Difference between revisions of "Left 4 Voting 2"
Joinedsenses (talk | contribs) m (→Example voting plugin: Update syntax, highlighting, methodmap, and formatting) |
(Example plugin corrections: added timer for vote end(it was endless if someone doesn't vote),а fixed number of voters replaced via max players number, fixed bug when 1 player could vote unlimited number of times, corrected VoteFailed user msg to VoteFail) |
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Line 104: | Line 104: | ||
int g_iYesVotes; | int g_iYesVotes; | ||
int g_iNoVotes; | int g_iNoVotes; | ||
+ | int g_iPlayersCount; | ||
+ | bool VoteInProgress; | ||
+ | bool CanPlayerVote[MAXPLAYERS + 1]; | ||
− | |||
public void OnPluginStart() | public void OnPluginStart() | ||
Line 123: | Line 125: | ||
bf.WriteString("Server"); | bf.WriteString("Server"); | ||
EndMessage(); | EndMessage(); | ||
− | + | ||
g_iYesVotes = 0; | g_iYesVotes = 0; | ||
g_iNoVotes = 0; | g_iNoVotes = 0; | ||
+ | g_iPlayersCount = 0; | ||
+ | VoteInProgress = true; | ||
+ | |||
+ | for(int i = 1; i <= MaxClients; i++) | ||
+ | { | ||
+ | if(IsValidClient(i) && !IsFakeClient(i)) | ||
+ | { | ||
+ | CanPlayerVote[i] = true; | ||
+ | g_iPlayersCount ++; | ||
+ | } | ||
+ | } | ||
UpdateVotes(); | UpdateVotes(); | ||
+ | CreateTimer(10.0, Timer_VoteCheck, TIMER_FLAG_NO_MAPCHANGE); | ||
return Plugin_Handled; | return Plugin_Handled; | ||
+ | } | ||
+ | public Action Timer_VoteCheck(Handle timer) | ||
+ | { | ||
+ | if(VoteInProgress) | ||
+ | { | ||
+ | VoteInProgress = false; | ||
+ | UpdateVotes(); | ||
+ | } | ||
} | } | ||
Line 137: | Line 159: | ||
event.SetInt("yesVotes", g_iYesVotes); | event.SetInt("yesVotes", g_iYesVotes); | ||
event.SetInt("noVotes", g_iNoVotes); | event.SetInt("noVotes", g_iNoVotes); | ||
− | event.SetInt("potentialVotes", | + | event.SetInt("potentialVotes", g_iPlayersCount); |
event.Fire(); | event.Fire(); | ||
− | if (g_iYesVotes + g_iNoVotes == | + | if ((g_iYesVotes + g_iNoVotes == g_iPlayersCount) || !VoteInProgress) |
{ | { | ||
PrintToServer("voting complete!"); | PrintToServer("voting complete!"); | ||
+ | |||
+ | for(int i = 1; i <= MaxClients; i++) | ||
+ | { | ||
+ | if(IsValidClient(i) && !IsFakeClient(i)) | ||
+ | { | ||
+ | CanPlayerVote[i] = false; | ||
+ | } | ||
+ | } | ||
+ | |||
+ | VoteInProgress = false; | ||
if (g_iYesVotes > g_iNoVotes) | if (g_iYesVotes > g_iNoVotes) | ||
Line 154: | Line 186: | ||
else | else | ||
{ | { | ||
− | BfWrite bf = UserMessageToBfWrite(StartMessageAll(" | + | BfWrite bf = UserMessageToBfWrite(StartMessageAll("VoteFail")); |
bf.WriteByte(L4D2_TEAM_ALL); | bf.WriteByte(L4D2_TEAM_ALL); | ||
EndMessage(); | EndMessage(); | ||
Line 163: | Line 195: | ||
public Action vote(int client, int args) | public Action vote(int client, int args) | ||
{ | { | ||
− | char arg[8]; | + | if(VoteInProgress && CanPlayerVote[client] == true) |
− | + | { | |
+ | char arg[8]; | ||
+ | GetCmdArg(1, arg, sizeof arg); | ||
− | + | PrintToServer("Got vote %s from %i", arg, client); | |
− | + | if (strcmp(arg, "Yes", true) == 0) | |
− | + | { | |
− | + | g_iYesVotes++; | |
− | + | } | |
− | + | else if (strcmp(arg, "No", true) == 0) | |
− | + | { | |
− | + | g_iNoVotes++; | |
+ | } | ||
+ | |||
+ | UpdateVotes(); | ||
} | } | ||
− | |||
− | |||
return Plugin_Continue; | return Plugin_Continue; | ||
− | }</sourcepawn> | + | } |
+ | |||
+ | stock bool IsValidClient(int client){ | ||
+ | return (client > 0 && client <= MaxClients && IsClientInGame(client)); | ||
+ | } | ||
+ | </sourcepawn> | ||
==See Also== | ==See Also== |
Revision as of 11:52, 15 November 2021
Left 4 Dead 2 has a VGUI voting system controller by a bunch of Events and UserMessages. You can use either a string from the resource file, or L4D_TargetID_Player which will let you create any vote you want.
Contents
How voting works
- A client issues a callvote with the vote type and argument.
- The VoteStart User Message is sent.
- Clients use the "Vote" command to register their votes ("Yes" or "No"), after which the server sends a VoteRegistered UserMessage to that player to acknowledge their vote. A vote_changed event is sent to all players with updated numbers.
- When the vote is complete, the server sends either a VotePass or VoteFail UserMessage.
Server Entity
The server should update this as appropriate. Unfortunately, the valid values for m_iActiveIssueIndex is unknown.
Name: | vote_controller (CVoteController) | |||||||||||||||
Structure: |
|
Console Commands
Vote
Note: This command is only valid when a vote is ongoing.
Name: | Vote | |||
Structure: |
|
User Messages
Note: These user messages use unsigned bytes for the team number. Since Valve represents no team as -1, no team is instead represented as its two's complement, 255.
VoteStart
Note: Sent to all players in the vote group, corresponding with teams. The default implementation also sends it to bots.
Name: | VoteStart | |||||||||||||||
Structure: |
|
Values for "issue" and "param1" in standard votes
Vote type | issue | param1 |
---|---|---|
Kick | #L4D_vote_kick_player | Nickname of the person to be kicked without "#" |
ReturnToLobby | #L4D_vote_return_to_lobby | |
ChangeCampaign | #L4D_vote_mission_change | #L4D360UI_CampaignName_C5 |
RestartChapter | #L4D_vote_passed_versus_level_restart | |
ChangeDifficulty (easy) | #L4D_vote_change_difficulty | #L4D_DifficultyEasy |
ChangeDifficulty (hard) | #L4D_vote_change_difficulty | #L4D_DifficultyHard |
Alltalk On | #L4D_vote_alltalk_change | #L4D_vote_alltalk_enable |
Alltalk Off | #L4D_vote_alltalk_change | #L4D_vote_alltalk_disable |
- Campaigns aren't specified by map name but by the index the campaign's entry has in the game menus. Example: "5" specifies the campaign "The Parish"
VoteRegistered
Note: Only sent to player who voted
Name: | VoteRegistered | |||
Structure: |
|
VotePass
Note: Sent to all players after a vote passes.
Name: | VotePass | |||||||||
Structure: |
|
VoteFail
Note: Sent to all players after a vote fails.
Name: | VoteFail | |||
Structure: |
|
Events
Note: team is -1 when sent to all players)
vote_changed
Name: | vote_changed | |||||||||
Structure: |
|
Example voting plugin
This is a basic plugin that starts a vote, "Is gaben fat?". It does not ensure the same client does not vote multiple times, nor does it actually kick the user.
#include <sourcemod> #define L4D2_TEAM_ALL -1 int g_iYesVotes; int g_iNoVotes; int g_iPlayersCount; bool VoteInProgress; bool CanPlayerVote[MAXPLAYERS + 1]; public void OnPluginStart() { RegConsoleCmd("testvote", Callvote_Handler); RegConsoleCmd("Vote", vote); } public Action Callvote_Handler(int client, int args) { BfWrite bf = UserMessageToBfWrite(StartMessageAll("VoteStart", USERMSG_RELIABLE)); bf.WriteByte(L4D2_TEAM_ALL); bf.WriteByte(0); bf.WriteString("#L4D_TargetID_Player"); bf.WriteString("Is gaben fat?"); bf.WriteString("Server"); EndMessage(); g_iYesVotes = 0; g_iNoVotes = 0; g_iPlayersCount = 0; VoteInProgress = true; for(int i = 1; i <= MaxClients; i++) { if(IsValidClient(i) && !IsFakeClient(i)) { CanPlayerVote[i] = true; g_iPlayersCount ++; } } UpdateVotes(); CreateTimer(10.0, Timer_VoteCheck, TIMER_FLAG_NO_MAPCHANGE); return Plugin_Handled; } public Action Timer_VoteCheck(Handle timer) { if(VoteInProgress) { VoteInProgress = false; UpdateVotes(); } } public void UpdateVotes() { Event event = CreateEvent("vote_changed"); event.SetInt("yesVotes", g_iYesVotes); event.SetInt("noVotes", g_iNoVotes); event.SetInt("potentialVotes", g_iPlayersCount); event.Fire(); if ((g_iYesVotes + g_iNoVotes == g_iPlayersCount) || !VoteInProgress) { PrintToServer("voting complete!"); for(int i = 1; i <= MaxClients; i++) { if(IsValidClient(i) && !IsFakeClient(i)) { CanPlayerVote[i] = false; } } VoteInProgress = false; if (g_iYesVotes > g_iNoVotes) { BfWrite bf = UserMessageToBfWrite(StartMessageAll("VotePass")); bf.WriteByte(L4D2_TEAM_ALL); bf.WriteString("#L4D_TargetID_Player"); bf.WriteString("Gaben is fat"); EndMessage(); } else { BfWrite bf = UserMessageToBfWrite(StartMessageAll("VoteFail")); bf.WriteByte(L4D2_TEAM_ALL); EndMessage(); } } } public Action vote(int client, int args) { if(VoteInProgress && CanPlayerVote[client] == true) { char arg[8]; GetCmdArg(1, arg, sizeof arg); PrintToServer("Got vote %s from %i", arg, client); if (strcmp(arg, "Yes", true) == 0) { g_iYesVotes++; } else if (strcmp(arg, "No", true) == 0) { g_iNoVotes++; } UpdateVotes(); } return Plugin_Continue; } stock bool IsValidClient(int client){ return (client > 0 && client <= MaxClients && IsClientInGame(client)); }
See Also
- Left 4 Voting
- TF2 Voting
- BuiltinVotes, a SourceMod extension that exposes a voting API that uses this voting system.