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Bubberstation/code/controllers/subsystem/vote.dm
SkyratBot 03854f9abe [MIRROR] Vote System: Approval Voting [MDB IGNORE] (#19666)
* Vote System: Approval Voting (#73749)

## About The Pull Request

Approval Voting is a system in which voters can select as many maps as
they want, instead of selecting only one. Final tallies show how many
votes each map received, and the winner is the map with the most
support.

## Changes since https://github.com/tgstation/tgstation/pull/73413
- Custom votes can now be started using either system
- Icon during AV votes indicating your selections
- Map population filter counts active players and participating ghosts

https://user-images.githubusercontent.com/83487515/222580901-61506cc3-dc42-4435-9775-1e6291a3f734.mp4

## Why It's Good For The Game

First-past-the-post (our current voting system) has flaws such as
creating a bunch of wasted votes, in that a large number of selections
ultimately have no impact and for example, a map can win a 3 way race
11/10/10, even though 2/3 of the votes were not for that map. This leads
to people having to vote strategically, and perhaps not what their true
choice is.

Approval Voting solves this by instead allowing the player to select all
the maps they would like to play, so they can vote for their true
preferred choice, as well as alternates.

For example, a player that wants Metastation, is okay with Icebox, and
doesn't want Delta may feel pressured to vote Icebox if it's in a 2 way
race with Delta.

AV lets them vote for Meta, and Icebox or as many others as they want as
their alternates and creates a more fair outcome of a map vote.

Map population filter removing AFK/lobby screen dwellers gives a better
number of active players so as to not trip the map filter's population
cap earlier than it should.

tl;dr: Less of this

![image](https://user-images.githubusercontent.com/83487515/222860681-210f2d7e-2368-4d42-84d5-6de838995e50.png)

## Changelog

🆑 LT3
rscadd: Added new multi-vote system
balance: Map votes are now calculated using multi-vote instead of the
old single-vote system
admin: Admins can now use either multi-vote or single-vote for custom
votes
code: Map choice filtering uses active player count, not all connected
clients
/🆑

* Vote System: Approval Voting

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-03-04 17:49:21 -08:00

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/// Define to mimic a span macro but for the purple font that vote specifically uses.
#define vote_font(text) ("<font color='purple'>" + text + "</font>")
SUBSYSTEM_DEF(vote)
name = "Vote"
wait = 1 SECONDS
flags = SS_KEEP_TIMING
init_order = INIT_ORDER_VOTE
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
/// A list of all generated action buttons
var/list/datum/action/generated_actions = list()
/// All votes that we can possible vote for.
var/list/datum/vote/possible_votes = list()
/// The vote we're currently voting on.
var/datum/vote/current_vote
/// A list of all ckeys who have voted for the current vote.
var/list/voted = list()
/// A list of all ckeys currently voting for the current vote.
var/list/voting = list()
/datum/controller/subsystem/vote/Initialize()
for(var/vote_type in subtypesof(/datum/vote))
var/datum/vote/vote = new vote_type()
if(!vote.is_accessible_vote())
qdel(vote)
continue
possible_votes[vote.name] = vote
return SS_INIT_SUCCESS
// Called by master_controller
/datum/controller/subsystem/vote/fire()
if(!current_vote)
return
current_vote.time_remaining = round((current_vote.started_time + CONFIG_GET(number/vote_period) - world.time) / 10)
if(current_vote.time_remaining < 0)
process_vote_result()
SStgui.close_uis(src)
reset()
/// Resets all of our vars after votes conclude / are cancelled.
/datum/controller/subsystem/vote/proc/reset()
voted.Cut()
voting.Cut()
current_vote?.reset()
current_vote = null
QDEL_LIST(generated_actions)
SStgui.update_uis(src)
/**
* Process the results of the vote.
* Collects all the winners, breaks any ties that occur,
* prints the results of the vote to the world,
* and finally follows through with the effects of the vote.
*/
/datum/controller/subsystem/vote/proc/process_vote_result()
// First collect all the non-voters we have.
var/list/non_voters = GLOB.directory.Copy() - voted
// Remove AFK or clientless non-voters.
for(var/non_voter_ckey in non_voters)
var/client/non_voter_client = non_voters[non_voter_ckey]
if(!non_voter_client || non_voter_client.is_afk())
non_voters -= non_voter_ckey
// Now get the result of the vote.
// This is a list, as we could have a tie (multiple winners).
var/list/winners = current_vote.get_vote_result(non_voters)
// Now we should determine who actually won the vote.
var/final_winner
// 1 winner? That's the winning option
if(length(winners) == 1)
final_winner = winners[1]
// More than 1 winner? Tiebreaker between all the winners
else if(length(winners) > 1)
final_winner = current_vote.tiebreaker(winners)
// Announce the results of the vote to the world.
var/to_display = current_vote.get_result_text(winners, final_winner, non_voters)
log_vote(to_display)
to_chat(world, span_infoplain(vote_font("\n[to_display]")))
// Finally, doing any effects on vote completion
if (final_winner) // if no one voted final_winner will be null
current_vote.finalize_vote(final_winner)
/**
* One selection per person, and the selection with the most votes wins.
*/
/datum/controller/subsystem/vote/proc/submit_single_vote(mob/voter, their_vote)
if(!current_vote)
return
if(!voter?.ckey)
return
if(CONFIG_GET(flag/no_dead_vote) && voter.stat == DEAD && !voter.client?.holder)
return
// If user has already voted, remove their specific vote
if(voter.ckey in current_vote.choices_by_ckey)
var/their_old_vote = current_vote.choices_by_ckey[voter.ckey]
current_vote.choices[their_old_vote]--
else
voted += voter.ckey
current_vote.choices_by_ckey[voter.ckey] = their_vote
current_vote.choices[their_vote]++
return TRUE
/**
* Any number of selections per person, and the selection with the most votes wins.
*/
/datum/controller/subsystem/vote/proc/submit_multi_vote(mob/voter, their_vote)
if(!current_vote)
return
if(!voter?.ckey)
return
if(CONFIG_GET(flag/no_dead_vote) && voter.stat == DEAD && !voter.client?.holder)
return
else
voted += voter.ckey
if(current_vote.choices_by_ckey[voter.ckey + their_vote] == 1)
current_vote.choices_by_ckey[voter.ckey + their_vote] = 0
current_vote.choices[their_vote]--
else
current_vote.choices_by_ckey[voter.ckey + their_vote] = 1
current_vote.choices[their_vote]++
return TRUE
/**
* Initiates a vote, allowing all players to vote on something.
*
* * vote_type - The type of vote to initiate. Can be a [/datum/vote] typepath, a [/datum/vote] instance, or the name of a vote datum.
* * vote_initiator_name - The ckey (if player initiated) or name that initiated a vote. Ex: "UristMcAdmin", "the server"
* * vote_initiator - If a person / mob initiated the vote, this is the mob that did it
* * forced - Whether we're forcing the vote to go through regardless of existing votes or other circumstances. Note: If the vote is admin created, forced becomes true regardless.
*/
/datum/controller/subsystem/vote/proc/initiate_vote(vote_type, vote_initiator_name, mob/vote_initiator, forced = FALSE)
// Even if it's forced we can't vote before we're set up
if(!MC_RUNNING(init_stage))
if(vote_initiator)
to_chat(vote_initiator, span_warning("You cannot start vote now, the server is not done initializing."))
return FALSE
// Check if we have unlimited voting power.
// Admin started (or forced) voted will go through even if there's an ongoing vote,
// if voting is on cooldown, or regardless if a vote is config disabled (in some cases)
var/unlimited_vote_power = forced || !!GLOB.admin_datums[vote_initiator?.ckey]
if(current_vote && !unlimited_vote_power)
if(vote_initiator)
to_chat(vote_initiator, span_warning("There is already a vote in progress! Please wait for it to finish."))
return FALSE
// Get our actual datum
var/datum/vote/to_vote
// If we were passed a path: find the path in possible_votes
if(ispath(vote_type, /datum/vote))
var/datum/vote/vote_path = vote_type
to_vote = possible_votes[initial(vote_path.name)]
// If we were passed an instance: use the instance
else if(istype(vote_type, /datum/vote))
to_vote = vote_type
// If we got neither a path or an instance, it could be a vote name, but is likely just an error / null
else
to_vote = possible_votes[vote_type]
if(!to_vote)
stack_trace("Voting initiate_vote was passed an invalid vote type. (Got: [vote_type || "null"])")
// No valid vote found? No vote
if(!istype(to_vote))
if(vote_initiator)
to_chat(vote_initiator, span_warning("Invalid voting choice."))
return FALSE
// Vote can't be initiated in our circumstances? No vote
if(!to_vote.can_be_initiated(vote_initiator, unlimited_vote_power))
return FALSE
// Okay, we're ready to actually create a vote -
// Do a reset, just to make sure
reset()
// Try to create the vote. If the creation fails, no vote
if(!to_vote.create_vote(vote_initiator))
return FALSE
// Okay, the vote's happening now, for real. Set it up.
current_vote = to_vote
var/duration = CONFIG_GET(number/vote_period)
var/to_display = current_vote.initiate_vote(vote_initiator_name, duration)
log_vote(to_display)
to_chat(world, span_infoplain(vote_font("\n[span_bold(to_display)]\n\
Type <b>vote</b> or click <a href='byond://winset?command=vote'>here</a> to place your votes.\n\
You have [DisplayTimeText(duration)] to vote.")))
// And now that it's going, give everyone a voter action
for(var/client/new_voter as anything in GLOB.clients)
var/datum/action/vote/voting_action = new()
voting_action.name = "Vote: [current_vote.override_question || current_vote.name]"
voting_action.Grant(new_voter.mob)
new_voter.player_details.player_actions += voting_action
generated_actions += voting_action
if(current_vote.vote_sound && (new_voter.prefs.read_preference(/datum/preference/toggle/sound_announcements)))
SEND_SOUND(new_voter, sound(current_vote.vote_sound))
return TRUE
/datum/controller/subsystem/vote/ui_state()
return GLOB.always_state
/datum/controller/subsystem/vote/ui_interact(mob/user, datum/tgui/ui)
// Tracks who is currently voting
voting |= user.client?.ckey
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "VotePanel")
ui.open()
/datum/controller/subsystem/vote/ui_data(mob/user)
var/list/data = list()
var/is_lower_admin = !!user.client?.holder
var/is_upper_admin = check_rights_for(user.client, R_ADMIN)
data["user"] = list(
"ckey" = user.client?.ckey,
"isLowerAdmin" = is_lower_admin,
"isUpperAdmin" = is_upper_admin,
// What the current user has selected in any ongoing votes.
"singleSelection" = current_vote?.choices_by_ckey[user.client?.ckey],
"multiSelection" = current_vote?.choices_by_ckey,
)
data["voting"]= is_lower_admin ? voting : list()
var/list/all_vote_data = list()
for(var/vote_name in possible_votes)
var/datum/vote/vote = possible_votes[vote_name]
if(!istype(vote))
continue
var/list/vote_data = list(
"name" = vote_name,
"canBeInitiated" = vote.can_be_initiated(forced = is_lower_admin),
"config" = vote.is_config_enabled(),
"message" = vote.message,
)
if(vote == current_vote)
var/list/choices = list()
for(var/key in current_vote.choices)
choices += list(list(
"name" = key,
"votes" = current_vote.choices[key],
))
data["currentVote"] = list(
"name" = current_vote.name,
"question" = current_vote.override_question,
"timeRemaining" = current_vote.time_remaining,
"countMethod" = current_vote.count_method,
"choices" = choices,
"vote" = vote_data,
)
all_vote_data += list(vote_data)
data["possibleVotes"] = all_vote_data
return data
/datum/controller/subsystem/vote/ui_act(action, params)
. = ..()
if(.)
return
var/mob/voter = usr
switch(action)
if("cancel")
if(!voter.client?.holder)
return
voter.log_message("cancelled a vote.", LOG_ADMIN)
message_admins("[key_name_admin(voter)] has cancelled the current vote.")
reset()
return TRUE
if("toggleVote")
var/datum/vote/selected = possible_votes[params["voteName"]]
if(!istype(selected))
return
return selected.toggle_votable(voter)
if("callVote")
var/datum/vote/selected = possible_votes[params["voteName"]]
if(!istype(selected))
return
// Whether the user actually can initiate this vote is checked in initiate_vote,
// meaning you can't spoof initiate a vote you're not supposed to be able to
return initiate_vote(selected, voter.key, voter)
if("voteSingle")
return submit_single_vote(voter, params["voteOption"])
if("voteMulti")
return submit_multi_vote(voter, params["voteOption"])
/datum/controller/subsystem/vote/ui_close(mob/user)
voting -= user.client?.ckey
/// Mob level verb that allows players to vote on the current vote.
/mob/verb/vote()
set category = "OOC"
set name = "Vote"
SSvote.ui_interact(usr)
/// Datum action given to mobs that allows players to vote on the current vote.
/datum/action/vote
name = "Vote!"
button_icon_state = "vote"
show_to_observers = FALSE
/datum/action/vote/IsAvailable(feedback = FALSE)
return TRUE // Democracy is always available to the free people
/datum/action/vote/Trigger(trigger_flags)
. = ..()
if(!.)
return
owner.vote()
Remove(owner)
// We also need to remove our action from the player actions when we're cleaning up.
/datum/action/vote/Remove(mob/removed_from)
if(removed_from.client)
removed_from.client?.player_details.player_actions -= src
else if(removed_from.ckey)
var/datum/player_details/associated_details = GLOB.player_details[removed_from.ckey]
associated_details?.player_actions -= src
return ..()
#undef vote_font