Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Teamplay game rules that manage a round based structure for you
//
//=============================================================================
#ifndef TEAMPLAYROUNDBASED_GAMERULES_H
#define TEAMPLAYROUNDBASED_GAMERULES_H
#ifdef _WIN32
#pragma once
#endif
#include "teamplay_gamerules.h"
#include "teamplay_round_timer.h"
#ifdef GAME_DLL
#include "team_control_point.h"
extern ConVar mp_respawnwavetime;
extern ConVar mp_showroundtransitions;
extern ConVar mp_enableroundwaittime;
extern ConVar mp_showcleanedupents;
extern ConVar mp_bonusroundtime;
extern ConVar mp_restartround;
extern ConVar mp_winlimit;
extern ConVar mp_maxrounds;
extern ConVar mp_stalemate_timelimit;
extern ConVar mp_stalemate_enable;
#else
#define CTeamplayRoundBasedRules C_TeamplayRoundBasedRules
#define CTeamplayRoundBasedRulesProxy C_TeamplayRoundBasedRulesProxy
#endif
extern ConVar tf_arena_use_queue;
extern ConVar mp_stalemate_meleeonly;
extern ConVar mp_forceautoteam;
class CTeamplayRoundBasedRules;
//-----------------------------------------------------------------------------
// Round states
//-----------------------------------------------------------------------------
enum gamerules_roundstate_t
{
// initialize the game, create teams
GR_STATE_INIT = 0,
//Before players have joined the game. Periodically checks to see if enough players are ready
//to start a game. Also reverts to this when there are no active players
GR_STATE_PREGAME,
//The game is about to start, wait a bit and spawn everyone
GR_STATE_STARTGAME,
//All players are respawned, frozen in place
GR_STATE_PREROUND,
//Round is on, playing normally
GR_STATE_RND_RUNNING,
//Someone has won the round
GR_STATE_TEAM_WIN,
//Noone has won, manually restart the game, reset scores
GR_STATE_RESTART,
//Noone has won, restart the game
GR_STATE_STALEMATE,
//Game is over, showing the scoreboard etc
GR_STATE_GAME_OVER,
//Game is in a bonus state, transitioned to after a round ends
GR_STATE_BONUS,
//Game is awaiting the next wave/round of a multi round experience
GR_STATE_BETWEEN_RNDS,
GR_NUM_ROUND_STATES
};
enum {
WINREASON_NONE =0,
WINREASON_ALL_POINTS_CAPTURED,
WINREASON_OPPONENTS_DEAD,
WINREASON_FLAG_CAPTURE_LIMIT,
WINREASON_DEFEND_UNTIL_TIME_LIMIT,
WINREASON_STALEMATE,
WINREASON_TIMELIMIT,
WINREASON_WINLIMIT,
WINREASON_WINDIFFLIMIT,
};
enum stalemate_reasons_t
{
STALEMATE_JOIN_MID,
STALEMATE_TIMER,
STALEMATE_SERVER_TIMELIMIT,
NUM_STALEMATE_REASONS,
};
#if defined(TF_CLIENT_DLL) || defined(TF_DLL)
/// Info about a player in a PVE game or any other mode that we
/// might eventually decide to use the lobby system for.
struct LobbyPlayerInfo_t
{
int m_nEntNum; //< Index of player (1...MAX_PLAYERS), or 0 if the guy is in the lobby but not yet known to us
CUtlString m_sPlayerName; //< Player display name
CSteamID m_steamID; //< Steam ID of the player
int m_iTeam; //< Team selection.
bool m_bInLobby; //< Is this guy in the lobby?
bool m_bConnected; //< Is this a bot?
bool m_bBot; //< Is this a bot?
bool m_bSquadSurplus; //< Did he present a voucher to get surplus for his squad
};
#endif
//-----------------------------------------------------------------------------
// Purpose: Per-state data
//-----------------------------------------------------------------------------
class CGameRulesRoundStateInfo
{
public:
gamerules_roundstate_t m_iRoundState;
const char *m_pStateName;
void (CTeamplayRoundBasedRules::*pfnEnterState)(); // Init and deinit the state.
void (CTeamplayRoundBasedRules::*pfnLeaveState)();
void (CTeamplayRoundBasedRules::*pfnThink)(); // Do a PreThink() in this state.
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CTeamplayRoundBasedRulesProxy : public CGameRulesProxy
{
public:
DECLARE_CLASS( CTeamplayRoundBasedRulesProxy, CGameRulesProxy );
DECLARE_NETWORKCLASS();
#ifdef GAME_DLL
DECLARE_DATADESC();
void InputSetStalemateOnTimelimit( inputdata_t &inputdata );
#endif
//----------------------------------------------------------------------------------
// Client specific
#ifdef CLIENT_DLL
void OnPreDataChanged( DataUpdateType_t updateType );
void OnDataChanged( DataUpdateType_t updateType );
#endif // CLIENT_DLL
};
//-----------------------------------------------------------------------------
// Purpose: Teamplay game rules that manage a round based structure for you
//-----------------------------------------------------------------------------
class CTeamplayRoundBasedRules : public CTeamplayRules
{
DECLARE_CLASS( CTeamplayRoundBasedRules, CTeamplayRules );
public:
CTeamplayRoundBasedRules();
#ifdef CLIENT_DLL
DECLARE_CLIENTCLASS_NOBASE(); // This makes datatables able to access our private vars.
void SetRoundState( int iRoundState );
#else
DECLARE_SERVERCLASS_NOBASE(); // This makes datatables able to access our private vars.
#endif
float GetLastRoundStateChangeTime( void ) const { return m_flLastRoundStateChangeTime; }
float m_flLastRoundStateChangeTime;
// Data accessors
inline gamerules_roundstate_t State_Get( void ) { return m_iRoundState; }
bool IsInWaitingForPlayers( void ) { return m_bInWaitingForPlayers; }
virtual bool InRoundRestart( void ) { return State_Get() == GR_STATE_PREROUND; }
bool InStalemate( void ) { return State_Get() == GR_STATE_STALEMATE; }
bool RoundHasBeenWon( void ) { return State_Get() == GR_STATE_TEAM_WIN; }
virtual float GetNextRespawnWave( int iTeam, CBasePlayer *pPlayer );
virtual bool HasPassedMinRespawnTime( CBasePlayer *pPlayer );
virtual float GetRespawnTimeScalar( int iTeam );
virtual float GetRespawnWaveMaxLength( int iTeam, bool bScaleWithNumPlayers = true );
virtual bool ShouldRespawnQuickly( CBasePlayer *pPlayer ) { return false; }
float GetMinTimeWhenPlayerMaySpawn( CBasePlayer *pPlayer );
// Return false if players aren't allowed to cap points at this time (i.e. in WaitingForPlayers)
virtual bool PointsMayBeCaptured( void ) { return ((State_Get() == GR_STATE_RND_RUNNING || State_Get() == GR_STATE_STALEMATE) && !IsInWaitingForPlayers()); }
virtual void SetLastCapPointChanged( int iIndex ) { m_iLastCapPointChanged = iIndex; }
int GetLastCapPointChanged( void ) { return m_iLastCapPointChanged; }
virtual int GetWinningTeam( void ){ return m_iWinningTeam; }
int GetWinReason() { return m_iWinReason; }
bool InOvertime( void ){ return m_bInOvertime; }
void SetOvertime( bool bOvertime );
bool InSetup( void ){ return m_bInSetup; }
void BalanceTeams( bool bRequireSwitcheesToBeDead );
bool SwitchedTeamsThisRound( void ) { return m_bSwitchedTeamsThisRound; }
virtual bool ShouldBalanceTeams( void );
bool IsInTournamentMode( void );
bool IsInHighlanderMode( void );
bool IsInPreMatch( void ) { return (IsInTournamentMode() && IsInWaitingForPlayers()); }
bool IsWaitingForTeams( void ) { return m_bAwaitingReadyRestart; }
bool IsInStopWatch( void ) { return m_bStopWatch; }
void SetInStopWatch( bool bState ) { m_bStopWatch = bState; }
virtual void StopWatchModeThink( void ) { };
bool IsTeamReady( int iTeamNumber )
{
return m_bTeamReady[iTeamNumber];
}
bool IsPlayerReady( int iIndex )
{
return m_bPlayerReady[iIndex];
}
virtual void HandleTeamScoreModify( int iTeam, int iScore) { };
float GetRoundRestartTime( void ) { return m_flRestartRoundTime; }
//Arena Mode
virtual bool IsInArenaMode( void ) { return false; }
//Koth Mode
virtual bool IsInKothMode( void ) { return false; }
//Training Mode
virtual bool IsInTraining( void ) { return false; }
virtual bool IsInItemTestingMode( void ) { return false; }
void SetMultipleTrains( bool bMultipleTrains ){ m_bMultipleTrains = bMultipleTrains; }
bool HasMultipleTrains( void ){ return m_bMultipleTrains; }
virtual int GetBonusRoundTime( void );
#if defined(TF_CLIENT_DLL) || defined(TF_DLL)
// Get list of all the players, including those in the lobby but who have
// not yet joined.
void GetAllPlayersLobbyInfo( CUtlVector<LobbyPlayerInfo_t> &vecPlayers, bool bIncludeBots = false );
// Get list of players who are on the defending team now, or are likely
// to end up on the defending team (not yet connected or assigned a team)
void GetMvMPotentialDefendersLobbyPlayerInfo( CUtlVector<LobbyPlayerInfo_t> &vecMvmDefenders, bool bIncludeBots = false );
#endif
//----------------------------------------------------------------------------------
// Server specific
#ifdef GAME_DLL
// Derived game rules class should override these
public:
// Override this to prevent removal of game specific entities that need to persist
virtual bool RoundCleanupShouldIgnore( CBaseEntity *pEnt );
virtual bool ShouldCreateEntity( const char *pszClassName );
// Called when a new round is being initialized
virtual void SetupOnRoundStart( void ) { return; }
// Called when a new round is off and running
virtual void SetupOnRoundRunning( void ) { return; }
// Called before a new round is started (so the previous round can end)
virtual void PreviousRoundEnd( void ) { return; }
// Send the team scores down to the client
virtual void SendTeamScoresEvent( void ) { return; }
// Send the end of round info displayed in the win panel
virtual void SendWinPanelInfo( void ) { return; }
// Setup spawn points for the current round before it starts
virtual void SetupSpawnPointsForRound( void ) { return; }
// Called when a round has entered stalemate mode (timer has run out)
virtual void SetupOnStalemateStart( void ) { return; }
virtual void SetupOnStalemateEnd( void ) { return; }
virtual void SetSetup( bool bSetup );
virtual bool ShouldGoToBonusRound( void ) { return false; }
virtual void SetupOnBonusStart( void ) { return; }
virtual void SetupOnBonusEnd( void ) { return; }
virtual void BonusStateThink( void ) { return; }
virtual void BetweenRounds_Start( void ) { return; }
virtual void BetweenRounds_End( void ) { return; }
virtual void BetweenRounds_Think( void ) { return; }
virtual void PreRound_End( void ) { return; }
bool PrevRoundWasWaitingForPlayers() { return m_bPrevRoundWasWaitingForPlayers; }
virtual bool ShouldScorePerRound( void ){ return true; }
bool CheckNextLevelCvar( void );
virtual bool TimerMayExpire( void );
virtual bool IsValveMap( void ){ return false; }
virtual void RestartTournament( void );
virtual bool TournamentModeCanEndWithTimelimit( void ){ return true; }
public:
void State_Transition( gamerules_roundstate_t newState );
void RespawnPlayers( bool bForceRespawn, bool bTeam = false, int iTeam = TEAM_UNASSIGNED );
void SetForceMapReset( bool reset );
void SetRoundToPlayNext( string_t strName ){ m_iszRoundToPlayNext = strName; }
string_t GetRoundToPlayNext( void ){ return m_iszRoundToPlayNext; }
void AddPlayedRound( string_t strName );
bool IsPreviouslyPlayedRound ( string_t strName );
string_t GetLastPlayedRound( void );
virtual void SetWinningTeam( int team, int iWinReason, bool bForceMapReset = true, bool bSwitchTeams = false, bool bDontAddScore = false );
virtual void SetStalemate( int iReason, bool bForceMapReset = true, bool bSwitchTeams = false );
virtual void SetRoundOverlayDetails( void ){ return; }
virtual float GetWaitingForPlayersTime( void ) { return mp_waitingforplayers_time.GetFloat(); }
void ShouldResetScores( bool bResetTeam, bool bResetPlayer ){ m_bResetTeamScores = bResetTeam; m_bResetPlayerScores = bResetPlayer; }
void ShouldResetRoundsPlayed( bool bResetRoundsPlayed ){ m_bResetRoundsPlayed = bResetRoundsPlayed; }
void SetFirstRoundPlayed( string_t strName ){ m_iszFirstRoundPlayed = strName ; }
string_t GetFirstRoundPlayed(){ return m_iszFirstRoundPlayed; }
void SetTeamRespawnWaveTime( int iTeam, float flValue );
void AddTeamRespawnWaveTime( int iTeam, float flValue );
virtual void FillOutTeamplayRoundWinEvent( IGameEvent *event ) {} // derived classes may implement to add fields to this event
void SetStalemateOnTimelimit( bool bStalemate ) { m_bAllowStalemateAtTimelimit = bStalemate; }
bool IsGameUnderTimeLimit( void );
CTeamRoundTimer *GetActiveRoundTimer( void );
void HandleTimeLimitChange( void );
void SetTeamReadyState( bool bState, int iTeam )
{
m_bTeamReady.Set( iTeam, bState );
}
void SetPlayerReadyState( int iIndex, bool bState )
{
m_bPlayerReady.Set( iIndex, bState );
}
virtual void PlayTrainCaptureAlert( CTeamControlPoint *pPoint, bool bFinalPointInMap ){ return; }
virtual void PlaySpecialCapSounds( int iCappingTeam ){ return; }
bool PlayThrottledAlert( int iTeam, const char *sound, float fDelayBeforeNext );
void BroadcastSound( int iTeam, const char *sound, int iAdditionalSoundFlags = 0 );
int GetRoundsPlayed( void ) { return m_nRoundsPlayed; }
virtual void RecalculateControlPointState( void ){ return; }
virtual bool ShouldSkipAutoScramble( void ){ return false; }
virtual bool ShouldWaitToStartRecording( void ){ return IsInWaitingForPlayers(); }
protected:
virtual void Think( void );
virtual void CheckChatText( CBasePlayer *pPlayer, char *pText );
void CheckChatForReadySignal( CBasePlayer *pPlayer, const char *chatmsg );
// Game beginning / end handling
virtual void GoToIntermission( void );
void SetInWaitingForPlayers( bool bWaitingForPlayers );
void CheckWaitingForPlayers( void );
virtual bool AllowWaitingForPlayers( void ) { return true; }
void CheckRestartRound( void );
bool CheckTimeLimit( void );
int GetTimeLeft( void );
virtual bool CheckWinLimit( void );
bool CheckMaxRounds( void );
void CheckReadyRestart( void );
#if defined(TF_CLIENT_DLL) || defined(TF_DLL)
bool AreDefendingPlayersReady();
#endif
virtual bool CanChangelevelBecauseOfTimeLimit( void ) { return true; }
virtual bool CanGoToStalemate( void ) { return true; }
// State machine handling
void State_Enter( gamerules_roundstate_t newState ); // Initialize the new state.
void State_Leave(); // Cleanup the previous state.
void State_Think(); // Update the current state.
static CGameRulesRoundStateInfo* State_LookupInfo( gamerules_roundstate_t state ); // Find the state info for the specified state.
// State Functions
void State_Enter_INIT( void );
void State_Think_INIT( void );
void State_Enter_PREGAME( void );
void State_Think_PREGAME( void );
void State_Enter_STARTGAME( void );
void State_Think_STARTGAME( void );
void State_Enter_PREROUND( void );
void State_Leave_PREROUND( void );
void State_Think_PREROUND( void );
void State_Enter_RND_RUNNING( void );
void State_Think_RND_RUNNING( void );
void State_Enter_TEAM_WIN( void );
void State_Think_TEAM_WIN( void );
void State_Enter_RESTART( void );
void State_Think_RESTART( void );
void State_Enter_STALEMATE( void );
void State_Think_STALEMATE( void );
void State_Leave_STALEMATE( void );
void State_Enter_BONUS( void );
void State_Think_BONUS( void );
void State_Leave_BONUS( void );
void State_Enter_BETWEEN_RNDS( void );
void State_Leave_BETWEEN_RNDS( void );
void State_Think_BETWEEN_RNDS( void );
// mp_scrambleteams_auto
void ResetTeamsRoundWinTracking( void );
protected:
virtual void InitTeams( void );
virtual int CountActivePlayers( void );
virtual void RoundRespawn( void );
virtual void CleanUpMap( void );
virtual void CheckRespawnWaves( void );
void ResetScores( void );
void ResetMapTime( void );
void PlayStartRoundVoice( void );
void PlayWinSong( int team );
void PlayStalemateSong( void );
void PlaySuddenDeathSong( void );
virtual const char* GetStalemateSong( int nTeam ) { return "Game.Stalemate"; }
virtual const char* WinSongName( int nTeam ) { return "Game.YourTeamWon"; }
virtual const char* LoseSongName( int nTeam ) { return "Game.YourTeamLost"; }
virtual void RespawnTeam( int iTeam ) { RespawnPlayers( false, true, iTeam ); }
void HideActiveTimer( void );
virtual void RestoreActiveTimer( void );
virtual void InternalHandleTeamWin( int iWinningTeam ){ return; }
bool MapHasActiveTimer( void );
void CreateTimeLimitTimer( void );
protected:
CGameRulesRoundStateInfo *m_pCurStateInfo; // Per-state data
float m_flStateTransitionTime; // Timer for round states
float m_flWaitingForPlayersTimeEnds;
CHandle<CTeamRoundTimer> m_hWaitingForPlayersTimer;
float m_flNextPeriodicThink;
bool m_bChangeLevelOnRoundEnd;
bool m_bResetTeamScores;
bool m_bResetPlayerScores;
bool m_bResetRoundsPlayed;
// Stalemate
EHANDLE m_hPreviousActiveTimer;
CHandle<CTeamRoundTimer> m_hStalemateTimer;
float m_flStalemateStartTime;
CHandle<CTeamRoundTimer> m_hTimeLimitTimer;
bool m_bForceMapReset; // should the map be reset when a team wins and the round is restarted?
bool m_bPrevRoundWasWaitingForPlayers; // was the previous map reset after a waiting for players period
bool m_bInitialSpawn;
string_t m_iszRoundToPlayNext;
CUtlVector<string_t> m_iszPreviousRounds; // we'll store the two previous rounds so we won't play them again right away if there are other rounds that can be played first
string_t m_iszFirstRoundPlayed; // store the first round played after a full restart so we can pick a different one next time if we have other options
float m_flOriginalTeamRespawnWaveTime[ MAX_TEAMS ];
bool m_bAllowStalemateAtTimelimit;
bool m_bChangelevelAfterStalemate;
float m_flRoundStartTime; // time the current round started
float m_flNewThrottledAlertTime; // time that we can play another throttled alert
int m_nRoundsPlayed;
bool m_bUseAddScoreAnim;
gamerules_roundstate_t m_prevState;
private:
CUtlMap < int, int > m_GameTeams; // Team index, Score
#endif
// End server specific
//----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
// Client specific
#ifdef CLIENT_DLL
public:
virtual void OnPreDataChanged( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void HandleOvertimeBegin(){}
virtual void GetTeamGlowColor( int nTeam, float &r, float &g, float &b ){ r = 0.76f; g = 0.76f; b = 0.76f; }
private:
bool m_bOldInWaitingForPlayers;
bool m_bOldInOvertime;
bool m_bOldInSetup;
#endif // CLIENT_DLL
public:
bool WouldChangeUnbalanceTeams( int iNewTeam, int iCurrentTeam );
bool AreTeamsUnbalanced( int &iHeaviestTeam, int &iLightestTeam );
protected:
CNetworkVar( gamerules_roundstate_t, m_iRoundState );
CNetworkVar( bool, m_bInOvertime ); // Are we currently in overtime?
CNetworkVar( bool, m_bInSetup ); // Are we currently in setup?
CNetworkVar( bool, m_bSwitchedTeamsThisRound );
protected:
CNetworkVar( int, m_iWinningTeam ); // Set before entering GR_STATE_TEAM_WIN
CNetworkVar( int, m_iWinReason );
CNetworkVar( bool, m_bInWaitingForPlayers );
CNetworkVar( bool, m_bAwaitingReadyRestart );
CNetworkVar( float, m_flRestartRoundTime );
CNetworkVar( float, m_flMapResetTime ); // Time that the map was reset
CNetworkArray( float, m_flNextRespawnWave, MAX_TEAMS ); // Minor waste, but cleaner code
CNetworkArray( bool, m_bTeamReady, MAX_TEAMS );
CNetworkVar( bool, m_bStopWatch );
CNetworkVar( bool, m_bMultipleTrains ); // two trains in this map?
CNetworkArray( bool, m_bPlayerReady, MAX_PLAYERS );
public:
CNetworkArray( float, m_TeamRespawnWaveTimes, MAX_TEAMS ); // Time between each team's respawn wave
private:
float m_flStartBalancingTeamsAt;
float m_flNextBalanceTeamsTime;
bool m_bPrintedUnbalanceWarning;
float m_flFoundUnbalancedTeamsTime;
float m_flAutoBalanceQueueTimeEnd;
int m_nAutoBalanceQueuePlayerIndex;
int m_nAutoBalanceQueuePlayerScore;
public:
float m_flStopWatchTotalTime;
int m_iLastCapPointChanged;
};
// Utility function
bool FindInList( const char **pStrings, const char *pToFind );
inline CTeamplayRoundBasedRules* TeamplayRoundBasedRules()
{
return static_cast<CTeamplayRoundBasedRules*>(g_pGameRules);
}
#endif // TEAMPLAYROUNDBASED_GAMERULES_H