string cache_mutatormsg; string cache_lastmutatormsg; // client counts for each team float c1, c2, c3, c4; // # of bots on those teams float cb1, cb2, cb3, cb4; float audit_teams_time; float IsTeamBalanceForced() { if(intermission_running) return 0; // no rebalancing whatsoever please if(!teams_matter) return 0; if(cvar("g_campaign")) return 0; if(!cvar("g_balance_teams_force")) return -1; return 1; } void TeamchangeFrags(entity e) { PlayerScore_Clear(e); } vector TeamColor(float teem) { switch(teem) { case COLOR_TEAM1: return '1 0.0625 0.0625'; case COLOR_TEAM2: return '0.0625 0.0625 1'; case COLOR_TEAM3: return '1 1 0.0625'; case COLOR_TEAM4: return '1 0.0625 1'; default: return '1 1 1'; } } string TeamName(float t) { return strcat(Team_ColorName(t), " Team"); } string ColoredTeamName(float t) { return strcat(Team_ColorCode(t), Team_ColorName(t), " Team^7"); } string TeamNoName(float t) { // fixme: Search for team entities and get their .netname's! if(t == 1) return "Red Team"; if(t == 2) return "Blue Team"; if(t == 3) return "Yellow Team"; if(t == 4) return "Pink Team"; return "Neutral Team"; } void dom_init(); void ctf_init(); void tdm_init(); void entcs_init(); void LogTeamchange(float player_id, float team_number, float type) { if(!cvar("sv_eventlog")) return; if(player_id < 1) return; GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type))); } void WriteGameCvars() { cvar_set("g_dm", ftos(g_dm)); cvar_set("g_tdm", ftos(g_tdm)); cvar_set("g_domination", ftos(g_domination)); cvar_set("g_ctf", ftos(g_ctf)); cvar_set("g_lms", ftos(g_lms)); cvar_set("g_arena", ftos(g_arena)); cvar_set("g_ca", ftos(g_ca)); cvar_set("g_keyhunt", ftos(g_keyhunt)); cvar_set("g_assault", ftos(g_assault)); cvar_set("g_onslaught", ftos(g_onslaught)); cvar_set("g_race", ftos(g_race)); cvar_set("g_cts", ftos(g_cts)); cvar_set("g_rpg", ftos(g_rpg)); } void ReadGameCvars() { float found; float prev; float i; found = 0; prev = cvar("gamecfg"); for(i = 0; i < 2; ++i) { found += (g_dm = (!found && (prev != GAME_DEATHMATCH) && cvar("g_dm"))); found += (g_tdm = (!found && (prev != GAME_TEAM_DEATHMATCH) && cvar("g_tdm"))); found += (g_domination = (!found && (prev != GAME_DOMINATION) && cvar("g_domination"))); found += (g_ctf = (!found && (prev != GAME_CTF) && cvar("g_ctf"))); found += (g_lms = (!found && (prev != GAME_LMS) && cvar("g_lms"))); found += (g_arena = (!found && (prev != GAME_ARENA) && cvar("g_arena"))); found += (g_ca = (!found && (prev != GAME_CA) && cvar("g_ca"))); found += (g_keyhunt = (!found && (prev != GAME_KEYHUNT) && cvar("g_keyhunt"))); found += (g_assault = (!found && (prev != GAME_ASSAULT) && cvar("g_assault"))); found += (g_onslaught = (!found && (prev != GAME_ONSLAUGHT) && cvar("g_onslaught"))); found += (g_race = (!found && (prev != GAME_RACE) && cvar("g_race"))); found += (g_cts = (!found && (prev != GAME_CTS) && cvar("g_cts"))); found += (g_rpg = (!found && (prev != GAME_RPG) && cvar("g_rpg"))); if(found) break; prev = -1; // second attempt takes place WITHOUT prev set } if(!found) g_dm = 1; if(g_dm && cvar("deathmatch_force_teamplay")) { g_dm = 0; g_tdm = 1; } teams_matter = 0; } void default_delayedinit() { if(!scores_initialized) ScoreRules_generic(); } void ActivateTeamplay() { float teamplay_default; teamplay_default = cvar("teamplay_default"); if(teamplay_default) teamplay = teamplay_default; else teamplay = 3; cvar_set("teamplay", ftos(teamplay)); teams_matter = 1; } void InitGameplayMode() { float fraglimit_override, timelimit_override, leadlimit_override, qualifying_override; qualifying_override = -1; VoteReset(); teams_matter = 0; cvar_set("teamplay", "0"); // make sure only ONE type is selected ReadGameCvars(); WriteGameCvars(); // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds get_mi_min_max(1); world.mins = mi_min; world.maxs = mi_max; MapInfo_LoadMapSettings(mapname); if not(cvar_value_issafe(world.fog)) { print("The current map contains a potentially harmful fog setting, ignored\n"); world.fog = string_null; } if(MapInfo_Map_fog != "") if(MapInfo_Map_fog == "none") world.fog = string_null; else world.fog = strzone(MapInfo_Map_fog); clientstuff = strzone(MapInfo_Map_clientstuff); MapInfo_ClearTemps(); // in case mapinfo switched the type ReadGameCvars(); // set both here, gamemode can override it later timelimit_override = cvar("timelimit_override"); fraglimit_override = cvar("fraglimit_override"); leadlimit_override = cvar("leadlimit_override"); if(g_dm) { game = GAME_DEATHMATCH; gamemode_name = "Deathmatch"; } if(g_tdm) { game = GAME_TEAM_DEATHMATCH; gamemode_name = "Team Deathmatch"; ActivateTeamplay(); tdm_init(); if(cvar("g_tdm_team_spawns")) have_team_spawns = -1; // request team spawns } if(g_domination) { game = GAME_DOMINATION; gamemode_name = "Domination"; ActivateTeamplay(); fraglimit_override = cvar("g_domination_point_limit"); leadlimit_override = cvar("g_domination_point_leadlimit"); dom_init(); have_team_spawns = -1; // request team spawns } if(g_ctf) { game = GAME_CTF; gamemode_name = "Capture the Flag"; ActivateTeamplay(); g_ctf_win_mode = cvar("g_ctf_win_mode"); g_ctf_ignore_frags = cvar("g_ctf_ignore_frags"); if(g_ctf_win_mode == 2) { fraglimit_override = cvar("g_ctf_capture_limit"); leadlimit_override = cvar("g_ctf_capture_leadlimit"); } else { fraglimit_override = cvar("capturelimit_override"); leadlimit_override = cvar("captureleadlimit_override"); } ctf_init(); have_team_spawns = -1; // request team spawns } if(g_lms) { game = GAME_LMS; gamemode_name = "Last Man Standing"; fraglimit_override = cvar("g_lms_lives_override"); leadlimit_override = 0; // not supported by LMS if(fraglimit_override == 0) fraglimit_override = -1; lms_lowest_lives = 9999; lms_next_place = 0; ScoreRules_lms(); } if(g_arena) { game = GAME_ARENA; gamemode_name = "Arena"; fraglimit_override = cvar("g_arena_point_limit"); leadlimit_override = cvar("g_arena_point_leadlimit"); maxspawned = cvar("g_arena_maxspawned"); if(maxspawned < 2) maxspawned = 2; arena_roundbased = cvar("g_arena_roundbased"); } if(g_ca) { game = GAME_CA; gamemode_name = "Clan Arena"; ActivateTeamplay(); fraglimit_override = cvar("g_ca_point_limit"); leadlimit_override = cvar("g_ca_point_leadlimit"); precache_sound("ctf/red_capture.wav"); precache_sound("ctf/blue_capture.wav"); } if(g_keyhunt) { game = GAME_KEYHUNT; gamemode_name = "Key Hunt"; ActivateTeamplay(); fraglimit_override = cvar("g_keyhunt_point_limit"); leadlimit_override = cvar("g_keyhunt_point_leadlimit"); kh_init(); } if(g_assault) { game = GAME_ASSAULT; gamemode_name = "Assault"; ActivateTeamplay(); ScoreRules_assault(); have_team_spawns = -1; // request team spawns } if(g_onslaught) { game = GAME_ONSLAUGHT; gamemode_name = "Onslaught"; ActivateTeamplay(); have_team_spawns = -1; // request team spawns } if(g_race) { game = GAME_RACE; gamemode_name = "Race"; if(cvar("g_race_teams")) { ActivateTeamplay(); race_teams = bound(2, cvar("g_race_teams"), 4); have_team_spawns = -1; // request team spawns } else race_teams = 0; qualifying_override = cvar("g_race_qualifying_timelimit_override"); fraglimit_override = cvar("g_race_laps_limit"); leadlimit_override = 0; // currently not supported by race } if(g_cts) { game = GAME_CTS; gamemode_name = "CTS"; g_race_qualifying = 1; fraglimit_override = 0; leadlimit_override = 0; } if(g_rpg) { game = GAME_RPG; gamemode_name = "Role Play"; fraglimit_override = 0; leadlimit_override = 0; ScoreRules_rpg(); } if(teams_matter) entcs_init(); // save it (for the next startup) cvar_set("gamecfg", ftos(game)); cache_mutatormsg = strzone(""); cache_lastmutatormsg = strzone(""); // enforce the server's universal frag/time limits if(!cvar("g_campaign")) { if(fraglimit_override >= 0) cvar_set("fraglimit", ftos(fraglimit_override)); if(timelimit_override >= 0) cvar_set("timelimit", ftos(timelimit_override)); if(leadlimit_override >= 0) cvar_set("leadlimit", ftos(leadlimit_override)); if(qualifying_override >= 0) cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override)); } if(g_race) { // we need to find out the correct value for g_race_qualifying if(cvar("g_campaign")) { g_race_qualifying = 1; } else if(!cvar("g_campaign") && cvar("g_race_qualifying_timelimit") > 0) { g_race_qualifying = 2; race_fraglimit = cvar("fraglimit"); race_leadlimit = cvar("leadlimit"); race_timelimit = cvar("timelimit"); cvar_set("fraglimit", "0"); cvar_set("leadlimit", "0"); cvar_set("timelimit", cvar_string("g_race_qualifying_timelimit")); } else g_race_qualifying = 0; } if(g_race || g_cts) { if(g_race_qualifying) independent_players = 1; ScoreRules_race(); } InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK); } string GetClientVersionMessage() { local string versionmsg; if (self.version_mismatch) { if(self.version < cvar("gameversion")) { versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8"; } else { versionmsg = "^3This server is using an outdated Voretournament version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8"; } } else { versionmsg = "^2client version and server version are compatible.^8"; } return versionmsg; } void PrintWelcomeMessage(entity pl) { string s, modifications, motd; if(self.cvar_scr_centertime == 0) return; if(cvar("g_campaign")) { if(self.classname == "player" && !self.BUTTON_INFO) return; } else { if((time - self.jointime) > cvar("welcome_message_time") && !self.BUTTON_INFO) return; } if( !(timeoutStatus >= 1) ) { //really print the WelcomeMessage to the player every frame when timeout-seconds are shown or the game is restarted, to make sure that the shown number is accurate if(self.welcomemessage_time > time) return; self.welcomemessage_time = time + max(0.5, self.cvar_scr_centertime * 0.6); } if(cvar("g_campaign")) { centerprint(pl, campaign_message); return; } //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)! if(!self.BUTTON_INFO) { // TODO get rid of this too local string specString; specString = NEWLINES; //if(time < game_starttime) //also show the countdown when being a spectator // specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7"); //else if (timeoutStatus != 0) specString = strcat(specString, "\n\n", getTimeoutText(1)); else { if(self.classname == "player") return; goto normal; } return centerprint_atprio(self, CENTERPRIO_SPAM, specString); } :normal modifications = ""; if(cvar("sv_gravity") < 800) modifications = strcat(modifications, ", Low gravity"); if(g_cloaked) modifications = strcat(modifications, ", Cloaked"); if(g_midair) modifications = strcat(modifications, ", Midair"); if(g_vampire) modifications = strcat(modifications, ", Vampire"); if(g_weapon_stay) modifications = strcat(modifications, ", Weapons stay"); if(g_bloodloss > 0) modifications = strcat(modifications, ", Bloodloss"); if(g_jetpack) modifications = strcat(modifications, ", Jet pack"); if(!cvar("g_start_weapon_grabber")) modifications = strcat(modifications, ", No start weapon"); if(!cvar("g_vore_digestion")) modifications = strcat(modifications, ", Gentle Vore"); if(cvar("g_balance_vore_digestion_damage") >= 1000) modifications = strcat(modifications, ", InstaDigestion"); if(cvar("g_balance_vore_weight_gravity") < 0) modifications = strcat(modifications, ", Lighten"); modifications = substring(modifications, 2, strlen(modifications) - 2); local string versionmessage; versionmessage = GetClientVersionMessage(); s = strcat(s, NEWLINES, "This is Voretournament ", cvar_string("g_voretournamentversion"), "\n", versionmessage); s = strcat(s, "^8\n\ngame type is ^1", gamemode_name, "^8\n"); if(modifications != "") s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n"); if(timeoutStatus != 0) s = strcat(s, "\n\n", getTimeoutText(1)); if(cache_lastmutatormsg != cvar_string("g_mutatormsg")) { if(cache_lastmutatormsg) strunzone(cache_lastmutatormsg); if(cache_mutatormsg) strunzone(cache_mutatormsg); cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg")); cache_mutatormsg = strzone(cache_lastmutatormsg); } if (cache_mutatormsg != "") { s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg); } motd = cvar_string("sv_motd"); if (motd != "") { s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd)); } s = strcat(s, "\n"); centerprint(pl, s); } void SetPlayerColors(entity pl, float _color) { /*string s; s = ftos(cl); stuffcmd(pl, strcat("color ", s, " ", s, "\n") ); pl.team = cl + 1; //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl; pl.clientcolors = 16*cl + cl;*/ float pants, shirt; pants = _color & 0x0F; shirt = _color & 0xF0; if(teams_matter) { setcolor(pl, 16*pants + pants); } else { setcolor(pl, shirt + pants); } } void SetPlayerTeam(entity pl, float t, float s, float noprint) { float _color; if(t == 4) _color = COLOR_TEAM4 - 1; else if(t == 3) _color = COLOR_TEAM3 - 1; else if(t == 2) _color = COLOR_TEAM2 - 1; else _color = COLOR_TEAM1 - 1; SetPlayerColors(pl,_color); if(t != s) { LogTeamchange(pl.playerid, pl.team, 3); // log manual team join if(!noprint) bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n"); } } // set c1...c4 to show what teams are allowed void CheckAllowedTeams (entity for_whom) { float dm; entity head; string teament_name; c1 = c2 = c3 = c4 = -1; cb1 = cb2 = cb3 = cb4 = 0; if(g_onslaught) { // onslaught is special head = findchain(classname, "onslaught_generator"); while (head) { if (head.team == COLOR_TEAM1) c1 = 0; if (head.team == COLOR_TEAM2) c2 = 0; if (head.team == COLOR_TEAM3) c3 = 0; if (head.team == COLOR_TEAM4) c4 = 0; head = head.chain; } } else if(g_domination) teament_name = "dom_team"; else if(g_ctf) teament_name = "ctf_team"; else if(g_tdm) teament_name = "tdm_team"; else if(g_assault) c1 = c2 = 0; // Assault always has 2 teams else { // cover anything else by treating it like tdm with no teams spawned if(g_keyhunt) dm = kh_teams; else if(g_race) dm = race_teams; else dm = 2; if(dm >= 4) c1 = c2 = c3 = c4 = 0; else if(dm >= 3) c1 = c2 = c3 = 0; else c1 = c2 = 0; } // find out what teams are allowed if necessary if(teament_name) { head = find(world, classname, teament_name); while(head) { if(!(g_domination && head.netname == "")) { if(head.team == COLOR_TEAM1) c1 = 0; else if(head.team == COLOR_TEAM2) c2 = 0; else if(head.team == COLOR_TEAM3) c3 = 0; else if(head.team == COLOR_TEAM4) c4 = 0; } head = find(head, classname, teament_name); } } // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line) if(c3==-1&&c4==-1) if(cvar("bot_vs_human") && for_whom) { if(cvar("bot_vs_human") > 0) { // bots are all blue if(clienttype(for_whom) == CLIENTTYPE_BOT) c1 = c3 = c4 = -1; else c2 = -1; } else { // bots are all red if(clienttype(for_whom) == CLIENTTYPE_BOT) c2 = c3 = c4 = -1; else c1 = -1; } } } float PlayerValue(entity p) { if(IsTeamBalanceForced() == 1) return 1; return 1; } // 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) { entity head; float value, bvalue; // now count how many players are on each team already // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around) // also remember the lowest-scoring player FOR_EACH_PLAYER(head) { if(head != ignore)// && head.netname != "") { value = PlayerValue(head); if(clienttype(head) == CLIENTTYPE_BOT) bvalue = value; else bvalue = 0; if(head.team == COLOR_TEAM1) { if(c1 >= 0) { c1 = c1 + value; cb1 = cb1 + bvalue; } } if(head.team == COLOR_TEAM2) { if(c2 >= 0) { c2 = c2 + value; cb2 = cb2 + bvalue; } } if(head.team == COLOR_TEAM3) { if(c3 >= 0) { c3 = c3 + value; cb3 = cb3 + bvalue; } } if(head.team == COLOR_TEAM4) { if(c4 >= 0) { c4 = c4 + value; cb4 = cb4 + bvalue; } } } } } // returns # of smallest team (1, 2, 3, 4) // NOTE: Assumes CheckAllowedTeams has already been called! float FindSmallestTeam(entity pl, float ignore_pl) { float totalteams, balance_type, maxc; totalteams = 0; // find out what teams are available //CheckAllowedTeams(); // make sure there are at least 2 teams to join if(c1 >= 0) totalteams = totalteams + 1; if(c2 >= 0) totalteams = totalteams + 1; if(c3 >= 0) totalteams = totalteams + 1; if(c4 >= 0) totalteams = totalteams + 1; if(cvar("bot_vs_human")) totalteams += 1; if(totalteams <= 1) { if(g_domination) error("Too few teams available for domination\n"); else if(g_ctf) error("Too few teams available for ctf\n"); else if(g_keyhunt) error("Too few teams available for key hunt\n"); else error("Too few teams available for team deathmatch\n"); } // count how many players are in each team if(ignore_pl) GetTeamCounts(pl); else GetTeamCounts(world); // c1...c4 now have counts of each team // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker // 2 gives priority to what team you're already on, 1 goes in order // 2 doesn't seem to work though... balance_type = 1; if(bots_would_leave) //if(pl.classname != "player") if(clienttype(pl) != CLIENTTYPE_BOT) { c1 -= cb1 * 255.0/256.0; c2 -= cb2 * 255.0/256.0; c3 -= cb3 * 255.0/256.0; c4 -= cb4 * 255.0/256.0; } maxc = max4(c1, c2, c3, c4); RandomSelection_Init(); if(balance_type == 1) { // 1: use team count, then score (note: can only use 8 significant bits of score) if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score) / 256.0); if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score) / 256.0); if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score) / 256.0); if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score) / 256.0); } else if(balance_type == 2) { // 1: use team count, if equal prefer own team if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM1) / 512.0); if(c2 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM2) / 512.0); if(c3 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM3) / 512.0); if(c4 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM4) / 512.0); } else if(balance_type == 3) { // 1: use team count, then score, if equal prefer own team (probably fails due to float accuracy problems) if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score + 0.5 * (self.team == COLOR_TEAM1)) / 256.0); if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score + 0.5 * (self.team == COLOR_TEAM2)) / 256.0); if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score + 0.5 * (self.team == COLOR_TEAM3)) / 256.0); if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score + 0.5 * (self.team == COLOR_TEAM4)) / 256.0); } return RandomSelection_chosen_float; } float JoinBestTeam(entity pl, float only_return_best, float forcebestteam) { float smallest, selectedteam; // don't join a team if we're not playing a team game if(!teams_matter) return 0; // find out what teams are available CheckAllowedTeams(pl); // if we want the player in a certain team for campaign, force him there if(cvar("g_campaign")) if(clienttype(pl) == CLIENTTYPE_REAL) // only players, not bots { switch(cvar("g_campaign_forceteam")) { case 1: SetPlayerColors(pl, COLOR_TEAM1 - 1); LogTeamchange(pl.playerid, pl.team, 2); return COLOR_TEAM1; case 2: SetPlayerColors(pl, COLOR_TEAM2 - 1); LogTeamchange(pl.playerid, pl.team, 2); return COLOR_TEAM2; case 3: SetPlayerColors(pl, COLOR_TEAM3 - 1); LogTeamchange(pl.playerid, pl.team, 2); return COLOR_TEAM3; case 4: SetPlayerColors(pl, COLOR_TEAM4 - 1); LogTeamchange(pl.playerid, pl.team, 2); return COLOR_TEAM4; default: break; } } // if we don't care what team he ends up on, put him on whatever team he entered as. // if he's not on a valid team, then let other code put him on the smallest team if(!forcebestteam) { if( c1 >= 0 && pl.team == COLOR_TEAM1) selectedteam = pl.team; else if(c2 >= 0 && pl.team == COLOR_TEAM2) selectedteam = pl.team; else if(c3 >= 0 && pl.team == COLOR_TEAM3) selectedteam = pl.team; else if(c4 >= 0 && pl.team == COLOR_TEAM4) selectedteam = pl.team; else selectedteam = -1; if(selectedteam > 0) { if(!only_return_best) { SetPlayerColors(pl, selectedteam - 1); // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected LogTeamchange(pl.playerid, pl.team, 99); } return selectedteam; } // otherwise end up on the smallest team (handled below) } smallest = FindSmallestTeam(pl, TRUE); if(!only_return_best && !pl.bot_forced_team) { TeamchangeFrags(self); if(smallest == 1) { SetPlayerColors(pl, COLOR_TEAM1 - 1); } else if(smallest == 2) { SetPlayerColors(pl, COLOR_TEAM2 - 1); } else if(smallest == 3) { SetPlayerColors(pl, COLOR_TEAM3 - 1); } else if(smallest == 4) { SetPlayerColors(pl, COLOR_TEAM4 - 1); } else { error("smallest team: invalid team\n"); } LogTeamchange(pl.playerid, pl.team, 2); // log auto join if(pl.deadflag == DEAD_NO) Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0'); } return smallest; } //void() ctf_playerchanged; void SV_ChangeTeam(float _color) { float scolor, dcolor, steam, dteam, dbotcount, scount, dcount; // in normal deathmatch we can just apply the color and we're done if(!teams_matter) { SetPlayerColors(self, _color); return; } scolor = self.clientcolors & 0x0F; dcolor = _color & 0x0F; if(scolor == COLOR_TEAM1 - 1) steam = 1; else if(scolor == COLOR_TEAM2 - 1) steam = 2; else if(scolor == COLOR_TEAM3 - 1) steam = 3; else // if(scolor == COLOR_TEAM4 - 1) steam = 4; if(dcolor == COLOR_TEAM1 - 1) dteam = 1; else if(dcolor == COLOR_TEAM2 - 1) dteam = 2; else if(dcolor == COLOR_TEAM3 - 1) dteam = 3; else // if(dcolor == COLOR_TEAM4 - 1) dteam = 4; CheckAllowedTeams(self); if(dteam == 1 && c1 < 0) dteam = 4; if(dteam == 4 && c4 < 0) dteam = 3; if(dteam == 3 && c3 < 0) dteam = 2; if(dteam == 2 && c2 < 0) dteam = 1; // not changing teams if(scolor == dcolor) { //bprint("same team change\n"); SetPlayerTeam(self, dteam, steam, TRUE); return; } if((cvar("g_campaign")) || (cvar("g_changeteam_banned") && self.wasplayer)) { sprint(self, "Team changes not allowed\n"); return; // changing teams is not allowed } if(cvar("g_balance_teams_prevent_imbalance")) { // only allow changing to a smaller or equal size team // find out what teams are available //CheckAllowedTeams(); // count how many players on each team GetTeamCounts(world); // get desired team if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1) { dcount = c1; dbotcount = cb1; } else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1) { dcount = c2; dbotcount = cb2; } else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1) { dcount = c3; dbotcount = cb3; } else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1) { dcount = c4; dbotcount = cb4; } else { sprint(self, "Cannot change to an invalid team\n"); return; } // get starting team if(steam == 1)//scolor == COLOR_TEAM1 - 1) scount = c1; else if(steam == 2)//scolor == COLOR_TEAM2 - 1) scount = c2; else if(steam == 3)//scolor == COLOR_TEAM3 - 1) scount = c3; else if(steam == 4)//scolor == COLOR_TEAM4 - 1) scount = c4; if(scount) // started at a valid, nonempty team { // check if we're trying to change to a larger team that doens't have bots to swap with if(dcount >= scount && dbotcount <= 0) { sprint(self, "Cannot change to a larger team\n"); return; // can't change to a larger team } } } // bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n"); if(self.classname == "player" && steam != dteam) { // reduce frags during a team change TeamchangeFrags(self); } SetPlayerTeam(self, dteam, steam, FALSE); if(self.classname == "player" && steam != dteam) { // kill player when changing teams if(self.deadflag == DEAD_NO) Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0'); } //ctf_playerchanged(); } void ShufflePlayerOutOfTeam (float source_team) { float smallestteam, smallestteam_count, steam; float lowest_bot_score, lowest_player_score; entity head, lowest_bot, lowest_player, selected; smallestteam = 0; smallestteam_count = 999999999; if(c1 >= 0 && c1 < smallestteam_count) { smallestteam = 1; smallestteam_count = c1; } if(c2 >= 0 && c2 < smallestteam_count) { smallestteam = 2; smallestteam_count = c2; } if(c3 >= 0 && c3 < smallestteam_count) { smallestteam = 3; smallestteam_count = c3; } if(c4 >= 0 && c4 < smallestteam_count) { smallestteam = 4; smallestteam_count = c4; } if(!smallestteam) { bprint("warning: no smallest team\n"); return; } if(source_team == 1) steam = COLOR_TEAM1; else if(source_team == 2) steam = COLOR_TEAM2; else if(source_team == 3) steam = COLOR_TEAM3; else if(source_team == 4) steam = COLOR_TEAM4; lowest_bot = world; lowest_bot_score = 999999999; lowest_player = world; lowest_player_score = 999999999; // find the lowest-scoring player & bot of that team FOR_EACH_PLAYER(head) { if(head.team == steam) { if(head.isbot) { if(head.totalfrags < lowest_bot_score) { lowest_bot = head; lowest_bot_score = head.totalfrags; } } else { if(head.totalfrags < lowest_player_score) { lowest_player = head; lowest_player_score = head.totalfrags; } } } } // prefers to move a bot... if(lowest_bot != world) selected = lowest_bot; // but it will move a player if it has to else selected = lowest_player; // don't do anything if it couldn't find anyone if(!selected) { bprint("warning: couldn't find a player to move from team\n"); return; } // smallest team gains a member if(smallestteam == 1) { c1 = c1 + 1; } else if(smallestteam == 2) { c2 = c2 + 1; } else if(smallestteam == 3) { c3 = c3 + 1; } else if(smallestteam == 4) { c4 = c4 + 1; } else { bprint("warning: destination team invalid\n"); return; } // source team loses a member if(source_team == 1) { c1 = c1 + 1; } else if(source_team == 2) { c2 = c2 + 2; } else if(source_team == 3) { c3 = c3 + 3; } else if(source_team == 4) { c4 = c4 + 4; } else { bprint("warning: source team invalid\n"); return; } // move the player to the new team TeamchangeFrags(selected); SetPlayerTeam(selected, smallestteam, source_team, FALSE); if(selected.deadflag == DEAD_NO) Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0'); centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team))); } void CauseRebalance(float source_team, float howmany_toomany) { if(IsTeamBalanceForced() == 1) { bprint("Rebalancing Teams\n"); ShufflePlayerOutOfTeam(source_team); } } // part of g_balance_teams_force // occasionally perform an audit of the teams to make // sure they're more or less balanced in player count. void AuditTeams() { float numplayers, numteams, smallest, toomany; float balance; balance = IsTeamBalanceForced(); if(balance == 0) return; if(audit_teams_time > time) return; audit_teams_time = time + 4 + random(); // bprint("Auditing teams\n"); CheckAllowedTeams(world); GetTeamCounts(world); numteams = numplayers = smallest = 0; if(c1 >= 0) { numteams = numteams + 1; numplayers = numplayers + c1; smallest = c1; } if(c2 >= 0) { numteams = numteams + 1; numplayers = numplayers + c2; if(c2 < smallest) smallest = c2; } if(c3 >= 0) { numteams = numteams + 1; numplayers = numplayers + c3; if(c3 < smallest) smallest = c3; } if(c4 >= 0) { numteams = numteams + 1; numplayers = numplayers + c4; if(c4 < smallest) smallest = c4; } if(numplayers <= 0) return; // no players to move around if(numteams < 2) return; // don't bother shuffling if for some reason there aren't any teams toomany = smallest + 1; if(c1 && c1 > toomany) CauseRebalance(1, c1 - toomany); if(c2 && c2 > toomany) CauseRebalance(2, c2 - toomany); if(c3 && c3 > toomany) CauseRebalance(3, c3 - toomany); if(c4 && c4 > toomany) CauseRebalance(4, c4 - toomany); // if teams are still unbalanced, balance them further in the next audit, // which will happen sooner (keep doing rapid audits until things are in order) audit_teams_time = time + 0.7 + random()*0.3; } // code from here on is just to support maps that don't have team entities void tdm_spawnteam (string teamname, float teamcolor) { local entity e; e = spawn(); e.classname = "tdm_team"; e.netname = teamname; e.cnt = teamcolor; e.team = e.cnt + 1; }; // spawn some default teams if the map is not set up for tdm void tdm_spawnteams() { float numteams; numteams = cvar("g_tdm_teams_override"); if(numteams < 2) numteams = cvar("g_tdm_teams"); numteams = bound(2, numteams, 4); tdm_spawnteam("Red", COLOR_TEAM1-1); tdm_spawnteam("Blue", COLOR_TEAM2-1); if(numteams >= 3) tdm_spawnteam("Yellow", COLOR_TEAM3-1); if(numteams >= 4) tdm_spawnteam("Pink", COLOR_TEAM4-1); }; void tdm_delayedinit() { // if no teams are found, spawn defaults if (find(world, classname, "tdm_team") == world) tdm_spawnteams(); }; void tdm_init() { InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE); };