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1295 lines
39 KiB
1295 lines
39 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "team_objectiveresource.h"
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#include "team_control_point_master.h"
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#include "teamplayroundbased_gamerules.h"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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BEGIN_DATADESC( CTeamControlPointMaster )
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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DEFINE_KEYFIELD( m_iszCapLayoutInHUD, FIELD_STRING, "caplayout" ),
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DEFINE_KEYFIELD( m_iInvalidCapWinner, FIELD_INTEGER, "cpm_restrict_team_cap_win" ),
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DEFINE_KEYFIELD( m_bSwitchTeamsOnWin, FIELD_BOOLEAN, "switch_teams" ),
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DEFINE_KEYFIELD( m_bScorePerCapture, FIELD_BOOLEAN, "score_style" ),
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DEFINE_KEYFIELD( m_bPlayAllRounds, FIELD_BOOLEAN, "play_all_rounds" ),
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DEFINE_KEYFIELD( m_flPartialCapturePointsRate, FIELD_FLOAT, "partial_cap_points_rate" ),
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// DEFINE_FIELD( m_ControlPoints, CUtlMap < int , CTeamControlPoint * > ),
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// DEFINE_FIELD( m_bFoundPoints, FIELD_BOOLEAN ),
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// DEFINE_FIELD( m_ControlPointRounds, CUtlVector < CTeamControlPointRound * > ),
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// DEFINE_FIELD( m_iCurrentRoundIndex, FIELD_INTEGER ),
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// DEFINE_ARRAY( m_iszTeamBaseIcons, FIELD_STRING, MAX_TEAMS ),
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// DEFINE_ARRAY( m_iTeamBaseIcons, FIELD_INTEGER, MAX_TEAMS ),
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// DEFINE_FIELD( m_bFirstRoundAfterRestart, FIELD_BOOLEAN ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetWinner", InputSetWinner ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetWinnerAndForceCaps", InputSetWinnerAndForceCaps ),
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DEFINE_INPUTFUNC( FIELD_VOID, "RoundSpawn", InputRoundSpawn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "RoundActivate", InputRoundActivate ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetCapLayout", InputSetCapLayout ),
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DEFINE_FUNCTION( CPMThink ),
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DEFINE_OUTPUT( m_OnWonByTeam1, "OnWonByTeam1" ),
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DEFINE_OUTPUT( m_OnWonByTeam2, "OnWonByTeam2" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( team_control_point_master, CTeamControlPointMaster );
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ConVar mp_time_between_capscoring( "mp_time_between_capscoring", "30", FCVAR_GAMEDLL, "Delay between scoring of owned capture points.", true, 1, false, 0 );
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// sort function for the list of control_point_rounds (we're sorting them by priority...highest first)
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int ControlPointRoundSort( CTeamControlPointRound* const *p1, CTeamControlPointRound* const *p2 )
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{
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// check the priority
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if ( (*p2)->GetPriorityValue() > (*p1)->GetPriorityValue() )
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{
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return 1;
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}
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return -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose: init
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//-----------------------------------------------------------------------------
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CTeamControlPointMaster::CTeamControlPointMaster()
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{
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m_flPartialCapturePointsRate = 0.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamControlPointMaster::Spawn( void )
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{
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Precache();
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SetTouch( NULL );
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m_bFoundPoints = false;
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SetDefLessFunc( m_ControlPoints );
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m_iCurrentRoundIndex = -1;
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m_bFirstRoundAfterRestart = true;
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BaseClass::Spawn();
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if ( g_hControlPointMasters.Find(this) == g_hControlPointMasters.InvalidIndex() )
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{
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g_hControlPointMasters.AddToTail( this );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamControlPointMaster::UpdateOnRemove( void )
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{
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BaseClass::UpdateOnRemove();
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g_hControlPointMasters.FindAndRemove( this );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTeamControlPointMaster::KeyValue( const char *szKeyName, const char *szValue )
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{
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if ( !Q_strncmp( szKeyName, "team_base_icon_", 15 ) )
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{
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int iTeam = atoi(szKeyName+15);
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Assert( iTeam >= 0 && iTeam < MAX_TEAMS );
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m_iszTeamBaseIcons[iTeam] = AllocPooledString(szValue);
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}
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else
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{
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return BaseClass::KeyValue( szKeyName, szValue );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamControlPointMaster::Precache( void )
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{
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for ( int i = 0; i < MAX_TEAMS; i++ )
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{
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if ( m_iszTeamBaseIcons[i] != NULL_STRING )
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{
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PrecacheMaterial( STRING( m_iszTeamBaseIcons[i] ) );
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m_iTeamBaseIcons[i] = GetMaterialIndex( STRING( m_iszTeamBaseIcons[i] ) );
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Assert( m_iTeamBaseIcons[i] != 0 );
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}
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}
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamControlPointMaster::Activate( void )
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{
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BaseClass::Activate();
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// Find control points right away. This allows client hud elements to know the
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// number & starting state of control points before the game actually starts.
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FindControlPoints();
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FindControlPointRounds();
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SetBaseControlPoints();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamControlPointMaster::RoundRespawn( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamControlPointMaster::Reset( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTeamControlPointMaster::FindControlPoints( void )
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{
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//go through all the points
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CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, GetControlPointName() );
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int numFound = 0;
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while( pEnt )
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{
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CTeamControlPoint *pPoint = assert_cast<CTeamControlPoint *>(pEnt);
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if( pPoint->IsActive() )
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{
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int index = pPoint->GetPointIndex();
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Assert( index >= 0 );
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if( m_ControlPoints.Find( index ) == m_ControlPoints.InvalidIndex())
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{
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DevMsg( 2, "**** Adding control point %s with index %d to control point master\n", pPoint->GetName(), index );
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m_ControlPoints.Insert( index, pPoint );
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numFound++;
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}
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else
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{
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Warning( "!!!!\nMultiple control points with the same index, duplicates ignored\n!!!!\n" );
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UTIL_Remove( pPoint );
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}
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}
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pEnt = gEntList.FindEntityByClassname( pEnt, GetControlPointName() );
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}
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if( numFound > MAX_CONTROL_POINTS )
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{
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Warning( "Too many control points! Max is %d\n", MAX_CONTROL_POINTS );
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}
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//Remap the indeces of the control points so they are 0-based
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//======================
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unsigned int j;
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bool bHandled[MAX_CONTROL_POINTS];
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memset( bHandled, 0, sizeof(bHandled) );
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unsigned int numPoints = m_ControlPoints.Count();
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unsigned int newIndex = 0;
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while( newIndex < numPoints )
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{
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//Find the lowest numbered, unhandled point
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int lowestIndex = -1;
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int lowestValue = 999;
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//find the lowest unhandled index
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for( j=0; j<numPoints; j++ )
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{
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if( !bHandled[j] && m_ControlPoints[j]->GetPointIndex() < lowestValue )
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{
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lowestIndex = j;
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lowestValue = m_ControlPoints[j]->GetPointIndex();
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}
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}
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//Don't examine this point again
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bHandled[lowestIndex] = true;
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//Give it its new index
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m_ControlPoints[lowestIndex]->SetPointIndex( newIndex );
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newIndex++;
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}
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if( m_ControlPoints.Count() == 0 )
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{
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Warning( "Error! No control points found in map!\n");
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return false;
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}
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// Now setup the objective resource
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ObjectiveResource()->SetNumControlPoints( m_ControlPoints.Count() );
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for ( unsigned int i = 0; i < m_ControlPoints.Count(); i++ )
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{
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CTeamControlPoint *pPoint = m_ControlPoints[i];
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int iPointIndex = m_ControlPoints[i]->GetPointIndex();
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ObjectiveResource()->SetOwningTeam( iPointIndex, pPoint->GetOwner() );
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ObjectiveResource()->SetCPVisible( iPointIndex, pPoint->PointIsVisible() );
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ObjectiveResource()->SetCPPosition( iPointIndex, pPoint->GetAbsOrigin() );
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ObjectiveResource()->SetWarnOnCap( iPointIndex, pPoint->GetWarnOnCap() );
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ObjectiveResource()->SetWarnSound( iPointIndex, pPoint->GetWarnSound() );
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for ( int team = 0; team < GetNumberOfTeams(); team++ )
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{
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ObjectiveResource()->SetCPIcons( iPointIndex, team, pPoint->GetHudIconIndexForTeam(team) );
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ObjectiveResource()->SetCPOverlays( iPointIndex, team, pPoint->GetHudOverlayIndexForTeam(team) );
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for ( int prevpoint = 0; prevpoint < MAX_PREVIOUS_POINTS; prevpoint++ )
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{
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ObjectiveResource()->SetPreviousPoint( iPointIndex, team, prevpoint, pPoint->GetPreviousPointForTeam(team, prevpoint) );
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}
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamControlPointMaster::SetBaseControlPoints( void )
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{
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for ( int team = 0; team < GetNumberOfTeams(); team++ )
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{
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ObjectiveResource()->SetTeamBaseIcons( team, m_iTeamBaseIcons[team] );
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ObjectiveResource()->SetBaseCP( GetBaseControlPoint(team), team );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTeamControlPointMaster::FindControlPointRounds( void )
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{
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bool bFoundRounds = false;
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m_ControlPointRounds.RemoveAll();
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CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, GetControlPointRoundName() );
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while( pEnt )
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{
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CTeamControlPointRound *pRound = assert_cast<CTeamControlPointRound *>( pEnt );
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if( pRound && ( m_ControlPointRounds.Find( pRound ) == m_ControlPointRounds.InvalidIndex() ) )
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{
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DevMsg( 2, "**** Adding control point round %s to control point master\n", pRound->GetEntityName().ToCStr() );
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m_ControlPointRounds.AddToHead( pRound );
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}
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pEnt = gEntList.FindEntityByClassname( pEnt, GetControlPointRoundName() );
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}
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if ( m_ControlPointRounds.Count() > 0 )
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{
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// sort them in our list by priority (highest priority first)
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m_ControlPointRounds.Sort( ControlPointRoundSort );
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bFoundRounds = true;
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}
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if ( g_pObjectiveResource )
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{
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g_pObjectiveResource->SetPlayingMiniRounds( bFoundRounds );
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g_pObjectiveResource->SetCapLayoutInHUD( STRING(m_iszCapLayoutInHUD) );
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}
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return bFoundRounds;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTeamControlPointMaster::PointCanBeCapped( CTeamControlPoint *pPoint )
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{
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// are we playing a round and is this point in the round?
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if ( m_ControlPointRounds.Count() > 0 && m_iCurrentRoundIndex != -1 )
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{
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return m_ControlPointRounds[m_iCurrentRoundIndex]->IsControlPointInRound( pPoint );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTeamControlPointMaster::FindControlPointRoundToPlay( void )
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{
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for ( int i = 0 ; i < m_ControlPointRounds.Count() ; ++i )
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{
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CTeamControlPointRound *pRound = m_ControlPointRounds[i];
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if ( pRound )
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{
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if ( pRound->IsPlayable() )
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{
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// we found one that's playable
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return true;
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}
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}
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTeamControlPointMaster::SelectSpecificRound( void )
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{
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CTeamControlPointRound *pRound = NULL;
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CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() );
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if ( pRules )
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{
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if ( pRules->GetRoundToPlayNext() != NULL_STRING )
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{
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// do we have the name of a round?
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pRound = dynamic_cast<CTeamControlPointRound*>( gEntList.FindEntityByName( NULL, STRING( pRules->GetRoundToPlayNext() ) ) );
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if ( pRound )
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{
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if ( ( m_ControlPointRounds.Find( pRound )== m_ControlPointRounds.InvalidIndex() ) ||
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( !pRound->IsPlayable() && !pRound->MakePlayable() ) )
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{
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pRound = NULL;
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}
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}
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pRules->SetRoundToPlayNext( NULL_STRING );
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}
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}
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// do we have a round to play?
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if ( pRound )
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{
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m_iCurrentRoundIndex = m_ControlPointRounds.Find( pRound );
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m_ControlPointRounds[m_iCurrentRoundIndex]->SelectedToPlay();
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if ( pRules )
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{
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pRules->SetRoundOverlayDetails();
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}
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FireRoundStartOutput();
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DevMsg( 2, "**** Selected round %s to play\n", m_ControlPointRounds[m_iCurrentRoundIndex]->GetEntityName().ToCStr() );
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if ( !pRules->IsInWaitingForPlayers() )
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{
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UTIL_LogPrintf( "World triggered \"Mini_Round_Selected\" (round \"%s\")\n", m_ControlPointRounds[m_iCurrentRoundIndex]->GetEntityName().ToCStr() );
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UTIL_LogPrintf( "World triggered \"Mini_Round_Start\"\n" );
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}
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamControlPointMaster::RegisterRoundBeingPlayed( void )
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{
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// let the game rules know what round we're playing
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CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() );
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if ( pRules )
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{
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string_t iszEntityName = m_ControlPointRounds[m_iCurrentRoundIndex]->GetEntityName();
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pRules->AddPlayedRound( iszEntityName );
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if ( m_bFirstRoundAfterRestart )
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{
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pRules->SetFirstRoundPlayed( iszEntityName );
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m_bFirstRoundAfterRestart = false;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTeamControlPointMaster::GetControlPointRoundToPlay( void )
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{
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int i = 0;
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// are we trying to pick a specific round?
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if ( SelectSpecificRound() )
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{
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SetBaseControlPoints();
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RegisterRoundBeingPlayed();
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return true;
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}
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// rounds are sorted with the higher priority rounds first
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for ( i = 0 ; i < m_ControlPointRounds.Count() ; ++i )
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{
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CTeamControlPointRound *pRound = m_ControlPointRounds[i];
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if ( pRound )
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{
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if ( pRound->IsPlayable() )
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{
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// we found one that's playable
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break;
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}
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}
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}
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if ( i >= m_ControlPointRounds.Count() || m_ControlPointRounds[i] == NULL )
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{
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// we didn't find one to play
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m_iCurrentRoundIndex = -1;
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return false;
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}
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// we have a priority value, now we need to randomly pick a round with this priority that's playable
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int nPriority = m_ControlPointRounds[i]->GetPriorityValue();
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CUtlVector<int> nRounds;
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CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() );
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string_t iszLastRoundPlayed = pRules ? pRules->GetLastPlayedRound() : NULL_STRING;
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int iLastRoundPlayed = -1;
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string_t iszFirstRoundPlayed = pRules ? pRules->GetFirstRoundPlayed() : NULL_STRING;
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int iFirstRoundPlayed = -1; // after a full restart
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// loop through and find the rounds with this priority value
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for ( i = 0 ; i < m_ControlPointRounds.Count() ; ++i )
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{
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CTeamControlPointRound *pRound = m_ControlPointRounds[i];
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if ( pRound )
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{
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string_t iszRoundName = pRound->GetEntityName();
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if ( pRound->IsPlayable() && pRound->GetPriorityValue() == nPriority )
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{
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if ( iszLastRoundPlayed == iszRoundName ) // is this the last round we played?
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{
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iLastRoundPlayed = i;
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}
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if ( m_bFirstRoundAfterRestart )
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{
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// is this the first round we played after the last full restart?
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if ( ( iszFirstRoundPlayed != NULL_STRING ) && ( iszFirstRoundPlayed == iszRoundName ) )
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{
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iFirstRoundPlayed = i;
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}
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}
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nRounds.AddToHead(i);
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}
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}
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}
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if ( nRounds.Count() <= 0 )
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{
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// we didn't find one to play
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m_iCurrentRoundIndex = -1;
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return false;
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}
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// if we have more than one and the last played round is in our list, remove it
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if ( nRounds.Count() > 1 )
|
|
{
|
|
if ( iLastRoundPlayed != -1 )
|
|
{
|
|
int elementIndex = nRounds.Find( iLastRoundPlayed );
|
|
nRounds.Remove( elementIndex );
|
|
}
|
|
}
|
|
|
|
// if this is the first round after a full restart, we still have more than one round in our list,
|
|
// and the first played round (after the last full restart) is in our list, remove it
|
|
if ( m_bFirstRoundAfterRestart )
|
|
{
|
|
if ( nRounds.Count() > 1 )
|
|
{
|
|
if ( iFirstRoundPlayed != -1 )
|
|
{
|
|
int elementIndex = nRounds.Find( iFirstRoundPlayed );
|
|
nRounds.Remove( elementIndex );
|
|
}
|
|
}
|
|
}
|
|
|
|
// pick one to play but try to avoid picking one that we have recently played if there are other rounds to play
|
|
int index = random->RandomInt( 0, nRounds.Count() - 1 );
|
|
|
|
// only need to check this if we have more than one round with this priority value
|
|
if ( pRules && nRounds.Count() > 1 )
|
|
{
|
|
// keep picking a round until we find one that's not a previously played round
|
|
// or until we don't have any more rounds to choose from
|
|
while ( pRules->IsPreviouslyPlayedRound( m_ControlPointRounds[ nRounds[ index ] ]->GetEntityName() ) &&
|
|
nRounds.Count() > 1 )
|
|
{
|
|
nRounds.Remove( index ); // we have played this round recently so get it out of the list
|
|
index = random->RandomInt( 0, nRounds.Count() - 1 );
|
|
}
|
|
}
|
|
|
|
// pick one to play and fire its OnSelected output
|
|
m_iCurrentRoundIndex = nRounds[ index ];
|
|
m_ControlPointRounds[m_iCurrentRoundIndex]->SelectedToPlay();
|
|
|
|
if ( pRules )
|
|
{
|
|
pRules->SetRoundOverlayDetails();
|
|
}
|
|
|
|
FireRoundStartOutput();
|
|
DevMsg( 2, "**** Selected round %s to play\n", m_ControlPointRounds[m_iCurrentRoundIndex]->GetEntityName().ToCStr() );
|
|
|
|
if ( !pRules->IsInWaitingForPlayers() )
|
|
{
|
|
UTIL_LogPrintf( "World triggered \"Mini_Round_Selected\" (round \"%s\")\n", m_ControlPointRounds[m_iCurrentRoundIndex]->GetEntityName().ToCStr() );
|
|
UTIL_LogPrintf( "World triggered \"Mini_Round_Start\"\n" );
|
|
}
|
|
|
|
SetBaseControlPoints();
|
|
RegisterRoundBeingPlayed();
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called every 0.1 seconds and checks the status of all the control points
|
|
// if one team owns them all, it gives points and resets
|
|
// Think also gives the time based points at the specified time intervals
|
|
//-----------------------------------------------------------------------------
|
|
void CTeamControlPointMaster::CPMThink( void )
|
|
{
|
|
if ( m_bDisabled || !TeamplayGameRules()->PointsMayBeCaptured() )
|
|
{
|
|
SetContextThink( &CTeamControlPointMaster::CPMThink, gpGlobals->curtime + 0.2, CPM_THINK );
|
|
return;
|
|
}
|
|
|
|
// If we call this from team_control_point, this function should never
|
|
// trigger a win. but we'll leave it here just in case.
|
|
CheckWinConditions();
|
|
|
|
// the next time we 'think'
|
|
SetContextThink( &CTeamControlPointMaster::CPMThink, gpGlobals->curtime + 0.2, CPM_THINK );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTeamControlPointMaster::CheckWinConditions( void )
|
|
{
|
|
if ( m_bDisabled )
|
|
return;
|
|
|
|
if ( m_ControlPointRounds.Count() > 0 )
|
|
{
|
|
if ( m_iCurrentRoundIndex != -1 )
|
|
{
|
|
// Check the current round to see if one team is a winner yet
|
|
int iWinners = m_ControlPointRounds[m_iCurrentRoundIndex]->CheckWinConditions();
|
|
if ( iWinners != -1 && iWinners >= FIRST_GAME_TEAM )
|
|
{
|
|
bool bForceMapReset = ( FindControlPointRoundToPlay() == false ); // are there any more rounds to play?
|
|
|
|
if ( !bForceMapReset )
|
|
{
|
|
// we have more rounds to play
|
|
TeamplayGameRules()->SetWinningTeam( iWinners, WINREASON_ALL_POINTS_CAPTURED, bForceMapReset );
|
|
}
|
|
else
|
|
{
|
|
// we have played all of the available rounds
|
|
TeamplayGameRules()->SetWinningTeam( iWinners, WINREASON_ALL_POINTS_CAPTURED, bForceMapReset, m_bSwitchTeamsOnWin );
|
|
}
|
|
|
|
FireTeamWinOutput( iWinners );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Check that the points aren't all held by one team...if they are
|
|
// this will reset the round and will reset all the points
|
|
int iWinners = TeamOwnsAllPoints();
|
|
if ( ( iWinners >= FIRST_GAME_TEAM ) &&
|
|
( iWinners != m_iInvalidCapWinner ) )
|
|
{
|
|
TeamplayGameRules()->SetWinningTeam( iWinners, WINREASON_ALL_POINTS_CAPTURED, true, m_bSwitchTeamsOnWin );
|
|
FireTeamWinOutput( iWinners );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTeamControlPointMaster::InputSetWinner( inputdata_t &input )
|
|
{
|
|
int iTeam = input.value.Int();
|
|
InternalSetWinner( iTeam );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTeamControlPointMaster::InputSetWinnerAndForceCaps( inputdata_t &input )
|
|
{
|
|
int iTeam = input.value.Int();
|
|
|
|
// Set all cap points in the current round to be owned by the winning team
|
|
for ( unsigned int i = 0; i < m_ControlPoints.Count(); i++ )
|
|
{
|
|
CTeamControlPoint *pPoint = m_ControlPoints[i];
|
|
if ( pPoint && (!PlayingMiniRounds() || ObjectiveResource()->IsInMiniRound(pPoint->GetPointIndex()) ) )
|
|
{
|
|
pPoint->ForceOwner( iTeam );
|
|
}
|
|
}
|
|
|
|
InternalSetWinner( iTeam );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTeamControlPointMaster::InternalSetWinner( int iTeam )
|
|
{
|
|
bool bForceMapReset = true;
|
|
|
|
if ( m_ControlPointRounds.Count() > 0 )
|
|
{
|
|
// if we're playing rounds and there are more to play, don't do a full reset
|
|
bForceMapReset = ( FindControlPointRoundToPlay() == false );
|
|
}
|
|
|
|
if ( iTeam == TEAM_UNASSIGNED )
|
|
{
|
|
TeamplayGameRules()->SetStalemate( STALEMATE_TIMER, bForceMapReset );
|
|
}
|
|
else
|
|
{
|
|
if ( !bForceMapReset )
|
|
{
|
|
TeamplayGameRules()->SetWinningTeam( iTeam, WINREASON_ALL_POINTS_CAPTURED, bForceMapReset );
|
|
}
|
|
else
|
|
{
|
|
TeamplayGameRules()->SetWinningTeam( iTeam, WINREASON_ALL_POINTS_CAPTURED, bForceMapReset, m_bSwitchTeamsOnWin );
|
|
}
|
|
|
|
FireTeamWinOutput( iTeam );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTeamControlPointMaster::HandleRandomOwnerControlPoints( void )
|
|
{
|
|
CUtlVector<CTeamControlPoint*> vecPoints;
|
|
CUtlVector<int> vecTeams;
|
|
|
|
int i = 0;
|
|
|
|
// loop through and find all of the points that want random owners after a full restart
|
|
for ( i = 0 ; i < (int)m_ControlPoints.Count() ; i++ )
|
|
{
|
|
CTeamControlPoint *pPoint = m_ControlPoints[i];
|
|
|
|
if ( pPoint && pPoint->RandomOwnerOnRestart() )
|
|
{
|
|
vecPoints.AddToHead( pPoint );
|
|
vecTeams.AddToHead( pPoint->GetTeamNumber() );
|
|
}
|
|
}
|
|
|
|
// now loop through and mix up the owners (if we found any points with this flag set)
|
|
for ( i = 0 ; i < vecPoints.Count() ; i++ )
|
|
{
|
|
CTeamControlPoint *pPoint = vecPoints[i];
|
|
|
|
if ( pPoint )
|
|
{
|
|
int index = random->RandomInt( 0, vecTeams.Count() - 1 );
|
|
pPoint->ForceOwner( vecTeams[index] );
|
|
|
|
vecTeams.Remove( index );
|
|
}
|
|
}
|
|
|
|
vecPoints.RemoveAll();
|
|
vecTeams.RemoveAll();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTeamControlPointMaster::InputRoundSpawn( inputdata_t &input )
|
|
{
|
|
//clear out old control points
|
|
m_ControlPoints.RemoveAll();
|
|
|
|
//find the control points, and if successful, do CPMThink
|
|
if ( FindControlPoints() )
|
|
{
|
|
/* if ( m_bFirstRoundAfterRestart )
|
|
{
|
|
CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() );
|
|
if ( pRules && ( pRules->GetRoundToPlayNext() == NULL_STRING ) )
|
|
{
|
|
// we only want to handle the random points if we don't have a specific round to play next
|
|
// (prevents points being randomized again after "waiting for players" has finished and we're going to play the same round)
|
|
HandleRandomOwnerControlPoints();
|
|
}
|
|
}
|
|
*/
|
|
SetContextThink( &CTeamControlPointMaster::CPMThink, gpGlobals->curtime + 0.1, CPM_THINK );
|
|
}
|
|
|
|
// clear out the old rounds
|
|
m_ControlPointRounds.RemoveAll();
|
|
|
|
// find the rounds (if the map has any)
|
|
FindControlPointRounds();
|
|
|
|
SetBaseControlPoints();
|
|
|
|
// init the ClientAreas
|
|
int index = 0;
|
|
|
|
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, GetTriggerAreaCaptureName() );
|
|
while( pEnt )
|
|
{
|
|
CTriggerAreaCapture *pArea = (CTriggerAreaCapture *)pEnt;
|
|
Assert( pArea );
|
|
pArea->SetAreaIndex( index );
|
|
index++;
|
|
|
|
pEnt = gEntList.FindEntityByClassname( pEnt, GetTriggerAreaCaptureName() );
|
|
}
|
|
|
|
ObjectiveResource()->ResetControlPoints();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTeamControlPointMaster::InputRoundActivate( inputdata_t &input )
|
|
{
|
|
// if we're using mini-rounds and haven't picked one yet, find one to play
|
|
if ( PlayingMiniRounds() && GetCurrentRound() == NULL )
|
|
{
|
|
GetControlPointRoundToPlay();
|
|
}
|
|
|
|
if ( PlayingMiniRounds() )
|
|
{
|
|
// Tell the objective resource what control points are in use in the selected mini-round
|
|
CTeamControlPointRound *pRound = GetCurrentRound();
|
|
if ( pRound )
|
|
{
|
|
for ( unsigned int i = 0; i < m_ControlPoints.Count(); i++ )
|
|
{
|
|
CTeamControlPoint *pPoint = m_ControlPoints[i];
|
|
if ( pPoint )
|
|
{
|
|
ObjectiveResource()->SetInMiniRound( pPoint->GetPointIndex(), pRound->IsControlPointInRound( pPoint ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTeamControlPointMaster::InputSetCapLayout( inputdata_t &inputdata )
|
|
{
|
|
m_iszCapLayoutInHUD = inputdata.value.StringID();
|
|
g_pObjectiveResource->SetCapLayoutInHUD( STRING(m_iszCapLayoutInHUD) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTeamControlPointMaster::FireTeamWinOutput( int iWinningTeam )
|
|
{
|
|
// Remap team so that first game team = 1
|
|
switch( iWinningTeam - FIRST_GAME_TEAM+1 )
|
|
{
|
|
case 1:
|
|
m_OnWonByTeam1.FireOutput(this,this);
|
|
break;
|
|
case 2:
|
|
m_OnWonByTeam2.FireOutput(this,this);
|
|
break;
|
|
default:
|
|
Assert(0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTeamControlPointMaster::FireRoundStartOutput( void )
|
|
{
|
|
CTeamControlPointRound *pRound = GetCurrentRound();
|
|
|
|
if ( pRound )
|
|
{
|
|
pRound->FireOnStartOutput();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTeamControlPointMaster::FireRoundEndOutput( void )
|
|
{
|
|
CTeamControlPointRound *pRound = GetCurrentRound();
|
|
|
|
if ( pRound )
|
|
{
|
|
pRound->FireOnEndOutput();
|
|
m_iCurrentRoundIndex = -1;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
float CTeamControlPointMaster::PointLastContestedAt( int point )
|
|
{
|
|
CTeamControlPoint *pPoint = GetControlPoint(point);
|
|
if ( pPoint )
|
|
return pPoint->LastContestedAt();
|
|
|
|
return -1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: This function returns the team that owns all the cap points.
|
|
// If its not the case that one team owns them all, it returns 0.
|
|
// CPs are broken into groups. A team can win by owning all flags within a single group.
|
|
//
|
|
// Can be passed an overriding team. If this is not null, the passed team
|
|
// number will be used for that cp. Used to predict if that CP changing would
|
|
// win the game.
|
|
//-----------------------------------------------------------------------------
|
|
int CTeamControlPointMaster::TeamOwnsAllPoints( CTeamControlPoint *pOverridePoint /* = NULL */, int iOverrideNewTeam /* = TEAM_UNASSIGNED */ )
|
|
{
|
|
unsigned int i;
|
|
|
|
int iWinningTeam[MAX_CONTROL_POINT_GROUPS];
|
|
|
|
for( i=0;i<MAX_CONTROL_POINT_GROUPS;i++ )
|
|
{
|
|
iWinningTeam[i] = TEAM_INVALID;
|
|
}
|
|
|
|
// if TEAM_INVALID, haven't found a flag for this group yet
|
|
// if TEAM_UNASSIGNED, the group is still being contested
|
|
|
|
// for each control point
|
|
for( i=0;i<m_ControlPoints.Count();i++ )
|
|
{
|
|
int group = m_ControlPoints[i]->GetCPGroup();
|
|
int owner = m_ControlPoints[i]->GetOwner();
|
|
|
|
if ( pOverridePoint == m_ControlPoints[i] )
|
|
{
|
|
owner = iOverrideNewTeam;
|
|
}
|
|
|
|
// the first one we find in this group, set the win to true
|
|
if ( iWinningTeam[group] == TEAM_INVALID )
|
|
{
|
|
iWinningTeam[group] = owner;
|
|
}
|
|
// unassigned means this group is already contested, move on
|
|
else if ( iWinningTeam[group] == TEAM_UNASSIGNED )
|
|
{
|
|
continue;
|
|
}
|
|
// if we find another one in the group that isn't the same owner, set the win to false
|
|
else if ( owner != iWinningTeam[group] )
|
|
{
|
|
iWinningTeam[group] = TEAM_UNASSIGNED;
|
|
}
|
|
}
|
|
|
|
// report the first win we find as the winner
|
|
for ( i=0;i<MAX_CONTROL_POINT_GROUPS;i++ )
|
|
{
|
|
if ( iWinningTeam[i] >= FIRST_GAME_TEAM )
|
|
return iWinningTeam[i];
|
|
}
|
|
|
|
// no wins yet
|
|
return TEAM_UNASSIGNED;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CTeamControlPointMaster::WouldNewCPOwnerWinGame( CTeamControlPoint *pPoint, int iNewOwner )
|
|
{
|
|
return ( TeamOwnsAllPoints( pPoint, iNewOwner ) == iNewOwner );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CTeamControlPointMaster::IsBaseControlPoint( int iPointIndex )
|
|
{
|
|
bool retVal = false;
|
|
|
|
for ( int iTeam = LAST_SHARED_TEAM+1; iTeam < GetNumberOfTeams(); iTeam++ )
|
|
{
|
|
if ( GetBaseControlPoint( iTeam ) == iPointIndex )
|
|
{
|
|
retVal = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return retVal;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get the control point for the specified team that's at their end of
|
|
// the control point chain.
|
|
//-----------------------------------------------------------------------------
|
|
int CTeamControlPointMaster::GetBaseControlPoint( int iTeam )
|
|
{
|
|
int iRetVal = -1;
|
|
int nLowestValue = 999, nHighestValue = -1;
|
|
int iLowestIndex = 0, iHighestIndex = 0;
|
|
|
|
for( int i = 0 ; i < (int)m_ControlPoints.Count() ; i++ )
|
|
{
|
|
CTeamControlPoint *pPoint = m_ControlPoints[i];
|
|
|
|
int iPointIndex = m_ControlPoints[i]->GetPointIndex();
|
|
|
|
if ( PlayingMiniRounds() && iTeam > LAST_SHARED_TEAM )
|
|
{
|
|
if ( PointCanBeCapped( pPoint ) ) // is this point in the current round?
|
|
{
|
|
if ( iPointIndex > nHighestValue )
|
|
{
|
|
nHighestValue = iPointIndex;
|
|
iHighestIndex = i;
|
|
}
|
|
|
|
if ( iPointIndex < nLowestValue )
|
|
{
|
|
nLowestValue = iPointIndex;
|
|
iLowestIndex = i;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pPoint->GetDefaultOwner() != iTeam )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If it's the first or the last point, it's their base
|
|
if ( iPointIndex == 0 || iPointIndex == (((int)m_ControlPoints.Count())-1) )
|
|
{
|
|
iRetVal = iPointIndex;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( PlayingMiniRounds() && iTeam > LAST_SHARED_TEAM )
|
|
{
|
|
if ( nLowestValue != 999 && nHighestValue != -1 )
|
|
{
|
|
CTeamControlPoint *pLowestPoint = m_ControlPoints[iLowestIndex];
|
|
CTeamControlPoint *pHighestPoint = m_ControlPoints[iHighestIndex];
|
|
|
|
// which point is owned by this team?
|
|
if ( ( pLowestPoint->GetDefaultOwner() == iTeam && pHighestPoint->GetDefaultOwner() == iTeam ) || // if the same team owns both, take the highest value to be the last point
|
|
( pHighestPoint->GetDefaultOwner() == iTeam ) )
|
|
{
|
|
iRetVal = nHighestValue;
|
|
}
|
|
else if ( pLowestPoint->GetDefaultOwner() == iTeam )
|
|
{
|
|
iRetVal = nLowestValue;
|
|
}
|
|
}
|
|
}
|
|
|
|
return iRetVal;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTeamControlPointMaster::InputEnable( inputdata_t &input )
|
|
{
|
|
m_bDisabled = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamControlPointMaster::InputDisable( inputdata_t &input )
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{
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m_bDisabled = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CTeamControlPointMaster::GetNumPointsOwnedByTeam( int iTeam )
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{
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int nCount = 0;
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for( int i = 0 ; i < (int)m_ControlPoints.Count() ; i++ )
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{
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CTeamControlPoint *pPoint = m_ControlPoints[i];
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if ( pPoint && ( pPoint->GetTeamNumber() == iTeam ) )
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{
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nCount++;
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}
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}
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return nCount;
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns how many more mini-rounds it will take for specified team
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// to win, if they keep winning every mini-round
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//-----------------------------------------------------------------------------
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int CTeamControlPointMaster::CalcNumRoundsRemaining( int iTeam )
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{
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// To determine how many rounds remain for a given team if it consistently wins mini-rounds, we have to
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// simulate forward each mini-round and track the control point ownership that would result
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// vector of control points the team owns in our forward-simulation
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CUtlVector<CTeamControlPoint *> vecControlPointsOwned;
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// start with all the control points the team currently owns
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FOR_EACH_MAP_FAST( m_ControlPoints, iControlPoint )
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{
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if ( m_ControlPoints[iControlPoint]->GetOwner() == iTeam )
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{
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vecControlPointsOwned.AddToTail( m_ControlPoints[iControlPoint] );
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}
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}
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int iRoundsRemaining = 0;
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// keep simulating what will happen next if this team keeps winning, until
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// it owns all the control points in the map
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while ( vecControlPointsOwned.Count() < (int) m_ControlPoints.Count() )
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{
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iRoundsRemaining++;
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// choose the next highest-priority round that is playable
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for ( int i = 0 ; i < m_ControlPointRounds.Count() ; ++i )
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{
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CTeamControlPointRound *pRound = m_ControlPointRounds[i];
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if ( !pRound )
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continue;
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// see if one team owns all control points in this round
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int iRoundOwningTeam = TEAM_INVALID;
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int iControlPoint;
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for ( iControlPoint = 0; iControlPoint < pRound->m_ControlPoints.Count(); iControlPoint++ )
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{
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CTeamControlPoint *pControlPoint = pRound->m_ControlPoints[iControlPoint];
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int iControlPointOwningTeam = TEAM_INVALID;
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// determine who owns this control point.
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// First, check our simulated ownership
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if ( vecControlPointsOwned.InvalidIndex() != vecControlPointsOwned.Find( pControlPoint ) )
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{
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// This team has won this control point in forward simulation
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iControlPointOwningTeam = iTeam;
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}
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else
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{
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// use actual control point ownership
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iControlPointOwningTeam = pControlPoint->GetOwner();
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}
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if ( 0 == iControlPoint )
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{
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// if this is the first control point, assign ownership to the team that owns this control point
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iRoundOwningTeam = iControlPointOwningTeam;
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}
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else
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{
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// for all other control points, if the control point ownership does not match other control points, reset
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// round ownership to no team
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if ( iRoundOwningTeam != iControlPointOwningTeam )
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{
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iRoundOwningTeam = TEAM_INVALID;
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}
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}
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}
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// this round is playable if all control points are not owned by one team (or owned by a team that can't win by capping them)
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bool bPlayable = ( ( iRoundOwningTeam < FIRST_GAME_TEAM ) || ( iRoundOwningTeam == pRound->GetInvalidCapWinner() ) );
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if ( !bPlayable )
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continue;
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// Pretend this team played and won this round. It now owns all control points from this round. Add all the
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// control points from this round that are not already own the owned list to the owned list
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int iNewControlPointsOwned = 0;
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FOR_EACH_VEC( pRound->m_ControlPoints, iControlPoint )
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{
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CTeamControlPoint *pControlPoint = pRound->m_ControlPoints[iControlPoint];
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if ( vecControlPointsOwned.InvalidIndex() == vecControlPointsOwned.Find( pControlPoint ) )
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{
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vecControlPointsOwned.AddToTail( pControlPoint );
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iNewControlPointsOwned++;
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}
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}
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// sanity check: team being simulated should be owning at least one more new control point per round, or they're not making progress
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Assert( iNewControlPointsOwned > 0 );
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// now go back and pick the next playable round (if any) given the control points this team now owns,
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// repeat until all control points are owned. The number of iterations it takes is the # of rounds remaining
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// for this team to win.
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break;
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}
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}
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|
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return iRoundsRemaining;
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}
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|
//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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|
float CTeamControlPointMaster::GetPartialCapturePointRate( void )
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|
{
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|
return m_flPartialCapturePointsRate;
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|
}
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|
/*
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|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTeamControlPointMaster::ListRounds( void )
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|
{
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|
if ( PlayingMiniRounds() )
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|
{
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|
ConMsg( "Rounds in this map:\n\n" );
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|
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|
for ( int i = 0; i < m_ControlPointRounds.Count() ; ++i )
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|
{
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CTeamControlPointRound* pRound = m_ControlPointRounds[i];
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|
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|
if ( pRound )
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|
{
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|
const char *pszName = STRING( pRound->GetEntityName() );
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|
ConMsg( "%s\n", pszName );
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|
}
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|
}
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|
}
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|
else
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|
{
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|
ConMsg( "* No rounds in this map *\n" );
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|
}
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|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void cc_ListRounds( void )
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|
{
|
|
CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
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|
if ( pMaster )
|
|
{
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|
pMaster->ListRounds();
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|
}
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|
}
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|
|
|
static ConCommand listrounds( "listrounds", cc_ListRounds, "List the rounds for the current map", FCVAR_CHEAT );
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|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void cc_PlayRound( const CCommand& args )
|
|
{
|
|
if ( args.ArgC() > 1 )
|
|
{
|
|
CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() );
|
|
CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
|
|
|
|
if ( pRules && pMaster )
|
|
{
|
|
if ( pMaster->PlayingMiniRounds() )
|
|
{
|
|
// did we get the name of a round?
|
|
CTeamControlPointRound *pRound = dynamic_cast<CTeamControlPointRound*>( gEntList.FindEntityByName( NULL, args[1] ) );
|
|
|
|
if ( pRound )
|
|
{
|
|
pRules->SetRoundToPlayNext( pRound->GetEntityName() );
|
|
mp_restartgame.SetValue( 5 );
|
|
}
|
|
else
|
|
{
|
|
ConMsg( "* Round \"%s\" not found in this map *\n", args[1] );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ConMsg( "Usage: playround < round name >\n" );
|
|
}
|
|
}
|
|
|
|
static ConCommand playround( "playround", cc_PlayRound, "Play the selected round\n\tArgument: {round name given by \"listrounds\" command}", FCVAR_CHEAT );
|
|
*/
|