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## About The Pull Request Allows polls to hide the voting statistics, both while the poll is running and when it completes, so that people vote in isolation of knowing what other people are voting for. It looks like this:   This functionality is also available for custom votes triggered by admins, if they want it. ## Why It's Good For The Game Put simply, if likely to be controversially, sometimes people get upset that an event with a 5% chance of happening occurs 5% of the time. Now they really won't know what the chance was, only that it was picked by a weighted choice. Lack of knowledge about what other people are currently voting for should also curb "meme votes" where people pile onto something they see other people voting for, your vote in a poll with hidden stats can only be influenced by your own opinion because you can't see what the crowd is doing in order to join their bandwagon. ## Changelog 🆑 add: Displaying the voting statistics is now optional on a per-poll basis, and is disabled for map voting. /🆑
394 lines
12 KiB
Plaintext
394 lines
12 KiB
Plaintext
/// Define to mimic a span macro but for the purple font that vote specifically uses.
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#define vote_font(text) ("<font color='purple'>" + text + "</font>")
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SUBSYSTEM_DEF(vote)
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name = "Vote"
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wait = 1 SECONDS
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flags = SS_KEEP_TIMING
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init_order = INIT_ORDER_VOTE
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runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
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/// A list of all generated action buttons
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var/list/datum/action/generated_actions = list()
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/// All votes that we can possible vote for.
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var/list/datum/vote/possible_votes = list()
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/// The vote we're currently voting on.
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var/datum/vote/current_vote
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/// A list of all ckeys who have voted for the current vote.
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var/list/voted = list()
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/// A list of all ckeys currently voting for the current vote.
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var/list/voting = list()
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/datum/controller/subsystem/vote/Initialize()
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for(var/vote_type in subtypesof(/datum/vote))
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var/datum/vote/vote = new vote_type()
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if(!vote.is_accessible_vote())
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qdel(vote)
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continue
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possible_votes[vote.name] = vote
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return SS_INIT_SUCCESS
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// Called by master_controller
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/datum/controller/subsystem/vote/fire()
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if(!current_vote)
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return
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current_vote.time_remaining = round((current_vote.started_time + CONFIG_GET(number/vote_period) - world.time) / 10)
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if(current_vote.time_remaining < 0)
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process_vote_result()
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SStgui.close_uis(src)
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reset()
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/// Resets all of our vars after votes conclude / are cancelled.
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/datum/controller/subsystem/vote/proc/reset()
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voted.Cut()
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voting.Cut()
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current_vote?.reset()
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current_vote = null
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QDEL_LIST(generated_actions)
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SStgui.update_uis(src)
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/**
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* Process the results of the vote.
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* Collects all the winners, breaks any ties that occur,
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* prints the results of the vote to the world,
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* and finally follows through with the effects of the vote.
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*/
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/datum/controller/subsystem/vote/proc/process_vote_result()
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// First collect all the non-voters we have.
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var/list/non_voters = GLOB.directory.Copy() - voted
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// Remove AFK or clientless non-voters.
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for(var/non_voter_ckey in non_voters)
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var/client/non_voter_client = non_voters[non_voter_ckey]
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if(!istype(non_voter_client) || non_voter_client.is_afk())
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non_voters -= non_voter_ckey
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// Now get the result of the vote.
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// This is a list, as we could have a tie (multiple winners).
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var/list/winners = current_vote.get_vote_result(non_voters)
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// Now we should determine who actually won the vote.
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var/final_winner
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// 1 winner? That's the winning option
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if(length(winners) == 1)
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final_winner = winners[1]
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// More than 1 winner? Tiebreaker between all the winners
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else if(length(winners) > 1)
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final_winner = current_vote.tiebreaker(winners)
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// Announce the results of the vote to the world.
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var/to_display = current_vote.get_result_text(winners, final_winner, non_voters)
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var/total_votes = 0
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var/list/vote_choice_data = list()
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for(var/choice in current_vote.choices)
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var/choice_votes = current_vote.choices[choice]
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total_votes += choice_votes
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vote_choice_data["[choice]"] = choice_votes
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// stringify the winners to prevent potential unimplemented serialization errors.
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// Perhaps this can be removed in the future and we assert that vote choices must implement serialization.
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var/final_winner_string = final_winner && "[final_winner]"
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var/list/winners_string = list()
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for(var/winner in winners)
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winners_string += "[winner]"
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var/list/vote_log_data = list(
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"choices" = vote_choice_data,
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"total" = total_votes,
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"winners" = winners_string,
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"final_winner" = final_winner_string,
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)
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var/log_string = replacetext(to_display, "\n", "\\n") // 'keep' the newlines, but dont actually print them as newlines
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log_vote(log_string, vote_log_data)
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to_chat(world, span_infoplain(vote_font("\n[to_display]")))
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// Finally, doing any effects on vote completion
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if (final_winner) // if no one voted, or the vote cannot be won, final_winner will be null
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current_vote.finalize_vote(final_winner)
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/**
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* One selection per person, and the selection with the most votes wins.
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*/
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/datum/controller/subsystem/vote/proc/submit_single_vote(mob/voter, their_vote)
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if(!current_vote)
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return
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if(!voter?.ckey)
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return
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if(CONFIG_GET(flag/no_dead_vote) && voter.stat == DEAD && !voter.client?.holder)
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return
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// If user has already voted, remove their specific vote
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if(voter.ckey in current_vote.choices_by_ckey)
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var/their_old_vote = current_vote.choices_by_ckey[voter.ckey]
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current_vote.choices[their_old_vote]--
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else
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voted += voter.ckey
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current_vote.choices_by_ckey[voter.ckey] = their_vote
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current_vote.choices[their_vote]++
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return TRUE
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/**
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* Any number of selections per person, and the selection with the most votes wins.
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*/
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/datum/controller/subsystem/vote/proc/submit_multi_vote(mob/voter, their_vote)
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if(!current_vote)
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return
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if(!voter?.ckey)
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return
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if(CONFIG_GET(flag/no_dead_vote) && voter.stat == DEAD && !voter.client?.holder)
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return
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else
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voted += voter.ckey
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if(current_vote.choices_by_ckey[voter.ckey + their_vote] == 1)
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current_vote.choices_by_ckey[voter.ckey + their_vote] = 0
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current_vote.choices[their_vote]--
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else
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current_vote.choices_by_ckey[voter.ckey + their_vote] = 1
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current_vote.choices[their_vote]++
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return TRUE
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/**
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* Initiates a vote, allowing all players to vote on something.
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*
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* * 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.
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* * vote_initiator_name - The ckey (if player initiated) or name that initiated a vote. Ex: "UristMcAdmin", "the server"
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* * vote_initiator - If a person / mob initiated the vote, this is the mob that did it
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* * 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.
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*/
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/datum/controller/subsystem/vote/proc/initiate_vote(vote_type, vote_initiator_name, mob/vote_initiator, forced = FALSE)
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// Even if it's forced we can't vote before we're set up
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if(!MC_RUNNING(init_stage))
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if(vote_initiator)
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to_chat(vote_initiator, span_warning("You cannot start vote now, the server is not done initializing."))
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return FALSE
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// Check if we have unlimited voting power.
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// Admin started (or forced) voted will go through even if there's an ongoing vote,
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// if voting is on cooldown, or regardless if a vote is config disabled (in some cases)
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var/unlimited_vote_power = forced || !!GLOB.admin_datums[vote_initiator?.ckey]
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if(current_vote && !unlimited_vote_power)
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if(vote_initiator)
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to_chat(vote_initiator, span_warning("There is already a vote in progress! Please wait for it to finish."))
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return FALSE
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// Get our actual datum
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var/datum/vote/to_vote
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// If we were passed a path: find the path in possible_votes
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if(ispath(vote_type, /datum/vote))
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var/datum/vote/vote_path = vote_type
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to_vote = possible_votes[initial(vote_path.name)]
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// If we were passed an instance: use the instance
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else if(istype(vote_type, /datum/vote))
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to_vote = vote_type
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// If we got neither a path or an instance, it could be a vote name, but is likely just an error / null
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else
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to_vote = possible_votes[vote_type]
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if(!to_vote)
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stack_trace("Voting initiate_vote was passed an invalid vote type. (Got: [vote_type || "null"])")
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// No valid vote found? No vote
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if(!istype(to_vote))
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if(vote_initiator)
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to_chat(vote_initiator, span_warning("Invalid voting choice."))
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return FALSE
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// Vote can't be initiated in our circumstances? No vote
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if(!to_vote.can_be_initiated(vote_initiator, unlimited_vote_power))
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return FALSE
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// Okay, we're ready to actually create a vote -
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// Do a reset, just to make sure
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reset()
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// Try to create the vote. If the creation fails, no vote
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if(!to_vote.create_vote(vote_initiator))
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return FALSE
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// Okay, the vote's happening now, for real. Set it up.
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current_vote = to_vote
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var/duration = CONFIG_GET(number/vote_period)
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var/to_display = current_vote.initiate_vote(vote_initiator_name, duration)
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log_vote(to_display)
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to_chat(world, span_infoplain(vote_font("\n[span_bold(to_display)]\n\
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Type <b>vote</b> or click <a href='byond://winset?command=vote'>here</a> to place your votes.\n\
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You have [DisplayTimeText(duration)] to vote.")))
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// And now that it's going, give everyone a voter action
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for(var/client/new_voter as anything in GLOB.clients)
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var/datum/action/vote/voting_action = new()
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voting_action.name = "Vote: [current_vote.override_question || current_vote.name]"
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voting_action.Grant(new_voter.mob)
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new_voter.player_details.player_actions += voting_action
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generated_actions += voting_action
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if(current_vote.vote_sound && (new_voter.prefs.read_preference(/datum/preference/toggle/sound_announcements)))
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SEND_SOUND(new_voter, sound(current_vote.vote_sound))
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return TRUE
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/datum/controller/subsystem/vote/ui_state()
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return GLOB.always_state
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/datum/controller/subsystem/vote/ui_interact(mob/user, datum/tgui/ui)
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// Tracks who is currently voting
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voting |= user.client?.ckey
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "VotePanel")
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ui.open()
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/datum/controller/subsystem/vote/ui_data(mob/user)
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var/list/data = list()
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var/is_lower_admin = !!user.client?.holder
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var/is_upper_admin = check_rights_for(user.client, R_ADMIN)
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data["user"] = list(
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"ckey" = user.client?.ckey,
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"isLowerAdmin" = is_lower_admin,
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"isUpperAdmin" = is_upper_admin,
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// What the current user has selected in any ongoing votes.
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"singleSelection" = current_vote?.choices_by_ckey[user.client?.ckey],
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"multiSelection" = current_vote?.choices_by_ckey,
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)
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data["voting"]= is_lower_admin ? voting : list()
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var/list/all_vote_data = list()
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for(var/vote_name in possible_votes)
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var/datum/vote/vote = possible_votes[vote_name]
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if(!istype(vote))
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continue
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var/list/vote_data = list(
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"name" = vote_name,
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"canBeInitiated" = vote.can_be_initiated(forced = is_lower_admin),
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"config" = vote.is_config_enabled(),
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"message" = vote.message,
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)
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if(vote == current_vote)
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var/list/choices = list()
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for(var/key in current_vote.choices)
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choices += list(list(
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"name" = key,
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"votes" = current_vote.choices[key],
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))
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data["currentVote"] = list(
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"name" = current_vote.name,
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"question" = current_vote.override_question,
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"timeRemaining" = current_vote.time_remaining,
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"countMethod" = current_vote.count_method,
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"displayStatistics" = current_vote.display_statistics,
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"choices" = choices,
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"vote" = vote_data,
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)
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all_vote_data += list(vote_data)
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data["possibleVotes"] = all_vote_data
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return data
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/datum/controller/subsystem/vote/ui_act(action, params)
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. = ..()
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if(.)
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return
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var/mob/voter = usr
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switch(action)
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if("cancel")
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if(!voter.client?.holder)
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return
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voter.log_message("cancelled a vote.", LOG_ADMIN)
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message_admins("[key_name_admin(voter)] has cancelled the current vote.")
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reset()
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return TRUE
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if("toggleVote")
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var/datum/vote/selected = possible_votes[params["voteName"]]
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if(!istype(selected))
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return
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return selected.toggle_votable(voter)
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if("callVote")
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var/datum/vote/selected = possible_votes[params["voteName"]]
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if(!istype(selected))
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return
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// Whether the user actually can initiate this vote is checked in initiate_vote,
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// meaning you can't spoof initiate a vote you're not supposed to be able to
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return initiate_vote(selected, voter.key, voter)
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if("voteSingle")
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return submit_single_vote(voter, params["voteOption"])
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if("voteMulti")
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return submit_multi_vote(voter, params["voteOption"])
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/datum/controller/subsystem/vote/ui_close(mob/user)
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voting -= user.client?.ckey
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/// Mob level verb that allows players to vote on the current vote.
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/mob/verb/vote()
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set category = "OOC"
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set name = "Vote"
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SSvote.ui_interact(usr)
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/// Datum action given to mobs that allows players to vote on the current vote.
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/datum/action/vote
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name = "Vote!"
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button_icon_state = "vote"
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show_to_observers = FALSE
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/datum/action/vote/IsAvailable(feedback = FALSE)
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return TRUE // Democracy is always available to the free people
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/datum/action/vote/Trigger(trigger_flags)
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. = ..()
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if(!.)
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return
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owner.vote()
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Remove(owner)
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// We also need to remove our action from the player actions when we're cleaning up.
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/datum/action/vote/Remove(mob/removed_from)
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if(removed_from.client)
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removed_from.client?.player_details.player_actions -= src
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else if(removed_from.ckey)
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var/datum/player_details/associated_details = GLOB.player_details[removed_from.ckey]
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associated_details?.player_actions -= src
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return ..()
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#undef vote_font
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