//Plugin by MaskedMonkeyMan import BasePlugin from "./base-plugin.js"; import fs from "fs"; import { Layers } from "../layers/index.js" function randomElement(array) { return array[ Math.floor(Math.random() * array.length) ]; } function formatChoice(choiceIndex, mapString, currentVotes, firstBroadcast) { return `${choiceIndex + 1}➤ ${mapString} ` + (!firstBroadcast ? `(${currentVotes})` : ""); // return `${choiceIndex + 1}❱ ${mapString} (${currentVotes} votes)` } function toMils(min) { return min * 60 * 1000; } export default class MapVote extends BasePlugin { static get description() { return "Map Voting plugin"; } static get defaultEnabled() { return true; } static get optionsSpecification() { return { commandPrefix: { required: false, description: "command name to use in chat", default: "!vote" }, minPlayersForVote: { required: false, description: 'number of players needed on the server for a vote to start', default: 40 }, voteWaitTimeFromMatchStart: { required: false, description: 'time in mins from the start of a round to the start of a new map vote', default: 15 }, voteBroadcastInterval: { required: false, description: 'broadcast interval for vote notification in mins', default: 7 }, automaticSeedingMode: { required: false, description: 'set a seeding layer if server has less than 20 players', default: true }, numberRecentMapsToExlude: { required: false, description: 'random layer list will not include the n. recent maps', default: 4 } }; } constructor(server, options, connectors) { super(server, options, connectors); this.voteRules = {}; //data object holding vote configs this.nominations = []; //layer strings for the current vote choices this.trackedVotes = {}; //player votes, keyed by steam id this.tallies = []; //votes per layer, parellel with nominations this.votingEnabled = false; this.onConnectBound = false; this.broadcastIntervalTask = null; this.firstBroadcast = true; this.onNewGame = this.onNewGame.bind(this); this.onPlayerDisconnected = this.onPlayerDisconnected.bind(this); this.onChatMessage = this.onChatMessage.bind(this); this.broadcastNominations = this.broadcastNominations.bind(this); this.beginVoting = this.beginVoting.bind(this); this.msgBroadcast = (msg) => { this.server.rcon.broadcast(msg); }; this.msgDirect = (steamid, msg) => { this.server.rcon.warn(steamid, msg); }; } async mount() { this.server.on('NEW_GAME', this.onNewGame); this.server.on('CHAT_MESSAGE', this.onChatMessage); this.server.on('PLAYER_DISCONNECTED', this.onPlayerDisconnected); this.verbose(1, 'Map vote was mounted.'); this.setSeedingMode(); } async unmount() { this.server.removeEventListener('NEW_GAME', this.onNewGame); this.server.removeEventListener('CHAT_MESSAGE', this.onChatMessage); this.server.removeEventListener('PLAYER_DISCONNECTED', this.onPlayerDisconnected); clearInterval(this.broadcastIntervalTask); this.verbose(1, 'Map vote was un-mounted.'); } async onNewGame() { setTimeout(async () => { this.endVoting(); this.trackedVotes = {}; this.tallies = []; this.nominations = []; this.factionStrings = []; setTimeout(this.beginVoting, toMils(this.options.voteWaitTimeFromMatchStart)); setTimeout(() => { this.setSeedingMode() }, 20000); }, 10000) } async onPlayerDisconnected() { if (!this.votingEnabled) return; await this.server.updatePlayerList(); this.clearVote(); this.updateNextMap(); } setSeedingMode() { // setTimeout(()=>{this.msgDirect('76561198419229279',"MV\ntest\ntest")},1000) // this.msgBroadcast("[MapVote] Seeding mode active") if (this.options.automaticSeedingMode && ((this.server.nextLayer && this.server.nextLayer.gamemode.toLowerCase() != "seed") || this.server.currentLayer.layerid == this.server.nextLayer.layerid)) { const mapBlacklist = [ "BlackCoast" ]; const seedingMaps = Layers.layers.filter((l) => l.gamemode.toUpperCase() == "SEED" && !mapBlacklist.includes(l.classname) && l.layerid != this.server.currentLayer.layerid) const nextMap = randomElement(seedingMaps).layerid; if (this.server.players && this.server.players.length < 20) { this.verbose(1, 'Going into seeding mode.'); this.server.rcon.execute(`AdminSetNextLayer ${nextMap}`); } } } async onChatMessage(info) { const { steamID, name: playerName } = info; const message = info.message.toLowerCase(); //check to see if this message has a command prefix if (!message.startsWith(this.options.commandPrefix) && isNaN(message)) return; const commandSplit = (isNaN(message) ? message.substring(this.options.commandPrefix.length).trim().split(' ') : [ message ]); let cmdLayers = commandSplit.slice(1); for (let k in cmdLayers) cmdLayers[ k ] = cmdLayers[ k ].toLowerCase(); const subCommand = commandSplit[ 0 ]; if (!isNaN(subCommand)) // if this succeeds player is voting for a map { const mapNumber = parseInt(subCommand); //try to get a vote number if (!this.votingEnabled) { await this.msgDirect(steamID, "There is no vote running right now"); return; } await this.registerVote(steamID, mapNumber, playerName); this.updateNextMap(); return; } const isAdmin = info.chat === "ChatAdmin"; switch (subCommand) // select the sub command { case "choices": //sends choices to player in the from of a warning case "results": //sends player the results in a warning if (!this.votingEnabled) { await this.msgDirect(steamID, "There is no vote running right now"); return; } this.directMsgNominations(steamID); return; case "start": //starts the vote again if it was canceled if (!isAdmin) return; if (this.votingEnabled) { await this.msgDirect(steamID, "Voting is already enabled"); return; } this.beginVoting(true, steamID, cmdLayers); return; case "restart": //starts the vote again if it was canceled if (!isAdmin) return; this.endVoting(); this.beginVoting(true, steamID, cmdLayers); return; case "cancel": //cancels the current vote and wont set next map to current winnner if (!isAdmin) return; if (!this.votingEnabled) { await this.msgDirect(steamID, "There is no vote running right now"); return; } this.endVoting(); await this.msgDirect(steamID, "Ending current vote"); return; case "broadcast": if (!this.votingEnabled) { await this.msgDirect(steamID, "There is no vote running right now"); return; } this.broadcastNominations(); return; case "help": //displays available commands let msg = ""; msg += (`!vote \n`); if (isAdmin) msg += (`!vote (admin only)\n`); await this.msgDirect(steamID, msg + `\nMapVote SquadJS plugin built by JetDave`); return; default: //give them an error await this.msgDirect(steamID, `Unknown vote subcommand: ${subCommand}`); return; } } updateNextMap() //sets next map to current mapvote winner, if there is a tie will pick at random { const nextMap = randomElement(this.currentWinners); this.server.rcon.execute(`AdminSetNextLayer ${nextMap}`); } matchLayers(builtString) { return Layers.layers.filter(element => element.layerid.includes(builtString)); } getMode(nomination, currentMode) { const mapName = nomination.map; let modes = nomination.modes; let mode = modes[ 0 ]; if (mode === "Any") modes = this.voteRules.modes; if (this.voteRules.mode_repeat_blacklist.includes(currentMode)) { modes = modes.filter(mode => !mode.includes(currentMode)); } while (modes.length > 0) { mode = randomElement(modes); modes = modes.filter(elem => elem !== mode); if (this.matchLayers(`${mapName}_${mode}`).length > 0) break; } return mode; } //TODO: right now if version is set to "Any" no caf layers will be selected populateNominations(steamid = null, cmdLayers = [], bypassRaasFilter = false) //gets nomination strings from layer options { // this.nominations.push(builtLayerString); // this.tallies.push(0); const translations = { 'United States Army': "USA", 'United States Marine Corps': "USMC", 'Russian Ground Forces': "RUS", 'British Army': "GB", 'Canadian Army': "CAF", 'Australian Defence Force': "AUS", 'Irregular Militia Forces': "IRR", 'Middle Eastern Alliance': "MEA", 'Insurgent Forces': "INS", } this.nominations = []; this.tallies = []; this.factionStrings = []; let rnd_layers = []; // let rnd_layers = []; if (!cmdLayers || cmdLayers.length == 0) { const all_layers = Layers.layers.filter((l) => [ 'RAAS', 'AAS', 'INVASION' ].includes(l.gamemode.toUpperCase()) && ![ this.server.currentLayer.classname, ...this.objArrToValArr(this.server.layerHistory.splice(0, this.options.numberRecentMapsToExlude), "classname") ].includes(l.classname)); for (let i = 0; i < 6; i++) { // rnd_layers.push(all_layers[Math.floor(Math.random()*all_layers.length)]); let l; do l = randomElement(all_layers); while (rnd_layers.includes(l)) rnd_layers.push(l); this.nominations.push(l.layerid) this.tallies.push(0); this.factionStrings.push(getTranslation(l.teams[ 0 ]) + "-" + getTranslation(l.teams[ 1 ])); } if (!bypassRaasFilter && rnd_layers.filter((l) => l.gamemode === 'RAAS').length < 3) this.populateNominations(); } else { if (cmdLayers.length == 1 && cmdLayers[ 0 ].split('_')[ 0 ] == "*") for (let i = 0; i < 5; i++) cmdLayers.push(cmdLayers[ 0 ]) if (cmdLayers.length <= 6) for (let cl of cmdLayers) { const cls = cl.split('_'); const fLayers = Layers.layers.filter((l) => ((cls[ 0 ] == "*" || l.classname.toLowerCase().startsWith(cls[ 0 ])) && (l.gamemode.toLowerCase().startsWith(cls[ 1 ]) || (!cls[ 1 ] && [ 'RAAS', 'AAS', 'INVASION' ].includes(l.gamemode.toUpperCase()))) && (!cls[ 2 ] || l.version.toLowerCase().startsWith("v" + cls[ 2 ].replace(/v/gi, ''))))); let l; do l = randomElement(fLayers); while (rnd_layers.includes(l)) rnd_layers.push(l); this.nominations.push(l.layerid) this.tallies.push(0); this.factionStrings.push(getTranslation(l.teams[ 0 ]) + "-" + getTranslation(l.teams[ 1 ])); } else if (steamid) this.msgDirect(steamid, "You cannot start a vote with more than 6 options"); return; } function getTranslation(t) { if (translations[ t.faction ]) return translations[ t.faction ] else { const f = t.faction.split(' '); let fTag = ""; f.forEach((e) => { fTag += e[ 0 ] }); return fTag.toUpperCase(); } } } //checks if there are enough players to start voting, if not binds itself to player connected //when there are enough players it clears old votes, sets up new nominations, and starts broadcast beginVoting(force = false, steamid = null, cmdLayers = null) { this.verbose(1, "Starting vote") const playerCount = this.server.players.length; const minPlayers = this.options.minPlayersForVote; if (this.votingEnabled) //voting has already started return; if (playerCount < minPlayers && !force) { if (this.onConnectBound == false) { this.server.on("PLAYER_CONNECTED", () => { this.beginVoting }) this.onConnectBound = true; } return; } if (this.onConnectBound) { this.server.removeEventListener("PLAYER_CONNECTED", () => { this.beginVoting }); this.onConnectBound = false; } // these need to be reset after reenabling voting this.trackedVotes = {}; this.tallies = []; this.populateNominations(steamid, cmdLayers); this.votingEnabled = true; this.firstBroadcast = true; this.broadcastNominations(); this.broadcastIntervalTask = setInterval(this.broadcastNominations, toMils(this.options.voteBroadcastInterval)); } endVoting() { this.votingEnabled = false; clearInterval(this.broadcastIntervalTask); this.broadcastIntervalTask = null; } objArrToValArr(arr, key) { let vet = []; for (let o of arr) if (arr[ key ]) vet.push(arr[ key ]); return vet; } //sends a message about nominations through a broadcast //NOTE: max squad broadcast message length appears to be 485 characters //Note: broadcast strings with multi lines are very strange async broadcastNominations() { if (this.nominations.length > 0 && this.votingEnabled) { await this.msgBroadcast("✯ MAPVOTE ✯ Vote for the next map by writing in chat the corresponding number!\n"); let nominationStrings = []; for (let choice in this.nominations) { choice = Number(choice); nominationStrings.push(formatChoice(choice, this.nominations[ choice ].replace(/\_/gi, ' ').replace(/\sv\d{1,2}/gi, '') + ' ' + this.factionStrings[ choice ], this.tallies[ choice ], this.firstBroadcast)); } await this.msgBroadcast(nominationStrings.join("\n")); this.firstBroadcast = false; } //const winners = this.currentWinners; //await this.msgBroadcast(`Current winner${winners.length > 1 ? "s" : ""}: ${winners.join(", ")}`); } async directMsgNominations(steamID) { let strMsg = ""; for (let choice in this.nominations) { choice = Number(choice); // await this.msgDirect(steamID, formatChoice(choice, this.nominations[ choice ], this.tallies[ choice ])); strMsg += (steamID, formatChoice(choice, this.nominations[ choice ], this.tallies[ choice ])) + "\n"; } strMsg.trim(); this.msgDirect(steamID, strMsg) // const winners = this.currentWinners; // await this.msgDirect(steamID, `Current winner${winners.length > 1 ? "s" : ""}: ${winners.join(", ")}`); } //counts a vote from a player and adds it to tallies async registerVote(steamID, nominationIndex, playerName) { nominationIndex -= 1; // shift indices from display range if (nominationIndex < 0 || nominationIndex > this.nominations.length) { await this.msgDirect(steamID, `[Map Vote] ${playerName}: invalid map number, typ !vote results to see map numbers`); return; } const previousVote = this.trackedVotes[ steamID ]; this.trackedVotes[ steamID ] = nominationIndex; this.tallies[ nominationIndex ] += 1; if (previousVote !== undefined) this.tallies[ previousVote ] -= 1; await this.msgDirect(steamID, `Registered vote: ${this.nominations[ nominationIndex ].replace(/\_/gi, ' ').replace(/\sv\d{1,2}/gi, '')} ${this.factionStrings[ nominationIndex ]} (${this.tallies[ nominationIndex ]} votes)`); // await this.msgDirect(steamID, `Registered vote`);// ${this.nominations[ nominationIndex ]} ${this.factionStrings[ nominationIndex ]} (${this.tallies[ nominationIndex ]} votes)`); // await this.msgDirect(steamID, `${this.nominations[ nominationIndex ]} (${this.tallies[ nominationIndex ]} votes)`); // await this.msgDirect(steamID, `${this.factionStrings[ nominationIndex ]}`); // await this.msgDirect(steamID, `${this.tallies[ nominationIndex ]} votes`); } //removes a players vote if they disconnect from the sever clearVote() { const currentPlayers = this.server.players.map((p) => p.steamID); for (const steamID in this.trackedVotes) { if (!(currentPlayers.includes(steamID))) { const vote = this.trackedVotes[ steamID ]; this.tallies[ vote ] -= 1; delete this.trackedVotes[ steamID ]; } } } //calculates the current winner(s) of the vote and returns thier strings in an array get currentWinners() { const ties = []; let highestScore = -Infinity; for (let choice in this.tallies) { const score = this.tallies[ choice ]; if (score < highestScore) continue; else if (score > highestScore) { highestScore = score; ties.length = 0; ties.push(choice); } else // equal ties.push(choice); } return ties.map(i => this.nominations[ i ]); } }