You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
170 lines
8.0 KiB
170 lines
8.0 KiB
//========= 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 <const char*> &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 <CBaseIssue *> m_potentialIssues; |
|
CUtlVector <const char *> m_VoteOptions; |
|
CUtlMap <uint64, float> m_VoteCallers; // History of SteamIDs that have tried to call votes. |
|
|
|
friend class CVoteControllerSystem; |
|
}; |
|
|
|
extern CVoteController *g_voteController; |
|
|
|
#endif // VOTE_CONTROLLER_H
|
|
|