{* UltraStar Deluxe - Karaoke Game
*
* UltraStar Deluxe is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*}
unit UParty;
interface
{$IFDEF FPC}
{$MODE DELPHI}
{$ENDIF}
{$I switches.inc}
uses
ULua;
type
{ array holds ids of modes or Party_Round_Random
its length defines the number of rounds
it is used as argument for TPartyGame.StartParty }
ARounds = array of integer;
{ element of APartyTeamRanking returned by TPartyGame.GetTeamRanking
and parameter for TPartyGame.SetWinner }
TParty_TeamRanking = record
Team: Integer; //< id of team
Rank: Integer; //< 1 to Length(Teams) e.g. 1 is for placed first
end;
AParty_TeamRanking = array of TParty_TeamRanking; //< returned by TPartyGame.GetTeamRanking
TParty_RoundList = record
Index: integer;
Name: UTF8String;
end;
AParty_ModeList = array of TParty_RoundList;
{ record used by TPartyGame to store round specific data }
TParty_Round = record
Mode: Integer;
AlreadyPlayed: Boolean; //< true if round was already played
Ranking: AParty_TeamRanking;
RankingSet: Boolean; //< true if Self.Ranking is already set
end;
TParty_ModeInfo = record
Name: String; // name of this mode
Parent: Integer; // Id of owning plugin
CanNonParty: Boolean; //< is playable when not in party mode
CanParty: Boolean; //< is playable in party mode
// one bit in the following settings stands for
// a player or team count
// PlayerCount = 2 or 4 indicates that the mode is playable with 2 and 3 players per team
// TeamCount = 1 or 2 or 4 or 8 or 16 or 32 indicates that the mode is playable with 1 to 6 teams
PlayerCount: Integer; //< playable with one, two, three etc. players per team
TeamCount: Integer; //< playable with one, two, three etc. different teams
Functions: record // lua functions that will be called at specific events
BeforeSongSelect: String; // default actions are executed if functions = nil
AfterSongSelect: String;
BeforeSing: String;
OnSing: String;
AfterSing: String;
end;
end;
{ used by TPartyGame to store player specific data }
TParty_PlayerInfo = record
Name: String; //< Playername
TimesPlayed: Integer; //< How often this Player has Sung
end;
{ used by TPartyGame to store team specific data }
TParty_TeamInfo = record
Name: String; //< name of the Team
Score: Word; //< current score
JokersLeft: Integer; //< jokers this team has left
NextPlayer: Integer; //Id of the player that plays the next (the current) song
Players: array of TParty_PlayerInfo;
end;
TPartyGame = class
private
bPartyGame: boolean; //< are we playing party or standard mode
CurRound: Integer; //< indicates which of the elements of Rounds is played next (at the moment)
bPartyStarted: Boolean;
TimesPlayed: array of Integer; //< times every mode was played in current party game (for random mode calculation)
procedure GenScores;
function GetRandomMode: integer;
function GetRandomPlayer(Team: integer): integer;
{ returns true if a mode is playable with current playerconfig }
function ModePlayable(I: integer): boolean;
function CallLua(Parent: Integer; Func: String):Boolean;
procedure SetRankingByScore;
public
//Teams: TTeamInfo;
Rounds: array of TParty_Round; //< holds info which modes are played in this party game (if started)
Teams: array of TParty_TeamInfo; //< holds info of teams playing in current round (private for easy manipulation of lua functions)
Modes: array of TParty_ModeInfo; //< holds info of registred party modes
property CurrentRound: Integer read CurRound;
constructor Create;
{ set the attributes of Info to default values }
procedure DefaultModeInfo(var Info: TParty_ModeInfo);
{ registers a new mode, returns true on success
(mode name does not already exist) }
function RegisterMode(Info: TParty_ModeInfo): Boolean;
{ returns true if modes are available for
players and teams that are currently set
up. if there are no teams set up it returns
if there are any party modes available }
function ModesAvailable: Boolean;
{ returns an array with the name of all available modes (that
are playable with current player configuration }
function GetAvailableModes: AParty_ModeList;
{ clears all party specific data previously stored }
procedure Clear;
{ adds a team to the team array, returning its id
can only be called when game is not already started }
function AddTeam(Name: String): Integer;
{ adds a player to the player array, returning its id
can only be called when game is not already started }
function AddPlayer(Team: Integer; Name: String): Integer;
{ starts a new PartyGame, returns true on success
before a call of this function teams and players
has to be added by AddTeam and AddPlayer }
function StartGame(Rounds: ARounds): Boolean;
{ sets the winner(s) of current round
returns true on success }
function SetRanking(Ranking: AParty_TeamRanking): Boolean;
{ increases round counter by 1 and clears all round specific information;
returns the number of the current round or -1 if last round has already
been played }
function NextRound: integer;
{ indicates that current round has already been played }
procedure RoundPlayed;
{ true if in a Party Game (not in standard mode) }
property PartyGame: Boolean read BPartyGame;
{ returns true if last round was already played }
function GameFinished: Boolean;
{ call plugins defined function and/or default procedure
only default procedure is called when no function is defined by plugin
if plugins function returns true then default is called after plugins
function was executed}
procedure CallBeforeSongSelect;
procedure CallAfterSongSelect;
procedure CallBeforeSing;
procedure CallOnSing;
procedure CallAfterSing;
{ returns an array[1..6] of TParty_TeamRanking.
the index stands for the placing,
team is the team number (in the team array)
rank is correct rank if some teams have the
same score.
}
function GetTeamRanking: AParty_TeamRanking;
{ returns a string like "Team 1 (and Team 2) win" }
function GetWinnerString(Round: integer): UTF8String;
destructor Destroy;
end;
const
{ minimal amount of teams for party mode }
Party_Teams_Min = 2;
{ maximal amount of teams for party mode }
Party_Teams_Max = 3;
{ minimal amount of players for party mode }
Party_Players_Min = 1;
{ maximal amount of players for party mode }
Party_Players_Max = 4;
{ amount of jokers each team gets at the beginning of the game }
Party_Count_Jokers = 5;
{ to indicate that element (mode) should set randomly in ARounds array }
Party_Round_Random = -1;
{ values for TParty_TeamRanking.Rank }
PR_First = 1;
PR_Second = 2;
PR_Third = 3;
StandardModus = 0; //Modus Id that will be played in non-party mode
var
Party: TPartyGame;
implementation
uses
UGraphic,
ULanguage,
ULog,
ULuaCore,
UDisplay,
USong,
UNote,
SysUtils;
//-------------
// Just the constructor
//-------------
constructor TPartyGame.Create;
begin
inherited;
Clear;
end;
destructor TPartyGame.Destroy;
begin
inherited;
end;
{ clears all party specific data previously stored }
procedure TPartyGame.Clear;
var
I: Integer;
begin
bPartyGame := false; // no party game
CurRound := low(integer);
bPartyStarted := false; //game not startet
SetLength(Teams, 0); //remove team info
SetLength(Rounds, 0); //remove round info
// clear times played
for I := 0 to High(TimesPlayed) do
TimesPlayed[I] := 0;
end;
{ private: some intelligent randomnes for plugins }
function TPartyGame.GetRandomMode: integer;
var
LowestTP: integer;
NumPwithLTP: integer;
I: integer;
R: integer;
begin
Result := 0; //If there are no matching modes, play first modus
LowestTP := high(Integer);
NumPwithLTP := 0;
// search for the plugins less played yet
for I := 0 to high(Modes) do
begin
if (ModePlayable(I)) then
begin
if (TimesPlayed[I] < lowestTP) then
begin
lowestTP := TimesPlayed[I];
NumPwithLTP := 1;
end
else if (TimesPlayed[I] = lowestTP) then
begin
Inc(NumPwithLTP);
end;
end;
end;
// create random number
R := Random(NumPwithLTP);
// select the random mode from the modes with less timesplayed
for I := 0 to high(Modes) do
begin
if (TimesPlayed[I] = lowestTP) and (ModePlayable(I)) then
begin
//Plugin found
if (R = 0) then
begin
Result := I;
Inc(TimesPlayed[I]);
Break;
end;
Dec(R);
end;
end;
end;
{ private: GetRandomPlayer - returns a random player
that does not play to often ;) }
function TPartyGame.GetRandomPlayer(Team: integer): integer;
var
I, R: integer;
lowestTP: Integer;
NumPwithLTP: Integer;
begin
LowestTP := high(Integer);
NumPwithLTP := 0;
Result := 0;
// search for players that have less played yet
for I := 0 to High(Teams[Team].Players) do
begin
if (Teams[Team].Players[I].TimesPlayed < lowestTP) then
begin
lowestTP := Teams[Team].Players[I].TimesPlayed;
NumPwithLTP := 1;
end
else if (Teams[Team].Players[I].TimesPlayed = lowestTP) then
begin
Inc(NumPwithLTP);
end;
end;
// create random number
R := Random(NumPwithLTP);
// search for selected random player
for I := 0 to High(Teams[Team].Players) do
begin
if Teams[Team].Players[I].TimesPlayed = lowestTP then
begin
if (R = 0) then
begin // found selected player
Result := I;
Break;
end;
Dec(R);
end;
end;
end;
//----------
//GenScores - inc scores for cur. round
//----------
procedure TPartyGame.GenScores;
var
I: Integer;
begin
if (Length(Teams) = 2) then
begin // score generation for 2 teams, winner gets 1 point
for I := 0 to High(Rounds[CurRound].Ranking) do
if (Rounds[CurRound].Ranking[I].Rank = PR_First) then
Inc(Teams[Rounds[CurRound].Ranking[I].Team].Score);
end
else if (Length(Teams) = 3) then
begin // score generation for 3 teams,
// winner gets 3 points 2nd gets 1 point
for I := 0 to High(Rounds[CurRound].Ranking) do
if (Rounds[CurRound].Ranking[I].Rank = PR_First) then
Inc(Teams[Rounds[CurRound].Ranking[I].Team].Score, 3)
else if (Rounds[CurRound].Ranking[I].Rank = PR_Second) then
Inc(Teams[Rounds[CurRound].Ranking[I].Team].Score);
end
end;
{ set the attributes of Info to default values }
procedure TPartyGame.DefaultModeInfo(var Info: TParty_ModeInfo);
begin
Info.Name := 'undefined';
Info.Parent := -1; //< not loaded by plugin (e.g. Duell)
Info.CanNonParty := false;
Info.CanParty := false;
Info.PlayerCount := High(Integer); //< no restrictions either on player count
Info.TeamCount := High(Integer); //< nor on team count
Info.Functions.BeforeSongSelect := ''; //< use default functions
Info.Functions.AfterSongSelect := '';
Info.Functions.BeforeSing := '';
Info.Functions.OnSing := '';
Info.Functions.AfterSing := '';
end;
{ registers a new mode, returns true on success
(mode name does not already exist) }
function TPartyGame.RegisterMode(Info: TParty_ModeInfo): Boolean;
var
Len: integer;
LowerName: String;
I: integer;
begin
Result := false;
if (Info.Name <> 'undefined') then
begin
// search for a plugin w/ same name
LowerName := lowercase(Info.Name); // case sensitive search
for I := 0 to high(Modes) do
if (LowerName = lowercase(Modes[I].Name)) then
exit; //< no success (name already exist)
// add new mode to array and append and clear a new TimesPlayed element
Len := Length(Modes);
SetLength(Modes, Len + 1);
SetLength(TimesPlayed, Len + 1);
Modes[Len] := Info;
TimesPlayed[Len] := 0;
Result := True;
end;
end;
{ returns true if a mode is playable with current playerconfig }
function TPartyGame.ModePlayable(I: integer): boolean;
var
J: integer;
begin
if (Length(Teams) = 0) then
Result := true
else
begin
if (Modes[I].TeamCount and (1 shl (Length(Teams) - 1)) <> 0) then
begin
Result := true;
for J := 0 to High(Teams) do
Result := Result and (Modes[I].PlayerCount and (1 shl (Length(Teams[J].Players) - 1)) <> 0);
end
else
Result := false;
end;
end;
{ returns true if modes are available for
players and teams that are currently set
up. if there are no teams set up it returns
if there are any party modes available }
function TPartyGame.ModesAvailable: Boolean;
var
I: integer;
CountTeams: integer;
begin
CountTeams := Length(Teams);
if CountTeams = 0 then
begin
Result := (Length(Modes) > 0);
end
else
begin
Result := false;
for I := 0 to High(Modes) do
begin
Result := ModePlayable(I);
if Result then
Exit;
end;
end;
end;
{ returns an array with the name of all available modes (that
are playable with current player configuration }
function TPartyGame.GetAvailableModes: AParty_ModeList;
var
I: integer;
Len: integer;
begin
Len := 0;
SetLength(Result, Len + 1);
Result[Len].Index := Party_Round_Random;
Result[Len].Name := Language.Translate('MODE_RANDOM_NAME');
for I := 0 to High(Modes) do
if (ModePlayable(I)) then
begin
Inc(Len);
SetLength(Result, Len + 1);
Result[Len].Index := I;
Result[Len].Name := Language.Translate('MODE_' + Uppercase(Modes[I].Name) + '_NAME');
end;
end;
{ adds a team to the team array, returning its id
can only be called when game is not already started }
function TPartyGame.AddTeam(Name: String): Integer;
begin
Result := -1;
if (not bPartyStarted) and (Length(Name) > 0) and (Length(Teams) < Party_Teams_Max) then
begin
Result := Length(Teams);
SetLength(Teams, Result + 1);
Teams[Result].Name := Name;
Teams[Result].Score := 0;
Teams[Result].JokersLeft := Party_Count_Jokers;
Teams[Result].NextPlayer := -1;
end;
end;
{ adds a player to the player array, returning its id
can only be called when game is not already started }
function TPartyGame.AddPlayer(Team: Integer; Name: String): Integer;
begin
Result := -1;
if (not bPartyStarted) and (Team >= 0) and (Team <= High(Teams)) and (Length(Teams[Team].Players) < Party_Players_Max) and (Length(Name) > 0) then
begin
// append element to players array
Result := Length(Teams[Team].Players);
SetLength(Teams[Team].Players, Result + 1);
// fill w/ data
Teams[Team].Players[Result].Name := Name;
Teams[Team].Players[Result].TimesPlayed := 0;
end;
end;
{ starts a new PartyGame, returns true on success
before a call of this function teams and players
has to be added by AddTeam and AddPlayer }
function TPartyGame.StartGame(Rounds: ARounds): Boolean;
var
I: integer;
begin
Result := false;
if (not bPartyStarted) and (Length(Rounds) > 0) and (Length(Teams) >= Party_Teams_Min) then
begin
// check teams for minimal player count
for I := 0 to High(Teams) do
if (Length(Teams[I].Players) < Party_Players_Min) then
exit;
// create rounds array
SetLength(Self.Rounds, Length(Rounds));
for I := 0 to High(Rounds) do
begin
// copy round or select a random round
if (Rounds[I] <> Party_Round_Random) and (Rounds[I] >= 0) and (Rounds[I] <= High(Modes)) then
Self.Rounds[I].Mode := Rounds[I]
else
Self.Rounds[I].Mode := GetRandomMode;
Self.Rounds[I].AlreadyPlayed := false;
Self.Rounds[I].RankingSet := false;
SetLength(Self.Rounds[I].Ranking, 0);
end;
// get the party started!11
bPartyStarted := true;
bPartyGame := true;
CurRound := low(integer); //< set not to -1 to indicate that party game is not finished
// first round
NextRound;
Result := True;
end;
end;
{ sets the winner(s) of current round
returns true on success }
function TPartyGame.SetRanking(Ranking: AParty_TeamRanking): Boolean;
var
I, J: Integer;
TeamExists: Integer;
Len: Integer;
Temp: TParty_TeamRanking;
begin
if (bPartyStarted) and (CurRound >= 0) and (CurRound <= High(Rounds)) then
begin
Rounds[CurRound].Ranking := Ranking;
Result := true;
// look for teams that don't exist
TeamExists := 0;
for I := 0 to High(Rounds[CurRound].Ranking) do
TeamExists := TeamExists or (1 shl (Rounds[CurRound].Ranking[I].Team-1));
// create teams that don't exist
Len := Length(Rounds[CurRound].Ranking);
for I := 0 to High(Teams) do
if (TeamExists and (1 shl I) = 0) then
begin
Inc(Len);
SetLength(Rounds[CurRound].Ranking, Len);
Rounds[CurRound].Ranking[Len-1].Team := I + 1;
Rounds[CurRound].Ranking[Len-1].Rank := Length(Teams);
end;
// we may remove rankings from invalid teams here to
// but at the moment this is not necessary, because the
// functions this function is called from don't create
// invalid rankings
// bubble sort rankings by team
J := High(Rounds[CurRound].Ranking);
repeat
for I := 0 to J - 1 do
if (Rounds[CurRound].Ranking[I].Team > Rounds[CurRound].Ranking[I+1].Team) then
begin
Temp := Rounds[CurRound].Ranking[I];
Rounds[CurRound].Ranking[I] := Rounds[CurRound].Ranking[I+1];
Rounds[CurRound].Ranking[I+1] := Temp;
end;
Dec(J);
until J <= 0;
//set rounds RankingSet to true
Rounds[CurRound].RankingSet := true;
end
else
Result := false;
end;
{ sets ranking of current round by score saved in players array }
procedure TPartyGame.SetRankingByScore;
var
I, J: Integer;
Rank: Integer;
Ranking: AParty_TeamRanking;
Scores: array of Integer;
TmpRanking: TParty_TeamRanking;
TmpScore: Integer;
begin
if (Length(Player) = Length(Teams)) then
begin
SetLength(Ranking, Length(Teams));
SetLength(Scores, Length(Teams));
// fill ranking array
for I := 0 to High(Ranking) do
begin
Ranking[I].Team := I;
Ranking[I].Rank := 0;
Scores[I] := Player[I].ScoreTotalInt;
end;
// bubble sort by score
J := High(Ranking);
repeat
for I := 0 to J - 1 do
if (Scores[I] < Scores[I+1]) then
begin
TmpRanking := Ranking[I];
Ranking[I] := Ranking[I+1];
Ranking[I+1] := TmpRanking;
TmpScore := Scores[I];
Scores[I] := Scores[I+1];
Scores[I+1] := TmpScore;
end;
Dec(J);
until J <= 0;
// set rank field
Rank := 1; //first rank has id 1
for I := 0 to High(Ranking) do
begin
Ranking[I].Rank := Rank;
if (I < High(Ranking)) and (Scores[I] <> Scores[I+1]) then
Inc(Rank); // next rank if next team has different score
end;
end
else
SetLength(Ranking, 0);
SetRanking(Ranking);
end;
{ increases round counter by 1 and clears all round specific information;
returns the number of the current round or -1 if last round has already
been played }
function TPartyGame.NextRound: integer;
var I: Integer;
begin
// some lines concerning the previous round
if (CurRound >= 0) then
begin
Rounds[CurRound].AlreadyPlayed := true;
GenScores;
end;
// increase round counter
Inc(CurRound);
if (CurRound < -1) then // we start first round
CurRound := 0;
if (CurRound > High(Rounds)) then
CurRound := -1; //< last round played
Result := CurRound;
// some lines concerning the next round
if (CurRound >= 0) then
begin
// select player
for I := 0 to High(Teams) do
Teams[I].NextPlayer := GetRandomPlayer(I);
end;
end;
{ indicates that current round has already been played }
procedure TPartyGame.RoundPlayed;
begin
if (bPartyStarted) and (CurRound >= 0) and (CurRound <= High(Rounds)) then
begin
// set rounds ranking by score if it was not set by plugin
if (not Rounds[CurRound].RankingSet) then
SetRankingByScore;
Rounds[CurRound].AlreadyPlayed := True;
end;
end;
{ returns true if last round was already played }
function TPartyGame.GameFinished: Boolean;
begin
Result := (bPartyStarted and (CurRound = -1));
end;
{ private: calls the specified function Func from lua plugin Parent
if both exist.
return true if default function should be called
(function or plugin does not exist, or function returns
true) }
function TPartyGame.CallLua(Parent: Integer; Func: String):Boolean;
var
P: TLuaPlugin;
begin
// call default function by default
Result := true;
// check for core plugin and empty function name
if (Parent >= 0) and (Length(Func) > 0) then
begin
// get plugin that registred the mode
P := LuaCore.GetPluginById(Parent);
if (P <> nil) then
begin
if (P.CallFunctionByName(Func, 0, 1)) then
// check result
Result := (lua_toboolean(P.LuaState, 1));
end;
end;
end;
{ call plugins defined function and/or default procedure
only default procedure is called when no function is defined by plugin
if plugins function returns true then default is called after plugins
function was executed}
procedure TPartyGame.CallBeforeSongSelect;
begin
if (CurRound >= 0) then
begin
// we set screen song to party mode
// plugin should not have to do this if it
// don't want default procedure to be executed
ScreenSong.Mode := smPartyMode;
with Modes[Rounds[CurRound].Mode] do
if (CallLua(Parent, Functions.BeforeSongSelect)) then
begin // execute default function:
// display song select screen
Display.FadeTo(@ScreenSong);
end;
end;
end;
procedure TPartyGame.CallAfterSongSelect;
begin
if (CurRound >= 0) then
begin
with Modes[Rounds[CurRound].Mode] do
if (CallLua(Parent, Functions.AfterSongSelect)) then
begin // execute default function:
// display sing screen
ScreenSong.StartSong;
end;
end;
end;
procedure TPartyGame.CallBeforeSing;
begin
if (CurRound >= 0) then
begin
with Modes[Rounds[CurRound].Mode] do
if (CallLua(Parent, Functions.BeforeSing)) then
begin // execute default function:
//nothing atm
{ to-do : compartmentalize TSingScreen.OnShow into
functions for init of a specific part of
sing screen.
these functions should be called here before
sing screen is shown, or it should be called
by plugin if it wants to define a custom
singscreen start up. }
//set correct playersplay
if (bPartyGame) then
PlayersPlay := Length(Teams);
end;
end;
end;
procedure TPartyGame.CallOnSing;
begin
if (CurRound >= 0) then
begin
with Modes[Rounds[CurRound].Mode] do
if (CallLua(Parent, Functions.OnSing)) then
begin // execute default function:
//nothing atm
end;
end;
end;
procedure TPartyGame.CallAfterSing;
begin
if (CurRound >= 0) then
begin
with Modes[Rounds[CurRound].Mode] do
if (CallLua(Parent, Functions.AfterSing)) then
begin // execute default function:
if (bPartyGame) then
// display party score screen
Display.FadeTo(@ScreenPartyScore)
else //display standard score screen
Display.FadeTo(@ScreenScore);
end;
end;
end;
{ returns an array[1..6] of integer. the index stands for the placing,
value is the team number (in the team array) }
function TPartyGame.GetTeamRanking: AParty_TeamRanking;
var
I, J: Integer;
Temp: TParty_TeamRanking;
Rank: Integer;
begin
SetLength(Result, Length(Teams));
// fill ranking array
for I := 0 to High(Result) do
begin
Result[I].Team := I;
Result[I].Rank := 0;
end;
// bubble sort by score
J := High(Result);
repeat
for I := 0 to J - 1 do
if (Teams[Result[I].Team].Score < Teams[Result[I+1].Team].Score) then
begin
Temp := Result[I];
Result[I] := Result[I+1];
Result[I+1] := Temp;
end;
Dec(J);
until J <= 0;
// set rank field
Rank := 1; //first rank has id 1
for I := 0 to High(Result) do
begin
Result[I].Rank := Rank;
if (I < High(Result)) and (Teams[Result[I].Team].Score <> Teams[Result[I+1].Team].Score) then
Inc(Rank); // next rank if next team has different score
end;
end;
{ returns a string like "Team 1 (and Team 2) win"
if Round is in range from 0 to high(Rounds) then
result is name of winners of specified round.
if Round is -1 the result is name of winners of
the whole party game}
function TPartyGame.GetWinnerString(Round: integer): UTF8String;
var
Winners: array of UTF8String;
I: integer;
Ranking: AParty_TeamRanking;
begin
Result := '';
Ranking := nil;
if (Round >= 0) and (Round <= High(Rounds)) then
begin
if (not Rounds[Round].AlreadyPlayed) then
Result := Language.Translate('PARTY_NOTPLAYEDYET')
else
Ranking := Rounds[Round].Ranking;
end
else if (Round = -1) then
Ranking := GetTeamRanking;
if (Ranking <> nil) then
begin
SetLength(Winners, 0);
for I := 0 to High(Ranking) do
begin
if (Ranking[I].Rank = PR_First) and (Ranking[I].Team >= 0) and (Ranking[I].Team <= High(Teams)) then
begin
SetLength(Winners, Length(Winners) + 1);
Winners[high(Winners)] := UTF8String(Teams[Ranking[I].Team].Name);
end;
end;
if (Length(Winners) > 0) then
Result := Language.Implode(Winners);
end;
if (Length(Result) = 0) then
Result := Language.Translate('PARTY_NOBODY');
end;
end.