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171 lines
7.9 KiB
171 lines
7.9 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Player-driven Voting System for Multiplayer Source games (currently implemented for TF2)
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef VOTE_CONTROLLER_H
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#define VOTE_CONTROLLER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "shareddefs.h"
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#define MAX_COMMAND_LENGTH 64
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#define MAX_CREATE_ERROR_STRING 96
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// TODO: look into doing enum instead of string compares here - mtw
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#define VOTEISSUE_NAME_KICK "Kick"
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#define VOTEISSUE_NAME_CHANGELEVEL "ChangeLevel"
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#define VOTEISSUE_NAME_NEXTLEVEL "NextLevel"
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#define VOTEISSUE_NAME_SWAPTEAMS "SwapTeams"
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#define VOTEISSUE_NAME_SCRAMBLE "ScrambleTeams"
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#define VOTEISSUE_NAME_RESTARTGAME "RestartGame"
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#define VOTEISSUE_NAME_SURRENDER "Surrender"
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#define VOTEISSUE_NAME_REMATCH "Rematch"
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#define VOTEISSUE_NAME_CONTINUE "ContinueGame"
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#define VOTEISSUE_NAME_PAUSEMATCH "PauseMatch"
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#define VOTEISSUE_NAME_UNPAUSEMATCH "UnpauseMatch"
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#define VOTEISSUE_NAME_LOADBACKUP "LoadBackup"
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#define VOTEISSUE_NAME_READYFORMATCH "ReadyForMatch"
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#define VOTEISSUE_NAME_NOTREADYFORMATCH "NotReadyForMatch"
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#define VOTEISSUE_NAME_STARTTIMEOUT "StartTimeOut"
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class CVoteController;
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extern CVoteController *g_voteControllerGlobal;
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extern CVoteController *g_voteControllerCT;
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extern CVoteController *g_voteControllerT;
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class CBaseIssue // Abstract base class for all things-that-can-be-voted-on.
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{
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public:
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CBaseIssue( const char *typeString, CVoteController *pVoteController );
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virtual ~CBaseIssue();
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const char *GetTypeString( void ); // Connection between console command and specific type of issue
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virtual const char *GetDetailsString();
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virtual void SetIssueDetails( const char *pszDetails ); // We need to know the details part of the con command for later
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virtual void OnVoteFailed( void ); // The moment the vote fails, also has some time for feedback before the window goes away
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virtual void OnVoteStarted( void ) {} // Called as soon as the vote starts
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virtual bool IsEnabled( void ) { return false; } // Query the issue to see if it's enabled
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virtual bool IsEnabledInQueuedMatchmaking( void ) { return false; } // Query if the issue is supported in queued matchmaking mode
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virtual bool IsEnabledDuringWarmup( void ) { return false; } // Can this vote be called during warmup?
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virtual float GetCommandDelay( void );
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virtual bool ShouldIgnoreCreationTimer( void ) { return false; } // should this issue ignore sv_vote_creation_timer that prevents spamming callvotes?
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virtual bool CanTeamCallVote( int iTeam ) const; // Can someone on the given team call this vote?
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virtual bool CanCallVote( int iEntIndex, const char *pszCommand, const char *pszDetails, vote_create_failed_t &nFailCode, int &nTime ); // Can this guy hold a vote on this issue?
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virtual bool IsAllyRestrictedVote( void ); // Can only members of the same team vote on this?
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virtual bool IsUnanimousVoteToPass( void ) {return false; } // Requires all potential voters to pass
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virtual bool IsVoteCallExclusiveToSpectators( void ) { return false; } // Whether only spectators can call the vote
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virtual int GetVotesRequiredToPass( void ); // how many votes are required to pass
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virtual const char *GetDisplayString( void ) = 0; // The string that will be passed to the client for display
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virtual const char *GetOtherTeamDisplayString( void ) = 0; // The string that will be passed to the client for a vote being cast by the other team
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virtual void ExecuteCommand( void ) = 0; // Where the magic happens. Do your thing.
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virtual void ListIssueDetails( CBasePlayer *pForWhom ) = 0; // Someone would like to know all your valid details
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virtual const char *GetVotePassedString( void ); // Get the string an issue would like to display when it passes.
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virtual int CountPotentialVoters( void );
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virtual int GetNumberVoteOptions( void ); // How many choices this vote will have. i.e. Returns 2 on a Yes/No issue (the default).
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virtual bool IsYesNoVote( void );
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virtual void SetYesNoVoteCount( int iNumYesVotes, int iNumNoVotes, int iNumPotentialVotes );
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virtual bool GetVoteOptions( CUtlVector <const char*> &vecNames ); // We use this to generate options for voting
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virtual int GetVoteIssue( void ) { return VOTEISSUE_UNDEFINED; }
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virtual float GetFailedVoteLockOutTime( void ); // How long to wait before a failed vote can be resubmitted.
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virtual vote_create_failed_t MakeVoteFailErrorCodeForClients( vote_create_failed_t eDefaultFailCode ) { return eDefaultFailCode; }
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protected:
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static void ListStandardNoArgCommand( CBasePlayer *forWhom, const char *issueString ); // List a Yes vote command
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struct FailedVote
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{
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char szFailedVoteCommand[MAX_COMMAND_LENGTH];
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char szFailedVoteParameter[MAX_VOTE_DETAILS_LENGTH];
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float flLockoutTime;
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};
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CUtlVector<FailedVote *> m_FailedVotes;
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char m_szTypeString[MAX_COMMAND_LENGTH];
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char m_szDetailsString[MAX_PATH];
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int m_iNumYesVotes;
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int m_iNumNoVotes;
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int m_iNumPotentialVotes;
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CVoteController *m_pVoteController;
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};
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class CVoteController : public CBaseEntity
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{
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DECLARE_CLASS( CVoteController, CBaseEntity );
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public:
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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virtual ~CVoteController();
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enum TryCastVoteResult
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{
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CAST_OK,
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CAST_FAIL_SERVER_DISABLE,
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CAST_FAIL_NO_ACTIVE_ISSUE,
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CAST_FAIL_TEAM_RESTRICTED,
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CAST_FAIL_NO_CHANGES,
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CAST_FAIL_DUPLICATE,
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CAST_FAIL_VOTE_CLOSED,
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CAST_FAIL_SYSTEM_ERROR
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};
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virtual void Spawn( void );
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virtual int UpdateTransmitState( void );
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bool SetupVote( int iEntIndex ); // This creates a list of issues for the UI
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bool CreateVote( int iEntIndex, const char *pszTypeString, const char *pszDetailString ); // This is what the UI passes in
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TryCastVoteResult TryCastVote( int iEntIndex, const char *pszVoteString );
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float GetAcceptingVotesTimeLeft() { return m_acceptingVotesTimer.GetRemainingTime(); }
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void RegisterIssue( CBaseIssue *pNewIssue );
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void ListIssues( CBasePlayer *pForWhom );
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bool IsValidVoter( CBasePlayer *pWhom );
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bool CanTeamCastVote( int iTeam ) const;
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void SendVoteFailedMessage( vote_create_failed_t nReason = VOTE_FAILED_GENERIC, CBasePlayer *pVoteCaller = NULL, int nTime = -1 );
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void VoteChoice_Increment( int nVoteChoice );
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void VoteChoice_Decrement( int nVoteChoice );
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int GetWinningVoteOption( void );
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int GetCallingEntity( void ) { return m_iEntityHoldingVote; }
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int GetPotentialVotes( void ) { return m_nPotentialVotes.Get(); }
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bool IsAVoteInProgress( void ) { return ( m_iActiveIssueIndex != INVALID_ISSUE ); }
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bool HasIssue( const char *pszIssue );
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void EndVoteImmediately( void );
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protected:
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void ResetData( void );
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void VoteControllerThink( void );
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void CheckForEarlyVoteClose( void ); // If everyone has voted (and changing votes is not allowed) then end early
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CNetworkVar( int, m_iActiveIssueIndex ); // Type of thing being voted on
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CNetworkVar( int, m_iOnlyTeamToVote ); // If an Ally restricted vote, the team number that is allowed to vote
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CNetworkArray( int, m_nVoteOptionCount, MAX_VOTE_OPTIONS ); // Vote options counter
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CNetworkVar( int, m_nPotentialVotes ); // How many votes could come in, so we can close ballot early
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CNetworkVar( bool, m_bIsYesNoVote ); // Is the current issue Yes/No?
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CountdownTimer m_acceptingVotesTimer; // How long from vote start until we count the ballots
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CountdownTimer m_executeCommandTimer; // How long after end of vote time until we execute a passed vote
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CountdownTimer m_resetVoteTimer; // when the current vote will end
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CUtlVector< uint64 > m_arrVotedUsers; // SteamIDs of users who voted already
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int m_nVotesCast[MAX_PLAYERS]; // votes cast by each entity
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int m_iEntityHoldingVote;
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int m_nHighestCountIndex;
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CUtlVector <CBaseIssue *> m_potentialIssues;
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CUtlVector <const char *> m_VoteOptions;
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};
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#endif // VOTE_CONTROLLER_H
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