Add majority lock and unlock voting for T5 and T6
This commit is contained in:
+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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