Author Topic: Reputation  (Read 2684 times)

0 Members and 1 Guest are viewing this topic.

Offline Seka

  • Newbie
  • *
  • Posts: 4
  • Karma: 0
Reputation
« on: September 27, 2013, 08:28:19 PM »
A way to know the good players from the bad players. I've looked around for this for a bit, but haven't seen anything. Basically what I'm thinking is a simple way for players to give and take reputation from eachother (I know this exists in a few other games) and have a certain amount of points each hour.

Offline Megiddo

  • Ulysses Team Member
  • Hero Member
  • *****
  • Posts: 6214
  • Karma: 394
  • Project Lead
Re: Reputation
« Reply #1 on: September 28, 2013, 05:57:07 AM »
Sounds like a modification of AutoPromote. Maybe start there?
Experiencing God's grace one day at a time.

Offline Seka

  • Newbie
  • *
  • Posts: 4
  • Karma: 0
Re: Reputation
« Reply #2 on: September 28, 2013, 06:19:06 PM »
I used AWarn instead, and I came up with something that semi-works, (there's no errors) but listing the warns doesn't work and listing your rep doesn't work. Anyways this is what I came up with. (I really have no idea where to start with lua d:)

Code: [Select]
local CATEGORY_NAME = "Utility"

CreateConVar("ulx_up", 3, FCVAR_ARCHIVE, "Adding reputation to a player.")
CreateConVar("ulx_down", 30, FCVAR_ARCHIVE, "Removing reputation from a player.")
CreateConVar("ulx_rep", 0, FCVAR_ARCHIVE, "Check your current reputation.")
CreateConVar("ulx_reptime", 30, FCVAR_ARCHIVE, "How long before the server adds reputation to a player")

if !file.Exists( "ulx", "DATA" ) then
file.CreateDir( "ulx" )
end

if !file.Exists( "ulx/Reputation", "DATA" ) then
file.CreateDir( "ulx/Reputation" )
end

--[[
ulx.up( calling_ply, target_ply )
calling_ply : PlayerObject : Player who ran the command.
target_ply : PlayerObject : Player who is receiving reputation.

This function is the ULX function that allows for a reputation of a player.
]]
function ulx.up( calling_ply, target_ply )
if reason and reason ~= "" then
ulx.fancyLogAdmin( calling_ply, "#T reputation increased to rep_count (#s)", target_ply )
else
reason = nil
ulx.fancyLogAdmin( calling_ply, "#A added reputation to #T.", target_ply )
end
ulx.up( target_ply, calling_ply, reason )
end
local rep = ulx.command( CATEGORY_NAME, "ulx up", ulx.up, "!up" )
rep:addParam{ type=ULib.cmds.PlayerArg }
rep:addParam{ type=ULib.cmds.StringArg, hint="Add Reputation To This Player", ULib.cmds.optional, ULib.cmds.takeRestOfLine }
rep:defaultAccess( ULib.ACCESS_ADMIN )
rep:help( "Add Reputation to a player." )

--[[
ulx.up( target_ply, calling_ply, reason )
target_ply : PlayerObject : Player who receives reputation.
calling_ply : PlayerObject : Admin or player who added the reputation

This helper function is what adds the reputation to the player's table and calls the save helper function.

]]
function ulx.up( target_ply, calling_ply, reason )

if target_ply.reptable == nil then
target_ply.reptable = {}
end

if target_ply.reptable["repcount"] == nil then
target_ply.reptable["repcount"] = 0
end

if target_ply.reptable["Reputation"] == nil then
target_ply.reptable["Reputation"] = {}
end

table.insert(target_ply.reptable["Reputation"], {os.date(), calling_ply:Nick(), rep})

target_ply.reptable["repcount"] = target_ply.reptable["repcount"] + 1
ULib.tsayColor(target_ply, Color(0,0,0,255), "Rep: " , Color(255,255,255,255), "Your reputation was increased by ", Color(0,0,0,255), "(", Color(0,255,0,255), calling_ply:Nick(), Color(0,0,0,255), ")", Color(255,255,255,255), " ", Color(255,0,0,255), reason)



if target_ply.reptable["repcount"] >= GetConVarNumber( "ulx_up" ) then
if GetConVarNumber( "ulx_rep" ) == 0 then
target_ply.reptable["repcount"] = target_ply.reptable["repcount"] + 1
ulx.RepSave( target_ply )
else
local btime = tostring( GetConVarNumber( "ulx_reptime" ) )
target_ply.reptable["repcount"] = target_ply.reptable["repcount"] + 1
ulx.RepSave( target_ply )
end
else
ulx.RepSave( target_ply )
end


end

--[[
ulx.DecayRep()

This function runs on a timer and adds 1 reputation to a player. The player needs to be playing on the server
when this is called to receive reputation.
]]
function ulx.DecayRep()
print("Reputation Timer Running")

for _, pl in pairs ( player.GetAll() ) do

if pl.reptable == nil then continue end
if pl.reptable["repcount"] == nil then continue end
if pl.reptable["repcount"] <= 0 then continue end

pl.reptable["repcount"] = pl.reptable["repcount"] + 1
ulx.RepSave( pl )

ULib.tsayColor(pl, Color(0,0,0,255), "Rep: " , Color(255,255,255,255), "Your reputation has been increased for playing. It has been raised by ", Color(255,0,0,255), "1")

end

timer.Create( "ULX_DecayTimer", GetConVarNumber( "ulx_down" ) * 60, 1, ulx.DecayRep )
end
timer.Create( "ULX_DecayTimer", 1, 1, ulx.DecayRep )

--[[
ulx.RepSave( pl )
pl : PlayerObject : Player whos reputations are being saved

This helper function saves the player's reputations to a text file for future use.
]]
function ulx.RepSave( pl )

local tbl = pl.reptable
local SID = pl:SteamID64()

toencode = util.TableToJSON(tbl)

file.Write("ulx/Reputation/"..SID..".txt", toencode)

end

--[[
ulx.RepLoad( pl )
pl : PlayerObject : Player whos reputations are being loaded

This helper function loads a player's saved reputationss from their file to their player object.
]]
function ulx.RepLoad( pl )

local SID = pl:SteamID64()
if file.Exists( "ulx/Reputation/" .. SID .. ".txt", "DATA" ) then
local todecode = file.Read( "ulx/Reputation/" .. SID .. ".txt", "DATA" )

local tbl = util.JSONToTable( todecode )
pl.reptable = tbl

end

end
hook.Add( "PlayerAuthed", "RepLoad", ulx.RepLoad )

--[[
ulx.rep( calling_ply, target_ply )
calling_ply : PlayerObject : Admin or player who runs the command.
target_ply : PlayerObject : Target player whos reputations are being displayed.

This function allows an admin or whoever is granted access to see the history of reputations on a target player.
]]
function ulx.rep( calling_ply, target_ply )

if not IsValid(calling_ply) then return end
if not IsValid(target_ply) then return end

if target_ply.reptable == nil then
target_ply.reptable = {}
end

if target_ply.reptable["Reputation"] == nil then
ULib.console( calling_ply, "Showing reputation for player: " .. target_ply:Nick() )
ULib.console( calling_ply, "This players reputation is currently zero." )
else
ULib.console( calling_ply, "Showing reputation for player: " .. target_ply:Nick() )
ULib.console( calling_ply, "Date                     By" )
ULib.console( calling_ply, "---------------------------" )
for k, v in pairs( target_ply.reptable[ "Reputation" ] ) do
local date = v[1]
local by = v[2]
line = date .. string.rep(" ", 25 - date:len()) .. by .. string.rep(" ", 35 - by:len()) .. reason
ULib.console( calling_ply, line )
end
end
end
local checkrep = ulx.command( CATEGORY_NAME, "ulx checkrep", ulx.checkrep )
checkrep:addParam{ type=ULib.cmds.PlayerArg }
checkrep:defaultAccess( ULib.ACCESS_ADMIN )
checkrep:help( "Lists all reputations to console." )

--[[
ulx.down( calling_ply, target_ply, rep_count )
calling_ply : PlayerObject : Admin or player who runs the command.
target_ply : PlayerObject : Target player whos reputations are being displayed.
rep_count : Integer : Amount of reputation to remove from player.

This function will allow an admin to remove active reputations from a target player.
]]
function ulx.down( calling_ply, target_ply, rep_count )

if not IsValid(calling_ply) then return end
if not IsValid(target_ply) then return end

if target_ply.reptable == nil then
target_ply.reptable = {}
end

if target_ply.reptable["repcount"] == nil then
ULib.console( calling_ply, "Player " .. target_ply:Nick() .. " has no reputation points.")
return
end

if target_ply.reptable["repcount"] == 0 then
ULib.console( calling_ply, "Player " .. target_ply:Nick() .. " has no reputation points.")
return
end

local total_reputation = target_ply.reptable["repcount"]
local to_remove = rep_count

if to_remove > total_reputation then
to_remove = total_reputation
end

target_ply.reptable["repcount"] = total_reputation - to_remove
ulx.fancyLogAdmin( calling_ply, "#S removed removed reputation from #T.", target_ply )
ULib.console( calling_ply, "You removed (" .. to_remove .. ") reputation from " .. target_ply:Nick() .. ". Player current has (" .. target_ply.reptable["repcount"] .. ") reputation points.")

end
local down = ulx.command( CATEGORY_NAME, "ulx down", ulx.Down )
down:addParam{ type=ULib.cmds.PlayerArg }
down:addParam{ type=ULib.cmds.NumArg, hint="reputation to remove" }
down:defaultAccess( ULib.ACCESS_ADMIN )
down:help( "Removes reputation from a player." )

--[[
ulx.RemoveReputationHistory( calling_ply, target_ply )
calling_ply : PlayerObject : Admin or player who runs the command.
target_ply : PlayerObject : Target player whos reputations are being removed.

This function removes all reputation from a player.
]]
function ulx.RemoveReputationHistory( calling_ply, target_ply )
if not IsValid(calling_ply) then return end
if not IsValid(target_ply) then return end

local SID = target_ply:SteamID64()

if file.Exists( "ulx/Reputation/"..SID..".txt", "DATA" ) then
file.Delete( "ulx/Reputation/"..SID..".txt" )
target_ply.reptable = nil
ULib.console( calling_ply, "You removed all reputation records for player: " .. target_ply:Nick() .. "." )
ulx.fancyLogAdmin( calling_ply, "#A removed all reputation records for player #T.", target_ply )
else
ULib.console( calling_ply, "Unable to find any reputation records for player: " .. target_ply:Nick() .. "." )
end


end
local down = ulx.command( CATEGORY_NAME, "ulx down", ulx.RemoveReputation )
down:addParam{ type=ULib.cmds.PlayerArg }
down:defaultAccess( ULib.ACCESS_SUPERADMIN )
down:help( "Remove Reputation From A Player." )

--[[
ulx.ListAllReputation( calling_ply )
calling_ply : PlayerObject : Admin or player who runs the command.

Shows a list of all players on the server and how many total reputations and active reputations they have.
]]
function ulx.ListAllReputation( calling_ply )

ULib.console( calling_ply, "Showing total reputation for all players:" )
ULib.console( calling_ply, "Player Name                          Reputation" )
ULib.console( calling_ply, string.rep( "-", 75 ) )
ULib.console( calling_ply, #rep_count)

for _, pl in pairs( player.GetAll() ) do
if pl.reptable == nil then continue end
if pl.reptable[ "repcount" ] == nil then continue end
local totalrep = tostring( table.Count( pl.reptable[ "Reputation" ] ) )
local activerep = tostring( pl.reptable[ "repcount" ] )
ULib.console( calling_ply, pl:Nick() .. string.rep(" ", 37 - pl:Nick():len()) .. totalrep .. string.rep(" ", 23 - totalrep:len()) )
end

end
local listrep = ulx.command( CATEGORY_NAME, "ulx listrep", ulx.ListAllReputation )
listrep:defaultAccess( ULib.ACCESS_ADMIN )
listrep:help( "Returns a list of all connected players and their reputation." )