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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF's custom CPlayerResource
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_player.h"
#include "player_resource.h"
#include "tf_player_resource.h"
#include "tf_gamestats.h"
#include "tf_gamerules.h"
#include <coordsize.h>
#include "tf_matchmaking_shared.h"
#include "tf_mann_vs_machine_stats.h"
#include "player_vs_environment/tf_population_manager.h"
#include "tf_gc_server.h"
#define STATS_SEND_FREQUENCY 1.f
// Datatable
IMPLEMENT_SERVERCLASS_ST( CTFPlayerResource, DT_TFPlayerResource ) SendPropArray3( SENDINFO_ARRAY3( m_iTotalScore ), SendPropInt( SENDINFO_ARRAY( m_iTotalScore ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ), SendPropArray3( SENDINFO_ARRAY3( m_iMaxHealth ), SendPropInt( SENDINFO_ARRAY( m_iMaxHealth ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ), SendPropArray3( SENDINFO_ARRAY3( m_iMaxBuffedHealth ), SendPropInt( SENDINFO_ARRAY( m_iMaxBuffedHealth ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ), SendPropArray3( SENDINFO_ARRAY3( m_iPlayerClass ), SendPropInt( SENDINFO_ARRAY( m_iPlayerClass ), 5, SPROP_UNSIGNED ) ), SendPropArray3( SENDINFO_ARRAY3( m_bArenaSpectator ), SendPropBool( SENDINFO_ARRAY( m_bArenaSpectator ) ) ), SendPropArray3( SENDINFO_ARRAY3( m_iActiveDominations ), SendPropInt( SENDINFO_ARRAY( m_iActiveDominations ), 6, SPROP_UNSIGNED ) ), SendPropArray3( SENDINFO_ARRAY3( m_flNextRespawnTime ), SendPropTime( SENDINFO_ARRAY( m_flNextRespawnTime ) ) ), SendPropArray3( SENDINFO_ARRAY3( m_iChargeLevel ), SendPropInt( SENDINFO_ARRAY( m_iChargeLevel ), 8, SPROP_UNSIGNED ) ), SendPropArray3( SENDINFO_ARRAY3( m_iDamage ), SendPropInt( SENDINFO_ARRAY( m_iDamage ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ), SendPropArray3( SENDINFO_ARRAY3( m_iDamageAssist ), SendPropInt( SENDINFO_ARRAY( m_iDamageAssist ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ), SendPropArray3( SENDINFO_ARRAY3( m_iDamageBoss ), SendPropInt( SENDINFO_ARRAY( m_iDamageBoss ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ), SendPropArray3( SENDINFO_ARRAY3( m_iHealing ), SendPropInt( SENDINFO_ARRAY( m_iHealing ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ), SendPropArray3( SENDINFO_ARRAY3( m_iHealingAssist ), SendPropInt( SENDINFO_ARRAY( m_iHealingAssist ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ), SendPropArray3( SENDINFO_ARRAY3( m_iDamageBlocked ), SendPropInt( SENDINFO_ARRAY( m_iDamageBlocked ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ), SendPropArray3( SENDINFO_ARRAY3( m_iCurrencyCollected ), SendPropInt( SENDINFO_ARRAY( m_iCurrencyCollected ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ), SendPropArray3( SENDINFO_ARRAY3( m_iBonusPoints ), SendPropInt( SENDINFO_ARRAY( m_iBonusPoints ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ), SendPropArray3( SENDINFO_ARRAY3( m_iPlayerLevel ), SendPropInt( SENDINFO_ARRAY( m_iPlayerLevel ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ), SendPropArray3( SENDINFO_ARRAY3( m_iStreaks ), SendPropInt( SENDINFO_ARRAY( m_iStreaks ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ), SendPropArray3( SENDINFO_ARRAY3( m_iUpgradeRefundCredits ), SendPropInt( SENDINFO_ARRAY( m_iUpgradeRefundCredits ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ), SendPropArray3( SENDINFO_ARRAY3( m_iBuybackCredits ), SendPropInt( SENDINFO_ARRAY( m_iBuybackCredits ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ), SendPropInt( SENDINFO( m_iPartyLeaderRedTeamIndex ), -1, SPROP_UNSIGNED | SPROP_VARINT ), SendPropInt( SENDINFO( m_iPartyLeaderBlueTeamIndex ), -1, SPROP_UNSIGNED | SPROP_VARINT ), SendPropInt( SENDINFO( m_iEventTeamStatus ), -1, SPROP_UNSIGNED | SPROP_VARINT ), SendPropArray3( SENDINFO_ARRAY3( m_iPlayerClassWhenKilled ), SendPropInt( SENDINFO_ARRAY( m_iPlayerClassWhenKilled ), 5, SPROP_UNSIGNED ) ), SendPropArray3( SENDINFO_ARRAY3( m_iConnectionState ), SendPropInt( SENDINFO_ARRAY( m_iConnectionState ), 3, SPROP_UNSIGNED ) ), END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( tf_player_manager, CTFPlayerResource );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFPlayerResource::CTFPlayerResource( void ) { ListenForGameEvent( "mvm_wave_complete" );
m_flNextDamageAndHealingSend = 0.f;
m_iPartyLeaderRedTeamIndex = 0; m_iPartyLeaderBlueTeamIndex = 0; m_iEventTeamStatus = 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerResource::FireGameEvent( IGameEvent * event ) { const char *pszEvent = event->GetName();
if ( !Q_strcmp( pszEvent, "mvm_wave_complete" ) ) { // Force a re-send on wave complete
m_flNextDamageAndHealingSend = 0.f; UpdatePlayerData(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerResource::SetPartyLeaderIndex( int iTeam, int iIndex ) { Assert( iIndex >= 0 && iIndex <= MAX_PLAYERS );
switch( iTeam ) { case TF_TEAM_RED: m_iPartyLeaderRedTeamIndex = iIndex; break; case TF_TEAM_BLUE: m_iPartyLeaderBlueTeamIndex = iIndex; break; default: break; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFPlayerResource::GetPartyLeaderIndex( int iTeam ) { if ( iTeam == TF_TEAM_RED ) return m_iPartyLeaderRedTeamIndex; else if ( iTeam == TF_TEAM_BLUE ) return m_iPartyLeaderBlueTeamIndex;
return 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerResource::UpdatePlayerData( void ) { m_vecRedPlayers.RemoveAll(); m_vecBluePlayers.RemoveAll(); m_vecFreeSlots.RemoveAll();
BaseClass::UpdatePlayerData();
// check if player is still part of the match
CMatchInfo *pMatch = GTFGCClientSystem()->GetMatch(); if ( pMatch && TFGameRules() ) { for ( int i=0; i<pMatch->GetNumTotalMatchPlayers(); ++i ) { AssertMsg( m_vecFreeSlots.Count() > 0, "There should always be free slots for player to join" );
CMatchInfo::PlayerMatchData_t *pData = pMatch->GetMatchDataForPlayer( i ); uint32 unAccountID = pData->steamID.GetAccountID(); int iTeam = TFGameRules()->GetGameTeamForGCTeam( pData->eGCTeam ); CUtlVector< uint32 >* pVecPlayers = iTeam == TF_TEAM_RED ? &m_vecRedPlayers : &m_vecBluePlayers;
// add players that are not yet connected to the server
if ( !pData->bDropped && pVecPlayers->Find( unAccountID ) == pVecPlayers->InvalidIndex() && m_vecFreeSlots.Count() > 0 ) { int iIndex = m_vecFreeSlots[0]; m_vecFreeSlots.Remove( 0 );
AssertMsg( m_iAccountID[iIndex] == 0, "No account should be assigned to this slot" );
Init( iIndex ); m_iAccountID.Set( iIndex, unAccountID ); m_bValid.Set( iIndex, 1 ); m_iTeam.Set( iIndex, iTeam ); m_iConnectionState.Set( iIndex, pData->GetConnectionState() ); } }
// do we need to set m_bValid on these?
if ( GTFGCClientSystem()->BLateJoinEligible() ) { int iTeamSize = pMatch->GetCanonicalMatchSize() / 2;
int iRedWaiting = iTeamSize-m_vecRedPlayers.Count(); for ( int i=0; i<iRedWaiting && m_vecFreeSlots.Count() > 0; ++i ) { int iIndex = m_vecFreeSlots[0]; m_vecFreeSlots.Remove( 0 );
AssertMsg( m_iAccountID[iIndex] == 0, "No account should be assigned to this slot" );
m_iTeam.Set( iIndex, TF_TEAM_RED ); m_iConnectionState.Set( iIndex, MM_WAITING_FOR_PLAYER ); }
int iBlueWaiting = iTeamSize-m_vecBluePlayers.Count(); for ( int i=0; i<iBlueWaiting && m_vecFreeSlots.Count() > 0; ++i ) { int iIndex = m_vecFreeSlots[0]; m_vecFreeSlots.Remove( 0 );
AssertMsg( m_iAccountID[iIndex] == 0, "No account should be assigned to this slot" );
m_iTeam.Set( iIndex, TF_TEAM_BLUE ); m_iConnectionState.Set( iIndex, MM_WAITING_FOR_PLAYER ); } } }
if ( gpGlobals->curtime > m_flNextDamageAndHealingSend ) { m_flNextDamageAndHealingSend = gpGlobals->curtime + STATS_SEND_FREQUENCY; }
if ( pMatch && m_iEventTeamStatus != (int)pMatch->m_unEventTeamStatus ) { m_iEventTeamStatus = pMatch->m_unEventTeamStatus; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerResource::UpdateConnectedPlayer( int iIndex, CBasePlayer *pPlayer ) { BaseClass::UpdateConnectedPlayer( iIndex, pPlayer );
CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );
PlayerStats_t *pTFPlayerStats = CTF_GameStats.FindPlayerStats( pTFPlayer ); if ( pTFPlayerStats ) { // Update accumulated and per-round stats
localplayerscoring_t *pData = pTFPlayer->m_Shared.GetScoringData(); pData->UpdateStats( pTFPlayerStats->statsAccumulated, pTFPlayer, false );
pData = pTFPlayer->m_Shared.GetRoundScoringData(); pData->UpdateStats( pTFPlayerStats->statsCurrentRound, pTFPlayer, true );
// Send every STATS_SEND_FREQUENCY (1.f)
if ( gpGlobals->curtime > m_flNextDamageAndHealingSend ) { m_iDamage.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_DAMAGE] ); m_iDamageAssist.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_DAMAGE_ASSIST] ); m_iDamageBoss.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_DAMAGE_BOSS] ); m_iHealing.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_HEALING] ); m_iHealingAssist.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_HEALING_ASSIST] ); m_iDamageBlocked.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_DAMAGE_BLOCKED] ); m_iCurrencyCollected.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_CURRENCY_COLLECTED] ); m_iBonusPoints.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_BONUS_POINTS] ); m_iPlayerLevel.Set( iIndex, pTFPlayer->GetExperienceLevel() ); } }
m_iMaxHealth.Set( iIndex, pTFPlayer->GetMaxHealth() );
// m_iMaxBuffedHealth is misnamed -- it should be m_iMaxHealthForBuffing, but we don't want to change it now due to demos.
m_iMaxBuffedHealth.Set( iIndex, pTFPlayer->GetMaxHealthForBuffing() ); m_iPlayerClass.Set( iIndex, pTFPlayer->GetPlayerClass()->GetClassIndex() );
m_iActiveDominations.Set( iIndex, pTFPlayer->GetNumberofDominations() );
int iTotalScore = CTFGameRules::CalcPlayerScore( &pTFPlayerStats->statsAccumulated, pTFPlayer );
if ( m_iTotalScore.Get( iIndex ) != iTotalScore ) { int nDelta = iTotalScore - m_iTotalScore.Get( iIndex ); if ( TFGameRules()->IsMannVsMachineMode() ) { MannVsMachineStats_PlayerEvent_PointsChanged( pTFPlayer, nDelta ); } else { // Kill eater points-scored tracking. Increment all equipped items with this kill eater type.
// We only do this when we're NOT in MvM
HatAndMiscEconEntities_OnOwnerKillEaterEventNoParter( pTFPlayer, kKillEaterEvent_PointsScored, nDelta ); } } m_iTotalScore.Set( iIndex, iTotalScore ); m_bArenaSpectator.Set( iIndex, pTFPlayer->IsArenaSpectator() );
if ( TFGameRules()->IsInTournamentMode() ) { float flCharge = pTFPlayer->MedicGetChargeLevel(); m_iChargeLevel.Set( iIndex, (int)(flCharge * 100) ); } else { m_iChargeLevel.Set( iIndex, 0 ); }
float flRespawnTime = pTFPlayer->IsAlive() ? 0 : TFGameRules()->GetNextRespawnWave( pTFPlayer->GetTeamNumber(), pTFPlayer ); if ( pTFPlayer->GetRespawnTimeOverride() != -1.f ) { flRespawnTime = pTFPlayer->GetDeathTime() + pTFPlayer->GetRespawnTimeOverride(); } m_flNextRespawnTime.Set( iIndex, flRespawnTime );
for ( int streak_type = 0; streak_type < CTFPlayerShared::kTFStreak_COUNT; streak_type++ ) { m_iStreaks.Set( iIndex * CTFPlayerShared::kTFStreak_COUNT + streak_type, pTFPlayer->m_Shared.GetStreak( (CTFPlayerShared::ETFStreak)streak_type ) ); }
if ( g_pPopulationManager ) { // Only update when we have new data
int nRespecs = g_pPopulationManager->GetNumRespecsAvailableForPlayer( pTFPlayer ); m_iUpgradeRefundCredits.Set( iIndex, nRespecs );
int nBuybacks = g_pPopulationManager->GetNumBuybackCreditsForPlayer( pTFPlayer ); m_iBuybackCredits.Set( iIndex, nBuybacks ); }
CSteamID steamID; pTFPlayer->GetSteamID( &steamID );
int iTeam = pPlayer->GetTeamNumber();
CMatchInfo *pMatch = GTFGCClientSystem()->GetMatch(); if ( pMatch ) { CMatchInfo::PlayerMatchData_t *pData = pMatch->GetMatchDataForPlayer( steamID ); if ( pData ) { iTeam = TFGameRules()->GetGameTeamForGCTeam( pData->eGCTeam ); } }
CUtlVector< uint32 >* pVecPlayers = ( iTeam == TF_TEAM_RED ) ? &m_vecRedPlayers : ( ( iTeam == TF_TEAM_BLUE ) ? &m_vecBluePlayers : NULL ); if ( pVecPlayers ) { if ( pVecPlayers->Find( steamID.GetAccountID() ) == pVecPlayers->InvalidIndex() ) { pVecPlayers->AddToTail( steamID.GetAccountID() ); } }
m_iConnectionState.Set( iIndex, MM_CONNECTED ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerResource::UpdateDisconnectedPlayer( int iIndex ) { // cache accountID to see if we should preserve this account
uint32 unAccountID = m_iAccountID[iIndex];
BaseClass::UpdateDisconnectedPlayer( iIndex );
// preserve if player is still in part of the match, and still gone
CMatchInfo *pMatch = GTFGCClientSystem()->GetMatch(); if ( pMatch ) { CSteamID steamID( unAccountID, GetUniverse(), k_EAccountTypeIndividual ); if ( steamID.IsValid() ) { CBasePlayer *pPlayer = (CBasePlayer*)UTIL_PlayerBySteamID( steamID ); CMatchInfo::PlayerMatchData_t *pData = pMatch->GetMatchDataForPlayer( steamID ); // Skip if they're connected
if ( pData && ( !pPlayer || !pPlayer->IsConnected() ) ) { if ( !pData->bDropped ) { int iTeam = TFGameRules()->GetGameTeamForGCTeam( pData->eGCTeam ); m_iConnectionState.Set( iIndex, pData->GetConnectionState() ); // re-apply the accountID to keep the data
m_iAccountID.Set( iIndex, unAccountID ); m_iTeam.Set( iIndex, iTeam ); m_bValid.Set( iIndex, 1 );
CUtlVector< uint32 >* pVecPlayers = iTeam == TF_TEAM_RED ? &m_vecRedPlayers : &m_vecBluePlayers; pVecPlayers->AddToTail( unAccountID ); return; } } } } // free up the slot if we're not preserving it
m_iConnectionState.Set( iIndex, MM_DISCONNECTED ); m_vecFreeSlots.AddToTail( iIndex ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerResource::Spawn( void ) { BaseClass::Spawn(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerResource::Init( int iIndex ) { BaseClass::Init( iIndex );
m_iTotalScore.Set( iIndex, 0 ); m_iMaxHealth.Set( iIndex, TF_HEALTH_UNDEFINED ); m_iMaxBuffedHealth.Set( iIndex, TF_HEALTH_UNDEFINED ); m_iPlayerClass.Set( iIndex, TF_CLASS_UNDEFINED ); m_iActiveDominations.Set( iIndex, 0 ); m_iPlayerClassWhenKilled.Set( iIndex, TF_CLASS_UNDEFINED ); m_iConnectionState.Set( iIndex, MM_DISCONNECTED ); m_bValid.Set( iIndex, 0 ); }
//-----------------------------------------------------------------------------
// Purpose: Gets a value from an array member
//-----------------------------------------------------------------------------
int CTFPlayerResource::GetTotalScore( int iIndex ) { Assert( iIndex >= 0 && iIndex <= MAX_PLAYERS );
CTFPlayer *pPlayer = (CTFPlayer*)UTIL_PlayerByIndex( iIndex );
if ( pPlayer && pPlayer->IsConnected() ) { return m_iTotalScore[iIndex]; }
return 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerResource::SetPlayerClassWhenKilled( int iIndex, int iClass ) { Assert( iIndex >= 0 && iIndex <= MAX_PLAYERS );
m_iPlayerClassWhenKilled.Set( iIndex, iClass ); }
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