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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef TF_AUTOBALANCE_H
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#define TF_AUTOBALANCE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "GameEventListener.h"
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enum autobalance_state_t
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{
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AB_STATE_INACTIVE = 0,
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AB_STATE_MONITOR,
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AB_STATE_FIND_VOLUNTEERS
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};
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enum volunteer_state_t
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{
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AB_VOLUNTEER_STATE_ASKED = 0,
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AB_VOLUNTEER_STATE_NO,
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AB_VOLUNTEER_STATE_YES,
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};
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typedef struct
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{
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CHandle<CTFPlayer> hPlayer;
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volunteer_state_t eState;
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float flQueryExpireTime;
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} volunteer_info_s;
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//-----------------------------------------------------------------------------
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class CTFAutobalance : public CAutoGameSystemPerFrame
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{
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public:
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CTFAutobalance();
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~CTFAutobalance();
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virtual char const *Name() { return "CTFAutobalance"; }
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virtual void Shutdown();
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virtual void LevelShutdownPostEntity();
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// called after entities think
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virtual void FrameUpdatePostEntityThink();
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void ReplyReceived( CTFPlayer *pTFPlayer, bool bResponse );
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private:
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void Reset();
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bool ShouldBeActive() const;
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bool AreTeamsUnbalanced();
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void MonitorTeams();
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bool HaveAlreadyAskedPlayer( CTFPlayer *pTFPlayer ) const;
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int GetTeamAutoBalanceScore( int nTeam ) const;
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int GetPlayerAutoBalanceScore( CTFPlayer *pTFPlayer ) const;
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CTFPlayer *FindPlayerToAsk();
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void FindVolunteers();
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void SwitchVolunteers();
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bool IsOkayToBalancePlayers();
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private:
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int m_iCurrentState;
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int m_iLightestTeam;
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int m_iHeaviestTeam;
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int m_nNeeded;
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float m_flBalanceTeamsTime;
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CUtlVector< volunteer_info_s > m_vecPlayersAsked;
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};
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CTFAutobalance *TFAutoBalance();
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#endif // TF_AUTOBALANCE_H
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