]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/teamplay.qc
Merge remote branch 'origin/fruitiex/fruitbalance'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / teamplay.qc
1 string cache_mutatormsg;
2 string cache_lastmutatormsg;
3
4 // client counts for each team
5 float c1, c2, c3, c4;
6 // # of bots on those teams
7 float cb1, cb2, cb3, cb4;
8
9 float audit_teams_time;
10
11 float IsTeamBalanceForced()
12 {
13         if(intermission_running)
14                 return 0; // no rebalancing whatsoever please
15         if(!teams_matter)
16                 return 0;
17         if(cvar("g_campaign"))
18                 return 0;
19         if(cvar("bot_vs_human") && (c3==-1 && c4==-1))
20                 return 0;
21         if(!cvar("g_balance_teams_force"))
22                 return -1;
23         return 1;
24 }
25
26 void TeamchangeFrags(entity e)
27 {
28         PlayerScore_Clear(e);
29 }
30
31 vector TeamColor(float teem)
32 {
33         switch(teem)
34         {
35                 case COLOR_TEAM1:
36                         return '1 0.0625 0.0625';
37                 case COLOR_TEAM2:
38                         return '0.0625 0.0625 1';
39                 case COLOR_TEAM3:
40                         return '1 1 0.0625';
41                 case COLOR_TEAM4:
42                         return '1 0.0625 1';
43                 default:
44                         return '1 1 1';
45         }
46 }
47
48 string TeamName(float t)
49 {
50         return strcat(Team_ColorName(t), " Team");
51 }
52 string ColoredTeamName(float t)
53 {
54         return strcat(Team_ColorCode(t), Team_ColorName(t), " Team^7");
55 }
56 string TeamNoName(float t)
57 {
58         // fixme: Search for team entities and get their .netname's!
59         if(t == 1)
60                 return "Red Team";
61         if(t == 2)
62                 return "Blue Team";
63         if(t == 3)
64                 return "Yellow Team";
65         if(t == 4)
66                 return "Pink Team";
67         return "Neutral Team";
68 }
69
70 void dom_init();
71 void ctf_init();
72 void runematch_init();
73 void tdm_init();
74 void nb_init();
75 void entcs_init();
76
77 void LogTeamchange(float player_id, float team_number, float type)
78 {
79         if(!cvar("sv_eventlog"))
80                 return;
81
82         if(player_id < 1)
83                 return;
84
85         GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type)));
86 }
87
88 void WriteGameCvars()
89 {
90         cvar_set("g_dm", ftos(g_dm));
91         cvar_set("g_tdm", ftos(g_tdm));
92         cvar_set("g_domination", ftos(g_domination));
93         cvar_set("g_ctf", ftos(g_ctf));
94         cvar_set("g_runematch", ftos(g_runematch));
95         cvar_set("g_lms", ftos(g_lms));
96         cvar_set("g_arena", ftos(g_arena));
97         cvar_set("g_ca", ftos(g_ca));
98         cvar_set("g_keyhunt", ftos(g_keyhunt));
99         cvar_set("g_assault", ftos(g_assault));
100         cvar_set("g_onslaught", ftos(g_onslaught));
101         cvar_set("g_race", ftos(g_race));
102         cvar_set("g_nexball", ftos(g_nexball));
103         cvar_set("g_cts", ftos(g_cts));
104 }
105
106 void ReadGameCvars()
107 {
108         float found;
109         float prev;
110         float i;
111
112         found = 0;
113         prev = cvar("gamecfg");
114         for(i = 0; i < 2; ++i)
115         {
116                 found += (g_dm = (!found && (prev != GAME_DEATHMATCH) && cvar("g_dm")));
117                 found += (g_tdm = (!found && (prev != GAME_TEAM_DEATHMATCH) && cvar("g_tdm")));
118                 found += (g_domination = (!found && (prev != GAME_DOMINATION) && cvar("g_domination")));
119                 found += (g_ctf = (!found && (prev != GAME_CTF) && cvar("g_ctf")));
120                 found += (g_runematch = (!found && (prev != GAME_RUNEMATCH) && cvar("g_runematch")));
121                 found += (g_lms = (!found && (prev != GAME_LMS) && cvar("g_lms")));
122                 found += (g_arena = (!found && (prev != GAME_ARENA) && cvar("g_arena")));
123                 found += (g_ca = (!found && (prev != GAME_CA) && cvar("g_ca")));
124                 found += (g_keyhunt = (!found && (prev != GAME_KEYHUNT) && cvar("g_keyhunt")));
125                 found += (g_assault = (!found && (prev != GAME_ASSAULT) && cvar("g_assault")));
126                 found += (g_onslaught = (!found && (prev != GAME_ONSLAUGHT) && cvar("g_onslaught")));
127                 found += (g_race = (!found && (prev != GAME_RACE) && cvar("g_race")));
128                 found += (g_nexball = (!found && (prev != GAME_NEXBALL) && cvar("g_nexball")));
129                 found += (g_cts = (!found && (prev != GAME_CTS) && cvar("g_cts")));
130
131                 if(found)
132                         break;
133
134                 prev = -1; // second attempt takes place WITHOUT prev set
135         }
136
137         if(!found)
138                 g_dm = 1;
139
140         if(g_dm && cvar("deathmatch_force_teamplay"))
141         {
142                 g_dm = 0;
143                 g_tdm = 1;
144         }
145
146         teams_matter = 0;
147 }
148
149 void default_delayedinit()
150 {
151         if(!scores_initialized)
152                 ScoreRules_generic();
153 }
154
155 void ActivateTeamplay()
156 {
157         float teamplay_default;
158         teamplay_default = cvar("teamplay_default");
159
160         if(teamplay_default)
161                 teamplay = teamplay_default;
162         else
163                 teamplay = 3;
164         cvar_set("teamplay", ftos(teamplay));
165
166         teams_matter = 1;
167 }
168
169 void InitGameplayMode()
170 {
171         float fraglimit_override, timelimit_override, leadlimit_override, qualifying_override;
172
173         qualifying_override = -1;
174
175         VoteReset();
176
177         teams_matter = 0;
178         cvar_set("teamplay", "0");
179
180         // make sure only ONE type is selected
181         ReadGameCvars();
182         WriteGameCvars();
183
184         // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
185         get_mi_min_max(1);
186         world.mins = mi_min;
187         world.maxs = mi_max;
188
189         MapInfo_LoadMapSettings(mapname);
190
191         if not(cvar_value_issafe(world.fog))
192         {
193                 print("The current map contains a potentially harmful fog setting, ignored\n");
194                 world.fog = string_null;
195         }
196         if(MapInfo_Map_fog != "")
197                 if(MapInfo_Map_fog == "none")
198                         world.fog = string_null;
199                 else
200                         world.fog = strzone(MapInfo_Map_fog);
201         clientstuff = strzone(MapInfo_Map_clientstuff);
202
203         MapInfo_ClearTemps();
204
205         // in case mapinfo switched the type
206         ReadGameCvars();
207
208         // set both here, gamemode can override it later
209         timelimit_override = cvar("timelimit_override");
210         fraglimit_override = cvar("fraglimit_override");
211         leadlimit_override = cvar("leadlimit_override");
212
213         if(g_dm)
214         {
215                 game = GAME_DEATHMATCH;
216                 gamemode_name = "Deathmatch";
217         }
218
219         if(g_tdm)
220         {
221                 game = GAME_TEAM_DEATHMATCH;
222                 gamemode_name = "Team Deathmatch";
223                 ActivateTeamplay();
224                 tdm_init();
225                 if(cvar("g_tdm_team_spawns"))
226                         have_team_spawns = -1; // request team spawns
227         }
228
229         if(g_domination)
230         {
231                 game = GAME_DOMINATION;
232                 gamemode_name = "Domination";
233                 ActivateTeamplay();
234                 fraglimit_override = cvar("g_domination_point_limit");
235                 leadlimit_override = cvar("g_domination_point_leadlimit");
236                 dom_init();
237                 have_team_spawns = -1; // request team spawns
238         }
239
240         if(g_ctf)
241         {
242                 game = GAME_CTF;
243                 gamemode_name = "Capture the Flag";
244                 ActivateTeamplay();
245                 if(cvar("g_campaign"))
246                         g_ctf_win_mode = 2;
247                 else
248                         g_ctf_win_mode = cvar("g_ctf_win_mode");
249                 g_ctf_ignore_frags = cvar("g_ctf_ignore_frags");
250                 if(g_ctf_win_mode == 2)
251                 {
252                         fraglimit_override = cvar("g_ctf_capture_limit");
253                         leadlimit_override = cvar("g_ctf_capture_leadlimit");
254                 }
255                 else
256                 {
257                         fraglimit_override = cvar("capturelimit_override");
258                         leadlimit_override = cvar("captureleadlimit_override");
259                 }
260                 ctf_init();
261                 have_team_spawns = -1; // request team spawns
262         }
263
264         if(g_runematch)
265         {
266                 game = GAME_RUNEMATCH;
267                 gamemode_name = "Rune Match";
268                 if(cvar("deathmatch_force_teamplay"))
269                         ActivateTeamplay();
270                 fraglimit_override = cvar("g_runematch_point_limit");
271                 leadlimit_override = cvar("g_runematch_point_leadlimit");
272                 runematch_init();
273         }
274
275         if(g_lms)
276         {
277                 game = GAME_LMS;
278                 gamemode_name = "Last Man Standing";
279                 fraglimit_override = cvar("g_lms_lives_override");
280                 leadlimit_override = 0; // not supported by LMS
281                 if(fraglimit_override == 0)
282                         fraglimit_override = -1;
283                 lms_lowest_lives = 9999;
284                 lms_next_place = 0;
285                 ScoreRules_lms();
286         }
287
288         if(g_arena)
289         {
290                 game = GAME_ARENA;
291                 gamemode_name = "Arena";
292                 fraglimit_override = cvar("g_arena_point_limit");
293                 leadlimit_override = cvar("g_arena_point_leadlimit");
294                 maxspawned = cvar("g_arena_maxspawned");
295                 if(maxspawned < 2)
296                         maxspawned = 2;
297                 arena_roundbased = cvar("g_arena_roundbased");
298         }
299
300         if(g_ca)
301         {
302                 game = GAME_CA;
303                 gamemode_name = "Clan Arena";
304                 ActivateTeamplay();
305                 fraglimit_override = cvar("g_ca_point_limit");
306                 leadlimit_override = cvar("g_ca_point_leadlimit");
307                 precache_sound("ctf/red_capture.wav");
308                 precache_sound("ctf/blue_capture.wav");
309         }
310         if(g_keyhunt)
311         {
312                 game = GAME_KEYHUNT;
313                 gamemode_name = "Key Hunt";
314                 ActivateTeamplay();
315                 fraglimit_override = cvar("g_keyhunt_point_limit");
316                 leadlimit_override = cvar("g_keyhunt_point_leadlimit");
317                 MUTATOR_ADD(gamemode_keyhunt);
318         }
319
320         if(g_assault)
321         {
322                 game = GAME_ASSAULT;
323                 gamemode_name = "Assault";
324                 ActivateTeamplay();
325                 ScoreRules_assault();
326                 have_team_spawns = -1; // request team spawns
327         }
328
329         if(g_onslaught)
330         {
331                 game = GAME_ONSLAUGHT;
332                 gamemode_name = "Onslaught";
333                 ActivateTeamplay();
334                 have_team_spawns = -1; // request team spawns
335         }
336
337         if(g_race)
338         {
339                 game = GAME_RACE;
340                 gamemode_name = "Race";
341
342                 if(cvar("g_race_teams"))
343                 {
344                         ActivateTeamplay();
345                         race_teams = bound(2, cvar("g_race_teams"), 4);
346                         have_team_spawns = -1; // request team spawns
347                 }
348                 else
349                         race_teams = 0;
350
351                 qualifying_override = cvar("g_race_qualifying_timelimit_override");
352                 fraglimit_override = cvar("g_race_laps_limit");
353                 leadlimit_override = 0; // currently not supported by race
354         }
355
356         if(g_cts)
357         {
358                 game = GAME_CTS;
359                 gamemode_name = "CTS";
360                 g_race_qualifying = 1;
361                 fraglimit_override = 0;
362                 leadlimit_override = 0;
363         }
364
365         if(g_nexball)
366         {
367                 game = GAME_NEXBALL;
368                 gamemode_name = "Nexball";
369                 fraglimit_override = cvar("g_nexball_goallimit");
370                 leadlimit_override = cvar("g_nexball_goalleadlimit");
371                 ActivateTeamplay();
372                 nb_init();
373                 have_team_spawns = -1; // request team spawns
374         }
375
376         if(teams_matter)
377                 entcs_init();
378
379         // save it (for the next startup)
380         cvar_set("gamecfg", ftos(game));
381
382         cache_mutatormsg = strzone("");
383         cache_lastmutatormsg = strzone("");
384
385         // enforce the server's universal frag/time limits
386         if(!cvar("g_campaign"))
387         {
388                 if(fraglimit_override >= 0)
389                         cvar_set("fraglimit", ftos(fraglimit_override));
390                 if(timelimit_override >= 0)
391                         cvar_set("timelimit", ftos(timelimit_override));
392                 if(leadlimit_override >= 0)
393                         cvar_set("leadlimit", ftos(leadlimit_override));
394                 if(qualifying_override >= 0)
395                         cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
396         }
397
398         if(g_race)
399         {
400                 // we need to find out the correct value for g_race_qualifying
401                 if(cvar("g_campaign"))
402                 {
403                         g_race_qualifying = 1;
404                 }
405                 else if(!cvar("g_campaign") && cvar("g_race_qualifying_timelimit") > 0)
406                 {
407                         g_race_qualifying = 2;
408                         race_fraglimit = cvar("fraglimit");
409                         race_leadlimit = cvar("leadlimit");
410                         race_timelimit = cvar("timelimit");
411                         cvar_set("fraglimit", "0");
412                         cvar_set("leadlimit", "0");
413                         cvar_set("timelimit", cvar_string("g_race_qualifying_timelimit"));
414                 }
415                 else
416                         g_race_qualifying = 0;
417         }
418
419         if(g_race || g_cts)
420         {
421                 if(g_race_qualifying)
422                         independent_players = 1;
423
424                 ScoreRules_race();
425         }
426
427         InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
428 }
429
430 string GetClientVersionMessage() {
431         local string versionmsg;
432         if (self.version_mismatch) {
433                 if(self.version < cvar("gameversion")) {
434                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
435                 } else {
436                         versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
437                 }
438         } else {
439                 versionmsg = "^2client version and server version are compatible.^8";
440         }
441         return versionmsg;
442 }
443
444
445 void PrintWelcomeMessage(entity pl)
446 {
447         string s, modifications, motd;
448
449         if(self.cvar_scr_centertime == 0) return;
450
451         if(cvar("g_campaign"))
452         {
453                 if(self.classname == "player" && !self.BUTTON_INFO)
454                         return;
455         }
456         else
457         {
458                 if((time - self.jointime) > cvar("welcome_message_time") && !self.BUTTON_INFO)
459                         return;
460         }
461
462         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
463                 if(self.welcomemessage_time > time) return;
464                 self.welcomemessage_time = time + max(0.5, self.cvar_scr_centertime * 0.6);
465         }
466
467         if(cvar("g_campaign"))
468         {
469                 centerprint(pl, campaign_message);
470                 return;
471         }
472
473 //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)!
474         if(!self.BUTTON_INFO)
475         {
476                 // TODO get rid of this too
477                 local string specString;
478                 specString = NEWLINES;
479                 //if(time < game_starttime) //also show the countdown when being a spectator
480                 //      specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7");
481                 //else
482                 if (timeoutStatus != 0)
483                         specString = strcat(specString, "\n\n", getTimeoutText(1));
484                 else
485                 {
486                         if(self.classname == "player")
487                                 return;
488                         goto normal;
489                 }
490                 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
491         }
492
493 :normal
494         ret_string = "";
495         MUTATOR_CALLHOOK(BuildMutatorsPrettyString);
496         modifications = ret_string;
497         
498         if(g_minstagib)
499                 modifications = strcat(modifications, ", MinstaGib");
500         if(g_weaponarena)
501         {
502                 if(g_weaponarena_random)
503                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
504                 else
505                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
506         }
507         if(cvar("g_start_weapon_laser") == 0)
508                 modifications = strcat(modifications, ", No start weapons");
509         if(cvar("sv_gravity") < 800)
510                 modifications = strcat(modifications, ", Low gravity");
511         if(g_cloaked)
512                 modifications = strcat(modifications, ", Cloaked");
513         if(g_grappling_hook)
514                 modifications = strcat(modifications, ", Hook");
515         if(g_midair)
516                 modifications = strcat(modifications, ", Midair");
517         if(g_pinata)
518                 modifications = strcat(modifications, ", Pinata");
519         if(g_weapon_stay)
520                 modifications = strcat(modifications, ", Weapons stay");
521         if(g_bloodloss > 0)
522                 modifications = strcat(modifications, ", Bloodloss");
523         if(g_jetpack)
524                 modifications = strcat(modifications, ", Jet pack");
525         modifications = substring(modifications, 2, strlen(modifications) - 2);
526
527         local string versionmessage;
528         versionmessage = GetClientVersionMessage();
529
530         s = strcat(s, NEWLINES, "This is Xonotic ", cvar_string("g_xonoticversion"), "\n", versionmessage);
531         s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
532
533         if(modifications != "")
534                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
535
536         if(timeoutStatus != 0)
537                 s = strcat(s, "\n\n", getTimeoutText(1));
538
539         if (g_grappling_hook)
540                 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
541
542         if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))
543         {
544                 if(cache_lastmutatormsg)
545                         strunzone(cache_lastmutatormsg);
546                 if(cache_mutatormsg)
547                         strunzone(cache_mutatormsg);
548                 cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));
549                 cache_mutatormsg = strzone(cache_lastmutatormsg);
550         }
551
552         if (cache_mutatormsg != "") {
553                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
554         }
555
556         motd = cvar_string("sv_motd");
557         if (motd != "") {
558                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
559         }
560         s = strcat(s, "\n");
561
562         centerprint(pl, s);
563 }
564
565
566 void SetPlayerColors(entity pl, float _color)
567 {
568         /*string s;
569         s = ftos(cl);
570         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
571         pl.team = cl + 1;
572         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
573         pl.clientcolors = 16*cl + cl;*/
574
575         float pants, shirt;
576         pants = _color & 0x0F;
577         shirt = _color & 0xF0;
578
579
580         if(teams_matter) {
581                 setcolor(pl, 16*pants + pants);
582         } else {
583                 setcolor(pl, shirt + pants);
584         }
585 }
586
587 void SetPlayerTeam(entity pl, float t, float s, float noprint)
588 {
589         float _color;
590
591         if(t == 4)
592                 _color = COLOR_TEAM4 - 1;
593         else if(t == 3)
594                 _color = COLOR_TEAM3 - 1;
595         else if(t == 2)
596                 _color = COLOR_TEAM2 - 1;
597         else
598                 _color = COLOR_TEAM1 - 1;
599
600         SetPlayerColors(pl,_color);
601
602         if(t != s) {
603                 LogTeamchange(pl.playerid, pl.team, 3);  // log manual team join
604
605                 if(!noprint)
606                 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
607         }
608
609 }
610
611 // set c1...c4 to show what teams are allowed
612 void CheckAllowedTeams (entity for_whom)
613 {
614         float dm;
615         entity head;
616         string teament_name;
617
618         c1 = c2 = c3 = c4 = -1;
619         cb1 = cb2 = cb3 = cb4 = 0;
620
621         if(cvar("g_campaign") && for_whom && clienttype(for_whom) == CLIENTTYPE_REAL)
622         {
623                 c1 = 0; // only allow RED team for player joining
624         }
625         else if(g_onslaught)
626         {
627                 // onslaught is special
628                 head = findchain(classname, "onslaught_generator");
629                 while (head)
630                 {
631                         if (head.team == COLOR_TEAM1) c1 = 0;
632                         if (head.team == COLOR_TEAM2) c2 = 0;
633                         if (head.team == COLOR_TEAM3) c3 = 0;
634                         if (head.team == COLOR_TEAM4) c4 = 0;
635                         head = head.chain;
636                 }
637         }
638         else if(g_domination)
639                 teament_name = "dom_team";
640         else if(g_ctf)
641                 teament_name = "ctf_team";
642         else if(g_tdm)
643                 teament_name = "tdm_team";
644         else if(g_nexball)
645                 teament_name = "nexball_team";
646         else if(g_assault)
647                 c1 = c2 = 0; // Assault always has 2 teams
648         else
649         {
650                 // cover anything else by treating it like tdm with no teams spawned
651                 if(g_race)
652                         dm = race_teams;
653                 else
654                         dm = 2;
655
656                 ret_float = dm;
657                 MUTATOR_CALLHOOK(GetTeamCount);
658                 dm = ret_float;
659
660                 if(dm >= 4)
661                         c1 = c2 = c3 = c4 = 0;
662                 else if(dm >= 3)
663                         c1 = c2 = c3 = 0;
664                 else
665                         c1 = c2 = 0;
666         }
667
668         // find out what teams are allowed if necessary
669         if(teament_name)
670         {
671                 head = find(world, classname, teament_name);
672                 while(head)
673                 {
674                         if(!(g_domination && head.netname == ""))
675                         {
676                                 if(head.team == COLOR_TEAM1)
677                                         c1 = 0;
678                                 else if(head.team == COLOR_TEAM2)
679                                         c2 = 0;
680                                 else if(head.team == COLOR_TEAM3)
681                                         c3 = 0;
682                                 else if(head.team == COLOR_TEAM4)
683                                         c4 = 0;
684                         }
685                         head = find(head, classname, teament_name);
686                 }
687         }
688
689         // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
690         if(c3==-1 && c4==-1)
691         if(cvar("bot_vs_human") && for_whom)
692         {
693                 if(cvar("bot_vs_human") > 0)
694                 {
695                         // bots are all blue
696                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
697                                 c1 = c3 = c4 = -1;
698                         else
699                                 c2 = -1;
700                 }
701                 else
702                 {
703                         // bots are all red
704                         if(clienttype(for_whom) == CLIENTTYPE_BOT)
705                                 c2 = c3 = c4 = -1;
706                         else
707                                 c1 = -1;
708                 }
709         }
710 }
711
712 float PlayerValue(entity p)
713 {
714         if(IsTeamBalanceForced() == 1)
715                 return 1;
716         return 1;
717         // FIXME: it always returns 1...
718 }
719
720 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
721 // teams that are allowed will now have their player counts stored in c1...c4
722 void GetTeamCounts(entity ignore)
723 {
724         entity head;
725         float value, bvalue;
726         // now count how many players are on each team already
727
728         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
729         // also remember the lowest-scoring player
730
731         FOR_EACH_PLAYER(head)
732         {
733                 if(head != ignore)// && head.netname != "")
734                 {
735                         value = PlayerValue(head);
736                         if(clienttype(head) == CLIENTTYPE_BOT)
737                                 bvalue = value;
738                         else
739                                 bvalue = 0;
740                         if(head.team == COLOR_TEAM1)
741                         {
742                                 if(c1 >= 0)
743                                 {
744                                         c1 = c1 + value;
745                                         cb1 = cb1 + bvalue;
746                                 }
747                         }
748                         if(head.team == COLOR_TEAM2)
749                         {
750                                 if(c2 >= 0)
751                                 {
752                                         c2 = c2 + value;
753                                         cb2 = cb2 + bvalue;
754                                 }
755                         }
756                         if(head.team == COLOR_TEAM3)
757                         {
758                                 if(c3 >= 0)
759                                 {
760                                         c3 = c3 + value;
761                                         cb3 = cb3 + bvalue;
762                                 }
763                         }
764                         if(head.team == COLOR_TEAM4)
765                         {
766                                 if(c4 >= 0)
767                                 {
768                                         c4 = c4 + value;
769                                         cb4 = cb4 + bvalue;
770                                 }
771                         }
772                 }
773         }
774 }
775
776 // returns # of smallest team (1, 2, 3, 4)
777 // NOTE: Assumes CheckAllowedTeams has already been called!
778 float FindSmallestTeam(entity pl, float ignore_pl)
779 {
780         float totalteams, balance_type, maxc;
781         totalteams = 0;
782
783         // find out what teams are available
784         //CheckAllowedTeams();
785
786         // make sure there are at least 2 teams to join
787         if(c1 >= 0)
788                 totalteams = totalteams + 1;
789         if(c2 >= 0)
790                 totalteams = totalteams + 1;
791         if(c3 >= 0)
792                 totalteams = totalteams + 1;
793         if(c4 >= 0)
794                 totalteams = totalteams + 1;
795
796         if(cvar("bot_vs_human") && totalteams == 1)
797                 totalteams += 1;
798
799         if(totalteams <= 1)
800         {
801                 if(cvar("g_campaign") && pl && clienttype(pl) == CLIENTTYPE_REAL)
802                         return 1; // special case for campaign and player joining
803                 else if(g_domination)
804                         error("Too few teams available for domination\n");
805                 else if(g_ctf)
806                         error("Too few teams available for ctf\n");
807                 else if(g_keyhunt)
808                         error("Too few teams available for key hunt\n");
809                 else
810                         error("Too few teams available for team deathmatch\n");
811         }
812
813         // count how many players are in each team
814         if(ignore_pl)
815                 GetTeamCounts(pl);
816         else
817                 GetTeamCounts(world);
818
819         // c1...c4 now have counts of each team
820         // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
821
822         // 2 gives priority to what team you're already on, 1 goes in order
823         // 2 doesn't seem to work though...
824         balance_type = 1;
825
826         if(bots_would_leave)
827         //if(pl.classname != "player")
828         if(clienttype(pl) != CLIENTTYPE_BOT)
829         {
830                 c1 -= cb1 * 255.0/256.0;
831                 c2 -= cb2 * 255.0/256.0;
832                 c3 -= cb3 * 255.0/256.0;
833                 c4 -= cb4 * 255.0/256.0;
834         }
835         maxc = max4(c1, c2, c3, c4);
836
837         RandomSelection_Init();
838         if(balance_type == 1)
839         {
840                 // 1: use team count, then score (note: can only use 8 significant bits of score)
841                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score) / 256.0);
842                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score) / 256.0);
843                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score) / 256.0);
844                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score) / 256.0);
845         }
846         else if(balance_type == 2)
847         {
848                 // 1: use team count, if equal prefer own team
849                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM1) / 512.0);
850                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM2) / 512.0);
851                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM3) / 512.0);
852                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM4) / 512.0);
853         }
854         else if(balance_type == 3)
855         {
856                 // 1: use team count, then score, if equal prefer own team (probably fails due to float accuracy problems)
857                 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score + 0.5 * (self.team == COLOR_TEAM1)) / 256.0);
858                 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score + 0.5 * (self.team == COLOR_TEAM2)) / 256.0);
859                 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score + 0.5 * (self.team == COLOR_TEAM3)) / 256.0);
860                 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score + 0.5 * (self.team == COLOR_TEAM4)) / 256.0);
861         }
862         return RandomSelection_chosen_float;
863 }
864
865 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
866 {
867         float smallest, selectedteam;
868
869         // don't join a team if we're not playing a team game
870         if(!teams_matter)
871                 return 0;
872
873         // find out what teams are available
874         CheckAllowedTeams(pl);
875
876         // if we want the player in a certain team for campaign, force him there
877         if(cvar("g_campaign"))
878         if(clienttype(pl) == CLIENTTYPE_REAL) // only players, not bots
879         {
880                 switch(cvar("g_campaign_forceteam"))
881                 {
882                         case 1:
883                                 SetPlayerColors(pl, COLOR_TEAM1 - 1);
884                                 LogTeamchange(pl.playerid, pl.team, 2);
885                                 return COLOR_TEAM1;
886                         case 2:
887                                 SetPlayerColors(pl, COLOR_TEAM2 - 1);
888                                 LogTeamchange(pl.playerid, pl.team, 2);
889                                 return COLOR_TEAM2;
890                         case 3:
891                                 SetPlayerColors(pl, COLOR_TEAM3 - 1);
892                                 LogTeamchange(pl.playerid, pl.team, 2);
893                                 return COLOR_TEAM3;
894                         case 4:
895                                 SetPlayerColors(pl, COLOR_TEAM4 - 1);
896                                 LogTeamchange(pl.playerid, pl.team, 2);
897                                 return COLOR_TEAM4;
898                         default:
899                                 break;
900                 }
901         }
902
903         // if we don't care what team he ends up on, put him on whatever team he entered as.
904         // if he's not on a valid team, then let other code put him on the smallest team
905         if(!forcebestteam)
906         {
907                 if(     c1 >= 0 && pl.team == COLOR_TEAM1)
908                         selectedteam = pl.team;
909                 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
910                         selectedteam = pl.team;
911                 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
912                         selectedteam = pl.team;
913                 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
914                         selectedteam = pl.team;
915                 else
916                         selectedteam = -1;
917
918                 if(selectedteam > 0)
919                 {
920                         if(!only_return_best)
921                         {
922                                 SetPlayerColors(pl, selectedteam - 1);
923
924                                 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
925                                 // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected
926                                 LogTeamchange(pl.playerid, pl.team, 99);
927                         }
928                         return selectedteam;
929                 }
930                 // otherwise end up on the smallest team (handled below)
931         }
932
933         smallest = FindSmallestTeam(pl, TRUE);
934
935         if(!only_return_best && !pl.bot_forced_team)
936         {
937                 TeamchangeFrags(self);
938                 if(smallest == 1)
939                 {
940                         SetPlayerColors(pl, COLOR_TEAM1 - 1);
941                 }
942                 else if(smallest == 2)
943                 {
944                         SetPlayerColors(pl, COLOR_TEAM2 - 1);
945                 }
946                 else if(smallest == 3)
947                 {
948                         SetPlayerColors(pl, COLOR_TEAM3 - 1);
949                 }
950                 else if(smallest == 4)
951                 {
952                         SetPlayerColors(pl, COLOR_TEAM4 - 1);
953                 }
954                 else
955                 {
956                         error("smallest team: invalid team\n");
957                 }
958
959                 LogTeamchange(pl.playerid, pl.team, 2); // log auto join
960
961                 if(pl.deadflag == DEAD_NO)
962                         Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
963         }
964
965         return smallest;
966 }
967
968 //void() ctf_playerchanged;
969 void SV_ChangeTeam(float _color)
970 {
971         float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
972
973         // in normal deathmatch we can just apply the color and we're done
974         if(!teams_matter) {
975                 SetPlayerColors(self, _color);
976                 return;
977         }
978
979         scolor = self.clientcolors & 0x0F;
980         dcolor = _color & 0x0F;
981
982         if(scolor == COLOR_TEAM1 - 1)
983                 steam = 1;
984         else if(scolor == COLOR_TEAM2 - 1)
985                 steam = 2;
986         else if(scolor == COLOR_TEAM3 - 1)
987                 steam = 3;
988         else // if(scolor == COLOR_TEAM4 - 1)
989                 steam = 4;
990         if(dcolor == COLOR_TEAM1 - 1)
991                 dteam = 1;
992         else if(dcolor == COLOR_TEAM2 - 1)
993                 dteam = 2;
994         else if(dcolor == COLOR_TEAM3 - 1)
995                 dteam = 3;
996         else // if(dcolor == COLOR_TEAM4 - 1)
997                 dteam = 4;
998
999         CheckAllowedTeams(self);
1000
1001         if(dteam == 1 && c1 < 0) dteam = 4;
1002         if(dteam == 4 && c4 < 0) dteam = 3;
1003         if(dteam == 3 && c3 < 0) dteam = 2;
1004         if(dteam == 2 && c2 < 0) dteam = 1;
1005
1006         // not changing teams
1007         if(scolor == dcolor)
1008         {
1009                 //bprint("same team change\n");
1010                 SetPlayerTeam(self, dteam, steam, TRUE);
1011                 return;
1012         }
1013
1014         if((cvar("g_campaign")) || (cvar("g_changeteam_banned") && self.wasplayer)) {
1015                 sprint(self, "Team changes not allowed\n");
1016                 return; // changing teams is not allowed
1017         }
1018
1019         if(cvar("g_balance_teams_prevent_imbalance"))
1020         {
1021                 // only allow changing to a smaller or equal size team
1022
1023                 // find out what teams are available
1024                 //CheckAllowedTeams();
1025                 // count how many players on each team
1026                 GetTeamCounts(world);
1027
1028                 // get desired team
1029                 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
1030                 {
1031                         dcount = c1;
1032                         dbotcount = cb1;
1033                 }
1034                 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
1035                 {
1036                         dcount = c2;
1037                         dbotcount = cb2;
1038                 }
1039                 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
1040                 {
1041                         dcount = c3;
1042                         dbotcount = cb3;
1043                 }
1044                 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1045                 {
1046                         dcount = c4;
1047                         dbotcount = cb4;
1048                 }
1049                 else
1050                 {
1051                         sprint(self, "Cannot change to an invalid team\n");
1052
1053                         return;
1054                 }
1055
1056                 // get starting team
1057                 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1058                         scount = c1;
1059                 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1060                         scount = c2;
1061                 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1062                         scount = c3;
1063                 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1064                         scount = c4;
1065
1066                 if(scount) // started at a valid, nonempty team
1067                 {
1068                         // check if we're trying to change to a larger team that doens't have bots to swap with
1069                         if(dcount >= scount && dbotcount <= 0)
1070                         {
1071                                 sprint(self, "Cannot change to a larger team\n");
1072                                 return; // can't change to a larger team
1073                         }
1074                 }
1075         }
1076
1077 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1078
1079         if(self.classname == "player" && steam != dteam)
1080         {
1081                 // reduce frags during a team change
1082                 TeamchangeFrags(self);
1083         }
1084
1085         SetPlayerTeam(self, dteam, steam, FALSE);
1086
1087         if(self.classname == "player" && steam != dteam)
1088         {
1089                 // kill player when changing teams
1090                 if(self.deadflag == DEAD_NO)
1091                         Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1092         }
1093         //ctf_playerchanged();
1094 }
1095
1096 void ShufflePlayerOutOfTeam (float source_team)
1097 {
1098         float smallestteam, smallestteam_count, steam;
1099         float lowest_bot_score, lowest_player_score;
1100         entity head, lowest_bot, lowest_player, selected;
1101
1102         smallestteam = 0;
1103         smallestteam_count = 999999999;
1104
1105         if(c1 >= 0 && c1 < smallestteam_count)
1106         {
1107                 smallestteam = 1;
1108                 smallestteam_count = c1;
1109         }
1110         if(c2 >= 0 && c2 < smallestteam_count)
1111         {
1112                 smallestteam = 2;
1113                 smallestteam_count = c2;
1114         }
1115         if(c3 >= 0 && c3 < smallestteam_count)
1116         {
1117                 smallestteam = 3;
1118                 smallestteam_count = c3;
1119         }
1120         if(c4 >= 0 && c4 < smallestteam_count)
1121         {
1122                 smallestteam = 4;
1123                 smallestteam_count = c4;
1124         }
1125
1126         if(!smallestteam)
1127         {
1128                 bprint("warning: no smallest team\n");
1129                 return;
1130         }
1131
1132         if(source_team == 1)
1133                 steam = COLOR_TEAM1;
1134         else if(source_team == 2)
1135                 steam = COLOR_TEAM2;
1136         else if(source_team == 3)
1137                 steam = COLOR_TEAM3;
1138         else if(source_team == 4)
1139                 steam = COLOR_TEAM4;
1140
1141         lowest_bot = world;
1142         lowest_bot_score = 999999999;
1143         lowest_player = world;
1144         lowest_player_score = 999999999;
1145
1146         // find the lowest-scoring player & bot of that team
1147         FOR_EACH_PLAYER(head)
1148         {
1149                 if(head.team == steam)
1150                 {
1151                         if(head.isbot)
1152                         {
1153                                 if(head.totalfrags < lowest_bot_score)
1154                                 {
1155                                         lowest_bot = head;
1156                                         lowest_bot_score = head.totalfrags;
1157                                 }
1158                         }
1159                         else
1160                         {
1161                                 if(head.totalfrags < lowest_player_score)
1162                                 {
1163                                         lowest_player = head;
1164                                         lowest_player_score = head.totalfrags;
1165                                 }
1166                         }
1167                 }
1168         }
1169
1170         // prefers to move a bot...
1171         if(lowest_bot != world)
1172                 selected = lowest_bot;
1173         // but it will move a player if it has to
1174         else
1175                 selected = lowest_player;
1176         // don't do anything if it couldn't find anyone
1177         if(!selected)
1178         {
1179                 bprint("warning: couldn't find a player to move from team\n");
1180                 return;
1181         }
1182
1183         // smallest team gains a member
1184         if(smallestteam == 1)
1185         {
1186                 c1 = c1 + 1;
1187         }
1188         else if(smallestteam == 2)
1189         {
1190                 c2 = c2 + 1;
1191         }
1192         else if(smallestteam == 3)
1193         {
1194                 c3 = c3 + 1;
1195         }
1196         else if(smallestteam == 4)
1197         {
1198                 c4 = c4 + 1;
1199         }
1200         else
1201         {
1202                 bprint("warning: destination team invalid\n");
1203                 return;
1204         }
1205         // source team loses a member
1206         if(source_team == 1)
1207         {
1208                 c1 = c1 + 1;
1209         }
1210         else if(source_team == 2)
1211         {
1212                 c2 = c2 + 2;
1213         }
1214         else if(source_team == 3)
1215         {
1216                 c3 = c3 + 3;
1217         }
1218         else if(source_team == 4)
1219         {
1220                 c4 = c4 + 4;
1221         }
1222         else
1223         {
1224                 bprint("warning: source team invalid\n");
1225                 return;
1226         }
1227
1228         // move the player to the new team
1229         TeamchangeFrags(selected);
1230         SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1231
1232         if(selected.deadflag == DEAD_NO)
1233                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1234         centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1235 }
1236
1237 void CauseRebalance(float source_team, float howmany_toomany)
1238 {
1239         if(IsTeamBalanceForced() == 1)
1240         {
1241                 bprint("Rebalancing Teams\n");
1242                 ShufflePlayerOutOfTeam(source_team);
1243         }
1244 }
1245
1246 // part of g_balance_teams_force
1247 // occasionally perform an audit of the teams to make
1248 // sure they're more or less balanced in player count.
1249 void AuditTeams()
1250 {
1251         float numplayers, numteams, smallest, toomany;
1252         float balance;
1253         balance = IsTeamBalanceForced();
1254         if(balance == 0)
1255                 return;
1256
1257         if(audit_teams_time > time)
1258                 return;
1259
1260         audit_teams_time = time + 4 + random();
1261
1262 //      bprint("Auditing teams\n");
1263
1264         CheckAllowedTeams(world);
1265         GetTeamCounts(world);
1266
1267
1268         numteams = numplayers = smallest = 0;
1269         if(c1 >= 0)
1270         {
1271                 numteams = numteams + 1;
1272                 numplayers = numplayers + c1;
1273                 smallest = c1;
1274         }
1275         if(c2 >= 0)
1276         {
1277                 numteams = numteams + 1;
1278                 numplayers = numplayers + c2;
1279                 if(c2 < smallest)
1280                         smallest = c2;
1281         }
1282         if(c3 >= 0)
1283         {
1284                 numteams = numteams + 1;
1285                 numplayers = numplayers + c3;
1286                 if(c3 < smallest)
1287                         smallest = c3;
1288         }
1289         if(c4 >= 0)
1290         {
1291                 numteams = numteams + 1;
1292                 numplayers = numplayers + c4;
1293                 if(c4 < smallest)
1294                         smallest = c4;
1295         }
1296
1297         if(numplayers <= 0)
1298                 return; // no players to move around
1299         if(numteams < 2)
1300                 return; // don't bother shuffling if for some reason there aren't any teams
1301
1302         toomany = smallest + 1;
1303
1304         if(c1 && c1 > toomany)
1305                 CauseRebalance(1, c1 - toomany);
1306         if(c2 && c2 > toomany)
1307                 CauseRebalance(2, c2 - toomany);
1308         if(c3 && c3 > toomany)
1309                 CauseRebalance(3, c3 - toomany);
1310         if(c4 && c4 > toomany)
1311                 CauseRebalance(4, c4 - toomany);
1312
1313         // if teams are still unbalanced, balance them further in the next audit,
1314         // which will happen sooner (keep doing rapid audits until things are in order)
1315         audit_teams_time = time + 0.7 + random()*0.3;
1316 }
1317
1318 // code from here on is just to support maps that don't have team entities
1319 void tdm_spawnteam (string teamname, float teamcolor)
1320 {
1321         local entity e;
1322         e = spawn();
1323         e.classname = "tdm_team";
1324         e.netname = teamname;
1325         e.cnt = teamcolor;
1326         e.team = e.cnt + 1;
1327 };
1328
1329 // spawn some default teams if the map is not set up for tdm
1330 void tdm_spawnteams()
1331 {
1332         float numteams;
1333
1334         numteams = cvar("g_tdm_teams_override");
1335         if(numteams < 2)
1336                 numteams = cvar("g_tdm_teams");
1337         numteams = bound(2, numteams, 4);
1338
1339         tdm_spawnteam("Red", COLOR_TEAM1-1);
1340         tdm_spawnteam("Blue", COLOR_TEAM2-1);
1341         if(numteams >= 3)
1342                 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1343         if(numteams >= 4)
1344                 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1345 };
1346
1347 void tdm_delayedinit()
1348 {
1349         // if no teams are found, spawn defaults
1350         if (find(world, classname, "tdm_team") == world)
1351                 tdm_spawnteams();
1352 };
1353
1354 void tdm_init()
1355 {
1356         InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);
1357 };