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Add a spawned player count to the scoreboard #316

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@is-this-c is-this-c commented Dec 8, 2024

Based off #274.

Displays CAPTURE THE FLAG • 2/3 PLAYING.

is now an allowed glyph because it is useful for UI. It did not exist in RF's fonts.

Imo it is nice to be able to glance at the number of players spawned or the number of players joined.

Requires #314 to compile.

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GooberRF commented Dec 8, 2024

Do you happen to have a screenshot of the scoreboard with this PR? Imagining it, I think I would like a pipe rather than a bullet, but it's difficult to tell for sure without seeing it.

(adding support for the bullet would be good anyway though since it could be used elsewhere, if not here)

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The interpunct is less noisy for me after switching back and forth.

image

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GooberRF commented Dec 8, 2024

Actually yeah, I do like how that looks. It would be a bit smaller of course with the big "Red Faction" logo (which I still think should remain), but it does look nice with the bullet - it draws attention to the two important pieces of information rather than the divider.

};
const int32_t num_spawned_players = std::ranges::count_if(
SinglyLinkedList{rf::player_list},
[] (auto& p) { return !rf::player_is_dead(&p)&& !rf::player_is_dying(&p); }
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missing space before &&

else
game_type_name = rf::strings::team_deathmatch;
rf::gr::string_aligned(rf::gr::ALIGN_CENTER, x_center, cur_y, game_type_name);
const auto get_game_type_name = [] (const rf::NetGameType game_type) {
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please make this a standalone function, there's no reason to make it a lambda

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Why bother? It is just to make up for the fact that if is not an expression.

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Shorter functions are more readable and this fragment is very easy to split out

@@ -250,6 +250,7 @@ GrNewFont::GrNewFont(std::string_view name) :
static std::pair<int, int> win_1252_char_ranges[]{
{0x20, 0x7E},
{0x8C, 0x8C},
{0x95, 0x95},
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will it work if someone plays with resolution 1024x768 or less? Do we always use TTF font for that header? If not how separator will look like in that case?

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No it will not render for the small hud I think. But does it really matter?

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Well, I sometimes use that resolution myself to test things in window. It can't crash, that's obvious. But it would be nice to also look good. If it looks okayish I guess we can leave it like this. Ultimately if we want to introduce more characters in the future (e.g. unicode?) we may want to fully stop using builtin fonts, then the problem will solve itself

@is-this-c is-this-c requested a review from rafalh December 14, 2024 00:25
@@ -88,6 +92,16 @@ namespace rf
NG_TYPE_TEAMDM = 2,
};

inline std::string_view multi_game_type_name(const NetGameType game_type) {
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why did you put those functions (multi_game_type_name and multi_num_spawned_players) into rf directory? This directory is supposed to only contain addresses/type definitions for RF. Please move them to multi_scoreboard.cpp

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@is-this-c is-this-c Jan 5, 2025

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rf should be like an sdk or library e.g. if rf were a crate it would contain these small and simple functions. These functions should be expected in rf from a developer's point of view because it is intuitive and consistent. It also works well with intellisense. They do not properly belong to the implicit namespace dash.

@@ -151,6 +165,10 @@ namespace rf
static auto& multi_tdm_get_red_team_score = addr_as_ref<int()>(0x004828F0); // returns ubyte in vanilla game
static auto& multi_tdm_get_blue_team_score = addr_as_ref<int()>(0x00482900); // returns ubyte in vanilla game
static auto& multi_num_players = addr_as_ref<int()>(0x00484830);
[[nodiscard]] inline int32_t multi_num_spawned_players() {
const auto f = [] (auto& p) { return !player_is_dead(&p) && !player_is_dying(&p); };
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f is not very descriptive, maybe is_alive?

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I did not want to split this line. It works better in a single line imo.

@@ -151,6 +165,10 @@ namespace rf
static auto& multi_tdm_get_red_team_score = addr_as_ref<int()>(0x004828F0); // returns ubyte in vanilla game
static auto& multi_tdm_get_blue_team_score = addr_as_ref<int()>(0x00482900); // returns ubyte in vanilla game
static auto& multi_num_players = addr_as_ref<int()>(0x00484830);
[[nodiscard]] inline int32_t multi_num_spawned_players() {
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I would prefer a name multi_num_alive_players, because alive is opposite to dead

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True but no one speaks like that. It is not idiomatic.

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3 participants