TF2 Voting

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Revision as of 13:22, 15 July 2011 by Powerlord (talk | contribs) (Moved failure reasons around, grouped usermessages that are sent to a player when they from to start a vote.)
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Team Fortress 2 has a new voting system based on the Left 4 Dead Voting system and is controlled by Game Events and User Messages. You can use either a string from the resource file, or TF_playerid_noteam which will let you create any vote you want.

How voting works

  1. The server sends a vote_options event.
    • The values it sends are garbage data (or the previous multiple choice vote's choices) for Yes/No votes or the actual vote options for multiple choice.
  2. The VoteStart User Message is sent, the last argument determines the vote type.
  3. Clients use the "vote" command to register their votes (option1 through option5), after which the server sends a vote_cast event with a 0-based option number (so option1 = 0, option5 = 4).
  4. When the vote is complete, the server send either a VotePass or VoteFailed User Message.

User Messages

The User Messages that exist in the TF2 Voting system are:

VoteSetup

Note: Sent to a player when they load the Call Vote screen, lists what votes are allowed on the server

   - Byte      Count of vote issues allowed on this server
   * String    Vote Issues, same number as Count above.

CallVoteFailed

Note: Sent to a player when they attempt to call a vote and fails.

   - Byte      Failure reason code (1-2, 5-10)
   - Short     If above is 2, number of seconds until you can next start a vote.

Valid Failure Codes are: 1 - Cannot call vote while other players are still loading
2 - You called a vote recently and cannot call another one for X seconds (second argument to CallVoteFailed specifies the number of seconds)
5 - Server has disabled that issue.
6 - That map does not exist.
7 - You must specify a map name
8 - This vote failed recently
9 - Your team cannot call this vote
10 - Voting not allowed while Waiting for Players

VoteStart

Note: Sent to all players participating in a vote.

   - Byte      Team index or -1 for all
   - Byte      Client index (NOT USERID) of person who started the vote, or 99 for the server.
   - String    Vote issue translation string
   - String    Vote issue text
   - Bool      true for Yes/No, false for Multiple choice

VotePass

Note: Sent to all players after a vote passes.

   - Byte      Team index or -1 for all
   - String    Vote issue translation string
   - String    Vote winner (same as vote issue text for Yes/No?)

VoteFail

Note: Sent to all players after a vote fails.

   - Byte      Team index or -1 for all
   - Byte      Failure reason code (0, 3-4)

Valid Failure codes are:
0 - Generic "Vote Failed" message
3 - Yes votes must outnumber No votes
4 - Not Enough Votes

Events

Note: Sent to all players when a player chooses a vote option (or more specifically, the server receives a vote command)

Name: vote_cast
Structure:
byte vote_option which option the player voted on
short team
long entityid entity id of the voter


Note: Sent to players before VoteStart UserMessage to populate choices for a multiple choice vote

Name: vote_options
Structure:
byte count Number of options - up to MAX_VOTE_OPTIONS [ed: 5]
string option1
string option2
string option3
string option4
string option5


Unused Events

Name: vote_ended
Structure:


Name: vote_started
Structure:
string issue
string param1
byte team
long initiator entity id of the player who initiated the vote


Name: vote_changed
Structure:
byte option1
byte option2
byte option3
byte option4
byte option5
byte potentialVotes


Name: vote_passed
Structure:
string details
string param1
byte team


Name: vote_failed
Structure:
byte team


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>
// TF2's internal map vote uses client index 99 for the server
#define TF2_SERVER_CLIENT_INDEX 99
#define TF2_TEAM_ALL -1

new yesvotes;
new novotes;
#define MAX_VOTES 4

public Plugin:myinfo = 
{
	name = "Test Yes/No Vote",
	author = "Powerlord",
	description = "A test vote plugin for the AlliedMods wiki",
	version = "1.0",
	url = "http://wiki.alliedmods.net/TF2_Voting"
}

public OnPluginStart()
{
	RegConsoleCmd("testvote",Callvote_Handler);
	RegConsoleCmd("vote", vote);
}

public Action:Callvote_Handler(client, args)
{
	new Handle:bf = StartMessageAll("VoteStart", USERMSG_RELIABLE);
	BfWriteByte(bf, TF2_TEAM_ALL);
	BfWriteByte(bf, TF2_SERVER_CLIENT_INDEX);
	BfWriteString(bf, "#TF_playerid_noteam");
	BfWriteString(bf, "Is gaben fat?");
	BfWriteBool(bf, true);
	EndMessage();
	
	yesvotes = 0;
	novotes = 0;
	
	return Plugin_Handled;
}

UpdateVotes()
{
	if (yesvotes+novotes >= MAX_VOTES)
	{
		PrintToServer("voting complete!");
		if (yesvotes > novotes)
		{
			new Handle:bf = StartMessageAll("VotePass");
			BfWriteByte(bf, TF2_TEAM_ALL);
			BfWriteString(bf, "#TF_playerid_noteam");
			BfWriteString(bf, "Gaben is fat");
			EndMessage();
		}
		else
		{
			new Handle:bf = StartMessageAll("VoteFailed");
			BfWriteByte(bf, TF2_TEAM_ALL);
			// Check list of failure reasons
			BfWriteByte(bf, 3);
			EndMessage();
		}
	}
}

// If the TF2 vote system is running (sv_allow_votes 1), this needs to be a command listener because TF2 registers the vote command only when a vote is ongoing, and thus hooking it using RegConsoleCmd doesn't work.
public Action:vote(client, args)
{
	new String:arg[8];
	new option = 0;
	GetCmdArg(1,arg,8);
	PrintToServer("Got vote %s from %i",arg,client);
	if (strcmp(arg,"option1",true) == 0)
	{
		yesvotes++;
		option = 0;
	}
	else if (strcmp(arg,"option2",true) == 0)
	{
		novotes++;
		option = 1;
	}
	
	new Handle:msg = CreateEvent("vote_cast");
	SetEventInt(msg, "entityid", client);
	SetEventInt(msg, "team", -1);
	SetEventInt(msg, "vote_option", option);
	FireEvent(msg);
	
	UpdateVotes();
	return Plugin_Continue;
}

See the following images for examples what this looks like:

Vote started

Vote passed

Vote failed