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521 lines
14 KiB
521 lines
14 KiB
5 years ago
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//========= Copyright 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 "tf_autobalance.h"
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#include "tf_gamerules.h"
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#include "tf_matchmaking_shared.h"
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#include "team.h"
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#include "minigames/tf_duel.h"
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#include "player_resource.h"
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#include "tf_player_resource.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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extern ConVar mp_developer;
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extern ConVar mp_teams_unbalance_limit;
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extern ConVar tf_arena_use_queue;
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extern ConVar mp_autoteambalance;
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extern ConVar tf_autobalance_query_lifetime;
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extern ConVar tf_autobalance_xp_bonus;
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ConVar tf_autobalance_detected_delay( "tf_autobalance_detected_delay", "30", FCVAR_NONE );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFAutobalance::CTFAutobalance()
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{
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Reset();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFAutobalance::~CTFAutobalance()
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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 CTFAutobalance::Reset()
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{
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m_iCurrentState = AB_STATE_INACTIVE;
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m_iLightestTeam = m_iHeaviestTeam = TEAM_INVALID;
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m_nNeeded = 0;
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m_flBalanceTeamsTime = -1.f;
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if ( m_vecPlayersAsked.Count() > 0 )
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{
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// if we're resetting and we have people we haven't heard from yet, tell them to close their notification
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FOR_EACH_VEC( m_vecPlayersAsked, i )
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{
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if ( m_vecPlayersAsked[i].hPlayer.Get() && ( m_vecPlayersAsked[i].eState == AB_VOLUNTEER_STATE_ASKED ) )
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{
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CSingleUserRecipientFilter filter( m_vecPlayersAsked[i].hPlayer.Get() );
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filter.MakeReliable();
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UserMessageBegin( filter, "AutoBalanceVolunteer_Cancel" );
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MessageEnd();
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}
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}
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m_vecPlayersAsked.Purge();
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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 CTFAutobalance::Shutdown()
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{
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Reset();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFAutobalance::LevelShutdownPostEntity()
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{
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Reset();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFAutobalance::ShouldBeActive() const
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{
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if ( !TFGameRules() )
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return false;
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if ( TFGameRules()->IsInTraining() || TFGameRules()->IsInItemTestingMode() )
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return false;
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if ( TFGameRules()->IsInArenaMode() && tf_arena_use_queue.GetBool() )
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return false;
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#if defined( _DEBUG ) || defined( STAGING_ONLY )
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if ( mp_developer.GetBool() )
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return false;
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#endif // _DEBUG || STAGING_ONLY
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if ( mp_teams_unbalance_limit.GetInt() <= 0 )
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return false;
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const IMatchGroupDescription *pMatchDesc = GetMatchGroupDescription( TFGameRules()->GetCurrentMatchGroup() );
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if ( pMatchDesc )
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{
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return pMatchDesc->m_params.m_bUseAutoBalance;
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}
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// outside of managed matches, we don't normally do any balancing for tournament mode
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if ( TFGameRules()->IsInTournamentMode() )
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return false;
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return ( mp_autoteambalance.GetInt() == 2 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFAutobalance::AreTeamsUnbalanced()
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{
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if ( !TFGameRules() )
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return false;
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// don't bother switching teams if the round isn't running
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if ( TFGameRules()->State_Get() != GR_STATE_RND_RUNNING )
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return false;
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if ( mp_teams_unbalance_limit.GetInt() <= 0 )
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return false;
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if ( TFGameRules()->ArePlayersInHell() )
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return false;
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int nDiffBetweenTeams = 0;
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m_iLightestTeam = m_iHeaviestTeam = TEAM_INVALID;
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m_nNeeded = 0;
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CMatchInfo *pMatch = GTFGCClientSystem()->GetLiveMatch();
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if ( pMatch )
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{
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int nNumTeamRed = pMatch->GetNumActiveMatchPlayersForTeam( TFGameRules()->GetGCTeamForGameTeam( TF_TEAM_RED ) );
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int nNumTeamBlue = pMatch->GetNumActiveMatchPlayersForTeam( TFGameRules()->GetGCTeamForGameTeam( TF_TEAM_BLUE ) );
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m_iLightestTeam = ( nNumTeamRed > nNumTeamBlue ) ? TF_TEAM_BLUE : TF_TEAM_RED;
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m_iHeaviestTeam = ( nNumTeamRed > nNumTeamBlue ) ? TF_TEAM_RED : TF_TEAM_BLUE;
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nDiffBetweenTeams = abs( nNumTeamRed - nNumTeamBlue );
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}
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else
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{
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int iMostPlayers = 0;
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int iLeastPlayers = MAX_PLAYERS + 1;
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int i = FIRST_GAME_TEAM;
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for ( CTeam *pTeam = GetGlobalTeam( i ); pTeam != NULL; pTeam = GetGlobalTeam( ++i ) )
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{
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int iNumPlayers = pTeam->GetNumPlayers();
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if ( iNumPlayers < iLeastPlayers )
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{
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iLeastPlayers = iNumPlayers;
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m_iLightestTeam = i;
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}
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if ( iNumPlayers > iMostPlayers )
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{
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iMostPlayers = iNumPlayers;
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m_iHeaviestTeam = i;
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}
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}
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nDiffBetweenTeams = ( iMostPlayers - iLeastPlayers );
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}
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if ( nDiffBetweenTeams > mp_teams_unbalance_limit.GetInt() )
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{
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m_nNeeded = ( nDiffBetweenTeams / 2 );
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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 CTFAutobalance::MonitorTeams()
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{
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if ( AreTeamsUnbalanced() )
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{
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if ( m_flBalanceTeamsTime < 0.f )
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{
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// trigger a small waiting period to see if the GC sends us someone before we need to balance the teams
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m_flBalanceTeamsTime = gpGlobals->curtime + tf_autobalance_detected_delay.GetInt();
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}
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else if ( m_flBalanceTeamsTime < gpGlobals->curtime )
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{
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if ( IsOkayToBalancePlayers() )
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{
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UTIL_ClientPrintAll( HUD_PRINTTALK, "#TF_Autobalance_Start", ( m_iHeaviestTeam == TF_TEAM_RED ) ? "#TF_RedTeam_Name" : "#TF_BlueTeam_Name" );
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m_iCurrentState = AB_STATE_FIND_VOLUNTEERS;
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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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m_flBalanceTeamsTime = -1.f;
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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 CTFAutobalance::HaveAlreadyAskedPlayer( CTFPlayer *pTFPlayer ) const
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{
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FOR_EACH_VEC( m_vecPlayersAsked, i )
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{
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if ( m_vecPlayersAsked[i].hPlayer == pTFPlayer )
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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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int CTFAutobalance::GetTeamAutoBalanceScore( int nTeam ) const
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{
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CMatchInfo *pMatch = GTFGCClientSystem()->GetLiveMatch();
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if ( pMatch && TFGameRules() )
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{
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return pMatch->GetTotalSkillRatingForTeam( TFGameRules()->GetGCTeamForGameTeam( nTeam ) );
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}
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int nTotalScore = 0;
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CTFPlayerResource *pTFPlayerResource = dynamic_cast<CTFPlayerResource *>( g_pPlayerResource );
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if ( pTFPlayerResource )
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{
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CTeam *pTeam = GetGlobalTeam( nTeam );
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if ( pTeam )
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{
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for ( int i = 0; i < pTeam->GetNumPlayers(); i++ )
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{
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CTFPlayer *pTFPlayer = ToTFPlayer( pTeam->GetPlayer( i ) );
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if ( pTFPlayer )
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{
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nTotalScore += pTFPlayerResource->GetTotalScore( pTFPlayer->entindex() );
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}
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}
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}
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}
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return nTotalScore;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CTFAutobalance::GetPlayerAutoBalanceScore( CTFPlayer *pTFPlayer ) const
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{
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if ( !pTFPlayer )
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return 0;
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CMatchInfo *pMatch = GTFGCClientSystem()->GetLiveMatch();
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if ( pMatch )
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{
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CSteamID steamID;
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pTFPlayer->GetSteamID( &steamID );
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if ( steamID.IsValid() )
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{
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const CMatchInfo::PlayerMatchData_t* pPlayerMatchData = pMatch->GetMatchDataForPlayer( steamID );
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if ( pPlayerMatchData )
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{
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FixmeMMRatingBackendSwapping(); // Make sure this makes sense with arbitrary skill rating values --
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// e.g. maybe we want a smarter glicko-weighting thing.
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return (int)pPlayerMatchData->unMMSkillRating;
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}
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}
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}
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int nTotalScore = 0;
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CTFPlayerResource *pTFPlayerResource = dynamic_cast<CTFPlayerResource *>( g_pPlayerResource );
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if ( pTFPlayerResource )
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{
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nTotalScore = pTFPlayerResource->GetTotalScore( pTFPlayer->entindex() );
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}
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return nTotalScore;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFPlayer *CTFAutobalance::FindPlayerToAsk()
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{
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CTFPlayer *pRetVal = NULL;
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CUtlVector< CTFPlayer* > vecCandiates;
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CTeam *pTeam = GetGlobalTeam( m_iHeaviestTeam );
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if ( pTeam )
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{
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// loop through and get a list of possible candidates
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for ( int i = 0; i < pTeam->GetNumPlayers(); i++ )
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{
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CTFPlayer *pTFPlayer = ToTFPlayer( pTeam->GetPlayer( i ) );
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if ( pTFPlayer && !HaveAlreadyAskedPlayer( pTFPlayer ) && pTFPlayer->CanBeAutobalanced() )
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{
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vecCandiates.AddToTail( pTFPlayer );
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}
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}
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}
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// no need to go any further if there's only one candidate
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if ( vecCandiates.Count() == 1 )
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{
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pRetVal = vecCandiates[0];
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}
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else if ( vecCandiates.Count() > 1 )
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{
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int nTotalDiff = abs( GetTeamAutoBalanceScore( m_iHeaviestTeam ) - GetTeamAutoBalanceScore( m_iLightestTeam ) );
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int nAverageNeeded = ( nTotalDiff / 2 ) / m_nNeeded;
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// now look a player on the heaviest team with skillrating closest to that average
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int nClosest = INT_MAX;
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FOR_EACH_VEC( vecCandiates, iIndex )
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{
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int nDiff = abs( nAverageNeeded - GetPlayerAutoBalanceScore( vecCandiates[iIndex] ) );
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if ( nDiff < nClosest )
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{
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nClosest = nDiff;
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pRetVal = vecCandiates[iIndex];
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}
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}
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}
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return pRetVal;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFAutobalance::FindVolunteers()
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{
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// keep track of the state of things, this will also update our counts if more players drop from the server
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if ( !AreTeamsUnbalanced() || !IsOkayToBalancePlayers() )
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{
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Reset();
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return;
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}
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int nPendingReplies = 0;
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int nRepliedNo = 0;
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FOR_EACH_VEC( m_vecPlayersAsked, i )
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{
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// if the player is valid
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if ( m_vecPlayersAsked[i].hPlayer.Get() )
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{
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switch ( m_vecPlayersAsked[i].eState )
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{
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case AB_VOLUNTEER_STATE_ASKED:
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if ( m_vecPlayersAsked[i].flQueryExpireTime < gpGlobals->curtime )
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{
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// they've timed out the request period without replying
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m_vecPlayersAsked[i].eState = AB_VOLUNTEER_STATE_NO;
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nRepliedNo++;
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}
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else
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{
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nPendingReplies++;
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}
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break;
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case AB_VOLUNTEER_STATE_NO:
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nRepliedNo++;
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break;
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default:
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break;
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}
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}
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}
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int nNumToAsk = ( m_nNeeded * 2 );
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// do we need to ask for more volunteers?
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if ( nPendingReplies < nNumToAsk )
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{
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int nNumNeeded = nNumToAsk - nPendingReplies;
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int nNumAsked = 0;
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while ( nNumAsked < nNumNeeded )
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{
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CTFPlayer *pTFPlayer = FindPlayerToAsk();
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if ( pTFPlayer )
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{
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int iIndex = m_vecPlayersAsked.AddToTail();
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m_vecPlayersAsked[iIndex].hPlayer = pTFPlayer;
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m_vecPlayersAsked[iIndex].eState = AB_VOLUNTEER_STATE_ASKED;
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m_vecPlayersAsked[iIndex].flQueryExpireTime = gpGlobals->curtime + tf_autobalance_query_lifetime.GetInt() + 3; // add 3 seconds to allow for travel time to/from the client
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CSingleUserRecipientFilter filter( pTFPlayer );
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filter.MakeReliable();
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UserMessageBegin( filter, "AutoBalanceVolunteer" );
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MessageEnd();
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nNumAsked++;
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nPendingReplies++;
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}
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else
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{
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// we couldn't find anyone else to ask
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if ( nPendingReplies <= 0 )
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{
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// we're not waiting on anyone else to reply....so we should just reset
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Reset();
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}
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return;
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}
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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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void CTFAutobalance::FrameUpdatePostEntityThink()
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{
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bool bActive = ShouldBeActive();
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if ( !bActive )
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{
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Reset();
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return;
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}
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switch ( m_iCurrentState )
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{
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case AB_STATE_INACTIVE:
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// we should be active if we've made it this far
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m_iCurrentState = AB_STATE_MONITOR;
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break;
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case AB_STATE_MONITOR:
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MonitorTeams();
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break;
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case AB_STATE_FIND_VOLUNTEERS:
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FindVolunteers();
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break;
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default:
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break;
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}
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}
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|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFAutobalance::IsOkayToBalancePlayers()
|
||
|
{
|
||
|
if ( GTFGCClientSystem()->GetLiveMatch() && !GTFGCClientSystem()->CanChangeMatchPlayerTeams() )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFAutobalance::ReplyReceived( CTFPlayer *pTFPlayer, bool bResponse )
|
||
|
{
|
||
|
if ( m_iCurrentState != AB_STATE_FIND_VOLUNTEERS )
|
||
|
return;
|
||
|
|
||
|
if ( !AreTeamsUnbalanced() || !IsOkayToBalancePlayers() )
|
||
|
{
|
||
|
Reset();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
FOR_EACH_VEC( m_vecPlayersAsked, i )
|
||
|
{
|
||
|
// is this a player we asked?
|
||
|
if ( m_vecPlayersAsked[i].hPlayer == pTFPlayer )
|
||
|
{
|
||
|
m_vecPlayersAsked[i].eState = bResponse ? AB_VOLUNTEER_STATE_YES : AB_VOLUNTEER_STATE_NO;
|
||
|
if ( bResponse && pTFPlayer->CanBeAutobalanced() )
|
||
|
{
|
||
|
pTFPlayer->ChangeTeam( m_iLightestTeam, false, false, true );
|
||
|
pTFPlayer->ForceRespawn();
|
||
|
pTFPlayer->SetLastAutobalanceTime( gpGlobals->curtime );
|
||
|
|
||
|
CMatchInfo *pMatch = GTFGCClientSystem()->GetLiveMatch();
|
||
|
if ( pMatch )
|
||
|
{
|
||
|
CSteamID steamID;
|
||
|
pTFPlayer->GetSteamID( &steamID );
|
||
|
|
||
|
// We're going to give the switching player a bonus pool of XP. This should encourage
|
||
|
// them to keep playing to earn what's in the pool, rather than just quit after getting
|
||
|
// a big payout
|
||
|
if ( !pMatch->BSentResult() )
|
||
|
{
|
||
|
pMatch->GiveXPBonus( steamID, CMsgTFXPSource_XPSourceType_SOURCE_AUTOBALANCE_BONUS, 1, tf_autobalance_xp_bonus.GetInt() );
|
||
|
}
|
||
|
|
||
|
GTFGCClientSystem()->ChangeMatchPlayerTeam( steamID, TFGameRules()->GetGCTeamForGameTeam( m_iLightestTeam ) );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
CTFAutobalance gTFAutobalance;
|
||
|
CTFAutobalance *TFAutoBalance(){ return &gTFAutobalance; }
|