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nekohook/modules/source2013/sdk/game/shared/teamplayroundbased_gamerules.h
2020-08-04 13:13:01 -04:00

680 lines
23 KiB
C++

//========= 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 "GameEventListener.h"
#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,
#if defined(TF_CLIENT_DLL) || defined(TF_DLL)
WINREASON_RD_REACTOR_CAPTURED,
WINREASON_RD_CORES_COLLECTED,
WINREASON_RD_REACTOR_RETURNED,
#endif
};
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,
public CGameEventListener {
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 void LevelInitPostEntity(void);
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(bool bFinal = false);
#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 GetPotentialPlayersLobbyPlayerInfo(
CUtlVector<LobbyPlayerInfo_t> &vecLobbyPlayers,
bool bIncludeBots = false);
#endif
void SetAllowBetweenRounds(bool bValue) { m_bAllowBetweenRounds = bValue; }
public: // IGameEventListener Interface
virtual void FireGameEvent(IGameEvent *event);
//----------------------------------------------------------------------------------
// 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(bool bAllowEnd = true);
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,
bool bFinal = false) OVERRIDE;
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);
}
void ResetPlayerAndTeamReadyState(void);
virtual void PlayTrainCaptureAlert(CTeamControlPoint *pPoint,
bool bFinalPointInMap) {
return;
}
virtual void PlaySpecialCapSounds(int iCappingTeam,
CTeamControlPoint *pPoint) {
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(bool bAllowEnd = true);
int GetTimeLeft(void);
virtual bool CheckWinLimit(bool bAllowEnd = true);
bool CheckMaxRounds(bool bAllowEnd = true);
void CheckReadyRestart(void);
#if defined(TF_CLIENT_DLL) || defined(TF_DLL)
bool AreLobbyPlayersOnTeamReady(int iTeam);
bool AreLobbyPlayersConnected(void);
#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);
virtual float GetLastMajorEventTime(void) OVERRIDE {
return m_flLastTeamWin;
}
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;
bool m_bPlayerReadyBefore[MAX_PLAYERS + 1]; // Test to see if a player has
// hit ready before
float m_flLastTeamWin;
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);
virtual bool HaveCheatsBeenEnabledDuringLevel(void) {
return m_bCheatsEnabledDuringLevel;
}
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);
CNetworkVar(bool, m_bCheatsEnabledDuringLevel);
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;
protected:
bool m_bAllowBetweenRounds;
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