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// ==================================================================== // Class: xVoting.xVotingHandler // // xVotingHandler handles the server side of map voting, kick voting, // and match setup. // // Written by Bruce Bickar // (c) 2003, Epic Games, Inc. All Rights Reserved // ==================================================================== class xVotingHandler extends VotingHandler config; // work variables var array<VotingReplicationInfo> MVRI; // used to communicated between players and server var int MapCount; // number of maps var bool bLevelSwitchPending; var bool bMidGameVote; var int TimeLeft,ScoreBoardTime,ServerTravelTime; var array<MapVoteScore> MapVoteCount; var array<KickVoteScore> KickVoteCount; var class<MapVoteHistory> MapVoteHistoryClass; var array<MapVoteMapList> MapList; var MapVoteHistory History; var string TextMessage; var string ServerTravelString; var bool bAutoDetectMode; // true if mapvote enabled but not configuration // ---- INI Configuration setting variables ---- var() config array<MapVoteGameConfig> GameConfig; var() config int VoteTimeLimit; var() config int ScoreBoardDelay; var() config bool bAutoOpen; var() config int MidGameVotePercent; var() config bool bScoreMode; var() config bool bAccumulationMode; var() config bool bEliminationMode; var() config int MinMapCount; var() config string MapVoteHistoryType; var() config int RepeatLimit; var() config int DefaultGameConfig; var() config bool bDefaultToCurrentGameType; var() config bool bMapVote; var() config bool bKickVote; var() config bool bMatchSetup; var() config int KickPercent; var() config bool bAnonymousKicking; var() config string MapListLoaderType; var() config array<AccumulationData> AccInfo; // used to save player's unused votes between maps when in Accumulation mode var() config int ServerNumber; var() config int CurrentGameConfig; // MatchSetup var MatchConfig MatchProfile; var string GameConfigPage; var string MapListConfigPage; // Localization variables var localized string lmsgInvalidPassword; var localized string lmsgMatchSetupPermission; var localized string lmsgKickVote; var localized string lmsgAnonymousKickVote; var localized string lmsgKickVoteAdmin; var localized string lmsgMapWon; var localized string lmsgMidGameVote; var localized string lmsgSpectatorsCantVote; var localized string lmsgMapVotedFor; var localized string lmsgMapVotedForWithCount; var localized string PropsDisplayText[17]; var localized string PropDescription[17]; var localized string lmsgAdminMapChange; var localized string lmsgGameConfigColumnTitle[6]; const MAPVOTEALLOWED = True; const KICKVOTEALLOWED = True; const MATCHSETUPALLOWED = False; static function bool IsEnabled() { return ( Default.bMapVote || Default.bKickVote || Default.bMatchSetup ); } //================================================================================================ // Startup/Event Code //================================================================================================ function PostBeginPlay() { local int i; Super.PostBeginPlay(); // disable voting in single player mode if( Level.NetMode == NM_StandAlone ) return; if ( Level.IsDemoBuild() ) { bMapVote = False; bKickVote = False; } bMatchSetup = bMatchSetup && MATCHSETUPALLOWED; if(bKickVote) log("Kick Voting Enabled",'MapVote'); else log("Kick Voting Disabled",'MapVote'); if(bMapVote) { log("Map Voting Enabled",'MapVote'); // check current game settings if( GameConfig.Length > 0 ) { if( !(string(Level.Game.Class) ~= GameConfig[CurrentGameConfig].GameClass) ) { CurrentGameConfig = 0; // find matching game type in game config for( i=0; i<GameConfig.Length; i++) { if(GameConfig[i].GameClass ~= string(Level.Game.Class)) { CurrentGameConfig = i; break; } } } } else CurrentGameConfig = 0; LoadMapList(); } else log("Map Voting Disabled",'MapVote'); if(bMatchSetup) { log("MatchSetup Enabled",'MapVote'); MatchProfile = CreateMatchProfile(); MatchProfile.Init(Level); MatchProfile.LoadCurrentSettings(); } else log("MatchSetup Disabled",'MapVote'); } //------------------------------------------------------------------------------------------------ function PlayerJoin(PlayerController Player) { // disable voting in single player mode if( Level.NetMode == NM_StandAlone ) return; if(!Player.IsA('XPlayer')) // no bots return; if(bMapVote || bKickVote || bMatchSetup) { Log("___New Player Joined - " $ Player.PlayerReplicationInfo.PlayerName $ ", " $ Player.GetPlayerNetworkAddress(),'MapVote'); AddMapVoteReplicationInfo(Player); } } //------------------------------------------------------------------------------------------------ function PlayerExit(Controller Exiting) { local int i,x,ExitingPlayerIndex; // disable voting in single player mode if( Level.NetMode == NM_StandAlone ) return; ExitingPlayerIndex = -1; log("____PlayerExit", 'MapVoteDebug'); if(bMapVote || bKickVote || bMatchSetup) { // find the MVRI belonging to the exiting player for(i=0;i < MVRI.Length;i++) { // remove players vote from vote count if( MVRI[i] != none && (MVRI[i].PlayerOwner == none || MVRI[i].PlayerOwner == Exiting) ) { log("exiting player MVRI found " $ i,'MapVoteDebug'); ExitingPlayerIndex = i; if( bMapVote && MVRI[ExitingPlayerIndex].MapVote > -1 && MVRI[ExitingPlayerIndex].GameVote > -1 ) { for( x=0; x<MapVoteCount.Length; x++ ) { if( MVRI[ExitingPlayerIndex].MapVote == MapVoteCount[x].MapIndex && MVRI[ExitingPlayerIndex].GameVote == MapVoteCount[x].GameConfigIndex) { MapVoteCount[x].VoteCount -= MVRI[ExitingPlayerIndex].VoteCount; UpdateVoteCount(MapVoteCount[x].MapIndex, MapVoteCount[x].GameConfigIndex, MapVoteCount[x].VoteCount); break; } } } if( bKickVote ) { // clear votes for exiting player UpdateKickVoteCount( MVRI[ExitingPlayerIndex].PlayerID, 0 ); // decrease votecount for player that the exiting player voted against if( MVRI[ExitingPlayerIndex].KickVote > -1 && MVRI[MVRI[ExitingPlayerIndex].KickVote] != none ) UpdateKickVoteCount( MVRI[MVRI[ExitingPlayerIndex].KickVote].PlayerID, -1); } } if( bKickVote && ExitingPlayerIndex > -1 && MVRI[i] != none && MVRI[i].KickVote == ExitingPlayerIndex ) MVRI[i].KickVote = -1; if( MVRI[i] != none && (MVRI[i].PlayerOwner == none || MVRI[i].PlayerOwner == Exiting) ) { log("___Destroying VRI...",'MapVoteDebug'); MVRI[i].Destroy(); MVRI[i] = none; if( bKickVote ) TallyKickVotes(); if( bMapVote ) TallyVotes(false); } } } } //------------------------------------------------------------------------------------------------ function AddMapVoteReplicationInfo(PlayerController Player) { local VotingReplicationInfo M; log("___Spawning VotingReplicationInfo",'MapVoteDebug'); M = Spawn(class'VotingReplicationInfo',Player,,Player.Location); if(M == None) { Log("___Failed to spawn VotingReplicationInfo",'MapVote'); return; } M.PlayerID = Player.PlayerReplicationInfo.PlayerID; MVRI[MVRI.Length] = M; } //================================================================================================ // Map Voting //================================================================================================ function LoadMapList() { local int i,EnabledMapCount; local class<MapListLoader> MapListLoaderClass; local MapListLoader Loader; MapList.Length = 0; // clear MapCount = 0; MapVoteHistoryClass = class<MapVoteHistory>(DynamicLoadObject(MapVoteHistoryType, class'Class')); History = new(None,"MapVoteHistory"$string(ServerNumber)) MapVoteHistoryClass; if(History == None) // Failed to spawn MapVoteHistory History = new(None,"MapVoteHistory"$string(ServerNumber)) class'MapVoteHistory_INI'; log("GameTypes:",'MapVote'); if(GameConfig.Length == 0) { bAutoDetectMode = true; // default to ONLY current game type and maps GameConfig.Length = 1; GameConfig[0].GameClass = string(Level.Game.Class); GameConfig[0].Prefix = Level.Game.MapPrefix; GameConfig[0].Acronym = Level.Game.Acronym; GameConfig[0].GameName = Level.Game.GameName; GameConfig[0].Mutators=""; GameConfig[0].Options=""; // GameConfig.Length = 10; // // UT2003 game types // GameConfig[0].GameClass="XGame.xDeathMatch";GameConfig[0].Prefix="DM";GameConfig[0].Acronym="DM";GameConfig[0].GameName="DeathMatch";GameConfig[0].Mutators="";GameConfig[0].Options=""; // GameConfig[1].GameClass="XGame.xTeamGame";GameConfig[1].Prefix="DM";GameConfig[1].Acronym="TDM";GameConfig[1].GameName="Team DeathMatch";GameConfig[1].Mutators="";GameConfig[1].Options=""; // GameConfig[2].GameClass="XGame.xDoubleDom";GameConfig[2].Prefix="DOM";GameConfig[2].Acronym="DOM";GameConfig[2].GameName="Double Domination";GameConfig[2].Mutators="";GameConfig[2].Options=""; // GameConfig[3].GameClass="XGame.xCTFGame";GameConfig[3].Prefix="CTF";GameConfig[3].Acronym="CTF";GameConfig[3].GameName="Capture the Flag";GameConfig[3].Mutators="";GameConfig[3].Options=""; // GameConfig[4].GameClass="XGame.xBombingRun";GameConfig[4].Prefix="BR";GameConfig[4].Acronym="BR";GameConfig[4].GameName="Bombing Run";GameConfig[4].Mutators="";GameConfig[4].Options=""; // // bonus pack game types // GameConfig[5].GameClass="BonusPack.xMutantGame";GameConfig[5].Prefix="DM";GameConfig[5].Acronym="MUT";GameConfig[5].GameName="Mutant";GameConfig[5].Mutators="";GameConfig[5].Options=""; // GameConfig[6].GameClass="BonusPack.xLastManStandingGame";GameConfig[6].Prefix="DM";GameConfig[6].Acronym="LMS";GameConfig[6].GameName="Last Man Standing";GameConfig[6].Mutators="";GameConfig[6].Options=""; // GameConfig[7].GameClass="SkaarjPack.Invasion";GameConfig[7].Prefix="DM";GameConfig[7].Acronym="INV";GameConfig[7].GameName="Invasion";GameConfig[7].Mutators="";GameConfig[7].Options=""; // // UT2004 game types // GameConfig[8].GameClass="Onslaught.ONSOnslaughtGame";GameConfig[8].Prefix="ONS";GameConfig[8].Acronym="ONS";GameConfig[8].GameName="Onslaught";GameConfig[8].Mutators="";GameConfig[8].Options=""; // GameConfig[9].GameClass="UT2k4Assault.ASGameInfo";GameConfig[9].Prefix="AS";GameConfig[9].Acronym="AS";GameConfig[9].GameName="Assault";GameConfig[9].Mutators="";GameConfig[9].Options=""; } MapCount = 0; for(i=0;i < GameConfig.Length;i++) if(GameConfig[i].GameClass != "") log(GameConfig[i].GameName,'MapVote'); log("MapListLoaderType = " $ MapListLoaderType,'MapVote'); MapListLoaderClass = class<MapListLoader>(DynamicLoadObject(MapListLoaderType, class'Class')); Loader = spawn(MapListLoaderClass); if(Loader == None) // Failed to spawn MapListLoader Loader = spawn(class'DefaultMapListLoader'); // default Loader.LoadMapList(self); log(MapCount $ " maps loaded.",'MapVote'); History.Save(); if(bEliminationMode) { // Count the Remaining Enabled maps EnabledMapCount = 0; for(i=0;i<MapCount;i++) { if(MapList[i].bEnabled) EnabledMapCount++; } if(EnabledMapCount < MinMapCount || EnabledMapCount == 0) { log("Elimination Mode Reset/Reload.",'MapVote'); RepeatLimit = 0; MapList.Length = 0; MapCount = 0; SaveConfig(); Loader.LoadMapList(self); } } Loader.Destroy(); } //------------------------------------------------------------------------------------------------ function AddMap(string MapName, string Mutators, string GameOptions) // called from the MapListLoader { local MapHistoryInfo MapInfo; local bool bUpdate; local int i; for(i=0; i < MapList.Length; i++) // dont add duplicate map names if(MapName ~= MapList[i].MapName) return; MapInfo = History.GetMapHistory(MapName); MapList.Length = MapCount + 1; MapList[MapCount].MapName = MapName; MapList[MapCount].PlayCount = MapInfo.P; MapList[MapCount].Sequence = MapInfo.S; if(MapInfo.S <= RepeatLimit && MapInfo.S != 0) MapList[MapCount].bEnabled = false; // dont allow players to vote for this one else MapList[MapCount].bEnabled = true; MapCount++; if(Mutators != "" && Mutators != MapInfo.U) { MapInfo.U = Mutators; bUpdate = True; } if(GameOptions != "" && GameOptions != MapInfo.G) { MapInfo.G = GameOptions; bUpdate = True; } if(MapInfo.M == "") // if map not found in MapVoteHistory then add it { MapInfo.M = MapName; bUpdate = True; } if(bUpdate) History.AddMap(MapInfo); } //------------------------------------------------------------------------------------------------ function int GetMVRIIndex(PlayerController Player) { local int i; for(i=0;i < MVRI.Length;i++) if(MVRI[i] != None && MVRI[i].PlayerOwner == Player) return i; return -1; } //------------------------------------------------------------------------------------------------ function SubmitMapVote(int MapIndex, int GameIndex, Actor Voter) { local int Index, VoteCount, PrevMapVote, PrevGameVote; local MapHistoryInfo MapInfo; if(bLevelSwitchPending) return; Index = GetMVRIIndex(PlayerController(Voter)); // check for invalid vote from unpatch players if( !IsValidVote(MapIndex, GameIndex) ) return; if(PlayerController(Voter).PlayerReplicationInfo.bAdmin) // Administrator Vote { TextMessage = lmsgAdminMapChange; TextMessage = Repl(TextMessage, "%mapname%", MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")"); Level.Game.Broadcast(self,TextMessage); log("Admin has forced map switch to " $ MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")",'MapVote'); CloseAllVoteWindows(); bLevelSwitchPending = true; MapInfo = History.PlayMap(MapList[MapIndex].MapName); ServerTravelString = SetupGameMap(MapList[MapIndex], GameIndex, MapInfo); log("ServerTravelString = " $ ServerTravelString ,'MapVoteDebug'); Level.ServerTravel(ServerTravelString, false); // change the map settimer(1,true); return; } if( PlayerController(Voter).PlayerReplicationInfo.bOnlySpectator ) { // Spectators cant vote PlayerController(Voter).ClientMessage(lmsgSpectatorsCantVote); return; } // check for invalid map, invalid gametype, player isnt revoting same as previous vote, and map choosen isnt disabled if(MapIndex < 0 || MapIndex >= MapCount || GameIndex >= GameConfig.Length || (MVRI[Index].GameVote == GameIndex && MVRI[Index].MapVote == MapIndex) || !MapList[MapIndex].bEnabled) return; log("___" $ Index $ " - " $ PlayerController(Voter).PlayerReplicationInfo.PlayerName $ " voted for " $ MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")",'MapVote'); PrevMapVote = MVRI[Index].MapVote; PrevGameVote = MVRI[Index].GameVote; MVRI[Index].MapVote = MapIndex; MVRI[Index].GameVote = GameIndex; if(bAccumulationMode) { if(bScoreMode) { VoteCount = GetAccVote(PlayerController(Voter)) + int(GetPlayerScore(PlayerController(Voter))); TextMessage = lmsgMapVotedForWithCount; TextMessage = repl(TextMessage, "%playername%", PlayerController(Voter).PlayerReplicationInfo.PlayerName ); TextMessage = repl(TextMessage, "%votecount%", string(VoteCount) ); TextMessage = repl(TextMessage, "%mapname%", MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")" ); Level.Game.Broadcast(self,TextMessage); } else { VoteCount = GetAccVote(PlayerController(Voter)) + 1; TextMessage = lmsgMapVotedForWithCount; TextMessage = repl(TextMessage, "%playername%", PlayerController(Voter).PlayerReplicationInfo.PlayerName ); TextMessage = repl(TextMessage, "%votecount%", string(VoteCount) ); TextMessage = repl(TextMessage, "%mapname%", MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")" ); Level.Game.Broadcast(self,TextMessage); } } else { if(bScoreMode) { VoteCount = int(GetPlayerScore(PlayerController(Voter))); TextMessage = lmsgMapVotedForWithCount; TextMessage = repl(TextMessage, "%playername%", PlayerController(Voter).PlayerReplicationInfo.PlayerName ); TextMessage = repl(TextMessage, "%votecount%", string(VoteCount) ); TextMessage = repl(TextMessage, "%mapname%", MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")" ); Level.Game.Broadcast(self,TextMessage); } else { VoteCount = 1; TextMessage = lmsgMapVotedFor; TextMessage = repl(TextMessage, "%playername%", PlayerController(Voter).PlayerReplicationInfo.PlayerName ); TextMessage = repl(TextMessage, "%mapname%", MapList[MapIndex].MapName $ "(" $ GameConfig[GameIndex].Acronym $ ")" ); Level.Game.Broadcast(self,TextMessage); } } UpdateVoteCount(MapIndex, GameIndex, VoteCount); if( PrevMapVote > -1 && PrevGameVote > -1 ) UpdateVoteCount(PrevMapVote, PrevGameVote, -MVRI[Index].VoteCount); // undo previous vote MVRI[Index].VoteCount = VoteCount; TallyVotes(false); } //------------------------------------------------------------------------------------------------ function bool IsValidVote(int MapIndex, int GameIndex) { local int i; local array<string> PrefixList; // check if the maps prefix is one listed for the gametype Split(GameConfig[GameIndex].Prefix, ",", PrefixList); for( i=0; i<PreFixList.Length; i++) if( left(MapList[MapIndex].MapName, len(PrefixList[i])) ~= PrefixList[i] ) return true; return false; } //------------------------------------------------------------------------------------------------ function UpdateVoteCount(int MapIndex, int GameIndex, int VoteCount) { local int x,i; local bool bFound; local MapVoteScore MVCData; // search for matching record for( x=0; x<MapVoteCount.Length; x++ ) { if( MapVoteCount[x].GameConfigIndex == GameIndex && MapVoteCount[x].MapIndex == MapIndex) { MapVoteCount[x].VoteCount += VoteCount; MVCData = MapVoteCount[x]; if(MapVoteCount[x].VoteCount <= 0) MapVoteCount.Remove( x, 1); bFound = true; break; } } if( !bFound && VoteCount > 0) // add new if not found { x = MapVoteCount.Length; MapVoteCount.Insert(x,1); MapVoteCount[x].GameConfigIndex = GameIndex; MapVoteCount[x].MapIndex = MapIndex; MapVoteCount[x].VoteCount = VoteCount; MVCData = MapVoteCount[x]; } // send update to all players for( i=0; i<MVRI.Length; i++ ) { if( MVRI[i] != none && MVRI[i].PlayerOwner != none ) MVRI[i].ReceiveMapVoteCount(MVCData, False); } } //------------------------------------------------------------------------------------------------ function TallyVotes(bool bForceMapSwitch) { local int index,x,y,topmap,r,mapidx,gameidx; local array<int> VoteCount; local array<int> Ranking; local int PlayersThatVoted; local int TieCount; local string CurrentMap; local int Votes; local MapHistoryInfo MapInfo; if(bLevelSwitchPending) return; PlayersThatVoted = 0; VoteCount.Length = GameConfig.Length * MapCount; // note: VoteCount array is a 2 dimension array VoteCount[GameConfigIndex, MapIndex] // Maps -> // 0 1 2 3 4 5 6 7 8 // G - - - - - - - - - // a 0 |0 0 0 0 0 0 0 2 0 // m 1 |0 0 0 2 0 0 0 0 0 // e 2 |0 6 0 0 0 5 0 0 0 // s 3 |0 0 0 3 0 0 0 0 0 for(x=0;x < MVRI.Length;x++) // for each player { if(MVRI[x] != none && MVRI[x].MapVote > -1 && MVRI[x].GameVote > -1) // if this player has voted { PlayersThatVoted++; if(bScoreMode) { if(bAccumulationMode) Votes = GetAccVote(MVRI[x].PlayerOwner) + int(GetPlayerScore(MVRI[x].PlayerOwner)); else Votes = int(GetPlayerScore(MVRI[x].PlayerOwner)); } else { // Not Score Mode == Majority (one vote per player) if(bAccumulationMode) Votes = GetAccVote(MVRI[x].PlayerOwner) + 1; else Votes = 1; } VoteCount[MVRI[x].GameVote * MapCount + MVRI[x].MapVote] = VoteCount[MVRI[x].GameVote * MapCount + MVRI[x].MapVote] + Votes; if(!bScoreMode) { // If more then half the players voted for the same map as this player then force a winner if(Level.Game.NumPlayers > 2 && float(VoteCount[MVRI[x].GameVote * MapCount + MVRI[x].MapVote]) / float(Level.Game.NumPlayers) > 0.5 && Level.Game.bGameEnded) bForceMapSwitch = true; } } } log("___Voted - " $ PlayersThatVoted,'MapVoteDebug'); if(Level.Game.NumPlayers > 2 && !Level.Game.bGameEnded && !bMidGameVote && (float(PlayersThatVoted) / float(Level.Game.NumPlayers)) * 100 >= MidGameVotePercent) // Mid game vote initiated { Level.Game.Broadcast(self,lmsgMidGameVote); bMidGameVote = true; // Start voting count-down timer TimeLeft = VoteTimeLimit; ScoreBoardTime = 1; settimer(1,true); } index = 0; for(x=0;x < VoteCount.Length;x++) // for each map { if(VoteCount[x] > 0) { Ranking.Insert(index,1); Ranking[index++] = x; // copy all vote indexes to the ranking list if someone has voted for it. } } if(PlayersThatVoted > 1) { // bubble sort ranking list by vote count for(x=0; x<index-1; x++) { for(y=x+1; y<index; y++) { if(VoteCount[Ranking[x]] < VoteCount[Ranking[y]]) { topmap = Ranking[x]; Ranking[x] = Ranking[y]; Ranking[y] = topmap; } } } } else { if(PlayersThatVoted == 0) { GetDefaultMap(mapidx, gameidx); topmap = gameidx * MapCount + mapidx; } else topmap = Ranking[0]; // only one player voted } //Check for a tie if(PlayersThatVoted > 1) // need more than one player vote for a tie { if(index > 1 && VoteCount[Ranking[0]] == VoteCount[Ranking[1]] && VoteCount[Ranking[0]] != 0) { TieCount = 1; for(x=1; x<index; x++) { if(VoteCount[Ranking[0]] == VoteCount[Ranking[x]]) TieCount++; } //reminder ---> int Rand( int Max ); Returns a random number from 0 to Max-1. topmap = Ranking[Rand(TieCount)]; // Don't allow same map to be choosen CurrentMap = GetURLMap(); r = 0; while(MapList[topmap - (topmap/MapCount) * MapCount].MapName ~= CurrentMap) { topmap = Ranking[Rand(TieCount)]; if(r++>100) break; // just incase } } else { topmap = Ranking[0]; } } // if everyone has voted go ahead and change map if(bForceMapSwitch || (Level.Game.NumPlayers == PlayersThatVoted && Level.Game.NumPlayers > 0) ) { if(MapList[topmap - topmap/MapCount * MapCount].MapName == "") return; TextMessage = lmsgMapWon; TextMessage = repl(TextMessage,"%mapname%",MapList[topmap - topmap/MapCount * MapCount].MapName $ "(" $ GameConfig[topmap/MapCount].Acronym $ ")"); Level.Game.Broadcast(self,TextMessage); CloseAllVoteWindows(); MapInfo = History.PlayMap(MapList[topmap - topmap/MapCount * MapCount].MapName); ServerTravelString = SetupGameMap(MapList[topmap - topmap/MapCount * MapCount], topmap/MapCount, MapInfo); log("ServerTravelString = " $ ServerTravelString ,'MapVoteDebug'); History.Save(); if(bEliminationMode) RepeatLimit++; if(bAccumulationMode) SaveAccVotes(topmap - topmap/MapCount * MapCount, topmap/MapCount); //if(bEliminationMode || bAccumulationMode) CurrentGameConfig = topmap/MapCount; if( !bAutoDetectMode ) SaveConfig(); bLevelSwitchPending = true; settimer(Level.TimeDilation,true); // timer() will monitor the server-travel and detect a failure Level.ServerTravel(ServerTravelString, false); // change the map } } //------------------------------------------------------------------------------------------------ event timer() { local int mapidx,gameidx,i; local MapHistoryInfo MapInfo; if(bLevelSwitchPending) { if( Level.NextURL == "" ) { if(Level.NextSwitchCountdown < 0) // if negative then level switch failed { Log("___Map change Failed, bad or missing map file.",'MapVote'); GetDefaultMap(mapidx, gameidx); MapInfo = History.PlayMap(MapList[mapidx].MapName); ServerTravelString = SetupGameMap(MapList[mapidx], gameidx, MapInfo); log("ServerTravelString = " $ ServerTravelString ,'MapVoteDebug'); History.Save(); Level.ServerTravel(ServerTravelString, false); // change the map } } return; } if(ScoreBoardTime > -1) { if(ScoreBoardTime == 0) OpenAllVoteWindows(); ScoreBoardTime--; return; } TimeLeft--; if(TimeLeft == 60 || TimeLeft == 30 || TimeLeft == 20 || TimeLeft == 10) // play announcer count down voice { //log("___CountDown " $ TimeLeft,'MapVoteDebug'); //BroadcastLocalizedMessage(class'MapVoteCountDownMsg', TimeLeft); for( i=0; i<MVRI.Length; i++) if(MVRI[i] != none && MVRI[i].PlayerOwner != none ) MVRI[i].PlayCountDown(TimeLeft); } //if(TimeLeft < 11 && TimeLeft > 0 ) // play announcer voice Count Down // BroadcastLocalizedMessage(class'VotingTimerMessage', TimeLeft); if(TimeLeft == 0) // force level switch if time limit is up TallyVotes(true); // if no-one has voted a random map will be choosen } //------------------------------------------------------------------------------------------------ function CloseAllVoteWindows() { local int i; for(i=0; i < MVRI.Length;i++) { if(MVRI[i] != none) { //log("___Closing window " $ i,'MapVoteDebug'); MVRI[i].CloseWindow(); } } } //------------------------------------------------------------------------------------------------ function OpenAllVoteWindows() { local int i; for(i=0; i < MVRI.Length;i++) { if(MVRI[i] != none) { //log("Opening window " $ i,'MapVoteDebug'); MVRI[i].OpenWindow(); } } } //------------------------------------------------------------------------------------------------ function string SetupGameMap(MapVoteMapList MapInfo, int GameIndex, MapHistoryInfo MapHistoryInfo) { local string ReturnString; local string MutatorString; local string OptionString; // Add Per-GameType Mutators if(GameConfig[GameIndex].Mutators != "") MutatorString = MutatorString $ GameConfig[GameIndex].Mutators; // Add Per-Map Mutators if(MapHistoryInfo.U != "") MutatorString = MutatorString $ "," $ MapHistoryInfo.U; // Add Per-GameType Game Options if(GameConfig[GameIndex].Options != "") OptionString = OptionString $ Repl(Repl(GameConfig[GameIndex].Options,",","?")," ",""); // Add Per-Map Game Options if(MapHistoryInfo.G != "") OptionString = OptionString $ "?" $ MapHistoryInfo.G; // create URL ReturnString = MapInfo.MapName; //$ ".ut2"; ReturnString = ReturnString $ "?Game=" $ GameConfig[GameIndex].GameClass; if(MutatorString != "") ReturnString = ReturnString $ "?Mutator=" $ MutatorString; if(OptionString != "") ReturnString = ReturnString $ "?" $ OptionString; return ReturnString; } //------------------------------------------------------------------------------------------------ function bool HandleRestartGame() { local int i; // Called by GameInfo.RestartGame at End Of Game // Return False to prevent traveling to next map log("____HandleRestartGame", 'MapVoteDebug'); // disable voting in single player mode if( Level.NetMode == NM_StandAlone ) return true; if( bMatchSetup ) // check if any match setup in progress { for( i=0; i<MVRI.Length; i++) if( MVRI[i] != none && MVRI[i].bMatchSetupPermitted ) return false; // don't contine to next map } if(bMapVote && bAutoOpen) { //check if the game is an assault mod for UT2k3Assault if(string(Level.Game.Class) ~= "RoARAssault.xAssault") if(int(Level.Game.GameReplicationInfo.GetPropertyText("Part")) != 2) return true; // Start voting count-down timer TimeLeft = VoteTimeLimit; ScoreBoardTime = ScoreBoardDelay; settimer(1,true); return false; } return true; } //------------------------------------------------------------------------------------------------ function MapVoteMapList GetMapList(int p_MapIndex) { return MapList[p_MapIndex]; } //------------------------------------------------------------------------------------------------ function MapVoteGameConfigLite GetGameConfig(int p_GameConfigIndex) { local MapVoteGameConfigLite GameConfigItem; GameConfigItem.GameClass = GameConfig[p_GameConfigIndex].GameClass; GameConfigItem.Prefix = GameConfig[p_GameConfigIndex].Prefix; GameConfigItem.GameName = GameConfig[p_GameConfigIndex].GameName; return GameConfigItem; } //------------------------------------------------------------------------------------------------ function float GetPlayerScore(PlayerController Player) { local float PlayerScore; if( !Level.Game.bGameEnded ) PlayerScore = 1; else PlayerScore = Player.PlayerReplicationInfo.Score; if(PlayerScore < 1) PlayerScore = 1; return PlayerScore; } //------------------------------------------------------------------------------------------------ function int GetAccVote(PlayerController Player) { local int x,PlayerAccVotes; local string PlayerName; PlayerName = Player.PlayerReplicationInfo.PlayerName; if(PlayerName == "") return(0); if(AccInfo.Length > 0) { // Find the players name in the saved accumulated votes for(x=0;x<AccInfo.Length;x++) { if(AccInfo[x].Name == PlayerName) { PlayerAccVotes = AccInfo[x].VoteCount; break; } } } else PlayerAccVotes = 0; return(PlayerAccVotes); } //------------------------------------------------------------------------------------------------ function SaveAccVotes(int WinningMapIndex, int WinningGameIndex) { local Controller C; local PlayerController P; local int x, Index; local bool bFound; if(AccInfo.Length > 0) { for(x=0;x<AccInfo.Length;x++) { if(AccInfo[x].Name != "") { bFound = false; for(C=Level.ControllerList;C!=None;C=C.NextController) { P = PlayerController(C); if(C.bIsPlayer && P != None && AccInfo[x].Name == P.PlayerReplicationInfo.PlayerName) { Index = GetMVRIIndex(P); if(MVRI[Index] != None && MVRI[Index].MapVote != WinningMapIndex && MVRI[Index].GameVote != WinningGameIndex) { bFound = true; if(bScoreMode) AccInfo[x].VoteCount = AccInfo[x].VoteCount + int(GetPlayerScore(P)); else AccInfo[x].VoteCount++; } break; } } if(!bFound) // If this player is not here anymore remove or voted for winning map then remove { AccInfo[x].Name = ""; AccInfo[x].VoteCount = 0; } } } // Remove blank entries for(x=AccInfo.Length-1;x>=0;x--) { if(AccInfo[x].Name == "") { //log("Removeing " $ AccInfo[x].Name); AccInfo.Remove(x,1); } } } // Add players who have not voted for(C=Level.ControllerList;C!=None;C=C.NextController) { P = PlayerController(C); if(C.bIsPlayer && P != None) { bFound = false; if(AccInfo.Length > 0) { for(x=0;x<AccInfo.Length;x++) { if(AccInfo[x].Name == P.PlayerReplicationInfo.PlayerName) { bFound = true; break; } } } Index = GetMVRIIndex(P); if(!bFound && MVRI[Index].MapVote != WinningMapIndex && MVRI[Index].GameVote != WinningGameIndex) { // Not found, so add it AccInfo.Insert(AccInfo.Length,1); AccInfo[AccInfo.Length - 1].Name = P.PlayerReplicationInfo.PlayerName; if(bScoreMode) AccInfo[AccInfo.Length - 1].VoteCount = int(GetPlayerScore(P)); else AccInfo[AccInfo.Length - 1].VoteCount = 1; } } } } //------------------------------------------------------------------------------------------------ function GetDefaultMap(out int mapidx, out int gameidx) { local int i,x,y,r,p,GCIdx; local array<string> PrefixList; local bool bLoop; if(MapCount <= 0) return; // set the default gametype if(bDefaultToCurrentGameType) GCIdx = CurrentGameConfig; else GCIdx = DefaultGameConfig; // Parse Prefix list for default game type PrefixList.Length = 0; p = Split(GameConfig[GCIdx].Prefix, ",", PrefixList); if(PrefixList.Length == 0) { gameidx = GCIdx; mapidx = 0; return; } // choose a map at random, check if it is enabled and the prefix is in the prefix list r=0; bLoop = True; while(bLoop) { i = Rand(MapCount); if( MapList[i].bEnabled ) { for(x=0; x < PrefixList.Length; x++) { if( left(MapList[i].MapName, len(PrefixList[x])) ~= PrefixList[x] ) { bLoop = false; break; } } } if(bLoop && r++ > 100) { // give up after 100 unsuccessful attempts. // find the first map that matches up to default gametype for(i=0;i<=MapCount;i++) { if( MapList[i].bEnabled ) { for(x=0; x < PrefixList.Length; x++) { if( left(MapList[i].MapName, len(PrefixList[x])) ~= PrefixList[x] ) { // ding ding ding, found one bLoop = false; break; } } } } if(bLoop) // still didnt find any, then find the first enabled map and find its gameconfig { for(i=0;i<=MapCount;i++) { if( MapList[i].bEnabled ) { // find prefix in GameConfigs for(y=0;y<GameConfig.Length;y++) { // Parse Prefix list for game type PrefixList.Length = 0; p = Split(GameConfig[y].Prefix, ",", PrefixList); if(PrefixList.Length > 0) { for(x=0; x < PrefixList.Length; x++) { if( left(MapList[i].MapName, len(PrefixList[x])) ~= PrefixList[x] ) { // ding ding ding, found one GCIdx = y; bLoop = false; break; } } } if(!bLoop) break; } break; } } } break; } } gameidx = GCIdx; mapidx = i; log("Default Map Choosen = " $ MapList[mapidx].MapName $ "(" $ GameConfig[gameidx].Acronym $ ")",'MapVoteDebug'); } //================================================================================================ // Kick Voting //================================================================================================ function SubmitKickVote(int PlayerID, Actor Voter) { local int VoterID, VictumID, i, PreviousVote; local bool bFound; local string PlayerName; log("SubmitKickVote " $ PlayerID, 'MapVoteDebug'); if(bLevelSwitchPending || !bKickVote) return; VoterID = GetMVRIIndex(PlayerController(Voter)); // Find Player bFound = false; for(i=0;i < MVRI.Length;i++) { if(MVRI[i] != none && MVRI[i].PlayerOwner.PlayerReplicationInfo.PlayerID == PlayerID) { bFound = true; VictumID = i; PlayerName = MVRI[i].PlayerOwner.PlayerReplicationInfo.PlayerName; break; } } if(!bFound) return; if( MVRI[VoterID].KickVote == VictumID ) // if vote is for same player stop return; if( PlayerController(Voter).PlayerReplicationInfo.bAdmin ) // Administrator Vote { log("___Admin " $ PlayerController(Voter).PlayerReplicationInfo.PlayerName $ " kicked " $ PlayerName,'MapVote'); KickPlayer(VictumID); return; } if( PlayerController(Voter).PlayerReplicationInfo.bOnlySpectator ) { // Spectators cant vote PlayerController(Voter).ClientMessage(lmsgSpectatorsCantVote); return; } // cant kick admin if(MVRI[VictumID].PlayerOwner.PlayerReplicationInfo.bAdmin || NetConnection(MVRI[VictumID].PlayerOwner.Player) == None) { TextMessage = lmsgKickVoteAdmin; TextMessage = repl(TextMessage,"%playername%",PlayerController(Voter).PlayerReplicationInfo.PlayerName); Level.Game.Broadcast(self,TextMessage); return; } log("___" $ PlayerController(Voter).PlayerReplicationInfo.PlayerName $ " placed a kick vote against " $ PlayerName,'MapVote'); if(bAnonymousKicking) { TextMessage = lmsgAnonymousKickVote; TextMessage = repl(TextMessage,"%playername%",PlayerName); Level.Game.Broadcast(self,TextMessage); } else { TextMessage = lmsgKickVote; TextMessage = repl(TextMessage,"%playername1%",PlayerController(Voter).PlayerReplicationInfo.PlayerName); TextMessage = repl(TextMessage,"%playername2%",PlayerName); Level.Game.Broadcast(self,TextMessage); } PreviousVote = MVRI[VoterID].KickVote; MVRI[VoterID].KickVote = VictumID; UpdateKickVoteCount(MVRI[VictumID].PlayerID, 1); if( PreviousVote > -1 ) UpdateKickVoteCount(MVRI[PreviousVote].PlayerID, -1); // undo previous vote TallyKickVotes(); } //------------------------------------------------------------------------------------------------ function UpdateKickVoteCount(int PlayerID, int VoteCountDelta) { local int x,i; local bool bFound; if( PlayerID < 0 ) return; // search for matching record for( x=0; x<KickVoteCount.Length; x++ ) { if( KickVoteCount[x].PlayerID == PlayerID) { if( VoteCountDelta == 0 ) KickVoteCount[x].KickVoteCount = 0; else KickVoteCount[x].KickVoteCount += VoteCountDelta; if( KickVoteCount[x].KickVoteCount < 0 ) KickVoteCount[x].KickVoteCount = 0; bFound = true; break; } } if( !bFound && VoteCountDelta > 0) // add new if not found { x = KickVoteCount.Length; KickVoteCount.Insert(x,1); KickVoteCount[x].PlayerID = PlayerID; KickVoteCount[x].KickVoteCount = 1; } // send update to all players for( i=0; i<MVRI.Length; i++ ) { if( MVRI[i] != none && MVRI[i].PlayerOwner != none && x < KickVoteCount.Length ) MVRI[i].ReceiveKickVoteCount(KickVoteCount[x], False); } } //------------------------------------------------------------------------------------------------ function TallyKickVotes() { local int i,x,y,index,PlayersThatVoted,Lamer; local array<int> VoteCount; local array<int> Ranking; VoteCount.Length = MVRI.Length; // tally up the votes for(i=0;i < MVRI.Length;i++) { if(MVRI[i] != None && MVRI[i].KickVote != -1) // if this player has voted { PlayersThatVoted++; VoteCount[MVRI[i].KickVote]++; // increment the votecount for this player } } index = 0; for(i=0;i < VoteCount.Length;i++) // for each player { if(VoteCount[i] > 0) { Ranking.Insert(index,1); Ranking[index++] = i; } } if(PlayersThatVoted > 1) { // bubble sort ranking list by vote count for(x=0; x<index-1; x++) { for(y=x+1; y<index; y++) { if(VoteCount[Ranking[x]] < VoteCount[Ranking[y]]) { Lamer = Ranking[x]; Ranking[x] = Ranking[y]; Ranking[y] = Lamer; } } } Lamer = Ranking[0]; } // if more than KickPercent of the players voted to kick this player then kick // TODO: For TESTING only , remove //if(Level.Game.NumPlayers > 2 && ((float(VoteCount[Lamer])/float(Level.Game.NumPlayers))*100 >= KickPercent)) if(((float(VoteCount[Lamer])/float(Level.Game.NumPlayers))*100 >= KickPercent)) { KickPlayer(Lamer); return; } } //------------------------------------------------------------------------------------------------ function KickPlayer(int PlayerIndex) { local int i; if( MVRI[PlayerIndex] == none || MVRI[PlayerIndex].PlayerOwner == none ) return; TextMessage = "%playername% has been kicked."; TextMessage = repl(TextMessage,"%playername%",MVRI[PlayerIndex].PlayerOwner.PlayerReplicationInfo.PlayerName); Level.Game.Broadcast(self,TextMessage); if(bKickVote) { // Reset votes for(i=0;i < MVRI.Length;i++) { if(MVRI[i] != None && MVRI[i].KickVote != -1) MVRI[i].KickVote = -1; } } //close his/her voting window if open if(MVRI[PlayerIndex] != None) MVRI[PlayerIndex].CloseWindow(); log("___" $ MVRI[PlayerIndex].PlayerOwner.PlayerReplicationInfo.PlayerName $ " has been kicked.",'MapVote'); Level.Game.AccessControl.BanPlayer(MVRI[PlayerIndex].PlayerOwner, True); // session type ban } //================================================================================================ // MatchSetup //================================================================================================ function bool MatchSetupLogin(string UserID, string Password, Actor Requestor, out int SecLevel) { local xAdminUser AdminUser; if( bMatchSetup && PlayerController(Requestor) != none ) { if( UserID ~= "Admin" && PlayerController(Requestor).PlayerReplicationInfo.bAdmin ) { SecLevel = 255; return True; // this user is already logged in as an administrator } if( Level.Game.AccessControl.AdminLogin( PlayerController(Requestor), UserID, Password) ) { // Xm = MatchSetup Priv if( Level.Game.AccessControl.CanPerform(PlayerController(Requestor), "Xm") ) { Log(UserID $ " has logged in to MatchSetup."); AdminUser = Level.Game.AccessControl.GetUser(UserID); if( AdminUser != none ) SecLevel = AdminUser.MaxSecLevel(); else SecLevel = 0; // hack for default AccessControl setup if( SecLevel == 0 && PlayerController(Requestor).PlayerReplicationInfo.bAdmin ) SecLevel = 255; Log("SecLevel = " $ SecLevel); return True; } else { log(UserID $ " doesnt have MatchSetup permissions."); PlayerController(Requestor).ClientMessage(lmsgMatchSetupPermission); Return False; } } else { Log(UserID $ " password was invalid."); PlayerController(Requestor).ClientMessage(lmsgInvalidPassword); return False; } } } //------------------------------------------------------------------------------------------------ function MatchSetupLogout(Actor Requestor) { if( bMatchSetup && PlayerController(Requestor) != none ) Level.Game.AccessControl.AdminLogout( PlayerController(Requestor) ); } //================================================================================================ // Configuration //================================================================================================ static function FillPlayInfo(PlayInfo PlayInfo) { // this sends configuration settings to ether the WebAdmin, Server Rules GUI, // or MatchSetup via the PlayInfo class. Super.FillPlayInfo(PlayInfo); PlayInfo.AddSetting(default.MapVoteGroup,"bMapVote",default.PropsDisplayText[0],0,1,"Check",,,True,False); PlayInfo.AddSetting(default.MapVoteGroup,"bAutoOpen",default.PropsDisplayText[1],0,1,"Check",,,True,True); PlayInfo.AddSetting(default.MapVoteGroup,"ScoreBoardDelay",default.PropsDisplayText[2],0,1,"Text","3;0:60",,True,True); PlayInfo.AddSetting(default.MapVoteGroup,"bScoreMode",default.PropsDisplayText[3],0,1,"Check",,,True,True); PlayInfo.AddSetting(default.MapVoteGroup,"bAccumulationMode",default.PropsDisplayText[4],0,1,"Check",,,True,True); PlayInfo.AddSetting(default.MapVoteGroup,"bEliminationMode",default.PropsDisplayText[5],0,1,"Check",,,True,True); PlayInfo.AddSetting(default.MapVoteGroup,"MinMapCount",default.PropsDisplayText[6],0,1,"Text","4;1:9999",,True,True); PlayInfo.AddSetting(default.MapVoteGroup,"RepeatLimit",default.PropsDisplayText[7],0,1,"Text","4;0:9999",,True,True); PlayInfo.AddSetting(default.MapVoteGroup,"VoteTimeLimit",default.PropsDisplayText[8],0,1,"Text","3;10:300",,True,True); PlayInfo.AddSetting(default.MapVoteGroup,"MidGameVotePercent",default.PropsDisplayText[9],0,1,"Text","3;1:100",,True,True); PlayInfo.AddSetting(default.MapVoteGroup,"bDefaultToCurrentGameType",default.PropsDisplayText[10],0,1,"Check",,,True,True); PlayInfo.AddSetting(default.MapVoteGroup,"GameConfig",default.PropsDisplayText[15],0, 1,"Custom",";;"$default.GameConfigPage,,True,True); //PlayInfo.AddSetting(default.MapVoteGroup,"MapListLoaderType",default.PropsDisplayText[16],0, 1,"Custom",";;"$default.MapListConfigPage,,True,True); PlayInfo.AddSetting(default.KickVoteGroup,"bKickVote",default.PropsDisplayText[11],0,1,"Check",,,True,True); PlayInfo.AddSetting(default.KickVoteGroup,"KickPercent",default.PropsDisplayText[12],0,1,"Text","3;1:100",,True,True); PlayInfo.AddSetting(default.KickVoteGroup,"bAnonymousKicking",default.PropsDisplayText[13],0,1,"Check",,,True,True); PlayInfo.AddSetting(default.ServerGroup,"bMatchSetup",default.PropsDisplayText[14],0,1,"Check",,,True,True); class'DefaultMapListLoader'.static.FillPlayInfo(PlayInfo); PlayInfo.PopClass(); } static event bool AcceptPlayInfoProperty(string PropertyName) { if ( class'LevelInfo'.static.IsDemoBuild() ) return false; switch ( PropertyName ) { case "bMapVote": case "bAutoOpen": case "ScoreBoardDelay": case "bScoreMode": case "bAccumulationMode": case "bEliminationMode": case "MinMapCount": case "RepeatLimit": case "VoteTimeLimit": case "MidGameVotePercent": case "bDefaultToCurrentGameType": case "GameConfig": case "MapListLoaderType": return MAPVOTEALLOWED; case "bKickVote": case "KickPercent": case "bAnonymousKicking": return KICKVOTEALLOWED; case "bMatchSetup": return MATCHSETUPALLOWED; } return Super.AcceptPlayInfoProperty(PropertyName); } //------------------------------------------------------------------------------------------------ static event string GetDescriptionText(string PropName) { switch (PropName) { case "bMapVote": return default.PropDescription[0]; case "bAutoOpen": return default.PropDescription[1]; case "ScoreBoardDelay": return default.PropDescription[2]; case "bScoreMode": return default.PropDescription[3]; case "bAccumulationMode": return default.PropDescription[4]; case "bEliminationMode": return default.PropDescription[5]; case "MinMapCount": return default.PropDescription[6]; case "RepeatLimit": return default.PropDescription[7]; case "VoteTimeLimit": return default.PropDescription[8]; case "MidGameVotePercent": return default.PropDescription[9]; case "bDefaultToCurrentGameType": return default.PropDescription[10]; case "bKickVote": return default.PropDescription[11]; case "KickPercent": return default.PropDescription[12]; case "bAnonymousKicking": return default.PropDescription[13]; case "bMatchSetup": return default.PropDescription[14]; case "GameConfig": return default.PropDescription[15]; case "MapListLoaderType": return default.PropDescription[16]; } return ""; } //------------------------------------------------------------------------------------------------ function string GetConfigArrayData(string ConfigArrayName, int RowIndex, int ColumnIndex) { switch( Caps(ConfigArrayName) ) { case "GAMECONFIG": if( RowIndex > GameConfig.Length-1 || ColumnIndex > 5 ) return ""; switch( ColumnIndex ) { case 0: return "GAMETYPE;50;" $ GameConfig[RowIndex].GameClass; case 1: return "TEXT;50;" $ GameConfig[RowIndex].Prefix; case 2: return "TEXT;20;" $ GameConfig[RowIndex].Acronym; case 3: return "TEXT;50;" $ GameConfig[RowIndex].GameName; case 4: return "MUTATORS;255;" $ GameConfig[RowIndex].Mutators; case 5: return "TEXT;255;" $ GameConfig[RowIndex].Options; default: return ""; } break; case "MAPLIST": // TODO: * break; } } //------------------------------------------------------------------------------------------------ function string GetConfigArrayColumnTitle(string ConfigArrayName, int ColumnIndex) { switch( Caps(ConfigArrayName) ) { case "GAMECONFIG": if( ColumnIndex > 5 || ColumnIndex < 0 ) return ""; return lmsgGameConfigColumnTitle[ColumnIndex]; case "MAPLIST": // TODO: * break; } } //------------------------------------------------------------------------------------------------ function DeleteConfigArrayItem(string ConfigArrayName, int RowIndex) { switch( Caps(ConfigArrayName) ) { case "GAMECONFIG": if( RowIndex < 0 || RowIndex > GameConfig.Length-1 ) return; GameConfig.Remove(RowIndex,1); return; case "MAPLIST": // TODO: * break; } } //------------------------------------------------------------------------------------------------ function int AddConfigArrayItem(string ConfigArrayName) { switch( Caps(ConfigArrayName) ) { case "GAMECONFIG": GameConfig.Insert(GameConfig.Length,1); GameConfig[GameConfig.Length-1].GameClass = "XGame.xDeathMatch"; GameConfig[GameConfig.Length-1].Prefix = ""; GameConfig[GameConfig.Length-1].Acronym = ""; GameConfig[GameConfig.Length-1].GameName = "new"; GameConfig[GameConfig.Length-1].Mutators = ""; GameConfig[GameConfig.Length-1].Options = ""; return GameConfig.Length-1; case "MAPLIST": // TODO: * break; } } //------------------------------------------------------------------------------------------------ function UpdateConfigArrayItem(string ConfigArrayName, int RowIndex, int ColumnIndex, string NewValue) { switch( Caps(ConfigArrayName) ) { case "GAMECONFIG": if( RowIndex < 0 || RowIndex > GameConfig.Length-1 || ColumnIndex > 5 ) return; switch( ColumnIndex ) { case 0: GameConfig[RowIndex].GameClass = NewValue; break; case 1: GameConfig[RowIndex].Prefix = NewValue; break; case 2: GameConfig[RowIndex].Acronym = NewValue; break; case 3: GameConfig[RowIndex].GameName = NewValue; break; case 4: GameConfig[RowIndex].Mutators = NewValue; break; case 5: GameConfig[RowIndex].Options = NewValue; break; } return; case "MAPLIST": // TODO: * break; } } //------------------------------------------------------------------------------------------------ function int GetConfigArrayItemCount(string ConfigArrayName) { switch( Caps(ConfigArrayName) ) { case "GAMECONFIG": return GameConfig.Length; case "MAPLIST": // TODO: * break; } } //------------------------------------------------------------------------------------------------ function ReloadAll( optional bool bParam ) { // TODO: ReloadAll ReloadMatchConfig(bParam,bParam); } //------------------------------------------------------------------------------------------------ function PropagateValue( VotingReplicationInfo Sender, string Type, string SettingName, string NewValue ) { local int i; // BroadCast change to all other MatchSetup users. for( i=0; i<MVRI.Length; i++) { if(MVRI[i].bMatchSetupPermitted && MVRI[i] != Sender) { MVRI[i].SendClientResponse( Type, MVRI[i].UpdateID, SettingName $ Chr(27) $ NewValue ); MVRI[i].bMatchSetupAccepted = false; } } } //------------------------------------------------------------------------------------------------ function ReloadMatchConfig( bool bRefreshMaps, bool bRefreshMuts, optional PlayerController Caller ) { local int i; for ( i = 0; i < MVRI.Length; i++ ) { // TODO - optimize to determine which settings need to be sent and only send those if ( MVRI[i] != None && MVRI[i].bMatchSetupPermitted ) { // If we want a full refresh, have the client request the full refresh, so // that the client's current lists will be cleared first if ( bRefreshMaps && bRefreshMuts ) MVRI[i].SendClientResponse(MVRI[i].LoginID,"1"); else MVRI[i].RequestMatchSettings(bRefreshMaps, bRefreshMuts); } } } //------------------------------------------------------------------------------------------------ function MatchConfig CreateMatchProfile() { return new(None, "MatchConfig" $ Chr(27) $ Level.Game.Class $ Chr(27) $ ServerNumber) class'MatchConfig'; } //------------------------------------------------------------------------------------------------ function GetServerDetails( out GameInfo.ServerResponseLine ServerState ) { local int i; i = ServerState.ServerInfo.Length; ServerState.ServerInfo.Length = i+1; ServerState.ServerInfo[i].Key = "MapVoting"; ServerState.ServerInfo[i++].Value = Locs(bMapVote); ServerState.ServerInfo.Length = i+1; ServerState.ServerInfo[i].Key = "KickVoting"; ServerState.ServerInfo[i++].Value = Locs(bKickVote); } //------------------------------------------------------------------------------------------------ defaultproperties { VoteTimeLimit=70 ScoreBoardDelay=5 bAutoOpen=True MidGameVotePercent=50 MinMapCount=2 MapVoteHistoryType="xVoting.MapVoteHistory_INI" RepeatLimit=4 bScoreMode=False bAccumulationMode=False bEliminationMode=False DefaultGameConfig=0 bDefaultToCurrentGameType=True bMapVote=False bKickVote=False bMatchSetup=False KickPercent=51 bAnonymousKicking=True MapListLoaderType="xVoting.DefaultMapListLoader" ServerNumber=1 PropsDisplayText(0)="Enable Map Voting" PropsDisplayText(1)="Auto Open GUI" PropsDisplayText(2)="ScoreBoard Delay" PropsDisplayText(3)="Score Mode" PropsDisplayText(4)="Accumulation Mode" PropsDisplayText(5)="Elimination Mode" PropsDisplayText(6)="Minimum Maps" PropsDisplayText(7)="Repeat Limit" PropsDisplayText(8)="Voting Time Limit" PropsDisplayText(9)="Mid-Game Vote Percent" PropsDisplayText(10)="Default Current GameType" PropsDisplayText(11)="Enable Kick Voting" PropsDisplayText(12)="Kick Vote Percent" PropsDisplayText(13)="Anonymous Kick Voting" PropsDisplayText(14)="Allow Match Setup" PropsDisplayText(15)="Game Configuration" PropsDisplayText(16)="Map List Configuration" PropDescription(0)="If enabled players can vote for maps." PropDescription(1)="If enabled the Map voting interface will automatically open at the end of each game." PropDescription(2)="Sets the number of seconds to delay after the end of each game before opening the voting interface." PropDescription(3)="If enabled, each player gets his or her score worth of votes." PropDescription(4)="If enabled, each player will accumulate votes each game until they win." PropDescription(5)="If enabled, available maps are disabled as they are played until there are X maps left." PropDescription(6)="The number of enabled maps that remain in the map list (in Elimination mode) before the map list is reset." PropDescription(7)="Number of previously played maps that should not be votable." PropDescription(8)="Limits how much time (in seconds) to allow for voting." PropDescription(9)="Percentage of players that must vote to trigger a Mid-Game vote." PropDescription(10)="If enabled, and there are no players on the server then the server will stay on the current game type." PropDescription(11)="If enable players can vote to kick other players." PropDescription(12)="The percentage of players that must vote against an individual player to have them kicked from the server." PropDescription(13)="If enabled players can place Kick votes without anyone knowing who placed the vote." PropDescription(14)="Enables match setup on the server - valid admin username & password is required in order to use this feature" PropDescription(15)="Opens the map voting game configuration screen" PropDescription(16)="Opens the map voting list configuration screen" GameConfigPage="xVoting.MapVoteGameConfigPage" MapListConfigPage="xVoting.MapVoteMapListConfigPage" lmsgAdminMapChange="Admin has forced map switch to %mapname%" lmsgMapVotedForWithCount="%playername% has placed %votecount% votes for %mapname%" lmsgMapVotedFor="%playername% has voted for %mapname%" lmsgMapWon="%mapname% has won !" lmsgMidGameVote="Mid-Game Map Voting has been initiated !!!!" lmsgSpectatorsCantVote="Sorry, Spectators can not vote." lmsgInvalidPassword="The password entered is invalid !" lmsgMatchSetupPermission="Sorry, you do not have permission to use Match Setup !" lmsgKickVote="%playername1% placed a kick vote against %playername2%" lmsgAnonymousKickVote="A kick vote has been placed against %playername%" lmsgKickVoteAdmin="%playername% attempted to submit a kick vote against the server administrator !" lmsgGameConfigColumnTitle[0]="GameType" lmsgGameConfigColumnTitle[1]="MapPrefixes" lmsgGameConfigColumnTitle[2]="Abbreviation" lmsgGameConfigColumnTitle[3]="Name" lmsgGameConfigColumnTitle[4]="Mutators" lmsgGameConfigColumnTitle[5]="Options" } |
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