//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Player-driven Voting System for Multiplayer Source games (currently implemented for TF2) // // $NoKeywords: $ //=============================================================================// #ifndef VOTE_CONTROLLER_H #define VOTE_CONTROLLER_H #ifdef _WIN32 #pragma once #endif #include "shareddefs.h" #define MAX_COMMAND_LENGTH 64 #define MAX_CREATE_ERROR_STRING 96 struct VoteParams_t { VoteParams_t() { Reset(); } int m_iIssueIndex; int m_iEntIndex; char m_szTypeString[MAX_COMMAND_LENGTH]; char m_szDetailString[MAX_VOTE_DETAILS_LENGTH]; void Reset( void ) { m_iIssueIndex = INVALID_ISSUE; m_iEntIndex = -1; m_szTypeString[0] = 0; m_szDetailString[0] = 0; } }; class CBaseIssue // Base class concept for vote issues (i.e. Kick Player). Created per level-load and destroyed by CVoteController's dtor. { public: CBaseIssue( const char *typeString ); virtual ~CBaseIssue(); const char *GetTypeString( void ); // Connection between console command and specific type of issue virtual const char *GetTypeStringLocalized( void ) { return ""; } // When empty, the client uses the classname string and prepends "#Vote_" virtual const char *GetDetailsString( void ); virtual void SetIssueDetails( const char *pszDetails ); // We need to know the details part of the con command for later virtual void OnVoteFailed( int iEntityHoldingVote ); // The moment the vote fails, also has some time for feedback before the window goes away virtual void OnVoteStarted( void ) {} // Called as soon as the vote starts virtual bool IsEnabled( void ) { return false; } // Query the issue to see if it's enabled virtual bool CanTeamCallVote( int iTeam ) const; // Can someone on the given team call this vote? virtual bool CanCallVote( int nEntIndex, const char *pszDetails, vote_create_failed_t &nFailCode, int &nTime ); // Can this guy hold a vote on this issue? virtual bool IsTeamRestrictedVote( void ); // Restrict access and visibility of this vote to a specific team? virtual const char *GetDisplayString( void ) = 0; // The string that will be passed to the client for display virtual void ExecuteCommand( void ) = 0; // Where the magic happens. Do your thing. virtual void ListIssueDetails( CBasePlayer *pForWhom ) = 0; // Someone would like to know all your valid details virtual const char *GetVotePassedString( void ); // Get the string an issue would like to display when it passes. virtual int CountPotentialVoters( void ); virtual int GetNumberVoteOptions( void ); // How many choices this vote will have. i.e. Returns 2 on a Yes/No issue (the default). virtual bool IsYesNoVote( void ); virtual void SetYesNoVoteCount( int iNumYesVotes, int iNumNoVotes, int iNumPotentialVotes ); virtual bool GetVoteOptions( CUtlVector &vecNames ); // We use this to generate options for voting virtual bool BRecordVoteFailureEventForEntity( int iVoteCallingEntityIndex ) const { return iVoteCallingEntityIndex != DEDICATED_SERVER; } void SetIssueCooldownDuration( float flDuration ) { m_flNextCallTime = gpGlobals->curtime + flDuration; } // The issue can not be raised again for this period of time (in seconds) virtual float GetQuorumRatio( void ); // Each issue can decide the required ratio of voted-vs-abstained virtual bool NeedsPermissionFromGC( void ) { return false; } // Per-issue decision to ask a GC if this vote is permitted (see TF's MvM kick vote for an example) virtual void GCResponseReceived( bool bApproved ); // How to handle the response/verdict from the GC (VoteController also receives a response) CHandle< CBasePlayer > m_hPlayerTarget; // If the target of the issue is a player, we should store them here protected: static void ListStandardNoArgCommand( CBasePlayer *forWhom, const char *issueString ); // List a Yes vote command struct FailedVote { char szFailedVoteParameter[MAX_VOTE_DETAILS_LENGTH]; float flLockoutTime; }; CUtlVector< FailedVote* > m_FailedVotes; char m_szTypeString[MAX_COMMAND_LENGTH]; char m_szDetailsString[MAX_VOTE_DETAILS_LENGTH]; int m_iNumYesVotes; int m_iNumNoVotes; int m_iNumPotentialVotes; float m_flNextCallTime; bool m_bGCNotified; bool m_bGCApproved; bool m_bGCResponded; }; class CVoteController : public CBaseEntity { DECLARE_CLASS( CVoteController, CBaseEntity ); public: DECLARE_SERVERCLASS(); DECLARE_DATADESC(); virtual ~CVoteController(); enum TryCastVoteResult { CAST_OK, CAST_FAIL_SERVER_DISABLE, CAST_FAIL_NO_ACTIVE_ISSUE, CAST_FAIL_TEAM_RESTRICTED, CAST_FAIL_NO_CHANGES, CAST_FAIL_DUPLICATE, CAST_FAIL_VOTE_CLOSED, CAST_FAIL_SYSTEM_ERROR }; virtual void Spawn( void ); virtual int UpdateTransmitState( void ); virtual bool IsVoteSystemEnabled( void ); bool SetupVote( int iEntIndex ); // This creates a list of issues for the UI bool CreateVote( int iEntIndex, const char *pszTypeString, const char *pszDetailString ); // This is what the UI passes in TryCastVoteResult TryCastVote( int iEntIndex, const char *pszVoteString ); void RegisterIssue( CBaseIssue *pNewIssue ); void ListIssues( CBasePlayer *pForWhom ); bool IsValidVoter( CBasePlayer *pWhom ); bool CanTeamCastVote( int iTeam ) const; void SendVoteCreationFailedMessage( vote_create_failed_t nReason, CBasePlayer *pVoteCaller, int nTime = -1 ); void SendVoteFailedToPassMessage( vote_create_failed_t nReason ); void VoteChoice_Increment( int nVoteChoice ); void VoteChoice_Decrement( int nVoteChoice ); int GetVoteIssueIndexWithHighestCount( void ); void TrackVoteCaller( CBasePlayer *pPlayer ); bool CanEntityCallVote( CBasePlayer *pPlayer, int &nCooldown, vote_create_failed_t &nErrorCode ); bool IsVoteActive( void ) { return ( m_iActiveIssueIndex != INVALID_ISSUE || m_pendingVoteParams.m_iIssueIndex != INVALID_ISSUE ); } int GetNumVotesCast( void ); void AddPlayerToKickWatchList( CSteamID steamID, float flDuration ); // Band-aid until we figure out how player's avoid kick votes void AddPlayerToNameLockedList( CSteamID steamID, float flDuration, int nUserID ); bool IsPlayerBeingKicked( CBasePlayer *pPlayer ); void GCResponseReceived( bool bVerdict ); // The GC's response when a vote issue requires approval from the GC protected: void ResetData( void ); void VoteControllerThink( void ); void CheckForEarlyVoteClose( void ); // If everyone has voted (and changing votes is not allowed) then end early bool SubmitPendingVote( VoteParams_t params ); // When an issue requires permission from the GC, this is how the pending issue moves forward CNetworkVar( int, m_iActiveIssueIndex ); // Type of thing being voted on CNetworkVar( int, m_iOnlyTeamToVote ); // If an Ally restricted vote, the team number that is allowed to vote CNetworkArray( int, m_nVoteOptionCount, MAX_VOTE_OPTIONS ); // Vote options counter CNetworkVar( int, m_nPotentialVotes ); // How many votes could come in, so we can close ballot early CNetworkVar( bool, m_bIsYesNoVote ); // Is the current issue Yes/No? CountdownTimer m_acceptingVotesTimer; // How long from vote start until we count the ballots CountdownTimer m_executeCommandTimer; // How long after end of vote time until we execute a passed vote CountdownTimer m_resetVoteTimer; // when the current vote will end CountdownTimer m_waitingForGCResponseTimer; // Some votes require approval from the GC - wait this long for a response int m_nVotesCast[MAX_PLAYERS + 1]; // arrays are zero-based and player indices are one-based int m_iEntityHoldingVote; VoteParams_t m_pendingVoteParams; // A pending vote that's waiting for a response from the GC CUtlVector m_potentialIssues; CUtlVector m_VoteOptions; CUtlMap m_VoteCallers; // History of SteamIDs that have tried to call votes. friend class CVoteControllerSystem; }; extern CVoteController *g_voteController; #endif // VOTE_CONTROLLER_H