hlstatsx/sourcemod/scripting/superlogs-l4d.sp

687 lines
21 KiB
SourcePawn

/**
* HLstatsX Community Edition - SourceMod plugin to generate advanced weapon logging
* http://www.hlxcommunity.com
* Copyright (C) 2009 Nicholas Hastings (psychonic)
* Copyright (C) 2007-2008 TTS Oetzel & Goerz GmbH
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#pragma semicolon 1
#include <sourcemod>
#include <sdktools>
#define NAME "SuperLogs: L4D"
#define VERSION "1.3.3"
#define MAX_LOG_WEAPONS 27
#define MAX_WEAPON_LEN 16
new g_weapon_stats[MAXPLAYERS+1][MAX_LOG_WEAPONS][15];
new const String:g_weapon_list[MAX_LOG_WEAPONS][MAX_WEAPON_LEN] = {
"autoshotgun",
"rifle",
"pumpshotgun",
"smg",
"dual_pistols",
"pipe_bomb",
"hunting_rifle",
"pistol",
"prop_minigun",
"tank_claw",
"hunter_claw",
"smoker_claw",
"boomer_claw",
"smg_silenced", //l4d2 start 14 [13]
"pistol_magnum",
"rifle_ak47",
"rifle_desert",
"shotgun_chrome",
"shotgun_spas",
"sniper_military",
"rifle_sg552",
"smg_mp5",
"sniper_awp",
"sniper_scout",
"jockey_claw",
"splitter_claw",
"charger_claw"
};
new Handle:g_cvar_wstats = INVALID_HANDLE;
new Handle:g_cvar_actions = INVALID_HANDLE;
new Handle:g_cvar_headshots = INVALID_HANDLE;
new Handle:g_cvar_meleeoverride = INVALID_HANDLE;
new bool:g_logwstats = true;
new bool:g_logactions = true;
new bool:g_logheadshots = false;
new bool:g_logmeleeoverride = true;
new g_iActiveWeaponOffset;
new bool:g_bIsL4D2;
#include <loghelper>
#include <wstatshelper>
public Plugin:myinfo = {
name = NAME,
author = "psychonic",
description = "Advanced logging for Left 4 Dead. Generates auxilary logging for use with log parsers such as HLstatsX and Psychostats",
version = VERSION,
url = "http://www.hlxcommunity.com"
};
#if SOURCEMOD_V_MAJOR >= 1 && SOURCEMOD_V_MINOR >= 3
public APLRes:AskPluginLoad2(Handle:myself, bool:late, String:error[], err_max)
#else
public bool:AskPluginLoad(Handle:myself, bool:late, String:error[], err_max)
#endif
{
new String:szGameDesc[64];
GetGameDescription(szGameDesc, sizeof(szGameDesc), true);
if (strncmp(szGameDesc, "L4D", 3, false) != 0 && StrContains(szGameDesc, "Left 4 D", false) == -1)
{
new String:szGameDir[64];
GetGameFolderName(szGameDir, sizeof(szGameDir));
if (StrContains(szGameDir, "left4dead", false) == -1)
{
strcopy(error, err_max, "This plugin is only supported on L4D & L4D2");
#if SOURCEMOD_V_MAJOR >= 1 && SOURCEMOD_V_MINOR >= 3
return APLRes_Failure;
#else
return false;
#endif
}
}
#if SOURCEMOD_V_MAJOR >= 1 && SOURCEMOD_V_MINOR >= 3
return APLRes_Success;
#else
return true;
#endif
}
public OnPluginStart()
{
CreatePopulateWeaponTrie();
g_cvar_wstats = CreateConVar("superlogs_wstats", "1", "Enable logging of weapon stats (default on)", 0, true, 0.0, true, 1.0);
g_cvar_actions = CreateConVar("superlogs_actions", "1", "Enable logging of player actions, such as \"Got_The_Bomb\" (default on)", 0, true, 0.0, true, 1.0);
g_cvar_headshots = CreateConVar("superlogs_headshots", "0", "Enable logging of headshot player action (default off)", 0, true, 0.0, true, 1.0);
g_cvar_meleeoverride = CreateConVar("superlogs_meleeoverride", "1", "Enable changing \"melee\" weapon in server logs to specific weapon (L4D2-only) (default on)", 0, true, 0.0, true, 1.0);
HookConVarChange(g_cvar_wstats, OnCvarWstatsChange);
HookConVarChange(g_cvar_actions, OnCvarActionsChange);
HookConVarChange(g_cvar_headshots, OnCvarHeadshotsChange);
HookConVarChange(g_cvar_meleeoverride, OnCvarMeleeOverrideChange);
CreateConVar("superlogs_l4d_version", VERSION, NAME, FCVAR_SPONLY|FCVAR_REPLICATED|FCVAR_NOTIFY);
if (GuessSDKVersion() != SOURCE_SDK_LEFT4DEAD)
{
g_bIsL4D2 = true;
}
hook_actions();
hook_wstats();
HookEvent("player_death", Event_PlayerDeathPre, EventHookMode_Pre);
CreateTimer(120.0, FlushWeaponLogs, 0, TIMER_REPEAT);
CreateTimer(1.0, LogMap);
GetTeams();
g_iActiveWeaponOffset = FindSendPropInfo("CTerrorPlayer", "m_hActiveWeapon");
}
public OnMapStart()
{
GetTeams();
}
hook_actions()
{
HookEvent("survivor_rescued", Event_RescueSurvivor);
HookEvent("heal_success", Event_Heal);
HookEvent("revive_success", Event_Revive);
HookEvent("witch_harasser_set", Event_StartleWitch);
HookEvent("lunge_pounce", Event_Pounce);
HookEvent("player_now_it", Event_Boomered);
HookEvent("friendly_fire", Event_FF);
HookEvent("witch_killed", Event_WitchKilled);
HookEvent("award_earned", Event_Award);
if (g_bIsL4D2)
{
HookEvent("defibrillator_used", Event_Defib);
HookEvent("adrenaline_used", Event_Adrenaline);
HookEvent("jockey_ride", Event_JockeyRide);
HookEvent("charger_pummel_start", Event_ChargerPummelStart);
HookEvent("vomit_bomb_tank", Event_VomitBombTank);
HookEvent("scavenge_match_finished", Event_ScavengeEnd);
HookEvent("versus_match_finished", Event_VersusEnd);
}
}
unhook_actions()
{
UnhookEvent("survivor_rescued", Event_RescueSurvivor);
UnhookEvent("heal_success", Event_Heal);
UnhookEvent("revive_success", Event_Revive);
UnhookEvent("witch_harasser_set", Event_StartleWitch);
UnhookEvent("lunge_pounce", Event_Pounce);
UnhookEvent("player_now_it", Event_Boomered);
UnhookEvent("friendly_fire", Event_FF);
UnhookEvent("witch_killed", Event_WitchKilled);
UnhookEvent("award_earned", Event_Award);
if (g_bIsL4D2)
{
UnhookEvent("defibrillator_used", Event_Defib);
UnhookEvent("adrenaline_used", Event_Adrenaline);
UnhookEvent("jockey_ride", Event_JockeyRide);
UnhookEvent("charger_pummel_start", Event_ChargerPummelStart);
UnhookEvent("vomit_bomb_tank", Event_VomitBombTank);
UnhookEvent("scavenge_match_finished", Event_ScavengeEnd);
UnhookEvent("versus_match_finished", Event_VersusEnd);
}
}
hook_wstats()
{
HookEvent("weapon_fire", Event_PlayerShoot);
HookEvent("weapon_fire_on_empty", Event_PlayerShoot);
HookEvent("player_hurt", Event_PlayerHurt);
HookEvent("infected_hurt", Event_InfectedHurt);
HookEvent("player_death", Event_PlayerDeath);
HookEvent("player_spawn", Event_PlayerSpawn);
HookEvent("round_end_message", Event_RoundEnd, EventHookMode_PostNoCopy);
HookEvent("player_disconnect", Event_PlayerDisconnect, EventHookMode_Pre);
}
unhook_wstats()
{
UnhookEvent("weapon_fire", Event_PlayerShoot);
UnhookEvent("weapon_fire_on_empty", Event_PlayerShoot);
UnhookEvent("player_hurt", Event_PlayerHurt);
UnhookEvent("infected_hurt", Event_InfectedHurt);
UnhookEvent("player_death", Event_PlayerDeath);
UnhookEvent("player_spawn", Event_PlayerSpawn);
UnhookEvent("round_end_message", Event_RoundEnd, EventHookMode_PostNoCopy);
UnhookEvent("player_disconnect", Event_PlayerDisconnect, EventHookMode_Pre);
}
public OnClientPutInServer(client)
{
reset_player_stats(client);
}
public Action:FlushWeaponLogs(Handle:timer, any:index)
{
WstatsDumpAll();
}
public Event_PlayerShoot(Handle:event, const String:name[], bool:dontBroadcast)
{
// "local" "1" // don't network this, its way too spammy
// "userid" "short"
// "weapon" "string" // used weapon name
// "weaponid" "short" // used weapon ID
// "count" "short" // number of bullets
new attacker = GetClientOfUserId(GetEventInt(event, "userid"));
if (attacker > 0)
{
decl String: weapon[MAX_WEAPON_LEN];
GetEventString(event, "weapon", weapon, sizeof(weapon));
new weapon_index = get_weapon_index(weapon);
if (weapon_index > -1)
{
g_weapon_stats[attacker][weapon_index][LOG_HIT_SHOTS]++;
}
}
}
public Event_PlayerHurt(Handle:event, const String:name[], bool:dontBroadcast)
{
// "local" "1" // Not networked
// "userid" "short" // user ID who was hurt
// "attacker" "short" // user id who attacked
// "attackerentid" "long" // entity id who attacked, if attacker not a player, and userid therefore invalid
// "health" "short" // remaining health points
// "armor" "byte" // remaining armor points
// "weapon" "string" // weapon name attacker used, if not the world
// "dmg_health" "short" // damage done to health
// "dmg_armor" "byte" // damage done to armor
// "hitgroup" "byte" // hitgroup that was damaged
// "type" "long" // damage type
new attacker = GetClientOfUserId(GetEventInt(event, "attacker"));
if (attacker > 0)
{
decl String: weapon[MAX_WEAPON_LEN];
GetEventString(event, "weapon", weapon, sizeof(weapon));
new weapon_index = get_weapon_index(weapon);
if (weapon_index > -1)
{
g_weapon_stats[attacker][weapon_index][LOG_HIT_HITS]++;
g_weapon_stats[attacker][weapon_index][LOG_HIT_DAMAGE] += GetEventInt(event, "dmg_health");
new hitgroup = GetEventInt(event, "hitgroup");
if (hitgroup < 8)
{
g_weapon_stats[attacker][weapon_index][hitgroup + LOG_HIT_OFFSET]++;
}
}
else if (g_logactions && !strcmp(weapon, "insect_swarm"))
{
new victim = GetClientOfUserId(GetEventInt(event, "userid"));
if (victim > 0 && IsClientInGame(victim) && GetClientTeam(victim) == 2 && !GetEntProp(victim, Prop_Send, "m_isIncapacitated"))
{
LogPlyrPlyrEvent(attacker, victim, "triggered", "spit_hurt", true);
}
}
}
}
public Event_InfectedHurt(Handle:event, const String:name[], bool:dontBroadcast)
{
// "local" "1" // don't network this, its way too spammy
// "attacker" "short" // player userid who attacked
// "entityid" "long" // entity id of infected
// "hitgroup" "byte" // hitgroup that was damaged
// "amount" "short" // how much damage was done
// "type" "long" // damage type
new attacker = GetClientOfUserId(GetEventInt(event, "attacker"));
if (attacker > 0)
{
decl String: weapon[MAX_WEAPON_LEN];
GetClientWeapon(attacker, weapon, sizeof(weapon));
new weapon_index = get_weapon_index(weapon[7]);
if (weapon_index > -1)
{
g_weapon_stats[attacker][weapon_index][LOG_HIT_HITS]++;
g_weapon_stats[attacker][weapon_index][LOG_HIT_DAMAGE] += GetEventInt(event, "amount");
new hitgroup = GetEventInt(event, "hitgroup");
if (hitgroup < 8)
{
g_weapon_stats[attacker][weapon_index][hitgroup + LOG_HIT_OFFSET]++;
}
}
}
}
public Event_PlayerDeathPre(Handle:event, const String:name[], bool:dontBroadcast)
{
new attacker = GetClientOfUserId(GetEventInt(event, "attacker"));
if (g_logheadshots && GetEventBool(event, "headshot"))
{
LogPlayerEvent(attacker, "triggered", "headshot");
}
if (g_logmeleeoverride && g_bIsL4D2 && attacker > 0 && IsClientInGame(attacker))
{
decl String:szWeapon[64];
GetEventString(event, "weapon", szWeapon, sizeof(szWeapon));
if (strncmp(szWeapon, "melee", 5) == 0)
{
new iWeapon = GetEntDataEnt2(attacker, g_iActiveWeaponOffset);
if (IsValidEdict(iWeapon))
{
// They have time to switch weapons after the kill before the death event
GetEdictClassname(iWeapon, szWeapon, sizeof(szWeapon));
if (strncmp(szWeapon[7], "melee", 5) == 0)
{
GetEntPropString(iWeapon, Prop_Data, "m_strMapSetScriptName", szWeapon, sizeof(szWeapon));
SetEventString(event, "weapon", szWeapon);
}
}
}
}
}
public Event_PlayerDeath(Handle:event, const String:name[], bool:dontBroadcast)
{
// "userid" "short" // user ID who died
// "entityid" "long" // entity ID who died, userid should be used first, to get the dead Player. Otherwise, it is not a player, so use this. $
// "attacker" "short" // user ID who killed
// "attackername" "string" // What type of zombie, so we don't have zombie names
// "attackerentid" "long" // if killer not a player, the entindex of who killed. Again, use attacker first
// "weapon" "string" // weapon name killer used
// "headshot" "bool" // signals a headshot
// "attackerisbot" "bool" // is the attacker a bot
// "victimname" "string" // What type of zombie, so we don't have zombie names
// "victimisbot" "bool" // is the victim a bot
// "abort" "bool" // did the victim abort
// "type" "long" // damage type
// "victim_x" "float"
// "victim_y" "float"
// "victim_z" "float"
new victim = GetClientOfUserId(GetEventInt(event, "userid"));
new attacker = GetClientOfUserId(GetEventInt(event, "attacker"));
if (g_logwstats && victim > 0 && attacker > 0)
{
decl String: weapon[MAX_WEAPON_LEN];
GetEventString(event, "weapon", weapon, sizeof(weapon));
new weapon_index = get_weapon_index(weapon);
if (weapon_index > -1)
{
g_weapon_stats[attacker][weapon_index][LOG_HIT_KILLS]++;
if (GetEventBool(event, "headshot"))
{
g_weapon_stats[attacker][weapon_index][LOG_HIT_HEADSHOTS]++;
}
g_weapon_stats[victim][weapon_index][LOG_HIT_DEATHS]++;
if (GetClientTeam(attacker) == GetClientTeam(victim))
{
g_weapon_stats[attacker][weapon_index][LOG_HIT_TEAMKILLS]++;
}
dump_player_stats(victim);
}
}
}
public Event_RoundEnd(Handle:event, const String:name[], bool:dontBroadcast)
{
WstatsDumpAll();
}
public Event_PlayerSpawn(Handle:event, const String:name[], bool:dontBroadcast)
{
// "userid" "short" // user ID on server
new client = GetClientOfUserId(GetEventInt(event, "userid"));
if (client > 0)
{
reset_player_stats(client);
}
}
public Action:Event_PlayerDisconnect(Handle:event, const String:name[], bool:dontBroadcast)
{
new client = GetClientOfUserId(GetEventInt(event, "userid"));
OnPlayerDisconnect(client);
return Plugin_Continue;
}
public Action:LogMap(Handle:timer)
{
// Called 1 second after OnPluginStart since srcds does not log the first map loaded. Idea from Stormtrooper's "mapfix.sp" for psychostats
LogMapLoad();
return Plugin_Continue;
}
public Event_RescueSurvivor(Handle:event, const String:name[], bool:dontBroadcast)
{
new player = GetClientOfUserId(GetEventInt(event, "rescuer"));
if (player > 0)
{
LogPlayerEvent(player, "triggered", "rescued_survivor", true);
}
}
public Event_Heal(Handle:event, const String:name[], bool:dontBroadcast)
{
new player = GetClientOfUserId(GetEventInt(event, "userid"));
if (player > 0 && player != GetClientOfUserId(GetEventInt(event, "subject")))
{
LogPlayerEvent(player, "triggered", "healed_teammate", true);
}
}
public Event_Revive(Handle:event, const String:name[], bool:dontBroadcast)
{
new player = GetClientOfUserId(GetEventInt(event, "userid"));
if (player > 0)
{
LogPlayerEvent(player, "triggered", "revived_teammate", true);
}
}
public Event_StartleWitch(Handle:event, const String:name[], bool:dontBroadcast)
{
new player = GetClientOfUserId(GetEventInt(event, "userid"));
if (player > 0 && (!g_bIsL4D2 || GetEventBool(event, "first")))
{
LogPlayerEvent(player, "triggered", "startled_witch", true);
}
}
public Event_Pounce(Handle:event, const String:name[], bool:dontBroadcast)
{
new player = GetClientOfUserId(GetEventInt(event, "userid"));
new victim = GetClientOfUserId(GetEventInt(event, "victim"));
if (victim > 0)
{
LogPlyrPlyrEvent(player, victim, "triggered", "pounce", true);
}
else
{
LogPlayerEvent(player, "triggered", "pounce", true);
}
}
public Event_Boomered(Handle:event, const String:name[], bool:dontBroadcast)
{
new player = GetClientOfUserId(GetEventInt(event, "attacker"));
new victim = GetClientOfUserId(GetEventInt(event, "userid"));
if (player > 0 && (!g_bIsL4D2 || GetEventBool(event, "by_boomer")))
{
if (victim > 0)
{
LogPlyrPlyrEvent(player, victim, "triggered", "vomit", true);
}
else
{
LogPlayerEvent(player, "triggered", "vomit", true);
}
}
}
public Event_FF(Handle:event, const String:name[], bool:dontBroadcast)
{
new player = GetClientOfUserId(GetEventInt(event, "attacker"));
new victim = GetClientOfUserId(GetEventInt(event, "victim"));
if (player > 0 && player == GetClientOfUserId(GetEventInt(event, "guilty")))
{
if (victim > 0)
{
LogPlyrPlyrEvent(player, victim, "triggered", "friendly_fire", true);
}
else
{
LogPlayerEvent(player, "triggered", "friendly_fire", true);
}
}
}
public Event_WitchKilled(Handle:event, const String:name[], bool:dontBroadcast)
{
if (GetEventBool(event, "oneshot"))
{
LogPlayerEvent(GetClientOfUserId(GetEventInt(event, "userid")), "triggered", "cr0wned", true);
}
}
public Event_Defib(Handle:event, const String:name[], bool:dontBroadcast)
{
LogPlayerEvent(GetClientOfUserId(GetEventInt(event, "userid")), "triggered", "defibrillated_teammate", true);
}
public Event_Adrenaline(Handle:event, const String:name[], bool:dontBroadcast)
{
LogPlayerEvent(GetClientOfUserId(GetEventInt(event, "userid")), "triggered", "used_adrenaline", true);
}
public Event_JockeyRide(Handle:event, const String:name[], bool:dontBroadcast)
{
new player = GetClientOfUserId(GetEventInt(event, "userid"));
new victim = GetClientOfUserId(GetEventInt(event, "victim"));
if (player > 0)
{
if (victim > 0)
{
LogPlyrPlyrEvent(player, victim, "triggered", "jockey_ride", true);
}
else
{
LogPlayerEvent(player, "triggered", "jockey_ride", true);
}
}
}
public Event_ChargerPummelStart(Handle:event, const String:name[], bool:dontBroadcast)
{
new player = GetClientOfUserId(GetEventInt(event, "userid"));
new victim = GetClientOfUserId(GetEventInt(event, "victim"));
if (victim > 0)
{
LogPlyrPlyrEvent(player, victim, "triggered", "charger_pummel", true);
}
else
{
LogPlayerEvent(player, "triggered", "charger_pummel", true);
}
}
public Event_VomitBombTank(Handle:event, const String:name[], bool:dontBroadcast)
{
LogPlayerEvent(GetClientOfUserId(GetEventInt(event, "userid")), "triggered", "bilebomb_tank", true);
}
public Event_ScavengeEnd(Handle:event, const String:name[], bool:dontBroadcast)
{
LogTeamEvent(GetEventInt(event, "winners"), "triggered", "Scavenge_Win");
}
public Event_VersusEnd(Handle:event, const String:name[], bool:dontBroadcast)
{
LogTeamEvent(GetEventInt(event, "winners"), "triggered", "Versus_Win");
}
public Action:Event_Award(Handle:event, const String:name[], bool:dontBroadcast)
{
// "userid" "short" // player who earned the award
// "entityid" "long" // client likes ent id
// "subjectentid" "long" // entity id of other party in the award, if any
// "award" "short" // id of award earned
switch(GetEventInt(event, "award"))
{
case 21:
LogPlayerEvent(GetClientOfUserId(GetEventInt(event, "userid")), "triggered", "hunter_punter", true);
case 27:
LogPlayerEvent(GetClientOfUserId(GetEventInt(event, "userid")), "triggered", "tounge_twister", true);
case 67:
LogPlayerEvent(GetClientOfUserId(GetEventInt(event, "userid")), "triggered", "protect_teammate", true);
case 80:
LogPlayerEvent(GetClientOfUserId(GetEventInt(event, "userid")), "triggered", "no_death_on_tank", true);
case 136:
LogPlayerEvent(GetClientOfUserId(GetEventInt(event, "userid")), "triggered", "killed_all_survivors", true);
}
}
public OnCvarWstatsChange(Handle:cvar, const String:oldVal[], const String:newVal[])
{
new bool:old_value = g_logwstats;
g_logwstats = GetConVarBool(g_cvar_wstats);
if (old_value != g_logwstats)
{
if (g_logwstats)
{
hook_wstats();
}
else
{
unhook_wstats();
}
}
}
public OnCvarActionsChange(Handle:cvar, const String:oldVal[], const String:newVal[])
{
new bool:old_value = g_logactions;
g_logactions = GetConVarBool(g_cvar_actions);
if (old_value != g_logactions)
{
if (g_logactions)
{
hook_actions();
}
else
{
unhook_actions();
}
}
}
public OnCvarHeadshotsChange(Handle:cvar, const String:oldVal[], const String:newVal[])
{
new bool:old_value = g_logheadshots;
g_logheadshots = GetConVarBool(g_cvar_headshots);
if (old_value != g_logheadshots)
{
if (g_logheadshots && !g_logmeleeoverride)
{
HookEvent("player_death", Event_PlayerDeathPre, EventHookMode_Pre);
}
else if (!g_logmeleeoverride)
{
UnhookEvent("player_death", Event_PlayerDeathPre, EventHookMode_Pre);
}
}
}
public OnCvarMeleeOverrideChange(Handle:cvar, const String:oldVal[], const String:newVal[])
{
new bool:old_value = g_logmeleeoverride;
g_logmeleeoverride = GetConVarBool(g_cvar_meleeoverride);
if (old_value != g_logmeleeoverride)
{
if (g_logmeleeoverride && !g_logheadshots)
{
HookEvent("player_death", Event_PlayerDeathPre, EventHookMode_Pre);
}
else if (!g_logheadshots)
{
UnhookEvent("player_death", Event_PlayerDeathPre, EventHookMode_Pre);
}
}
}