X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fteamplay.qh;h=33f9d02d7e6b01da87c6dd86e6217b3ab546aa95;hb=38a6a16f6923cd12c1284afe10c030845f4b8234;hp=7c4ebe77b6c2a82a51ae2949999734d5da4022e8;hpb=99f5aae787d0e46852e2340594c5cb4805c0f3f3;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/teamplay.qh b/qcsrc/server/teamplay.qh index 7c4ebe77b..33f9d02d7 100644 --- a/qcsrc/server/teamplay.qh +++ b/qcsrc/server/teamplay.qh @@ -1,120 +1,326 @@ #pragma once -string cache_mutatormsg; -string cache_lastmutatormsg; +int autocvar_teamplay_mode; -// The following variables are used for balancing. They are not updated -// automatically. You need to call CheckAllowedTeams and GetTeamCounts to get -// proper values. +bool autocvar_g_changeteam_banned; +bool autocvar_teamplay_lockonrestart; -// These four have 2 different states. If they are equal to -1, it means that -// the player can't join the team. Zero or positive value means that player can -// join the team and means the number of players on that team. -float c1; -float c2; -float c3; -float c4; -float num_bots_team1; ///< Number of bots in the first team. -float num_bots_team2; ///< Number of bots in the second team. -float num_bots_team3; ///< Number of bots in the third team. -float num_bots_team4; ///< Number of bots in the fourth team. -entity lowest_human_team1; ///< Human with the lowest score in the first team. -entity lowest_human_team2; ///< Human with the lowest score in the second team. -entity lowest_human_team3; ///< Human with the lowest score in the third team. -entity lowest_human_team4; ///< Human with the lowest score in the fourth team. -entity lowest_bot_team1; ///< Bot with the lowest score in the first team. -entity lowest_bot_team2; ///< Bot with the lowest score in the second team. -entity lowest_bot_team3; ///< Bot with the lowest score in the third team. -entity lowest_bot_team4; ///< Bot with the lowest score in the fourth team. +bool autocvar_g_balance_teams; +bool autocvar_g_balance_teams_prevent_imbalance; -int redowned, blueowned, yellowowned, pinkowned; +bool lockteams; -//float audit_teams_time; +// ========================== Global teams API ================================ -void TeamchangeFrags(entity e); +/// \brief Returns the global team entity at the given index. +/// \param[in] index Index of the team. +/// \return Global team entity at the given index. +entity Team_GetTeamFromIndex(int index); -void LogTeamchange(float player_id, float team_number, float type); +/// \brief Returns the global team entity that corresponds to the given TEAM_NUM +/// value. +/// \param[in] team_num Team value. See TEAM_NUM constants. +/// \return Global team entity that corresponds to the given TEAM_NUM value. +entity Team_GetTeam(int team_num); -void default_delayedinit(entity this); +// ========================= Team specific API ================================ -void InitGameplayMode(); +/// \brief Returns the score of the team. +/// \param[in] team_ent Team entity. +/// \return Score of the team. +float Team_GetTeamScore(entity team_ent); -string GetClientVersionMessage(entity this); +/// \brief Sets the score of the team. +/// \param[in,out] team_ent Team entity. +/// \param[in] score Score to set. +void Team_SetTeamScore(entity team_ent, float score); -string getwelcomemessage(entity this); +/// \brief Returns the number of alive players in a team. +/// \param[in] team_ent Team entity. +/// \return Number of alive players in a team. +int Team_GetNumberOfAlivePlayers(entity team_ent); -void SetPlayerColors(entity player, float _color); +/// \brief Sets the number of alive players in a team. +/// \param[in,out] team_ent Team entity. +/// \param[in] number Number of players to set. +void Team_SetNumberOfAlivePlayers(entity team_ent, int number); -/// \brief Kills player as a result of team change. -/// \param[in,out] player Player to kill. -/// \return No return. -void KillPlayerForTeamChange(entity player); +/// \brief Returns the number of alive teams. +/// \return Number of alive teams. +int Team_GetNumberOfAliveTeams(); -/// \brief Sets the team of the player. +/// \brief Returns the number of control points owned by a team. +/// \param[in] team_ent Team entity. +/// \return Number of control points owned by a team. +int Team_GetNumberOfControlPoints(entity team_ent); + +/// \brief Sets the number of control points owned by a team. +/// \param[in,out] team_ent Team entity. +/// \param[in] number Number of control points to set. +void Team_SetNumberOfControlPoints(entity team_ent, int number); + +/// \brief Returns the number of teams that own control points. +/// \return Number of teams that own control points. +int Team_GetNumberOfTeamsWithControlPoints(); + +// ======================= Entity specific API ================================ + +void setcolor(entity this, int clr); + +/// \brief Returns whether the given entity belongs to a valid team. +/// \param[in] this Entity to check. +/// \return True if entity belongs to a valid team, false otherwise. +bool Entity_HasValidTeam(entity this); + +/// \brief Returns the team index of the given entity. +/// \param[in] this Entity to check. +/// \return Team index of the entity. +int Entity_GetTeamIndex(entity this); + +/// \brief Returns the team entity of the given entity. +/// \param[in] this Entity to check. +/// \return Team entity of the given entity or NULL if the entity doesn't belong +/// to any team. +entity Entity_GetTeam(entity this); + +void SetPlayerColors(entity player, float _color); + +/// \brief Sets the team of the player using its index. /// \param[in,out] player Player to adjust. -/// \param[in] team_num Team number to set. See TEAM_NUM constants. +/// \param[in] index Index of the team to set. /// \return True if team switch was successful, false otherwise. -bool SetPlayerTeamSimple(entity player, int team_num); +bool Player_SetTeamIndex(entity player, int index); + +enum +{ + TEAM_CHANGE_AUTO = 2, ///< The team was selected by autobalance. + TEAM_CHANGE_MANUAL = 3, ///< Player has manually selected their team. + TEAM_CHANGE_SPECTATOR = 4 ///< Player is joining spectators. //TODO: Remove? +}; /// \brief Sets the team of the player. /// \param[in,out] player Player to adjust. -/// \param[in] destination_team Team to set. -/// \param[in] source_team Previous team of the player. -/// \param[in] no_print Whether to print this event to players' console. +/// \param[in] team_index Index of the team to set. +/// \param[in] type Type of the team change. See TEAM_CHANGE constants. /// \return True if team switch was successful, false otherwise. -bool SetPlayerTeam(entity player, int destination_team, int source_team, - bool no_print); +bool SetPlayerTeam(entity player, int team_index, int type); -// set c1...c4 to show what teams are allowed -void CheckAllowedTeams(entity for_whom); +/// \brief Sets the team of the player with all sanity checks. +/// \param[in,out] player Player to adjust. +/// \param[in] team_index Index of the team to set. +void Player_SetTeamIndexChecked(entity player, int team_index); -float PlayerValue(entity p); +/// \brief Moves player to the specified team. +/// \param[in,out] client Client to move. +/// \param[in] team_index Index of the team. +/// \param[in] type ??? +/// \return True on success, false otherwise. +bool MoveToTeam(entity client, int team_index, int type); -// c1...c4 should be set to -1 (not allowed) or 0 (allowed). -// teams that are allowed will now have their player counts stored in c1...c4 -void GetTeamCounts(entity ignore); +enum +{ + TEAM_FORCE_SPECTATOR = -1, ///< Force the player to spectator team. + TEAM_FORCE_DEFAULT = 0 ///< Don't force any team. +}; -/// \brief Returns whether one team is smaller than the other. -/// \param[in] team_a First team. -/// \param[in] team_b Second team. +/// \brief Returns whether player has real forced team. Spectator team is +/// ignored. /// \param[in] player Player to check. -/// \param[in] use_score Whether to take into account team scores. -/// \return True if first team is smaller than the second one, false otherwise. -/// \note This function assumes that CheckAllowedTeams and GetTeamCounts have -/// been called. -bool IsTeamSmallerThanTeam(int team_a, int team_b, entity player, - bool use_score); +/// \return True if player has real forced team, false otherwise. +bool Player_HasRealForcedTeam(entity player); -/// \brief Returns whether one team is equal to the other. -/// \param[in] team_a First team. -/// \param[in] team_b Second team. +/// \brief Returns the index of the forced team of the given player. +/// \param[in] player Player to check. +/// \return Index of the forced team. +int Player_GetForcedTeamIndex(entity player); + +/// \brief Sets the index of the forced team of the given player. +/// \param[in,out] player Player to adjust. +/// \param[in] team_index Index of the team to set. +void Player_SetForcedTeamIndex(entity player, int team_index); + +/// \brief Determines the forced team of the player using current global config. +/// \param[in,out] player Player to adjust. +void Player_DetermineForcedTeam(entity player); + +// ========================= Team balance API ================================= + +/// \brief Assigns the given player to a team that will make the game most +/// balanced. +/// \param[in,out] player Player to assign. +void TeamBalance_JoinBestTeam(entity player); + +/// \brief Checks whether the player can join teams according to global +/// configuration and mutator settings. +/// \param[in] for_whom Player to check for. Pass NULL for global rules. +/// \return Team balance entity that holds information about teams. This entity +/// will be automatically destroyed on the next frame but you are encouraged to +/// manually destroy it by calling TeamBalance_Destroy for performance reasons. +entity TeamBalance_CheckAllowedTeams(entity for_whom); + +/// \brief Destroy the team balance entity. +/// \param[in,out] balance Team balance entity to destroy. +/// \note Team balance entity is allowed to be NULL. +void TeamBalance_Destroy(entity balance); + +/// \brief Returns the bitmask of allowed teams. +/// \param[in] balance Team balance entity. +/// \return Bitmask of allowed teams. +int TeamBalance_GetAllowedTeams(entity balance); + +/// \brief Returns whether the team change to the specified team is allowed. +/// \param[in] balance Team balance entity. +/// \param[in] index Index of the team. +/// \return True if team change to the specified team is allowed, false +/// otherwise. +bool TeamBalance_IsTeamAllowed(entity balance, int index); + +/// \brief Counts the number of players and various other information about +/// each team. +/// \param[in,out] balance Team balance entity. +/// \param[in] ignore Player to ignore. This is useful if you plan to switch the +/// player's team. Pass NULL for global information. +/// \note This function updates the internal state of the team balance entity. +void TeamBalance_GetTeamCounts(entity balance, entity ignore); + +/// \brief Returns the number of players (both humans and bots) in a team. +/// \param[in] balance Team balance entity. +/// \param[in] index Index of the team. +/// \return Number of player (both humans and bots) in a team. +/// \note You need to call TeamBalance_GetTeamCounts before calling this +/// function. +int TeamBalance_GetNumberOfPlayers(entity balance, int index); + +/// \brief Finds the team that will make the game most balanced if the player +/// joins it. +/// \param[in] balance Team balance entity. +/// \param[in] player Player to check. +/// \param[in] ignore_player ??? +/// \return Index of the team that will make the game most balanced if the +/// player joins it. If there are several equally good teams available, the +/// function will pick a random one. +int TeamBalance_FindBestTeam(entity balance, entity player, bool ignore_player); + +/// \brief Returns the bitmask of the teams that will make the game most +/// balanced if the player joins any of them. +/// \param[in] balance Team balance entity. /// \param[in] player Player to check. /// \param[in] use_score Whether to take into account team scores. -/// \return True if first team is equal to the second one, false otherwise. -/// \note This function assumes that CheckAllowedTeams and GetTeamCounts have -/// been called. -bool IsTeamEqualToTeam(int team_a, int team_b, entity player, bool use_score); +/// \return Bitmask of the teams that will make the game most balanced if the +/// player joins any of them. +/// \note You need to call TeamBalance_GetTeamCounts before calling this +/// function. +int TeamBalance_FindBestTeams(entity balance, entity player, bool use_score); + +/// \brief Describes the result of comparing teams. +enum +{ + TEAMS_COMPARE_INVALID, ///< One or both teams are invalid. + TEAMS_COMPARE_LESS, ///< First team is less than the second one. + TEAMS_COMPARE_EQUAL, ///< Both teams are equal. + TEAMS_COMPARE_GREATER ///< First team the greater than the second one. +}; -/// \brief Returns the bitmask of the best teams for the player to join. +/// \brief Compares two teams for the purposes of game balance. +/// \param[in] balance Team balance entity. +/// \param[in] team_index_a Index of the first team. +/// \param[in] team_index_b Index of the second team. /// \param[in] player Player to check. /// \param[in] use_score Whether to take into account team scores. -/// \return Bitmask of the best teams for the player to join. -/// \note This function assumes that CheckAllowedTeams and GetTeamCounts have -/// been called. -int FindBestTeams(entity player, bool use_score); +/// \return TEAMS_COMPARE value. See above. +/// \note You need to call TeamBalance_GetTeamCounts before calling this +/// function. +int TeamBalance_CompareTeams(entity balance, int team_index_a, int team_index_b, + entity player, bool use_score); -// returns # of smallest team (1, 2, 3, 4) -// NOTE: Assumes CheckAllowedTeams has already been called! -int FindSmallestTeam(entity player, float ignore_player); +/// \brief Switches a bot from one team to another if teams are not balanced. +void TeamBalance_AutoBalanceBots(); -void JoinBestTeam(entity this, bool force_best_team); +/// \brief Returns the index of the team with most players that is contained in +/// the given bitmask of teams. +/// \param[in] balance Team balance entity. +/// \param[in] teams Bitmask of teams to search in. +/// \return Index of the team with most players. +int TeamBalance_GetLargestTeamIndex(entity balance, int teams); -/// \brief Auto balances bots in teams after the player has changed team. -/// \param[in] source_team Previous team of the player (1, 2, 3, 4). -/// \param[in] destination_team Current team of the player (1, 2, 3, 4). -/// \return No return. -/// \note This function assumes that CheckAllowedTeams and GetTeamCounts have -/// been called. -void AutoBalanceBots(int source_team, int destination_team); +/// \brief Returns the player who is the most suitable for switching between +/// the given teams. +/// \param[in] source_team_index Index of the team to search in. +/// \param[in] destination_team_index Index of the team to switch to. +/// \param[in] is_bot True to search for bot, false for human. +/// \return Player who is the most suitable for switching between the given +/// teams or NULL if not found. +entity TeamBalance_GetPlayerForTeamSwitch(int source_team_index, + int destination_team_index, bool is_bot); -void setcolor(entity this, int clr); +// ============================ Internal API ================================== + +void LogTeamChange(float player_id, float team_number, int type); + +/// \brief Kills player as a result of team change. +/// \param[in,out] player Player to kill. +void KillPlayerForTeamChange(entity player); + +/// \brief Returns whether the team change to the specified team is allowed. +/// \param[in] balance Team balance entity. +/// \param[in] index Index of the team. +/// \return True if team change to the specified team is allowed, false +/// otherwise. +/// \note This function bypasses all the sanity checks. +bool TeamBalance_IsTeamAllowedInternal(entity balance, int index); + +/// \brief Bans team change to all teams except the given one. +/// \param[in,out] balance Team balance entity. +/// \param[in] index Index of the team. +void TeamBalance_BanTeamsExcept(entity balance, int index); + +/// \brief Returns the team entity of the team balance entity at the given +/// index. +/// \param[in] balance Team balance entity. +/// \param[in] index Index of the team. +/// \return Team entity of the team balance entity at the given index. +entity TeamBalance_GetTeamFromIndex(entity balance, int index); + +/// \brief Returns the team entity of the team balance entity that corresponds +/// to the given TEAM_NUM value. +/// \param[in] balance Team balance entity. +/// \param[in] team_num Team value. See TEAM_NUM constants. +/// \return Team entity of the team balance entity that corresponds to the given +/// TEAM_NUM value. +entity TeamBalance_GetTeam(entity balance, int team_num); + +/// \brief Returns whether the team is allowed. +/// \param[in] team_ent Team entity. +/// \return True if team is allowed, false otherwise. +bool TeamBalanceTeam_IsAllowed(entity team_ent); + +/// \brief Returns the number of players (both humans and bots) in a team. +/// \param[in] team_ent Team entity. +/// \return Number of player (both humans and bots) in a team. +/// \note You need to call TeamBalance_GetTeamCounts before calling this +/// function. +int TeamBalanceTeam_GetNumberOfPlayers(entity team_ent); + +/// \brief Returns the number of bots in a team. +/// \param[in] team_ent Team entity. +/// \return Number of bots in a team. +/// \note You need to call TeamBalance_GetTeamCounts before calling this +/// function. +int TeamBalanceTeam_GetNumberOfBots(entity team_ent); + +/// \brief Compares two teams for the purposes of game balance. +/// \param[in] team_a First team. +/// \param[in] team_b Second team. +/// \param[in] player Player to check. +/// \param[in] use_score Whether to take into account team scores. +/// \return TEAMS_COMPARE value. See above. +/// \note You need to call TeamBalance_GetTeamCounts before calling this +/// function. +int TeamBalance_CompareTeamsInternal(entity team_a, entity team_index_b, + entity player, bool use_score); + +/// \brief Called when the player connects or when they change their color with +/// the "color" command. +/// \param[in,out] player Player that requested a new color. +/// \param[in] new_color Requested color. +void SV_ChangeTeam(entity player, int new_color);