.lastPosForDistanceStat = player.GetOrigin() } float timeSeconds = Time() - lastTickTime float timeHours = timeSeconds / 3600.0 // track time stats foreach ( entity player in GetPlayerArray() ) { // first tick i dont count if ( timeSeconds == 0 ) break // more generic time stats Stats_IncrementStat( player, "time_stats", "hours_total", "", timeHours ) if ( player.IsTitan() ) { Stats_IncrementStat( player, "time_stats", "hours_as_titan_" + GetTitanCharacterName( player ), "", timeHours ) Stats_IncrementStat( player, "time_stats", "hours_as_titan", "", timeHours ) } else Stats_IncrementStat( player, "time_stats", "hours_as_pilot", "", timeHours ) string state = "" // specific time stats if ( !IsAlive( player ) ) state = "hours_dead" else if ( player.IsWallHanging() ) state = "hours_wallhanging" else if ( player.IsWallRunning() ) state = "hours_wallrunning" else if ( !player.IsOnGround() ) state = "hours_inAir" if ( state != "" ) Stats_IncrementStat( player, "time_stats", state, "", timeHours ) // weapon time stats entity activeWeapon = player.GetActiveWeapon() if ( IsValid( activeWeapon ) ) { if ( IsValidStatItemString( activeWeapon.GetWeaponClassName() ) ) Stats_IncrementStat( player, "weapon_stats", "hoursUsed", activeWeapon.GetWeaponClassName(), timeHours ) foreach( entity weapon in player.GetMainWeapons() ) { if ( IsValidStatItemString( weapon.GetWeaponClassName() ) ) Stats_IncrementStat( player, "weapon_stats", "hoursEquipped", weapon.GetWeaponClassName(), timeHours ) } } // map time stats Stats_IncrementStat( player, "game_stats", "hoursPlayed", "", timeHours ) } lastTickTime = Time() // not rly worth doing this every frame, just a couple of times per second should be fine wait 0.25 } } // this is kinda shit void function SaveStatsPeriodically_Threaded() { while( true ) { foreach( entity player in GetPlayerArray() ) Stats_SaveAllStats( player ) wait 5 } } bool function IsValidGamemodeString( string mode ) { int gameModeCount = PersistenceGetEnumCount( "gameModes" ) for ( int modeIndex = 0; modeIndex < gameModeCount; modeIndex++ ) { string gameModeName = PersistenceGetEnumItemNameForIndex( "gameModes", modeIndex ) if ( gameModeName == mode ) return true } return false } bool function IsValidStatItemString( string item ) { foreach( str in shGlobalMP.statsItemsList ) { if ( str == item ) return true } return false } string function GetPersistenceRefFromDamageInfo( var damageInfo ) { string damageSourceString = DamageSourceIDToString( DamageInfo_GetDamageSourceIdentifier( damageInfo ) ) foreach( str in shGlobalMP.statsItemsList ) { if ( str == damageSourceString ) return damageSourceString } return "" } bool function DamageIsTitanMelee( int damageSourceId ) { switch( damageSourceId ) { case eDamageSourceId.melee_titan_punch: case eDamageSourceId.melee_titan_punch_ion: case eDamageSourceId.melee_titan_punch_legion: case eDamageSourceId.melee_titan_punch_tone: case eDamageSourceId.melee_titan_punch_scorch: case eDamageSourceId.melee_titan_punch_northstar: case eDamageSourceId.melee_titan_punch_fighter: case eDamageSourceId.melee_titan_sword: case eDamageSourceId.melee_titan_sword_aoe: return true default: return false } unreachable }