--[[ | This file was obtained through the combined efforts | of Madbluntz & Plymouth Antiquarian Society. | | Credits: lifestorm, Gregory Wayne Rossel JR., | Maloy, DrPepper10 @ RIP, Atle! | | Visit for more: https://plymouth.thetwilightzone.ru/ --]] ---- VGUI panel version of the scoreboard, based on TEAM GARRY's sandbox mode ---- scoreboard. local surface = surface local draw = draw local math = math local string = string local vgui = vgui local GetTranslation = LANG.GetTranslation local GetPTranslation = LANG.GetParamTranslation include("sb_team.lua") surface.CreateFont("cool_small", {font = "coolvetica", size = 20, weight = 400}) surface.CreateFont("cool_large", {font = "coolvetica", size = 24, weight = 400}) surface.CreateFont("treb_small", {font = "Trebuchet18", size = 14, weight = 700}) CreateClientConVar("ttt_scoreboard_sorting", "name", true, false, "name | role | karma | score | deaths | ping") CreateClientConVar("ttt_scoreboard_ascending", "1", true, false, "Should scoreboard ordering be in ascending order") local logo = surface.GetTextureID("vgui/ttt/score_logo") local PANEL = {} local max = math.max local floor = math.floor local function UntilMapChange() local rounds_left = max(0, GetGlobalInt("ttt_rounds_left", 6)) local time_left = floor(max(0, ((GetGlobalInt("ttt_time_limit_minutes") or 60) * 60) - CurTime())) local h = floor(time_left / 3600) time_left = time_left - floor(h * 3600) local m = floor(time_left / 60) time_left = time_left - floor(m * 60) local s = floor(time_left) return rounds_left, string.format("%02i:%02i:%02i", h, m, s) end GROUP_TERROR = 1 GROUP_NOTFOUND = 2 GROUP_FOUND = 3 GROUP_SPEC = 4 GROUP_COUNT = 4 function AddScoreGroup(name) -- Utility function to register a score group if _G["GROUP_"..name] then error("Group of name '"..name.."' already exists!") return end GROUP_COUNT = GROUP_COUNT + 1 _G["GROUP_"..name] = GROUP_COUNT end function ScoreGroup(p) if not IsValid(p) then return -1 end -- will not match any group panel local group = hook.Call( "TTTScoreGroup", nil, p ) if group then -- If that hook gave us a group, use it return group end if DetectiveMode() then if p:IsSpec() and (not p:Alive()) then if p:GetNWBool("body_found", false) then return GROUP_FOUND else local client = LocalPlayer() -- To terrorists, missing players show as alive if client:IsSpec() or client:IsActiveTraitor() or ((GAMEMODE.round_state != ROUND_ACTIVE) and client:IsTerror()) then return GROUP_NOTFOUND else return GROUP_TERROR end end end end return p:IsTerror() and GROUP_TERROR or GROUP_SPEC end -- Comparison functions used to sort scoreboard sboard_sort = { name = function (plya, plyb) -- Automatically sorts by name if this returns 0 return 0 end, ping = function (plya, plyb) return plya:Ping() - plyb:Ping() end, deaths = function (plya, plyb) return plya:Deaths() - plyb:Deaths() end, score = function (plya, plyb) return plya:Frags() - plyb:Frags() end, role = function (plya, plyb) local comp = (plya:GetRole() or 0) - (plyb:GetRole() or 0) -- Reverse on purpose; -- otherwise the default ascending order puts boring innocents first comp = 0 - comp return comp end, karma = function (plya, plyb) return (plya:GetBaseKarma() or 0) - (plyb:GetBaseKarma() or 0) end } ----- PANEL START function PANEL:Init() self.hostdesc = vgui.Create("DLabel", self) self.hostdesc:SetText(GetTranslation("sb_playing")) self.hostdesc:SetContentAlignment(9) self.hostname = vgui.Create( "DLabel", self ) self.hostname:SetText( GetHostName() ) self.hostname:SetContentAlignment(6) self.mapchange = vgui.Create("DLabel", self) self.mapchange:SetText("Map changes in 00 rounds or in 00:00:00") self.mapchange:SetContentAlignment(9) self.mapchange.Think = function (sf) local r, t = UntilMapChange() sf:SetText(GetPTranslation("sb_mapchange", {num = r, time = t})) sf:SizeToContents() end self.ply_frame = vgui.Create( "TTTPlayerFrame", self ) self.ply_groups = {} local t = vgui.Create("TTTScoreGroup", self.ply_frame:GetCanvas()) t:SetGroupInfo(GetTranslation("terrorists"), Color(0,200,0,100), GROUP_TERROR) self.ply_groups[GROUP_TERROR] = t t = vgui.Create("TTTScoreGroup", self.ply_frame:GetCanvas()) t:SetGroupInfo(GetTranslation("spectators"), Color(200, 200, 0, 100), GROUP_SPEC) self.ply_groups[GROUP_SPEC] = t if DetectiveMode() then t = vgui.Create("TTTScoreGroup", self.ply_frame:GetCanvas()) t:SetGroupInfo(GetTranslation("sb_mia"), Color(130, 190, 130, 100), GROUP_NOTFOUND) self.ply_groups[GROUP_NOTFOUND] = t t = vgui.Create("TTTScoreGroup", self.ply_frame:GetCanvas()) t:SetGroupInfo(GetTranslation("sb_confirmed"), Color(130, 170, 10, 100), GROUP_FOUND) self.ply_groups[GROUP_FOUND] = t end hook.Call( "TTTScoreGroups", nil, self.ply_frame:GetCanvas(), self.ply_groups ) -- the various score column headers self.cols = {} self:AddColumn( GetTranslation("sb_ping"), nil, nil, "ping" ) self:AddColumn( GetTranslation("sb_deaths"), nil, nil, "deaths" ) self:AddColumn( GetTranslation("sb_score"), nil, nil, "score" ) if KARMA.IsEnabled() then self:AddColumn( GetTranslation("sb_karma"), nil, nil, "karma" ) end self.sort_headers = {} -- Reuse some translations -- Columns spaced out a bit to allow for more room for translations self:AddFakeColumn( GetTranslation("sb_sortby"), nil, 70, nil ) -- "Sort by:" self:AddFakeColumn( GetTranslation("equip_spec_name"), nil, 70, "name" ) self:AddFakeColumn( GetTranslation("col_role"), nil, 70, "role" ) -- Let hooks add their column headers (via AddColumn() or AddFakeColumn()) hook.Call( "TTTScoreboardColumns", nil, self ) self:UpdateScoreboard() self:StartUpdateTimer() end local function sort_header_handler(self_, lbl) return function() surface.PlaySound("ui/buttonclick.wav") local sorting = GetConVar("ttt_scoreboard_sorting") local ascending = GetConVar("ttt_scoreboard_ascending") if lbl.HeadingIdentifier == sorting:GetString() then ascending:SetBool(not ascending:GetBool()) else sorting:SetString( lbl.HeadingIdentifier ) ascending:SetBool(true) end for _, scoregroup in pairs(self_.ply_groups) do scoregroup:UpdateSortCache() scoregroup:InvalidateLayout() end self_:ApplySchemeSettings() end end -- For headings only the label parameter is relevant, second param is included for -- parity with sb_row local function column_label_work(self_, table_to_add, label, width, sort_identifier, sort_func ) local lbl = vgui.Create( "DLabel", self_ ) lbl:SetText( label ) local can_sort = false lbl.IsHeading = true lbl.Width = width or 50 -- Retain compatibility with existing code if sort_identifier != nil then can_sort = true -- If we have an identifier and an existing sort function then it was a built-in -- Otherwise... if _G.sboard_sort[sort_identifier] == nil then if sort_func == nil then ErrorNoHalt( "Sort ID provided without a sorting function, Label = ", label, " ; ID = ", sort_identifier ) can_sort = false else _G.sboard_sort[sort_identifier] = sort_func end end end if can_sort then lbl:SetMouseInputEnabled(true) lbl:SetCursor("hand") lbl.HeadingIdentifier = sort_identifier lbl.DoClick = sort_header_handler(self_, lbl) end table.insert( table_to_add, lbl ) return lbl end function PANEL:AddColumn( label, _, width, sort_id, sort_func ) return column_label_work( self, self.cols, label, width, sort_id, sort_func ) end -- Adds just column headers without player-specific data -- Identical to PANEL:AddColumn except it adds to the sort_headers table instead function PANEL:AddFakeColumn( label, _, width, sort_id, sort_func ) return column_label_work( self, self.sort_headers, label, width, sort_id, sort_func ) end function PANEL:StartUpdateTimer() if not timer.Exists("TTTScoreboardUpdater") then timer.Create( "TTTScoreboardUpdater", 0.3, 0, function() local pnl = GAMEMODE:GetScoreboardPanel() if IsValid(pnl) then pnl:UpdateScoreboard() end end) end end local colors = { bg = Color(30,30,30, 235), bar = Color(220,180,0,255) }; local y_logo_off = 72 function PANEL:Paint() -- Logo sticks out, so always offset bg draw.RoundedBox( 8, 0, y_logo_off, self:GetWide(), self:GetTall() - y_logo_off, colors.bg) -- Server name is outlined by orange/gold area draw.RoundedBox( 8, 0, y_logo_off + 25, self:GetWide(), 32, colors.bar) -- TTT Logo surface.SetTexture( logo ) surface.SetDrawColor( 255, 255, 255, 255 ) surface.DrawTexturedRect( 5, 0, 256, 256 ) end function PANEL:PerformLayout() -- position groups and find their total size local gy = 0 -- can't just use pairs (undefined ordering) or ipairs (group 2 and 3 might not exist) for i=1, GROUP_COUNT do local group = self.ply_groups[i] if IsValid(group) then if group:HasRows() then group:SetVisible(true) group:SetPos(0, gy) group:SetSize(self.ply_frame:GetWide(), group:GetTall()) group:InvalidateLayout() gy = gy + group:GetTall() + 5 else group:SetVisible(false) end end end self.ply_frame:GetCanvas():SetSize(self.ply_frame:GetCanvas():GetWide(), gy) local h = y_logo_off + 110 + self.ply_frame:GetCanvas():GetTall() -- if we will have to clamp our height, enable the mouse so player can scroll local scrolling = h > ScrH() * 0.95 -- gui.EnableScreenClicker(scrolling) self.ply_frame:SetScroll(scrolling) h = math.Clamp(h, 110 + y_logo_off, ScrH() * 0.95) local w = math.max(ScrW() * 0.6, 640) self:SetSize(w, h) self:SetPos( (ScrW() - w) / 2, math.min(72, (ScrH() - h) / 4)) self.ply_frame:SetPos(8, y_logo_off + 109) self.ply_frame:SetSize(self:GetWide() - 16, self:GetTall() - 109 - y_logo_off - 5) -- server stuff self.hostdesc:SizeToContents() self.hostdesc:SetPos(w - self.hostdesc:GetWide() - 8, y_logo_off + 5) local hw = w - 180 - 8 self.hostname:SetSize(hw, 32) self.hostname:SetPos(w - self.hostname:GetWide() - 8, y_logo_off + 27) surface.SetFont("cool_large") local hname = self.hostname:GetValue() local tw, _ = surface.GetTextSize(hname) while tw > hw do hname = string.sub(hname, 1, -6) .. "..." tw, th = surface.GetTextSize(hname) end self.hostname:SetText(hname) self.mapchange:SizeToContents() self.mapchange:SetPos(w - self.mapchange:GetWide() - 8, y_logo_off + 60) -- score columns local cy = y_logo_off + 90 local cx = w - 8 -(scrolling and 16 or 0) for k,v in ipairs(self.cols) do v:SizeToContents() cx = cx - v.Width v:SetPos(cx - v:GetWide()/2, cy) end -- sort headers -- reuse cy -- cx = logo width + buffer space local cx = 256 + 8 for k,v in ipairs(self.sort_headers) do v:SizeToContents() cx = cx + v.Width v:SetPos(cx - v:GetWide()/2, cy) end end function PANEL:ApplySchemeSettings() self.hostdesc:SetFont("cool_small") self.hostname:SetFont("cool_large") self.mapchange:SetFont("treb_small") self.hostdesc:SetTextColor(COLOR_WHITE) self.hostname:SetTextColor(COLOR_BLACK) self.mapchange:SetTextColor(COLOR_WHITE) local sorting = GetConVar("ttt_scoreboard_sorting"):GetString() local highlight_color = Color(175, 175, 175, 255) local default_color = COLOR_WHITE for k,v in pairs(self.cols) do v:SetFont("treb_small") if sorting == v.HeadingIdentifier then v:SetTextColor(highlight_color) else v:SetTextColor(default_color) end end for k,v in pairs(self.sort_headers) do v:SetFont("treb_small") if sorting == v.HeadingIdentifier then v:SetTextColor(highlight_color) else v:SetTextColor(default_color) end end end function PANEL:UpdateScoreboard( force ) if not force and not self:IsVisible() then return end local layout = false -- Put players where they belong. Groups will dump them as soon as they don't -- anymore. for k, p in player.Iterator() do if IsValid(p) then local group = ScoreGroup(p) if self.ply_groups[group] and not self.ply_groups[group]:HasPlayerRow(p) then self.ply_groups[group]:AddPlayerRow(p) layout = true end end end for k, group in pairs(self.ply_groups) do if IsValid(group) then group:SetVisible( group:HasRows() ) group:UpdatePlayerData() end end if layout then self:PerformLayout() else self:InvalidateLayout() end end vgui.Register( "TTTScoreboard", PANEL, "Panel" ) ---- PlayerFrame is defined in sandbox and is basically a little scrolling ---- hack. Just putting it here (slightly modified) because it's tiny. local PANEL = {} function PANEL:Init() self.pnlCanvas = vgui.Create( "Panel", self ) self.YOffset = 0 self.scroll = vgui.Create("DVScrollBar", self) end function PANEL:GetCanvas() return self.pnlCanvas end function PANEL:OnMouseWheeled( dlta ) self.scroll:AddScroll(dlta * -2) self:InvalidateLayout() end function PANEL:SetScroll(st) self.scroll:SetEnabled(st) end function PANEL:PerformLayout() self.pnlCanvas:SetVisible(self:IsVisible()) -- scrollbar self.scroll:SetPos(self:GetWide() - 16, 0) self.scroll:SetSize(16, self:GetTall()) local was_on = self.scroll.Enabled self.scroll:SetUp(self:GetTall(), self.pnlCanvas:GetTall()) self.scroll:SetEnabled(was_on) -- setup mangles enabled state self.YOffset = self.scroll:GetOffset() self.pnlCanvas:SetPos( 0, self.YOffset ) self.pnlCanvas:SetSize( self:GetWide() - (self.scroll.Enabled and 16 or 0), self.pnlCanvas:GetTall() ) end vgui.Register( "TTTPlayerFrame", PANEL, "Panel" )