Add majority lock and unlock voting for T5 and T6
This commit is contained in:
+1
-1
@@ -136,6 +136,6 @@ hides/shows it, and after game over freezes the count.
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| `tws_t5_hud` | Unboxed core overlays and private `.hud` visibility toggle | `hud_round_changed`, `hud_match_started`, `hud_game_over` | `say`, internal notifications |
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| `tws_t5_afk` | `.afk` / `.back` chat toggle, owns its [AFK] indicator | — | — |
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| `tws_t5_join` | `.join` for spectators who have not played on this connection | — | `say`, `end_game`, `game_ended`, `intermission` |
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| `tws_t5_lock` | Lobby `g_password` lock at milestone round (`tws_lock_round`, default 20) | — | `hud_round_changed`, `hud_game_over` |
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| `tws_t5_lock` | Automatic `g_password` lock (`tws_lock_round`, default 20) plus majority `.lock` / `.unlock` votes | `tws_lock_game_over` (internal) | `say`, `hud_round_changed`, `hud_game_over`, `end_game`, `game_ended`, `intermission` |
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| `tws_t5_telemetry` | Ordered JSON game start, round, 30-second heartbeat, and game end reports with full player snapshots | `telemetry_queued`, `telemetry_finished` (internal) | `end_game`, `game_ended`, `intermission` |
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| `tws_t5_leaderboard` | Cached completed-match map record and all tied holders, privately on join | — | `end_game`, `game_ended`, `intermission` |
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+27
-13
@@ -14,7 +14,7 @@ Platform quirks and deploy commands: [NOTES.md](NOTES.md).
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| [tws_t5_hud.gsc](tws_t5_hud.gsc) | Unboxed timers, branding, zombies/health and per-player `.hud` visibility toggle |
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| [tws_t5_afk.gsc](tws_t5_afk.gsc) | Persistent AFK reserve, contribution rewards, purchases and central countdown |
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| [tws_t5_join.gsc](tws_t5_join.gsc) | `.join` lets newcomers spawn before the current round ends |
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| [tws_t5_lock.gsc](tws_t5_lock.gsc) | Lobby `g_password` lock at a milestone round |
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| [tws_t5_lock.gsc](tws_t5_lock.gsc) | Automatic lobby lock plus majority `.lock` / `.unlock` votes |
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| [tws_t5_telemetry.gsc](tws_t5_telemetry.gsc) | Direct HTTP game start, round, heartbeat, and game end reports |
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| [tws_t5_leaderboard.gsc](tws_t5_leaderboard.gsc) | Private map record on connection, `.leaders` replay and adaptive round-start reminders |
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| [tws_t5_bank.gsc](tws_t5_bank.gsc) | Persistent shared GUID bank and private balance/deposit/withdraw commands |
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@@ -135,9 +135,9 @@ for cadence, interruption, cleanup and operation without the optional HUD.
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Type `.help` or `.commands` in chat to see available player commands and a short description.
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The response is visible only to the requesting player and works while spectating,
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before the first spawn. Commands are case-insensitive.
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Help uses the unboxed upper-right service area. All nine installed commands
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fit in one list with command and description columns. Additional registered
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commands use pages of nine rows, with a counter only for multi-page lists.
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Help uses the unboxed upper-right service area with command and description
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columns. Registered commands use pages of nine rows, with a counter only for
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multi-page lists.
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Pages advance every 12 seconds and close after the last page. Typing either
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command again returns to page one with a fresh timer. Both engines use
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explicit row positions so T5 does not concatenate newline-separated text.
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@@ -153,13 +153,14 @@ explicit row positions so T5 does not concatenate newline-separated text.
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| `.b` | Check bank balance (bank module required) |
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| `.d <amount\|all>` | Deposit points (bank module required) |
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| `.w <amount\|all>` | Withdraw points (bank module required) |
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| `.lock` | Vote to lock the lobby from round 6 (lock module required) |
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| `.unlock` | Vote to unlock the lobby (lock module required) |
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Each module registers its own help entries. Commands follow the order above,
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independent of initialization order; removing a module also removes its entries
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from `.help` after a map restart.
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With all command modules installed, help shows one page of nine commands,
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including the full `.d <amount|all>` / `.w <amount|all>` syntax. Removing HUD
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removes `.hud` from the list.
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Each module registers its own help entries. The first nine commands follow
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the order above; additional entries follow registration order. Removing a module
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also removes its entries from `.help` after a map restart. Lock and extended AFK
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commands appear on additional pages. Bank entries retain the full
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`.d <amount|all>` / `.w <amount|all>` syntax. Removing HUD removes `.hud` from the list.
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The enabled leaderboard module registers `.leaders`, which replays the latest
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cached map record privately. Repeating it restarts the record from the first page;
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help pauses the record's remaining page time and resumes it after the final
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@@ -393,9 +394,16 @@ and [spawn entry point](https://github.com/plutoniummod/t5-scripts/blob/main/ZM/
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**Features**
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- Sets `g_password` to a random per-lobby value when the round crosses a
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milestone (default: round 20)
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milestone (default: round 20), once per match
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- Adds `.lock` from round 6 and `.unlock` whenever locked, using strict-majority
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votes (1/1, 2/2, 2/3, 3/4) of all connected players
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- Votes expire after 60 seconds; duplicates do not count, and roster changes
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update the tally without retaining disconnected votes
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- A successful unlock disables automatic locking for the rest of that match;
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players can vote to relock at any time from round 6
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- No automatic round-6 prompt; progress/results use ordinary message text
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- Existing players are unaffected; `g_password` is only checked at connect
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- Clears `g_password` on `hud_game_over` so the next lobby opens unlocked
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- Clears `g_password` and pending votes at startup and on HUD/stock game-over events
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- Trigger round is dvar-driven — retune without redeploying
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**Provides**
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@@ -403,13 +411,19 @@ and [spawn entry point](https://github.com/plutoniummod/t5-scripts/blob/main/ZM/
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|---|---|
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| `level.lock_round` | Round at which the lobby locks (read at init) |
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| `level.lock_active` | `true` after the password has been set |
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| `level.lock_auto_done` | Automatic locking consumed or overridden by a successful unlock |
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| `level.lock_vote` | Current ballot, or undefined when idle |
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**Depends on**
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- `scripts\sp\tws_t5_common::` — `ensure_config`, `int_dvar_or`
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- `scripts\sp\tws_t5_common::` — `ensure_config`, `int_dvar_or`, `register_help_command`
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- `tws_t5_hud` — waits on `hud_round_changed` and `hud_game_over`
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- Stock BO1: `level.round_number`
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- Dvar: `tws_lock_round` (int, default `20`)
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Lock `1.1.0` has no new dependency requirement. Copy the updated script and
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restart the map; no full server-process restart is required. See the shared
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[voting behavior and validation](../../README.md#lobby-lock-voting-t5-and-t6).
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---
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## Dvars
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+194
-24
@@ -1,7 +1,7 @@
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/*
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tws_t5_lock.gsc — lobby g_password lock at milestone round. Existing players
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are unaffected; g_password is only checked at connect. Cleared on
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hud_game_over so the next lobby opens unlocked.
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tws_t5_lock.gsc — automatic lobby lock plus majority .lock / .unlock votes.
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Existing players are unaffected; g_password is only checked at connect.
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A successful unlock overrides automatic locking for the rest of the match.
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*/
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#include maps\_utility;
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@@ -13,6 +13,8 @@ init()
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return;
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scripts\sp\tws_t5_common::ensure_config();
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scripts\sp\tws_t5_common::register_help_command(".lock", "Vote to lock (6+)");
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scripts\sp\tws_t5_common::register_help_command(".unlock", "Vote to unlock");
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lock_init();
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}
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@@ -21,47 +23,215 @@ lock_init()
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{
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level.lock_round = scripts\sp\tws_t5_common::int_dvar_or("tws_lock_round", 20);
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level.lock_active = false;
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level.lock_auto_done = false;
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level.lock_ended = false;
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level.lock_vote = undefined;
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level.lock_vote_serial = 0;
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// recover from a prior lobby that crashed before clearing
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setDvar("g_password", "");
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level thread lock_round_watcher();
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level thread lock_cleanup_watcher();
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level thread lock_chat_listener();
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level thread lock_vote_watcher();
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level thread lock_cleanup_watcher("hud_game_over");
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level thread lock_cleanup_watcher("end_game");
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level thread lock_cleanup_watcher("game_ended");
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level thread lock_cleanup_watcher("intermission");
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}
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lock_round_watcher()
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{
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level endon("hud_game_over");
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level endon("tws_lock_game_over");
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for (;;)
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{
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level waittill("hud_round_changed");
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if (level.lock_active)
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continue;
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if (!isDefined(level.round_number) || level.round_number < level.lock_round)
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continue;
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// random per activation so the password can't be inferred from source
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password = "lock_" + getTime() + "_" + randomInt(1000000);
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setDvar("g_password", password);
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level.lock_active = true;
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lock_announce();
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lock_check_round();
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}
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}
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lock_cleanup_watcher()
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lock_check_round()
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{
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level waittill("hud_game_over");
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setDvar("g_password", "");
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level.lock_active = false;
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if (lock_game_ended() || level.lock_auto_done)
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return;
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if (!isDefined(level.round_number) || level.round_number < level.lock_round)
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return;
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// Consume the milestone once, even if players already locked early.
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level.lock_auto_done = true;
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if (!level.lock_active)
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lock_set_state(true);
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}
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lock_announce()
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lock_chat_listener()
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{
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level endon("tws_lock_game_over");
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for (;;)
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{
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level waittill("say", message, player);
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if (!isDefined(player) || !isDefined(message))
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continue;
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command = toLower(message);
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if (command == ".lock" || command == ".unlock")
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lock_request(player, command);
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}
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}
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lock_game_ended()
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{
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return level.lock_ended || is_true(level.intermission) ||
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is_true(level.gameended) || is_true(level.tws_ended);
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}
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// This path never yields: each chat message casts at most one vote, and a
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// successful vote changes the password before another request can run.
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lock_request(player, command)
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{
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if (lock_game_ended())
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return;
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players = getPlayers();
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present = false;
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for (i = 0; i < players.size; i++)
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{
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if (players[i] == player)
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present = true;
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}
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if (!present)
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return;
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lock_update_vote();
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target = command == ".lock";
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if (target == level.lock_active)
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{
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if (target)
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player iPrintLn("^3Server is already locked");
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else
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player iPrintLn("^3Server is already unlocked");
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return;
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}
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if (target && (!isDefined(level.round_number) || level.round_number <= 5))
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{
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player iPrintLn("^3.lock is available from round 6");
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return;
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}
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if (!isDefined(level.lock_vote))
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{
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level.lock_vote_serial++;
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vote = spawnStruct();
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vote.id = level.lock_vote_serial;
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vote.command = command;
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vote.target = target;
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vote.deadline = getTime() + 60000;
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level.lock_vote = vote;
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}
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if (isDefined(player.tws_lock_vote_id) && player.tws_lock_vote_id == level.lock_vote.id)
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{
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player iPrintLn("^3You already voted " + command);
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return;
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}
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// Connection-local fields cannot carry a vote across a reconnect.
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player.tws_lock_vote_id = level.lock_vote.id;
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if (lock_update_vote())
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{
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tally = lock_vote_tally();
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lock_announce("^3" + command + ": " + tally.yes + "/" + tally.required +
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" votes. Type " + command + " to vote (60s window)");
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}
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}
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lock_vote_tally()
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{
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tally = spawnStruct();
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tally.yes = 0;
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players = getPlayers();
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tally.required = int(players.size / 2) + 1;
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for (i = 0; i < players.size; i++)
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{
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if (isDefined(players[i].tws_lock_vote_id) &&
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players[i].tws_lock_vote_id == level.lock_vote.id)
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tally.yes++;
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}
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return tally;
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}
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// Recount the live roster so disconnected votes are dropped and newcomers
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// count toward the majority. Expiry is checked before accepting any result.
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lock_update_vote()
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{
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if (lock_game_ended() || !isDefined(level.lock_vote))
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return false;
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if (getTime() >= level.lock_vote.deadline)
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{
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command = level.lock_vote.command;
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level.lock_vote = undefined;
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lock_announce("^3" + command + " vote expired");
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return false;
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}
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tally = lock_vote_tally();
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if (tally.yes >= tally.required)
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{
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lock_set_state(level.lock_vote.target);
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return false;
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}
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return true;
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}
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lock_vote_watcher()
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{
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level endon("tws_lock_game_over");
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for (;;)
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{
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wait (0.5);
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lock_update_vote();
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}
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}
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lock_set_state(locked)
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{
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level.lock_vote = undefined;
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if (locked)
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{
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// Random per activation so the password cannot be inferred from source.
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password = "lock_" + getTime() + "_" + randomInt(1000000);
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setDvar("g_password", password);
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}
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else
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{
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setDvar("g_password", "");
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level.lock_auto_done = true;
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}
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level.lock_active = locked;
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if (locked)
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lock_announce("^3Server locked");
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else
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lock_announce("^3Server unlocked");
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}
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lock_cleanup_watcher(event)
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{
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level endon("tws_lock_game_over");
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level waittill(event);
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level.lock_ended = true;
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level.lock_vote = undefined;
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setDvar("g_password", "");
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level.lock_active = false;
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level notify("tws_lock_game_over");
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}
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lock_announce(message)
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{
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players = getPlayers();
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for (i = 0; i < players.size; i++)
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players[i] iPrintLnBold("^3Server locked");
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players[i] iPrintLn(message);
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}
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Block a user