Files
ToneAPI_servermod/mod/scripts/vscripts/killstat.nut
T
2023-08-10 12:33:09 +02:00

418 lines
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global
function killstat_Init
struct {
string killstatVersion
string Tone_URI
string Tone_protocol
string Tone_token
bool connected
string matchId
string gameMode
string map
}
file
void
function killstat_Init() {
file.killstatVersion = GetConVarString("killstat_version")
file.Tone_URI = GetConVarString("Tone_URI")
file.Tone_token = GetConVarString("Tone_token")
file.connected = false
//Test auth and print result to console when server start
Tone_Test_Auth()
//We should probably blacklist mp_lobby this
Tone_Register_Match()
// callbacks
AddCallback_GameStateEnter(eGameState.Playing, killstat_Begin)
AddCallback_OnPlayerKilled(killstat_Record)
AddCallback_GameStateEnter(eGameState.Postmatch, killstat_End)
AddCallback_OnClientConnected(JoinMessage)
}
string prefix = "\x1b[38;5;81m[TONE API]\x1b[0m "
void
function JoinMessage(entity player) {
//Chat_ServerPrivateMessage(player, prefix + "This server collects data using the Tone API. Check your data here: \x1b[34mtoneapi.com/" + player.GetPlayerName()+ "\x1b[0m", false, false)
Chat_ServerPrivateMessage(player, prefix + "This server collects data using the WIP Tone API. View statistics at https://toneapi.github.io/ToneAPI_webclient/", false, false)
}
void
function killstat_Begin() {
//TODO : request MatchID from API ------------------------------------------------------------------------------------------------
//TODO : request anonymization data from API
Log("-----BEGIN KILLSTAT-----")
Log("Sending kill data to " + file.Tone_URI + "/kill")
}
void
function killstat_Record(entity victim, entity attacker,
var damageInfo) {
if (!victim.IsPlayer() || !attacker.IsPlayer() || GetGameState() != eGameState.Playing)
return
// if(file.matchId)
// return
table attackerValues = {}
table < string,
var > victimValues = {}
array < entity > attackerWeapons = attacker.GetMainWeapons()
array < entity > victimWeapons = victim.GetMainWeapons()
array < entity > attackerOffhandWeapons = attacker.GetOffhandWeapons()
array < entity > victimOffhandWeapons = victim.GetOffhandWeapons()
attackerWeapons.sort(MainWeaponSort)
victimWeapons.sort(MainWeaponSort)
entity aw1 = GetNthWeapon(attackerWeapons, 0)
entity aw2 = GetNthWeapon(attackerWeapons, 1)
entity aw3 = GetNthWeapon(attackerWeapons, 2)
entity vw1 = GetNthWeapon(victimWeapons, 0)
entity vw2 = GetNthWeapon(victimWeapons, 1)
entity vw3 = GetNthWeapon(victimWeapons, 2)
entity aow1 = GetNthWeapon(attackerOffhandWeapons, 0)
entity aow2 = GetNthWeapon(attackerOffhandWeapons, 1)
entity aow3 = GetNthWeapon(attackerOffhandWeapons, 2)
entity vow1 = GetNthWeapon(victimOffhandWeapons, 0)
entity vow2 = GetNthWeapon(victimOffhandWeapons, 1)
entity vow3 = GetNthWeapon(victimOffhandWeapons, 2)
int damageSourceId = DamageInfo_GetDamageSourceIdentifier(damageInfo)
string damageName = DamageSourceIDToString(damageSourceId)
float dist = Distance(attacker.GetOrigin(), victim.GetOrigin())
table values = {
killstat_version = file.killstatVersion
match_id = file.matchId
game_time = Time()
player_count = GetPlayerArray().len()
cause_of_death = damageName
distance = dist
attacker = {
name = attacker.GetPlayerName()
id = attacker.GetUID()
velocity = Distance( < 0, 0, 0 > , attacker.GetVelocity())
cloaked = attacker.IsCloaked(true)
state = GetMovementState(attacker)
current_weapon = {
name = GetWeaponName(attacker.GetLatestPrimaryWeapon())
mods = GetWeaponMods(attacker.GetLatestPrimaryWeapon())
}
loadout = {
primary = {
name = GetWeaponName(aw1)
mods = GetWeaponMods(aw1)
}
secondary = {
name = GetWeaponName(aw2)
mods = GetWeaponMods(aw2)
}
anti_titan = {
name = GetWeaponName(aw3)
mods = GetWeaponMods(aw3)
}
ordnance = {
name = GetWeaponName(aow1)
mods = GetWeaponMods(aow1)
}
tactical = {
name = GetWeaponName(aow2)
mods = GetWeaponMods(aow2)
}
passive1 = getPlayerPassive1(attacker)
passive2 = getPlayerPassive2(attacker)
titan = GetTitan(attacker)
}
}
victim = {
name = victim.GetPlayerName()
id = victim.GetUID()
velocity = Distance( < 0, 0, 0 > , victim.GetVelocity())
cloaked = victim.IsCloaked(true)
state = GetMovementState(victim)
current_weapon = {
name = GetWeaponName(victim.GetLatestPrimaryWeapon())
mods = GetWeaponMods(victim.GetLatestPrimaryWeapon())
}
loadout = {
primary = {
name = GetWeaponName(vw1)
mods = GetWeaponMods(vw1)
}
secondary = {
name = GetWeaponName(vw2)
mods = GetWeaponMods(vw2)
}
anti_titan = {
name = GetWeaponName(vw3)
mods = GetWeaponMods(vw3)
}
ordnance = {
name = GetWeaponName(vow1)
mods = GetWeaponMods(vow1)
}
tactical = {
name = GetWeaponName(vow2)
mods = GetWeaponMods(vow2)
}
passive1 = getPlayerPassive1(victim)
passive2 = getPlayerPassive2(victim)
titan = GetTitan(victim)
}
}
}
HttpRequest request
request.method = HttpRequestMethod.POST
request.url = file.Tone_URI + "/server/kill"
request.body = EncodeJSON(values)
Tone_HTTP_Request(
request,
void
function(HttpRequestResponse response) {}
)
}
void
function killstat_End() {
Log("-----END KILLSTAT-----")
}
string
function GetMovementState(entity player) {
Assert(IsPilot(player))
//IsPhaseShifted
//IsStanding
if (player.IsWallHanging())
return "WallHanging"
if (player.IsWallRunning())
return "WallRunning"
if (player.IsZiplining())
return "Ziplining"
if (!player.IsOnGround())
return "Airborne"
if (player.IsCrouched())
return "Crouching"
return "OnGround"
}
// Should sort main weapons in following order:
// 1. primary
// 2. secondary
// 3. anti-titan
int
function MainWeaponSort(entity a, entity b) {
int aID = a.GetDamageSourceID()
int bID = b.GetDamageSourceID()
int aIdx = MAIN_DAMAGE_SOURCES.find(aID)
int bIdx = MAIN_DAMAGE_SOURCES.find(bID)
if (aIdx == bIdx) {
return 0
} else if (aIdx != -1 && bIdx == -1) {
return -1
} else if (aIdx == -1 && bIdx != -1) {
return 1
}
return aIdx < bIdx ? -1 : 1
}
entity
function GetNthWeapon(array < entity > weapons, int index) {
return index < weapons.len() ? weapons[index] : null
}
string
function GetWeaponName(entity weapon) {
string s = "null"
if (weapon != null) {
s = weapon.GetWeaponClassName()
}
return s
}
int
function GetWeaponMods(entity weapon) {
if (weapon == null) {
return 0
}
int modBits = weapon.GetModBitField()
// return format("%d", modBits)
return modBits
}
string
function GetTitan(entity player) {
if (!player.IsTitan()) return "null"
return GetTitanCharacterName(player)
}
void
function Log(string s) {
print(prefix + " " + s)
}
void
function Tone_Test_Auth() {
HttpRequest request
request.method = HttpRequestMethod.POST
request.url = file.Tone_URI + "/"
Tone_HTTP_Request(
request,
void
function(HttpRequestResponse response) {
Log("Tone API Online !")
file.connected = true
}
)
}
void
function Tone_Register_Match() {
HttpRequest request
request.method = HttpRequestMethod.POST
request.url = file.Tone_URI + "/match"
request.body = EncodeJSON({
gameMode = GameRules_GetGameMode()
map = StringReplace(GetMapName(), "mp_", "")
servername = GetConVarString("ns_server_name")
})
Tone_HTTP_Request(
request,
void
function(HttpRequestResponse response) {
Log("match ID : " + response.body)
file.matchId = response.body
}
)
}
void
function Tone_HTTP_Request(HttpRequest request, void functionref(HttpRequestResponse) cbSuccess) {
if (!request.method) request.method = HttpRequestMethod.POST
if (request.url == "") {
Log("[ERRR] Couldn't find URI for request. This should be reported")
return
}
request.headers = {
Authorization = ["Bearer " + file.Tone_token]
}
NSHttpRequest(
request,
void
function(HttpRequestResponse response): (cbSuccess) {
if (response.statusCode == 200 || response.statusCode == 201) {
cbSuccess(response)
} else {
Log("[WARN] Something might be wrong with your token")
Log("[WARN]" + response.statusCode)
Log("[WARN]" + response.body)
}
},
void
function(HttpRequestFailure failure) {
Log("[WARN] Couldn't request the server! ToneAPI may be down.")
Log("[WARN]" + failure.errorCode)
Log("[WARN]" + failure.errorMessage)
}
)
}
string
function getPlayerPassive1(player entity) {
foreach(string passive in passive1Names) {
if (PlayerHasPassive(player, passive)) {
return passive
}
}
return null
}
string
function getPlayerPassive2(player entity) {
foreach(string passive in passive2Names) {
if (PlayerHasPassive(player, passive)) {
return passive
}
}
return null
}
array < int > MAIN_DAMAGE_SOURCES = [
// primaries
eDamageSourceId.mp_weapon_car,
eDamageSourceId.mp_weapon_r97,
eDamageSourceId.mp_weapon_alternator_smg,
eDamageSourceId.mp_weapon_hemlok_smg,
eDamageSourceId.mp_weapon_hemlok,
eDamageSourceId.mp_weapon_vinson,
eDamageSourceId.mp_weapon_g2,
eDamageSourceId.mp_weapon_rspn101,
eDamageSourceId.mp_weapon_rspn101_og,
eDamageSourceId.mp_weapon_esaw,
eDamageSourceId.mp_weapon_lstar,
eDamageSourceId.mp_weapon_lmg,
eDamageSourceId.mp_weapon_shotgun,
eDamageSourceId.mp_weapon_mastiff,
eDamageSourceId.mp_weapon_dmr,
eDamageSourceId.mp_weapon_sniper,
eDamageSourceId.mp_weapon_doubletake,
eDamageSourceId.mp_weapon_pulse_lmg,
eDamageSourceId.mp_weapon_smr,
eDamageSourceId.mp_weapon_softball,
eDamageSourceId.mp_weapon_epg,
eDamageSourceId.mp_weapon_shotgun_pistol,
eDamageSourceId.mp_weapon_wingman_n,
// secondaries
eDamageSourceId.mp_weapon_smart_pistol,
eDamageSourceId.mp_weapon_wingman,
eDamageSourceId.mp_weapon_semipistol,
eDamageSourceId.mp_weapon_autopistol,
// anti-titan
eDamageSourceId.mp_weapon_mgl,
eDamageSourceId.mp_weapon_rocket_launcher,
eDamageSourceId.mp_weapon_arc_launcher,
eDamageSourceId.mp_weapon_defender
]
array < string > passive1Names = [
"pas_ordnance_pack",
"pas_power_cell",
"pas_fast_embark",
"pas_fast_health_regen"
]
array < string > passive2Names = [
"pas_stealth_movement",
"pas_wallhang",
"pas_ads_hover",
"pas_enemy_death_icons",
"pas_at_hunter"
]