ph-enhanced/gamemodes/fretta/gamemode/sv_gmchanger.lua

358 lines
9.2 KiB
Lua

--[[
sv_gmchanger.lua - Gamemode Changer (server side)
-----------------------------------------------------
Most of the internal stuff for the votes is here and contains stuff you really don't
want to override.
]]
local g_PlayableGamemodes = {}
fretta_votesneeded = CreateConVar( "fretta_votesneeded", "0.75", { FCVAR_ARCHIVE } )
fretta_votetime = CreateConVar( "fretta_votetime", "20", { FCVAR_ARCHIVE } )
fretta_votegraceperiod = CreateConVar( "fretta_votegraceperiod", "30", { FCVAR_ARCHIVE } )
local function SendAvailableGamemodes( ply )
net.Start("PlayableGamemodes")
net.WriteTable(g_PlayableGamemodes)
net.Send(ply)
end
function GetRandomGamemodeName()
local choose = table.Random( g_PlayableGamemodes )
if choose then return choose.key end
return GAMEMODE.FolderName
end
function GetRandomGamemodeMap( gm )
local gmtab = g_PlayableGamemodes[ gm or GAMEMODE.FolderName ]
if gmtab then
return table.Random( gmtab.maps )
end
return game.GetMap()
end
function GetNumberOfGamemodeMaps( gm )
local gmtab = g_PlayableGamemodes[ gm or GAMEMODE.FolderName ]
if gmtab then
return table.Count( gmtab.maps )
end
return 0
end
hook.Add( "PlayerInitialSpawn", "SendAvailableGamemodes", SendAvailableGamemodes )
local AllMaps = file.Find( "maps/*.bsp", "GAME" )
for key, map in pairs( AllMaps ) do
AllMaps[ key ] = string.gsub( map, ".bsp", "" )
end
local GameModes = engine.GetGamemodes()
for _, gm in pairs( engine.GetGamemodes() ) do
local info = file.Read( "gamemodes/"..gm.name.."/"..gm.name..".txt", "GAME" )
if ( info ) then
local info = util.KeyValuesToTable( info )
if ( info.selectable == 1 ) then
g_PlayableGamemodes[ gm.name ] = {}
g_PlayableGamemodes[ gm.name ].key = gm.name
g_PlayableGamemodes[ gm.name ].name = gm.title
g_PlayableGamemodes[ gm.name ].label = info.title
g_PlayableGamemodes[ gm.name ].description = info.description
g_PlayableGamemodes[ gm.name ].author = info.author_name
g_PlayableGamemodes[ gm.name ].authorurl = info.author_url
g_PlayableGamemodes[ gm.name ].maps = {}
if ( info.fretta_maps ) then
for _, mapname in pairs( AllMaps ) do
mapname = string.lower(mapname)
for _, p in pairs( info.fretta_maps ) do
if ( string.sub( mapname, 1, #p ) == p ) then
table.insert( g_PlayableGamemodes[ gm.name ].maps, mapname )
end
end
end
else
g_PlayableGamemodes[ gm.name ].maps = AllMaps
end
if ( info.fretta_maps_disallow ) then
for key, mapname in pairs( g_PlayableGamemodes[ gm.name ].maps ) do
mapname = string.lower(mapname)
for _, p in pairs( info.fretta_maps_disallow ) do
if ( string.sub( mapname, 1, #p ) == p ) then
g_PlayableGamemodes[ gm.name ].maps[ key ] = nil
end
end
end
end
end
end
end
GameModes = nil
function GM:IsValidGamemode( gamemode, map )
if ( g_PlayableGamemodes[ gamemode ] == nil ) then return false end
if ( map == nil ) then return true end
for _, mapname in pairs( g_PlayableGamemodes[ gamemode ].maps ) do
if ( mapname == map ) then return true end
end
return false
end
local gVotes = {}
function GM:VotePlayGamemode( ply, gamemode )
if ( !gamemode ) then return end
if ( GAMEMODE.WinningGamemode ) then return end
if ( !GAMEMODE:InGamemodeVote() ) then return end
if ( !GAMEMODE:IsValidGamemode( gamemode ) ) then return end
ply:SetNWString( "Wants", gamemode )
end
concommand.Add( "votegamemode", function( pl, cmd, args ) GAMEMODE:VotePlayGamemode( pl, args[1] ) end )
function GM:VotePlayMap( ply, map )
if ( !map ) then return end
if ( !GAMEMODE.WinningGamemode ) then return end
if ( !GAMEMODE:InGamemodeVote() ) then return end
if ( !GAMEMODE:IsValidGamemode( GAMEMODE.WinningGamemode, map ) ) then return end
ply:SetNWString( "Wants", map )
end
concommand.Add( "votemap", function( pl, cmd, args ) GAMEMODE:VotePlayMap( pl, args[1] ) end )
function GM:GetFractionOfPlayersThatWantChange()
local Humans = player.GetHumans()
local NumHumans = #Humans
local WantsChange = 0
for k, player in pairs( Humans ) do
if ( player:GetNWBool( "WantsVote" ) ) then
WantsChange = WantsChange + 1
end
-- Don't count players that aren't connected yet
if ( !player:IsConnected() ) then
NumHumans = NumHumans - 1
end
end
local fraction = WantsChange / NumHumans
return fraction, NumHumans, WantsChange
end
function GM:GetVotesNeededForChange()
local Fraction, NumHumans, WantsChange = GAMEMODE:GetFractionOfPlayersThatWantChange()
local FractionNeeded = fretta_votesneeded:GetFloat()
local VotesNeeded = math.ceil( FractionNeeded * NumHumans )
return VotesNeeded - WantsChange
end
function GM:CountVotesForChange()
if ( CurTime() >= GetConVarNumber( "fretta_votegraceperiod" ) ) then -- can't vote too early on
if ( GAMEMODE:InGamemodeVote() ) then return end
fraction = GAMEMODE:GetFractionOfPlayersThatWantChange()
if ( fraction > fretta_votesneeded:GetFloat() ) then
GAMEMODE:StartGamemodeVote()
return false
end
end
return true
end
function GM:VoteForChange( ply )
if ( GetConVarNumber( "fretta_voting" ) == 0 ) then return end
if ( ply:GetNWBool( "WantsVote" ) ) then return end
ply:SetNWBool( "WantsVote", true )
local VotesNeeded = GAMEMODE:GetVotesNeededForChange()
local NeedTxt = ""
if ( VotesNeeded > 0 ) then NeedTxt = ", Color( 80, 255, 50 ), [[ (need "..VotesNeeded.." more) ]] " end
if ( CurTime() < GetConVarNumber( "fretta_votegraceperiod" ) ) then -- can't vote too early on
local timediff = math.Round( GetConVarNumber( "fretta_votegraceperiod" ) - CurTime() );
BroadcastLua( "chat.AddText( Entity("..ply:EntIndex().."), Color( 255, 255, 255 ), [[ voted to change the gamemode]] )" )
else
BroadcastLua( "chat.AddText( Entity("..ply:EntIndex().."), Color( 255, 255, 255 ), [[ voted to change the gamemode]] "..NeedTxt.." )" )
end
Msg( ply:Nick() .. " voted to change the gamemode\n" )
timer.Simple( 5, function() GAMEMODE:CountVotesForChange() end )
end
concommand.Add( "VoteForChange", function( pl, cmd, args ) GAMEMODE:VoteForChange( pl ) end )
timer.Create( "VoteForChangeThink", 10, 0, function() if ( GAMEMODE ) then GAMEMODE.CountVotesForChange( GAMEMODE ) end end )
function GM:ClearPlayerWants()
for k, ply in pairs( player.GetAll() ) do
ply:SetNWString( "Wants", "" )
end
end
function GM:StartGamemodeVote()
if( !GAMEMODE.m_bVotingStarted ) then
SetGlobalBool( "InGamemodeVote", true )
if ( fretta_voting:GetBool() ) then
if #g_PlayableGamemodes >= 2 then
GAMEMODE:ClearPlayerWants()
BroadcastLua( "GAMEMODE:ShowGamemodeChooser()" )
timer.Simple( fretta_votetime:GetFloat(), function() GAMEMODE:FinishGamemodeVote() end )
SetGlobalFloat( "VoteEndTime", CurTime() + fretta_votetime:GetFloat() )
else
GAMEMODE.WinningGamemode = GAMEMODE:WorkOutWinningGamemode()
GAMEMODE:StartMapVote()
end
else
GAMEMODE.WinningGamemode = GAMEMODE.FolderName
GAMEMODE:StartMapVote()
end
GAMEMODE.m_bVotingStarted = true;
end
end
function GM:StartMapVote()
-- If there's only one map, let the 'random map' thing choose it
if ( GetNumberOfGamemodeMaps( GAMEMODE.WinningGamemode ) == 1 ) then
return GAMEMODE:FinishMapVote( true )
end
BroadcastLua( "GAMEMODE:ShowMapChooserForGamemode( \""..GAMEMODE.WinningGamemode.."\" )" );
timer.Simple( fretta_votetime:GetFloat(), function() GAMEMODE:FinishMapVote() end )
SetGlobalFloat( "VoteEndTime", CurTime() + fretta_votetime:GetFloat() )
end
function GM:GetWinningWant()
local Votes = {}
for k, ply in pairs( player.GetAll() ) do
local want = ply:GetNWString( "Wants", nil )
if ( want && want != "" ) then
Votes[ want ] = Votes[ want ] or 0
Votes[ want ] = Votes[ want ] + 1
end
end
return table.GetWinningKey( Votes )
end
function GM:WorkOutWinningGamemode()
if ( GAMEMODE.WinningGamemode ) then return GAMEMODE.WinningGamemode end
-- Gamemode Voting disabled, return current gamemode
if ( !fretta_voting:GetBool() ) then
return GAMEMODE.FolderName
end
local winner = GAMEMODE:GetWinningWant()
if ( !winner ) then return GetRandomGamemodeName() end
return winner
end
function GM:GetWinningMap( WinningGamemode )
if ( GAMEMODE.WinningMap ) then return GAMEMODE.WinningMap end
local winner = GAMEMODE:GetWinningWant()
if ( !winner ) then return GetRandomGamemodeMap( GAMEMODE.WinningGamemode ) end
return winner
end
function GM:FinishGamemodeVote()
GAMEMODE.WinningGamemode = GAMEMODE:WorkOutWinningGamemode()
GAMEMODE:ClearPlayerWants()
-- Send bink bink notification
BroadcastLua( "GAMEMODE:GamemodeWon( '"..GAMEMODE.WinningGamemode.."' )" );
-- Start map vote..
timer.Simple( 2, function() GAMEMODE:StartMapVote() end )
end
function GM:FinishMapVote()
GAMEMODE.WinningMap = GAMEMODE:GetWinningMap()
GAMEMODE:ClearPlayerWants()
-- Send bink bink notification
BroadcastLua( "GAMEMODE:ChangingGamemode( '"..GAMEMODE.WinningGamemode.."', '"..GAMEMODE.WinningMap.."' )" );
-- Start map vote?
timer.Simple( 3, function() GAMEMODE:ChangeGamemode() end )
end
function GM:ChangeGamemode()
local gm = GAMEMODE:WorkOutWinningGamemode()
local mp = GAMEMODE:GetWinningMap()
RunConsoleCommand( "gamemode", gm )
RunConsoleCommand( "changelevel", mp )
end