sfcnr/gamemodes/irresistible/cnr/experience.pwn

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/*
* Irresistible Gaming (c) 2018
* Developed by Lorenc Pekaj
* Module: cnr\experience.pwn
* Purpose: player experience system 2.0
*/
/* ** Includes ** */
#include < YSI\y_hooks >
/* ** Definitions ** */
//#define DIALOG_VIEW_LEVEL 5943
/* ** Macros ** */
#define IsDoubleXP() ( GetGVarInt( "doublexp" ) )
/* ** Constants ** */
enum E_LEVELS {
E_POLICE,
E_ROBBERY,
E_DEATHMATCH,
/*E_FIREMAN,
E_PARAMEDIC,
E_HITMAN,
E_BURGLAR,
E_TERRORIST,
E_CAR_JACKER,
E_DRUG_PRODUCTION,
E_MINING,
E_TRANSPORT*/
};
enum E_LEVEL_DATA {
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E_NAME[ 16 ], E_COLOUR,
Float: E_MAX_UNITS, Float: E_XP_DILATION
};
static const
Float: EXP_MAX_PLAYER_LEVEL = 100.0;
static const
g_levelData [ ] [ E_LEVEL_DATA ] =
{
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// Level Name Bar Color Level 100 Req. XP Dilation (just to confuse user)
{ "Police", 0x3E7EFFFF, 7500.0, 20.0 }, // 7.5k arrests
{ "Robbery", 0xF83245FF, 30000.0, 15.0 }, // 30K robberies
{ "Deathmatch", 0xFF9233FF, 75000.0, 10.0 } // 75K kills
/*
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{ "Fireman", 10000.0, 9.0 }, // 10k fires
{ "Hitman", 1500.0, 4.5 }, // 1.5k contracts
{ "Burglar", 2000.0, 7.5 }, // 2K burglaries
{ "Terrorist", 15000.0, 6.0 }, // 15k blown entities
{ "Car Jacker", 10000.0, 6.0 }, // 10k cars jacked
{ "Drug Production", 10000.0, 6.0 }, // 10k exports drug related
{ "Mining", 1500.0, 3.0 } // 1,500 mining ores
*/
}
;
/* ** Variables ** */
static stock
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Float: g_playerExperience [ MAX_PLAYERS ] [ E_LEVELS ],
PlayerText: p_playerExpTitle [ MAX_PLAYERS ] = { PlayerText: INVALID_TEXT_DRAW, ... },
PlayerText: p_playerExpAwardTD [ MAX_PLAYERS ] = { PlayerText: INVALID_TEXT_DRAW, ... },
PlayerBar: p_playerExpProgress [ MAX_PLAYERS ],
p_playerExpHideTimer [ MAX_PLAYERS ] = { -1, ... }
;
/* ** Important ** */
stock Float: GetPlayerLevel( playerid, E_LEVELS: level ) {
return floatsqroot( g_playerExperience[ playerid ] [ level ] / ( ( g_levelData[ _: level ] [ E_MAX_UNITS ] * g_levelData[ _: level ] [ E_XP_DILATION ] ) / ( EXP_MAX_PLAYER_LEVEL * EXP_MAX_PLAYER_LEVEL ) ) );
}
stock Float: GetPlayerTotalExperience( playerid ) {
new
Float: experience = 0.0;
for ( new l = 0; l < sizeof ( g_levelData ); l ++ ) {
experience += g_playerExperience[ playerid ] [ E_LEVELS: l ];
}
return experience;
}
/* ** Hooks ** */
hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
{
if ( dialogid == DIALOG_VIEW_LEVEL && response ) {
return cmd_level( playerid, sprintf( "%d", GetPVarInt( playerid, "experience_watchingid" ) ) ), 1;
}
return 1;
}
hook OnPlayerUpdateEx( playerid )
{
if ( IsPlayerLoggedIn( playerid ) )
{
new
Float: total_experience = GetPlayerTotalExperience( playerid );
PlayerTextDrawSetString( playerid, p_ExperienceTD[ playerid ], sprintf( "%08.0f", total_experience ) );
}
return 1;
}
hook OnPlayerLogin( playerid )
{
mysql_tquery( dbHandle, sprintf( "SELECT * FROM `USER_LEVELS` WHERE `USER_ID` = %d", GetPlayerAccountID( playerid ) ), "Experience_OnLoad", "d", playerid );
return 1;
}
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hook OnPlayerConnect( playerid )
{
// progress bar for xp
p_playerExpProgress[ playerid ] = CreatePlayerProgressBar( playerid, 47.000000, 263.000000, 82.500000, 7.199999, COLOR_GOLD, 100.0000, 0 ); // -2007060993
// title of progress bar
p_playerExpTitle[ playerid ] = CreatePlayerTextDraw( playerid, 86.000000, 248.000000, "_" );
PlayerTextDrawAlignment( playerid, p_playerExpTitle[ playerid ], 2 );
PlayerTextDrawBackgroundColor( playerid, p_playerExpTitle[ playerid ], 255 );
PlayerTextDrawFont( playerid, p_playerExpTitle[ playerid ], 1 );
PlayerTextDrawLetterSize( playerid, p_playerExpTitle[ playerid ], 0.240000, 1.200000 );
PlayerTextDrawColor( playerid, p_playerExpTitle[ playerid ], COLOR_GOLD );
PlayerTextDrawSetOutline( playerid, p_playerExpTitle[ playerid ], 1 );
PlayerTextDrawSetProportional( playerid, p_playerExpTitle[ playerid ], 1 );
// general reward
p_playerExpAwardTD[ playerid ] = CreatePlayerTextDraw( playerid,319.000000, 167.000000, "+20 XP" );
PlayerTextDrawAlignment( playerid,p_playerExpAwardTD[ playerid ], 2 );
PlayerTextDrawBackgroundColor( playerid,p_playerExpAwardTD[ playerid ], 255 );
PlayerTextDrawFont( playerid,p_playerExpAwardTD[ playerid ], 3 );
PlayerTextDrawLetterSize( playerid,p_playerExpAwardTD[ playerid ], 0.450000, 1.599999 );
PlayerTextDrawColor( playerid,p_playerExpAwardTD[ playerid ], COLOR_GOLD );
PlayerTextDrawSetOutline( playerid,p_playerExpAwardTD[ playerid ], 1 );
PlayerTextDrawSetProportional( playerid,p_playerExpAwardTD[ playerid ], 1 );
PlayerTextDrawSetSelectable( playerid,p_playerExpAwardTD[ playerid ], 0 );
return 1;
}
hook OnPlayerDisconnect( playerid, reason ) {
for ( new l = 0; l < sizeof ( g_levelData ); l ++ ) {
g_playerExperience[ playerid ] [ E_LEVELS: l ] = 0;
}
return 1;
}
/* ** Commands ** */
CMD:experience( playerid, params[ ] ) return cmd_level( playerid, params );
CMD:levels( playerid, params[ ] ) return cmd_level( playerid, params );
CMD:xp( playerid, params[ ] ) return cmd_level( playerid, params );
CMD:level( playerid, params[ ] )
{
new
watchingid;
if ( sscanf( params, "u", watchingid ) )
watchingid = playerid;
if ( !IsPlayerConnected( watchingid ) )
watchingid = playerid;
new
player_total_lvl = 0;
szLargeString = ""COL_GREY"Skill\t"COL_GREY"Current Level\t"COL_GREY"XP Till Next Level\n";
for ( new level_id; level_id < sizeof( g_levelData ); level_id ++ )
{
new Float: current_rank = GetPlayerLevel( watchingid, E_LEVELS: level_id );
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new Float: next_lvl = floatround( current_rank, floatround_floor ) + 1.0;
new Float: next_lvl_xp = ( g_levelData[ level_id ] [ E_MAX_UNITS ] * g_levelData[ level_id ] [ E_XP_DILATION ] ) / ( EXP_MAX_PLAYER_LEVEL * EXP_MAX_PLAYER_LEVEL ) * ( next_lvl * next_lvl );
player_total_lvl += floatround( current_rank, floatround_floor );
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format( szLargeString, sizeof( szLargeString ), "%s%s Level\t%s%0.0f / %0.0f\t"COL_PURPLE"%0.0f XP\n", szLargeString, g_levelData[ level_id ] [ E_NAME ], current_rank >= 100.0 ? ( COL_GREEN ) : ( COL_GREY ), current_rank, EXP_MAX_PLAYER_LEVEL, next_lvl_xp - g_playerExperience[ watchingid ] [ E_LEVELS: level_id ] );
}
SetPVarInt( playerid, "experience_watchingid", watchingid );
return ShowPlayerDialog( playerid, DIALOG_VIEW_LEVEL, DIALOG_STYLE_TABLIST_HEADERS, sprintf( "{FFFFFF}%s's Level - Total Level %d", ReturnPlayerName( watchingid ), player_total_lvl ), szLargeString, "Refresh", "Close" );
}
/* ** SQL Threads ** */
thread Experience_OnLoad( playerid )
{
new
rows = cache_get_row_count( );
if ( rows )
{
for ( new row = 0; row < rows; row ++ )
{
new
level_id = cache_get_field_content_int( row, "LEVEL_ID" );
// make sure we don't get any deprecated/invalid levels
if ( level_id < sizeof ( g_levelData ) ) {
g_playerExperience[ playerid ] [ E_LEVELS: level_id ] = cache_get_field_content_float( row, "EXPERIENCE" );
}
}
}
return 1;
}
/* ** Functions ** */
stock GivePlayerExperience( playerid, E_LEVELS: level, Float: default_xp = 1.0, bool: with_dilation = true )
{
if ( ! IsPlayerLoggedIn( playerid ) || ! ( 0 <= _: level < sizeof( g_levelData ) ) )
return 0;
// dilation is there so people see +3 when they arrest ... could trigger dopamine levels instead of constantly +1 lol
new Float: xp_earned = default_xp * ( IsDoubleXP( ) ? 2.0 : 1.0 ) * ( with_dilation ? ( g_levelData[ _: level ] [ E_XP_DILATION ] ) : 1.0 );
// when a player ranks up
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new next_lvl = floatround( GetPlayerLevel( playerid, level ), floatround_floor ) + 1;
new Float: next_lvl_xp = ( g_levelData[ _: level ] [ E_MAX_UNITS ] * g_levelData[ _: level ] [ E_XP_DILATION ] ) / ( EXP_MAX_PLAYER_LEVEL * EXP_MAX_PLAYER_LEVEL ) * float( next_lvl * next_lvl );
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if ( g_playerExperience[ playerid ] [ level ] + xp_earned >= next_lvl_xp ) {
ShowPlayerHelpDialog( playerid, 10000, "~p~Congratulations %s!~n~~n~~w~Your %s Level is now ~p~%d.", ReturnPlayerName( playerid ), g_levelData[ _: level ] [ E_NAME ], next_lvl );
if ( !IsPlayerUsingRadio( playerid ) ) PlayAudioStreamForPlayer( playerid, "http://files.sfcnr.com/game_sounds/levelup.mp3" );
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PlayerTextDrawSetString( playerid, p_playerExpTitle[ playerid ], sprintf( "%s Level %d", g_levelData[ _: level ] [ E_NAME ], next_lvl ) );
SetPlayerProgressBarValue( playerid, p_playerExpProgress[ playerid ], 100.0 );
} else {
PlayerTextDrawSetString( playerid, p_playerExpTitle[ playerid ], sprintf( "%s Level %d", g_levelData[ _: level ] [ E_NAME ], next_lvl - 1 ) );
}
// check if its over 100 anyway
if ( ( g_playerExperience[ playerid ] [ level ] += xp_earned ) > g_levelData[ _: level ] [ E_MAX_UNITS ] * g_levelData[ _: level ] [ E_XP_DILATION ] ) {
g_playerExperience[ playerid ] [ level ] = g_levelData[ _: level ] [ E_MAX_UNITS ] * g_levelData[ _: level ] [ E_XP_DILATION ];
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SetPlayerProgressBarValue( playerid, p_playerExpProgress[ playerid ], 100.0 );
} else {
new Float: progress = floatfract( GetPlayerLevel( playerid, level ) ) * 100.0;
SetPlayerProgressBarValue( playerid, p_playerExpProgress[ playerid ], progress );
}
// alert user
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KillTimer( p_playerExpHideTimer[ playerid ] );
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PlayerTextDrawColor( playerid, p_playerExpTitle[ playerid ], g_levelData[ _: level ] [ E_COLOUR ] );
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PlayerTextDrawShow( playerid, p_playerExpTitle[ playerid ] );
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SetPlayerProgressBarColour( playerid, p_playerExpProgress[ playerid ], g_levelData[ _: level ] [ E_COLOUR ] );
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ShowPlayerProgressBar( playerid, p_playerExpProgress[ playerid ] );
PlayerTextDrawSetString( playerid, p_playerExpAwardTD[ playerid ], sprintf( "+%0.0f XP", xp_earned ) );
PlayerTextDrawShow( playerid, p_playerExpAwardTD[ playerid ] );
p_playerExpHideTimer[ playerid ] = SetTimerEx( "Experience_HideIncrementTD", 3500, false, "d", playerid );
// save to database
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format(
szBigString, sizeof( szBigString ),
"INSERT INTO `USER_LEVELS` (`USER_ID`,`LEVEL_ID`,`EXPERIENCE`) VALUES(%d,%d,%f) ON DUPLICATE KEY UPDATE `EXPERIENCE`=%f",
GetPlayerAccountID( playerid ), _: level, g_playerExperience[ playerid ] [ level ], g_playerExperience[ playerid ] [ level ]
);
return mysql_single_query( szBigString ), 1;
}
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function Experience_HideIncrementTD( playerid )
{
p_playerExpHideTimer[ playerid ] = -1;
HidePlayerProgressBar( playerid, p_playerExpProgress[ playerid ] );
PlayerTextDrawHide( playerid, p_playerExpAwardTD[ playerid ] );
PlayerTextDrawHide( playerid, p_playerExpTitle[ playerid ] );
return 1;
}
stock GetPlayerTotalLevel( playerid, &level = 0 ) {
for ( new l = 0; l < sizeof ( g_levelData ); l ++ ) {
level += floatround( GetPlayerLevel( playerid, E_LEVELS: l ), floatround_floor );
}
return level;
}
/* ** Migrations ** */
/*
CREATE TABLE IF NOT EXISTS USER_LEVELS (
`USER_ID` int(11),
`LEVEL_ID` int(11),
`EXPERIENCE` float,
PRIMARY KEY (USER_ID, LEVEL_ID),
FOREIGN KEY (USER_ID) REFERENCES USERS (ID) ON DELETE CASCADE
);
INSERT INTO USER_LEVELS (USER_ID, LEVEL_ID, EXPERIENCE) (SELECT ID as USER_ID, 0 as LEVEL_ID, ARRESTS * 20.0 AS EXPERIENCE FROM USERS);
INSERT INTO USER_LEVELS (USER_ID, LEVEL_ID, EXPERIENCE) (SELECT ID as USER_ID, 1 as LEVEL_ID, ROBBERIES * 15.0 AS EXPERIENCE FROM USERS);
INSERT INTO USER_LEVELS (USER_ID, LEVEL_ID, EXPERIENCE) (SELECT ID as USER_ID, 2 as LEVEL_ID, KILLS * 10.0 AS EXPERIENCE FROM USERS);
DELETE FROM USER_LEVELS WHERE EXPERIENCE = 0;
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INSERT INTO USER_LEVELS (USER_ID, LEVEL_ID, EXPERIENCE) (SELECT ID as USER_ID, 3 as LEVEL_ID, FIRES * 9.0 AS EXPERIENCE FROM USERS);
INSERT INTO USER_LEVELS (USER_ID, LEVEL_ID, EXPERIENCE) (SELECT ID as USER_ID, 4 as LEVEL_ID, CONTRACTS * 4.5 AS EXPERIENCE FROM USERS);
INSERT INTO USER_LEVELS (USER_ID, LEVEL_ID, EXPERIENCE) (SELECT ID as USER_ID, 5 as LEVEL_ID, BURGLARIES * 7.5 AS EXPERIENCE FROM USERS);
INSERT INTO USER_LEVELS (USER_ID, LEVEL_ID, EXPERIENCE) (SELECT ID as USER_ID, 6 as LEVEL_ID, (BLEW_JAILS + BLEW_VAULT) * 6.0 AS EXPERIENCE FROM USERS);
INSERT INTO USER_LEVELS (USER_ID, LEVEL_ID, EXPERIENCE) (SELECT ID as USER_ID, 7 as LEVEL_ID, VEHICLES_JACKED * 6.0 AS EXPERIENCE FROM USERS);
INSERT INTO USER_LEVELS (USER_ID, LEVEL_ID, EXPERIENCE) (SELECT ID as USER_ID, 8 as LEVEL_ID, (METH_YIELDED + (TRUCKED*0.33)) * 6.0 AS EXPERIENCE FROM USERS);
*/