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6. Statistics and leaderboard

Wins and kills should count for more than one round. This chapter keeps statistics for every player, shows them on the scoreboard and with /arena stats, and puts a top-5 leaderboard in the lobby.

player.data works like mc.data, but belongs to one player. It is saved to config/ignis/storage/players/<uuid>.json, loaded when the player joins and written when they leave.

The statistics are a table inside it. The same rule as in chapter 1 applies: assign the table, then read it back from player.data:

local function stats(player)
if not player.data.arenaStats then
player.data.arenaStats = { wins = 0, kills = 0, deaths = 0, games = 0 }
end
return player.data.arenaStats
end

What stats returns is the saved table, so changing a field is enough, no assignment back needed:

stats(player).games = stats(player).games + 1
stats(player).deaths = stats(player).deaths + 1

Kills also count per round, for the scoreboard. That list is part of the game state, reset in startRound and cleaned up in leave:

kills = {}, -- uuid -> kills this round
game.kills[killer.uuid] = (game.kills[killer.uuid] or 0) + 1
stats(killer).kills = stats(killer).kills + 1

The scoreboard gets three more lines:

local s = stats(player)
"",
"Kills this round: §e" .. (game.kills[uuid] or 0),
"Wins: §e" .. s.wins,

An optional argument in [...] is nil when it is left out, so /arena stats shows your own numbers and /arena stats Steve someone else’s:

register("arena stats [<target:player>]", function(ctx, target)
local player = target or ctx.player
local s = stats(player)
ctx.player:sendMessage(string.format(
"§6%s§7: %d wins, %d kills, %d deaths in %d games",
player.name, s.wins, s.kills, s.deaths, s.games))
end)

The player argument type only accepts players who are online, which is fine here: player.data is only available for them.

The leaderboard must include players who are offline, and their player.data is not loaded. So the wins are copied into mc.data too, when a round is won:

-- Wins of every player who ever won, for the leaderboard (offline players too).
mc.data.arenaWins = mc.data.arenaWins or {}
local wins = mc.data.arenaWins
stats(winner).wins = stats(winner).wins + 1
wins[winner.uuid] = { name = winner.name, wins = stats(winner).wins }
updateLeaderboard()

It is shown by a hologram, floating text in the world. /arena setleaderboard saves its position, and the hologram is created from it when the script loads (holograms are removed on reload, like regions and boss bars):

local function spawnLeaderboard()
if leaderboard then leaderboard:destroy() end
leaderboard = nil
local point = config.leaderboard
if not point then return end
leaderboard = mc.world(point.world):spawnHologram(vec(point.x, point.y, point.z), "Arena")
updateLeaderboard()
end
spawnLeaderboard()

updateLeaderboard sorts the entries and writes the top five into leaderboard.lines:

local rows = {}
for _, entry in pairs(wins) do
rows[#rows + 1] = entry
end
table.sort(rows, function(a, b) return a.wins > b.wins end)
local lines = { "§6§lArena: top players" }
for i = 1, math.min(5, #rows) do
lines[#lines + 1] = string.format("§e%d. §f%s §7- %d", i, rows[i].name, rows[i].wins)
end
if #rows == 0 then
lines[#lines + 1] = "§7no winners yet"
end
leaderboard.lines = lines

table.sort takes a function that says whether a goes before b.

  1. Stand in the lobby and run /arena setleaderboard.
  2. Play a round. The winner appears on the leaderboard; /arena stats shows the numbers.
  3. Restart the server: statistics and leaderboard are still there.
config/ignis/arena.lua after chapter 6
config/ignis/arena.lua
-- config/ignis/arena.lua: a last-player-standing PvP arena.
local async = require "async"
local ADMIN = "arena.admin"
local MIN_PLAYERS = 2
local COUNTDOWN = 10 -- seconds before a round starts
local ROUND_TIME = 300 -- seconds before a round ends in a draw
-- Corners, spawn points and lobby, kept across restarts by mc.data.
mc.data.arena = mc.data.arena or {}
local config = mc.data.arena
config.spawns = config.spawns or {}
-- Where a player stands, as a plain table that can be saved.
local function here(player)
local p = player.pos
return { x = p.x, y = p.y, z = p.z, world = player.world.name }
end
local function teleport(player, point)
player:teleport(point.x, point.y, point.z, point.world)
end
local region -- Region|nil, created by buildRegion() below
local function isReady()
return region ~= nil and config.lobby ~= nil and #config.spawns > 0
end
local function count(t)
local n = 0
for _ in pairs(t) do n = n + 1 end
return n
end
-- Game state. It lives only in memory: a reload starts from scratch.
local game = {
phase = "waiting", -- waiting -> countdown -> playing -> ending
players = {}, -- uuid -> Player: everyone who joined
alive = {}, -- uuid -> true: still fighting (playing phase only)
kills = {}, -- uuid -> kills this round
timer = 0, -- seconds left in the current phase
}
local function tell(text)
for _, player in pairs(game.players) do
player:sendMessage(text)
end
end
-- ── Statistics ─────────────────────────────────────────────────────────────
local function stats(player)
if not player.data.arenaStats then
player.data.arenaStats = { wins = 0, kills = 0, deaths = 0, games = 0 }
end
return player.data.arenaStats
end
-- Wins of every player who ever won, for the leaderboard (offline players too).
mc.data.arenaWins = mc.data.arenaWins or {}
local wins = mc.data.arenaWins
local leaderboard -- Hologram|nil
local function updateLeaderboard()
if not leaderboard then return end
local rows = {}
for _, entry in pairs(wins) do
rows[#rows + 1] = entry
end
table.sort(rows, function(a, b) return a.wins > b.wins end)
local lines = { "§6§lArena: top players" }
for i = 1, math.min(5, #rows) do
lines[#lines + 1] = string.format("§e%d. §f%s §7- %d", i, rows[i].name, rows[i].wins)
end
if #rows == 0 then
lines[#lines + 1] = "§7no winners yet"
end
leaderboard.lines = lines
end
local function spawnLeaderboard()
if leaderboard then leaderboard:destroy() end
leaderboard = nil
local point = config.leaderboard
if not point then return end
leaderboard = mc.world(point.world):spawnHologram(vec(point.x, point.y, point.z), "Arena")
updateLeaderboard()
end
-- ── Scoreboard and boss bar ────────────────────────────────────────────────
local bar = mc.createBossBar("Arena", "yellow", "progress")
local function updateUI()
local status
if game.phase == "waiting" then
status = string.format("Waiting for players: %d/%d", count(game.players), MIN_PLAYERS)
bar.progress = math.min(1, count(game.players) / MIN_PLAYERS)
elseif game.phase == "countdown" then
status = string.format("Starting in %d s", game.timer)
bar.progress = game.timer / COUNTDOWN
elseif game.phase == "playing" then
local minutes, seconds = math.floor(game.timer / 60), game.timer % 60
status = string.format("Alive: %d · %d:%02d", count(game.alive), minutes, seconds)
bar.progress = game.timer / ROUND_TIME
else
status = "Round over"
bar.progress = 1
end
bar.title = status
for uuid, player in pairs(game.players) do
local s = stats(player)
player.sidebar = {
title = "§6§lArena",
lines = {
game.alive[uuid] and "§aYou are fighting" or "§7You are watching",
"Players: §e" .. count(game.players),
"",
"Kills this round: §e" .. (game.kills[uuid] or 0),
"Wins: §e" .. s.wins,
},
}
end
end
local function hideUI(player)
bar:removePlayer(player)
player.sidebar = nil
end
-- ── Rounds ─────────────────────────────────────────────────────────────────
local function finish(winner)
game.phase = "ending"
if winner then
stats(winner).wins = stats(winner).wins + 1
wins[winner.uuid] = { name = winner.name, wins = stats(winner).wins }
updateLeaderboard()
for _, player in pairs(game.players) do
player:sendTitle("§6" .. winner.name, "wins the round!")
end
else
tell("§eThe round ended in a draw.")
end
-- Celebrate for five seconds, then send everyone back to the lobby.
mc.schedule(0, function()
for _ = 1, 5 do
if winner and game.alive[winner.uuid] then
local pos = winner.pos + vec(0, 1, 0)
winner.world:particle("minecraft:totem_of_undying", pos, { count = 40, spread = 0.5 })
winner.world:playSound("minecraft:entity.firework_rocket.launch", winner.pos)
end
async.sleep(20)
end
for uuid in pairs(game.alive) do
local player = game.players[uuid]
teleport(player, config.lobby)
end
game.alive = {}
game.phase = "waiting"
end)
end
local function checkWinner()
if game.phase ~= "playing" then return end
local left = count(game.alive)
if left == 1 then
finish(game.players[next(game.alive)])
elseif left == 0 then
finish(nil)
end
end
local function eliminate(player, killer)
game.alive[player.uuid] = nil
stats(player).deaths = stats(player).deaths + 1
teleport(player, config.lobby)
if killer and game.alive[killer.uuid] then
game.kills[killer.uuid] = (game.kills[killer.uuid] or 0) + 1
stats(killer).kills = stats(killer).kills + 1
tell("§c" .. player.name .. " §7was eliminated by §a" .. killer.name)
else
tell("§c" .. player.name .. " §7was eliminated")
end
checkWinner()
end
local function startRound()
game.phase = "playing"
game.timer = ROUND_TIME
game.alive = {}
game.kills = {}
local i = 0
for uuid, player in pairs(game.players) do
i = i + 1
local spawn = config.spawns[(i - 1) % #config.spawns + 1]
game.alive[uuid] = true
player.health = player.maxHealth
player.food = 20
teleport(player, spawn)
stats(player).games = stats(player).games + 1
end
tell("§aFight!")
end
-- Runs once per second and moves the game from phase to phase.
local function tick()
if game.phase == "waiting" then
if count(game.players) >= MIN_PLAYERS then
game.phase = "countdown"
game.timer = COUNTDOWN
end
elseif game.phase == "countdown" then
if count(game.players) < MIN_PLAYERS then
game.phase = "waiting"
tell("§eNot enough players, the countdown stopped.")
else
game.timer = game.timer - 1
if game.timer <= 0 then
startRound()
elseif game.timer <= 3 then
tell("§e" .. game.timer .. "...")
end
end
elseif game.phase == "playing" then
game.timer = game.timer - 1
if game.timer <= 0 then finish(nil) end
end
updateUI()
end
mc.scheduleRepeating(20, 20, tick)
-- ── Joining and leaving ────────────────────────────────────────────────────
local function join(player)
if not isReady() then
player:sendMessage("§cThe arena is not set up yet.")
elseif game.players[player.uuid] then
player:sendMessage("§eYou have already joined.")
elseif game.phase == "playing" or game.phase == "ending" then
player:sendMessage("§eA round is in progress, try again in a moment.")
else
game.players[player.uuid] = player
bar:addPlayer(player)
teleport(player, config.lobby)
tell("§a" .. player.name .. " §7joined the arena (" .. count(game.players) .. ")")
updateUI()
end
end
local function leave(player)
local uuid = player.uuid
if not game.players[uuid] then return end
if game.alive[uuid] then
eliminate(player, nil)
end
game.players[uuid] = nil
game.kills[uuid] = nil
hideUI(player)
player:sendMessage("§7You left the arena.")
end
mc.on("player.leave", function(e)
leave(e.player)
end)
-- ── Fights ─────────────────────────────────────────────────────────────────
-- A fatal hit knocks the player out of the round instead of killing them.
mc.on("entity.death", function(e)
local player = e.player
if not player or not game.alive[player.uuid] then return end
e:cancel()
player.health = player.maxHealth
player.fireTicks = 0
if game.phase == "playing" then
eliminate(player, e.attacker and game.players[e.attacker.uuid])
end
end, { priority = "high" })
-- No friendly hits before the round starts.
mc.on("player.attack", function(e)
if game.players[e.player.uuid] and not game.alive[e.player.uuid] then
e:cancel()
end
end)
-- ── The arena region ───────────────────────────────────────────────────────
local function isProtected(player, pos)
return region ~= nil and region:contains(pos) and not player:hasPermission(ADMIN)
end
mc.on("block.break", function(e)
if isProtected(e.player, e.pos) then e:cancel() end
end, { priority = "high" })
mc.on("block.place", function(e)
if isProtected(e.player, e.pos) then e:cancel() end
end, { priority = "high" })
local function buildRegion()
if region then region:destroy() end
region = nil
local a, b = config.pos1, config.pos2
if not (a and b) then return end
-- A region is a box from its min corner up to (but not including) its max
-- corner, so +1 makes the max block part of it.
region = mc.world(a.world):createRegion(
vec(math.min(a.x, b.x), math.min(a.y, b.y), math.min(a.z, b.z)),
vec(math.max(a.x, b.x) + 1, math.max(a.y, b.y) + 1, math.max(a.z, b.z) + 1)
)
-- Walking (or being knocked) out of the arena counts as losing.
region:on("leave", function(e)
if e.player and game.phase == "playing" and game.alive[e.player.uuid] then
e.player:sendMessage("§cYou left the arena!")
eliminate(e.player, nil)
end
end)
-- Nobody else walks in during a round.
region:on("enter", function(e)
local player = e.player
if player and game.phase == "playing" and not game.alive[player.uuid]
and not player:hasPermission(ADMIN) then
teleport(player, config.lobby)
player:sendMessage("§eA round is in progress.")
end
end)
end
buildRegion()
spawnLeaderboard()
-- ── Commands ───────────────────────────────────────────────────────────────
local function corner(ctx, key)
local pos = ctx.player.pos
config[key] = {
x = math.floor(pos.x), y = math.floor(pos.y), z = math.floor(pos.z),
world = ctx.player.world.name,
}
buildRegion()
local ready = region and ", the arena region is ready." or "."
ctx.player:sendMessage("Corner " .. key .. " set" .. ready)
end
register("arena pos1", function(ctx) corner(ctx, "pos1") end, ADMIN)
register("arena pos2", function(ctx) corner(ctx, "pos2") end, ADMIN)
register("arena addspawn", function(ctx)
local spawns = config.spawns
spawns[#spawns + 1] = here(ctx.player)
ctx.player:sendMessage("Spawn point #" .. #spawns .. " added.")
end, ADMIN)
register("arena clearspawns", function(ctx)
config.spawns = {}
ctx.player:sendMessage("All spawn points removed.")
end, ADMIN)
register("arena setlobby", function(ctx)
config.lobby = here(ctx.player)
ctx.player:sendMessage("Lobby set.")
end, ADMIN)
register("arena setleaderboard", function(ctx)
config.leaderboard = here(ctx.player)
spawnLeaderboard()
ctx.player:sendMessage("Leaderboard placed.")
end, ADMIN)
register("arena join", function(ctx) join(ctx.player) end)
register("arena leave", function(ctx) leave(ctx.player) end)
register("arena stats [<target:player>]", function(ctx, target)
local player = target or ctx.player
local s = stats(player)
ctx.player:sendMessage(string.format(
"§6%s§7: %d wins, %d kills, %d deaths in %d games",
player.name, s.wins, s.kills, s.deaths, s.games))
end)

Exercise: add a kill/death ratio to /arena stats. Mind players with zero deaths.