6 #include "scores_rules.qh"
10 #include "command/vote.qh"
12 #include "mutators/_mod.qh"
14 #include "../common/deathtypes/all.qh"
15 #include "../common/gamemodes/_mod.qh"
16 #include "../common/teams.qh"
18 void TeamchangeFrags(entity e)
23 void LogTeamchange(float player_id, float team_number, float type)
25 if(!autocvar_sv_eventlog)
31 GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type)));
34 void default_delayedinit(entity this)
36 if(!scores_initialized)
40 void ActivateTeamplay()
42 serverflags |= SERVERFLAG_TEAMPLAY;
44 cvar_set("teamplay", "2"); // DP needs this for sending proper getstatus replies.
47 void InitGameplayMode()
51 // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
55 // currently, NetRadiant's limit is 131072 qu for each side
56 // distance from one corner of a 131072qu cube to the opposite corner is approx. 227023 qu
57 // set the distance according to map size but don't go over the limit to avoid issues with float precision
58 // in case somebody makes extremely large maps
59 max_shot_distance = min(230000, vlen(world.maxs - world.mins));
61 MapInfo_LoadMapSettings(mapname);
62 serverflags &= ~SERVERFLAG_TEAMPLAY;
64 cvar_set("teamplay", "0"); // DP needs this for sending proper getstatus replies.
66 if (!cvar_value_issafe(world.fog))
68 LOG_INFO("The current map contains a potentially harmful fog setting, ignored\n");
69 world.fog = string_null;
71 if(MapInfo_Map_fog != "")
72 if(MapInfo_Map_fog == "none")
73 world.fog = string_null;
75 world.fog = strzone(MapInfo_Map_fog);
76 clientstuff = strzone(MapInfo_Map_clientstuff);
80 gamemode_name = MapInfo_Type_ToText(MapInfo_LoadedGametype);
82 cache_mutatormsg = strzone("");
83 cache_lastmutatormsg = strzone("");
85 InitializeEntity(NULL, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
88 string GetClientVersionMessage(entity this)
91 if (this.version_mismatch) {
92 if(this.version < autocvar_gameversion) {
93 versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
95 versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
98 versionmsg = "^2client version and server version are compatible.^8";
103 string getwelcomemessage(entity this)
105 string s, modifications, motd;
107 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
108 modifications = M_ARGV(0, string);
112 if(g_weaponarena_random)
113 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
115 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
117 else if(cvar("g_balance_blaster_weaponstart") == 0)
118 modifications = strcat(modifications, ", No start weapons");
119 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
120 modifications = strcat(modifications, ", Low gravity");
121 if(g_weapon_stay && !g_cts)
122 modifications = strcat(modifications, ", Weapons stay");
124 modifications = strcat(modifications, ", Jet pack");
125 if(autocvar_g_powerups == 0)
126 modifications = strcat(modifications, ", No powerups");
127 if(autocvar_g_powerups > 0)
128 modifications = strcat(modifications, ", Powerups");
129 modifications = substring(modifications, 2, strlen(modifications) - 2);
131 string versionmessage = GetClientVersionMessage(this);
133 s = strcat("This is Xonotic ", autocvar_g_xonoticversion, "\n", versionmessage);
134 s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
136 if(modifications != "")
137 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
139 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
141 if(cache_lastmutatormsg)
142 strunzone(cache_lastmutatormsg);
144 strunzone(cache_mutatormsg);
145 cache_lastmutatormsg = strzone(autocvar_g_mutatormsg);
146 cache_mutatormsg = strzone(cache_lastmutatormsg);
149 if (cache_mutatormsg != "") {
150 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
153 string mutator_msg = "";
154 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
155 mutator_msg = M_ARGV(0, string);
157 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
159 motd = autocvar_sv_motd;
161 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
166 void setcolor(entity this, int clr)
169 this.clientcolors = clr;
170 this.team = (clr & 15) + 1;
172 builtin_setcolor(this, clr);
176 void SetPlayerColors(entity pl, float _color)
180 stuffcmd(pl, strcat("color ", s, " ", s, "\n") );
182 //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
183 pl.clientcolors = 16*cl + cl;*/
186 pants = _color & 0x0F;
187 shirt = _color & 0xF0;
191 setcolor(pl, 16*pants + pants);
193 setcolor(pl, shirt + pants);
197 void SetPlayerTeam(entity pl, float t, float s, float noprint)
202 _color = NUM_TEAM_4 - 1;
204 _color = NUM_TEAM_3 - 1;
206 _color = NUM_TEAM_2 - 1;
208 _color = NUM_TEAM_1 - 1;
210 SetPlayerColors(pl,_color);
213 LogTeamchange(pl.playerid, pl.team, 3); // log manual team join
216 bprint(pl.netname, "^7 has changed from ", Team_NumberToColoredFullName(s), "^7 to ", Team_NumberToColoredFullName(t), "\n");
221 // set c1...c4 to show what teams are allowed
222 void CheckAllowedTeams (entity for_whom)
226 c1 = c2 = c3 = c4 = -1;
227 cb1 = cb2 = cb3 = cb4 = 0;
229 string teament_name = string_null;
231 bool mutator_returnvalue = MUTATOR_CALLHOOK(CheckAllowedTeams, teams_mask, teament_name);
232 teams_mask = M_ARGV(0, float);
233 teament_name = M_ARGV(1, string);
235 if(!mutator_returnvalue)
237 if(teams_mask & BIT(0)) c1 = 0;
238 if(teams_mask & BIT(1)) c2 = 0;
239 if(teams_mask & BIT(2)) c3 = 0;
240 if(teams_mask & BIT(3)) c4 = 0;
243 // find out what teams are allowed if necessary
246 entity head = find(NULL, classname, teament_name);
251 case NUM_TEAM_1: c1 = 0; break;
252 case NUM_TEAM_2: c2 = 0; break;
253 case NUM_TEAM_3: c3 = 0; break;
254 case NUM_TEAM_4: c4 = 0; break;
257 head = find(head, classname, teament_name);
261 // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
262 if(AvailableTeams() == 2)
263 if(autocvar_bot_vs_human && for_whom)
265 if(autocvar_bot_vs_human > 0)
267 // find last team available
269 if(IS_BOT_CLIENT(for_whom))
271 if(c4 >= 0) { c3 = c2 = c1 = -1; }
272 else if(c3 >= 0) { c4 = c2 = c1 = -1; }
273 else { c4 = c3 = c1 = -1; }
274 // no further cases, we know at least 2 teams exist
278 if(c1 >= 0) { c2 = c3 = c4 = -1; }
279 else if(c2 >= 0) { c1 = c3 = c4 = -1; }
280 else { c1 = c2 = c4 = -1; }
281 // no further cases, bots have one of the teams
286 // find first team available
288 if(IS_BOT_CLIENT(for_whom))
290 if(c1 >= 0) { c2 = c3 = c4 = -1; }
291 else if(c2 >= 0) { c1 = c3 = c4 = -1; }
292 else { c1 = c2 = c4 = -1; }
293 // no further cases, we know at least 2 teams exist
297 if(c4 >= 0) { c3 = c2 = c1 = -1; }
298 else if(c3 >= 0) { c4 = c2 = c1 = -1; }
299 else { c4 = c3 = c1 = -1; }
300 // no further cases, bots have one of the teams
308 // if player has a forced team, ONLY allow that one
309 if(for_whom.team_forced == NUM_TEAM_1 && c1 >= 0)
311 else if(for_whom.team_forced == NUM_TEAM_2 && c2 >= 0)
313 else if(for_whom.team_forced == NUM_TEAM_3 && c3 >= 0)
315 else if(for_whom.team_forced == NUM_TEAM_4 && c4 >= 0)
319 float PlayerValue(entity p)
322 // FIXME: it always returns 1...
325 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
326 // teams that are allowed will now have their player counts stored in c1...c4
327 void GetTeamCounts(entity ignore)
330 // now count how many players are on each team already
332 // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
333 // also remember the lowest-scoring player
335 FOREACH_CLIENT(true, LAMBDA(
337 if(IS_PLAYER(it) || it.caplayer)
339 else if(it.team_forced > 0)
340 t = it.team_forced; // reserve the spot
343 if(it != ignore)// && it.netname != "")
345 value = PlayerValue(it);
346 if(IS_BOT_CLIENT(it))
385 // if the player who has a forced team has not joined yet, reserve the spot
386 if(autocvar_g_campaign)
388 switch(autocvar_g_campaign_forceteam)
390 case 1: if(c1 == cb1) ++c1; break;
391 case 2: if(c2 == cb2) ++c2; break;
392 case 3: if(c3 == cb3) ++c3; break;
393 case 4: if(c4 == cb4) ++c4; break;
398 float TeamSmallerEqThanTeam(float ta, float tb, entity e)
400 // we assume that CheckAllowedTeams and GetTeamCounts have already been called
402 float ca = -1, cb = -1, cba = 0, cbb = 0, sa = 0, sb = 0;
406 case 1: ca = c1; cba = cb1; sa = team1_score; break;
407 case 2: ca = c2; cba = cb2; sa = team2_score; break;
408 case 3: ca = c3; cba = cb3; sa = team3_score; break;
409 case 4: ca = c4; cba = cb4; sa = team4_score; break;
413 case 1: cb = c1; cbb = cb1; sb = team1_score; break;
414 case 2: cb = c2; cbb = cb2; sb = team2_score; break;
415 case 3: cb = c3; cbb = cb3; sb = team3_score; break;
416 case 4: cb = c4; cbb = cb4; sb = team4_score; break;
427 if(IS_REAL_CLIENT(e))
436 // keep teams alive (teams of size 0 always count as smaller, ignoring score)
452 // the more we're at the end of the match, the more take scores into account
453 f = bound(0, game_completion_ratio * autocvar_g_balance_teams_scorefactor, 1);
460 // returns # of smallest team (1, 2, 3, 4)
461 // NOTE: Assumes CheckAllowedTeams has already been called!
462 float FindSmallestTeam(entity pl, float ignore_pl)
465 int t = 1; // initialize with a random team?
471 // find out what teams are available
472 //CheckAllowedTeams();
474 // make sure there are at least 2 teams to join
476 totalteams = totalteams + 1;
478 totalteams = totalteams + 1;
480 totalteams = totalteams + 1;
482 totalteams = totalteams + 1;
484 if((autocvar_bot_vs_human || pl.team_forced > 0) && totalteams == 1)
489 if(autocvar_g_campaign && pl && IS_REAL_CLIENT(pl))
490 return 1; // special case for campaign and player joining
491 else if(totalteams == 1) // single team
492 LOG_TRACEF("Only 1 team available for %s, you may need to fix your map", MapInfo_Type_ToString(MapInfo_CurrentGametype()));
493 else // no teams, major no no
494 error(sprintf("No teams available for %s\n", MapInfo_Type_ToString(MapInfo_CurrentGametype())));
497 // count how many players are in each team
503 RandomSelection_Init();
505 if(TeamSmallerEqThanTeam(1, t, pl))
507 if(TeamSmallerEqThanTeam(2, t, pl))
509 if(TeamSmallerEqThanTeam(3, t, pl))
511 if(TeamSmallerEqThanTeam(4, t, pl))
514 // now t is the minimum, or A minimum!
515 if(t == 1 || TeamSmallerEqThanTeam(1, t, pl))
516 RandomSelection_AddFloat(1, 1, 1);
517 if(t == 2 || TeamSmallerEqThanTeam(2, t, pl))
518 RandomSelection_AddFloat(2, 1, 1);
519 if(t == 3 || TeamSmallerEqThanTeam(3, t, pl))
520 RandomSelection_AddFloat(3, 1, 1);
521 if(t == 4 || TeamSmallerEqThanTeam(4, t, pl))
522 RandomSelection_AddFloat(4, 1, 1);
524 return RandomSelection_chosen_float;
527 int JoinBestTeam(entity this, bool only_return_best, bool forcebestteam)
529 float smallest, selectedteam;
531 // don't join a team if we're not playing a team game
535 // find out what teams are available
536 CheckAllowedTeams(this);
538 // if we don't care what team he ends up on, put him on whatever team he entered as.
539 // if he's not on a valid team, then let other code put him on the smallest team
542 if( c1 >= 0 && this.team == NUM_TEAM_1)
543 selectedteam = this.team;
544 else if(c2 >= 0 && this.team == NUM_TEAM_2)
545 selectedteam = this.team;
546 else if(c3 >= 0 && this.team == NUM_TEAM_3)
547 selectedteam = this.team;
548 else if(c4 >= 0 && this.team == NUM_TEAM_4)
549 selectedteam = this.team;
555 if(!only_return_best)
557 SetPlayerColors(this, selectedteam - 1);
559 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
560 // when JoinBestTeam is called by client.qc/ClientConnect the player_id is 0 the log attempt is rejected
561 LogTeamchange(this.playerid, this.team, 99);
565 // otherwise end up on the smallest team (handled below)
568 smallest = FindSmallestTeam(this, true);
570 if(!only_return_best && !this.bot_forced_team)
572 TeamchangeFrags(this);
575 SetPlayerColors(this, NUM_TEAM_1 - 1);
577 else if(smallest == 2)
579 SetPlayerColors(this, NUM_TEAM_2 - 1);
581 else if(smallest == 3)
583 SetPlayerColors(this, NUM_TEAM_3 - 1);
585 else if(smallest == 4)
587 SetPlayerColors(this, NUM_TEAM_4 - 1);
591 error("smallest team: invalid team\n");
594 LogTeamchange(this.playerid, this.team, 2); // log auto join
597 Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0');
603 //void() ctf_playerchanged;
604 void SV_ChangeTeam(entity this, float _color)
606 float scolor, dcolor, steam, dteam; //, dbotcount, scount, dcount;
608 // in normal deathmatch we can just apply the color and we're done
610 SetPlayerColors(this, _color);
614 // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here
615 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_CONNECTING, this.netname);
622 scolor = this.clientcolors & 0x0F;
623 dcolor = _color & 0x0F;
625 if(scolor == NUM_TEAM_1 - 1)
627 else if(scolor == NUM_TEAM_2 - 1)
629 else if(scolor == NUM_TEAM_3 - 1)
631 else // if(scolor == NUM_TEAM_4 - 1)
633 if(dcolor == NUM_TEAM_1 - 1)
635 else if(dcolor == NUM_TEAM_2 - 1)
637 else if(dcolor == NUM_TEAM_3 - 1)
639 else // if(dcolor == NUM_TEAM_4 - 1)
642 CheckAllowedTeams(this);
644 if(dteam == 1 && c1 < 0) dteam = 4;
645 if(dteam == 4 && c4 < 0) dteam = 3;
646 if(dteam == 3 && c3 < 0) dteam = 2;
647 if(dteam == 2 && c2 < 0) dteam = 1;
649 // not changing teams
652 //bprint("same team change\n");
653 SetPlayerTeam(this, dteam, steam, true);
657 if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && this.wasplayer)) {
658 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_NOTALLOWED);
659 return; // changing teams is not allowed
662 // autocvar_g_balance_teams_prevent_imbalance only makes sense if autocvar_g_balance_teams is on, as it makes the team selection dialog pointless
663 if(autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance)
666 if(!TeamSmallerEqThanTeam(dteam, steam, this))
668 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_LARGERTEAM);
673 // bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
675 if(IS_PLAYER(this) && steam != dteam)
677 // reduce frags during a team change
678 TeamchangeFrags(this);
681 MUTATOR_CALLHOOK(Player_ChangeTeam, this, steam, dteam);
683 SetPlayerTeam(this, dteam, steam, !IS_CLIENT(this));
685 if(IS_PLAYER(this) && steam != dteam)
687 // kill player when changing teams
689 Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0');
693 void ShufflePlayerOutOfTeam (float source_team)
695 float smallestteam, smallestteam_count, steam;
696 float lowest_bot_score, lowest_player_score;
697 entity lowest_bot, lowest_player, selected;
700 smallestteam_count = 999999999;
702 if(c1 >= 0 && c1 < smallestteam_count)
705 smallestteam_count = c1;
707 if(c2 >= 0 && c2 < smallestteam_count)
710 smallestteam_count = c2;
712 if(c3 >= 0 && c3 < smallestteam_count)
715 smallestteam_count = c3;
717 if(c4 >= 0 && c4 < smallestteam_count)
720 smallestteam_count = c4;
725 bprint("warning: no smallest team\n");
731 else if(source_team == 2)
733 else if(source_team == 3)
735 else // if(source_team == 4)
739 lowest_bot_score = 999999999;
740 lowest_player = NULL;
741 lowest_player_score = 999999999;
743 // find the lowest-scoring player & bot of that team
744 FOREACH_CLIENT(IS_PLAYER(it) && it.team == steam, LAMBDA(
747 if(it.totalfrags < lowest_bot_score)
750 lowest_bot_score = it.totalfrags;
755 if(it.totalfrags < lowest_player_score)
758 lowest_player_score = it.totalfrags;
763 // prefers to move a bot...
764 if(lowest_bot != NULL)
765 selected = lowest_bot;
766 // but it will move a player if it has to
768 selected = lowest_player;
769 // don't do anything if it couldn't find anyone
772 bprint("warning: couldn't find a player to move from team\n");
776 // smallest team gains a member
777 if(smallestteam == 1)
781 else if(smallestteam == 2)
785 else if(smallestteam == 3)
789 else if(smallestteam == 4)
795 bprint("warning: destination team invalid\n");
798 // source team loses a member
803 else if(source_team == 2)
807 else if(source_team == 3)
811 else if(source_team == 4)
817 bprint("warning: source team invalid\n");
821 // move the player to the new team
822 TeamchangeFrags(selected);
823 SetPlayerTeam(selected, smallestteam, source_team, false);
825 if(!IS_DEAD(selected))
826 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE.m_id, selected.origin, '0 0 0');
827 Send_Notification(NOTIF_ONE, selected, MSG_CENTER, CENTER_DEATH_SELF_AUTOTEAMCHANGE, selected.team);