Ive been racking brains all day tryna fix this and i am new with lua and cant come up with a solution to this problem even though im rather close. SO I have a drift leader board in my server. The problem is the script doesnt check for the players [id] in the table. So if player A has a score of 10 and Player B has a score of 5. Player A can take the 2nd position on the leaderboard (table) by getting a score of any int between. so lets say 7.
LEADERBOARD_CLEAR_TIME = 15 -- THIS IS IN MINUTES
local Players = {}
local Leaderboards = {}
RegisterCommand('cleardriftscores', function(source)
if IsPlayerAceAllowed(source, 'drift') then --Ace permissions
clearLeaderboard()
end
end)
RegisterNetEvent("SaveScore")
AddEventHandler("SaveScore", function(client, data)
local identifier = (GetPlayerIdentifier(source, 0))
local playerName = GetPlayerName(source)
if Players[identifier] ~= nil then
if Players[identifier].pb < data.curScore then
-- Personal Best Beat
local oldScore = Players[identifier].pb
Players[identifier] = { pb = data.curScore }
chatMessage(source, string.format("Congrats! You have just beaten your personal best drift chain score of ^2%s^0 with ^2%s^0!", oldScore, data.curScore))
end
else
Players[identifier] = { pb = data.curScore }
end
if #Leaderboards == 0 then
table.insert(Leaderboards, {score = data.curScore, name = playerName, id = identifier})
chatMessage(-1, string.format("^2%s^0 has started off the leaderboard with a score of ^2%s^0!", playerName, data.curScore))
end
for k, v in ipairs(Leaderboards) do
if v.score < data.curScore and checkLeaderboard(identifier) then
-- Outpassed Someone
table.insert(Leaderboards, { score = data.curScore, name = playerName, id = identifier } )
chatMessage(-1, string.format("^2%s^0 has beaten ^2%s's^0 score of ^2%s^0 with ^2%s^0! They are in ^2%s^0 place", playerName, v.name, v.score, data.curScore, GetPlacement(k)))
break
end
end
table.sort(Leaderboards, compare) --Currently bugged, when player 1 is in first and player 2 is in second. Player 1 can take second by getting a score inbetween table entry 1 & 2
end)
function chatMessage(target, msg)
TriggerClientEvent('chat:addMessage', target or -1, {
color = { 255, 0, 0},
multiline = true,
args = {"[Drift] ", msg}
})
end
function checkLeaderboard(identifier)
for k, v in ipairs(Leaderboards) do
if v.id == identifier then
Leaderboards[k] = nil
end
end
return true
end
function compare(a, b) --actual compare funtion. Need to check for player id's somehow...
if a ~= nil and b ~= nil then
return a.score > b.score --I tried adding another compare here but that didnt work.
end
end
function GetPlacement(number) --This doesnt work very well. (12nd place??)
lastDigit = number % 10
local placement = 'th'
if lastDigit == 1 then
placement = 'st'
elseif lastDigit == 2 then
placement = 'nd'
elseif lastDigit == 3 then
placement = 'rd'
end
return number .. placement
end
function clearLeaderboard()
Leaderboards = {}
chatMessage(-1, "The Drift leaderboard has been cleared!")
end
Citizen.CreateThread(function() --Code for timer to reset leaderboard
while true do
while #Leaderboards == 0 do
Citizen.Wait(0)
end
Citizen.Wait((LEADERBOARD_CLEAR_TIME * 1000 * 60) - (60 * 1000 * 5))
chatMessage(-1, "The Drift Leaderboard is clearing in 5 minutes!")
Citizen.Wait(1000 * 60 * 3)
chatMessage(-1, "The Drift Leaderboard is clearing in 2 minutes!")
Citizen.Wait(1000 * 60 * 1)
chatMessage(-1, "The Drift Leaderboard is clearing in 1 minute!")
Citizen.Wait(1000 * 60 * 1)
clearLeaderboard()
end
end)
The problem here is the code that adds to the leaderboards. If a player is only allowed to be on a leaderboard once, you should check for that!
Here's how I'd do it: If the player has beaten his/her personal best then attempt to add his new score to the leaderboards. Start from the lowest score on the leaderboard. For each score: If the score owner is equal to the player, delete this score (it's outdated). If the personal best is smaller than the currently inspected score, insert the personal best one below the current inspected score.
Doing so there won't be any duplicates.
Btw, compare function is just fine ;)
But, just a friendly reminder:
a ~= nil and b ~= nil
--This is simpler and faster!
a and b
Remember that nil
in Lua evaluates to false
. Therefore, if you need to check if something holds value just:
if a then --This checks if a isn't false or nil
--your code goes here
end
And also that line is not really useful in your comparing function. Hope that helps!