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 InitGameplayMode()
44 // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
48 // currently, NetRadiant's limit is 131072 qu for each side
49 // distance from one corner of a 131072qu cube to the opposite corner is approx. 227023 qu
50 // set the distance according to map size but don't go over the limit to avoid issues with float precision
51 // in case somebody makes extremely large maps
52 max_shot_distance = min(230000, vlen(world.maxs - world.mins));
54 MapInfo_LoadMapSettings(mapname);
55 GameRules_teams(false);
57 if (!cvar_value_issafe(world.fog))
59 LOG_INFO("The current map contains a potentially harmful fog setting, ignored");
60 world.fog = string_null;
62 if(MapInfo_Map_fog != "")
63 if(MapInfo_Map_fog == "none")
64 world.fog = string_null;
66 world.fog = strzone(MapInfo_Map_fog);
67 clientstuff = strzone(MapInfo_Map_clientstuff);
71 gamemode_name = MapInfo_Type_ToText(MapInfo_LoadedGametype);
73 cache_mutatormsg = strzone("");
74 cache_lastmutatormsg = strzone("");
76 InitializeEntity(NULL, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
79 string GetClientVersionMessage(entity this)
81 if (CS(this).version_mismatch) {
82 if(CS(this).version < autocvar_gameversion) {
83 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
84 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
86 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
87 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
90 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
94 string getwelcomemessage(entity this)
96 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
97 string modifications = M_ARGV(0, string);
101 if(g_weaponarena_random)
102 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
104 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
106 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
107 modifications = strcat(modifications, ", No start weapons");
108 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
109 modifications = strcat(modifications, ", Low gravity");
110 if(g_weapon_stay && !g_cts)
111 modifications = strcat(modifications, ", Weapons stay");
113 modifications = strcat(modifications, ", Jet pack");
114 if(autocvar_g_powerups == 0)
115 modifications = strcat(modifications, ", No powerups");
116 if(autocvar_g_powerups > 0)
117 modifications = strcat(modifications, ", Powerups");
118 modifications = substring(modifications, 2, strlen(modifications) - 2);
120 string versionmessage = GetClientVersionMessage(this);
121 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
123 if(modifications != "")
124 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
126 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
128 if(cache_lastmutatormsg)
129 strunzone(cache_lastmutatormsg);
131 strunzone(cache_mutatormsg);
132 cache_lastmutatormsg = strzone(autocvar_g_mutatormsg);
133 cache_mutatormsg = strzone(cache_lastmutatormsg);
136 if (cache_mutatormsg != "") {
137 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
140 string mutator_msg = "";
141 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
142 mutator_msg = M_ARGV(0, string);
144 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
146 string motd = autocvar_sv_motd;
148 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
153 void setcolor(entity this, int clr)
156 this.clientcolors = clr;
157 this.team = (clr & 15) + 1;
159 builtin_setcolor(this, clr);
163 void SetPlayerColors(entity player, float _color)
165 float pants = _color & 0x0F;
166 float shirt = _color & 0xF0;
169 setcolor(player, 16 * pants + pants);
173 setcolor(player, shirt + pants);
177 void KillPlayerForTeamChange(entity player)
183 if (MUTATOR_CALLHOOK(Player_ChangeTeamKill, player) == true)
187 Damage(player, player, player, 100000, DEATH_TEAMCHANGE.m_id, player.origin,
191 bool SetPlayerTeamSimple(entity player, int team_num)
193 if (player.team == team_num)
195 // This is important when players join the game and one of their color
196 // matches the team color while other doesn't. For example [BOT]Lion.
197 SetPlayerColors(player, team_num - 1);
200 if (MUTATOR_CALLHOOK(Player_ChangeTeam, player, Team_TeamToNumber(
201 player.team), Team_TeamToNumber(team_num)) == true)
203 // Mutator has blocked team change.
206 int old_team = player.team;
207 SetPlayerColors(player, team_num - 1);
208 MUTATOR_CALLHOOK(Player_ChangedTeam, player, old_team, player.team);
212 bool SetPlayerTeam(entity player, int destination_team, int source_team,
215 int team_num = Team_NumberToTeam(destination_team);
216 if (!SetPlayerTeamSimple(player, team_num))
220 LogTeamchange(player.playerid, player.team, 3); // log manual team join
225 bprint(playername(player, false), "^7 has changed from ", Team_NumberToColoredFullName(source_team), "^7 to ", Team_NumberToColoredFullName(destination_team), "\n");
229 // set c1...c4 to show what teams are allowed
230 void CheckAllowedTeams(entity for_whom)
234 c1 = c2 = c3 = c4 = -1;
235 num_bots_team1 = num_bots_team2 = num_bots_team3 = num_bots_team4 = 0;
237 string teament_name = string_null;
239 bool mutator_returnvalue = MUTATOR_CALLHOOK(CheckAllowedTeams, teams_mask, teament_name, for_whom);
240 teams_mask = M_ARGV(0, float);
241 teament_name = M_ARGV(1, string);
243 if(!mutator_returnvalue)
245 if(teams_mask & BIT(0)) c1 = 0;
246 if(teams_mask & BIT(1)) c2 = 0;
247 if(teams_mask & BIT(2)) c3 = 0;
248 if(teams_mask & BIT(3)) c4 = 0;
251 // find out what teams are allowed if necessary
254 entity head = find(NULL, classname, teament_name);
259 case NUM_TEAM_1: c1 = 0; break;
260 case NUM_TEAM_2: c2 = 0; break;
261 case NUM_TEAM_3: c3 = 0; break;
262 case NUM_TEAM_4: c4 = 0; break;
265 head = find(head, classname, teament_name);
269 // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
270 if(AvailableTeams() == 2)
271 if(autocvar_bot_vs_human && for_whom)
273 if(autocvar_bot_vs_human > 0)
275 // find last team available
277 if(IS_BOT_CLIENT(for_whom))
279 if(c4 >= 0) { c3 = c2 = c1 = -1; }
280 else if(c3 >= 0) { c4 = c2 = c1 = -1; }
281 else { c4 = c3 = c1 = -1; }
282 // no further cases, we know at least 2 teams exist
286 if(c1 >= 0) { c2 = c3 = c4 = -1; }
287 else if(c2 >= 0) { c1 = c3 = c4 = -1; }
288 else { c1 = c2 = c4 = -1; }
289 // no further cases, bots have one of the teams
294 // find first team available
296 if(IS_BOT_CLIENT(for_whom))
298 if(c1 >= 0) { c2 = c3 = c4 = -1; }
299 else if(c2 >= 0) { c1 = c3 = c4 = -1; }
300 else { c1 = c2 = c4 = -1; }
301 // no further cases, we know at least 2 teams exist
305 if(c4 >= 0) { c3 = c2 = c1 = -1; }
306 else if(c3 >= 0) { c4 = c2 = c1 = -1; }
307 else { c4 = c3 = c1 = -1; }
308 // no further cases, bots have one of the teams
316 // if player has a forced team, ONLY allow that one
317 if(for_whom.team_forced == NUM_TEAM_1 && c1 >= 0)
319 else if(for_whom.team_forced == NUM_TEAM_2 && c2 >= 0)
321 else if(for_whom.team_forced == NUM_TEAM_3 && c3 >= 0)
323 else if(for_whom.team_forced == NUM_TEAM_4 && c4 >= 0)
327 float PlayerValue(entity p)
330 // FIXME: it always returns 1...
333 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
334 // teams that are allowed will now have their player counts stored in c1...c4
335 void GetTeamCounts(entity ignore)
337 if (MUTATOR_CALLHOOK(GetTeamCounts) == true)
341 MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_1, ignore, c1,
342 num_bots_team1, lowest_human_team1, lowest_bot_team1);
343 c1 = M_ARGV(2, float);
344 num_bots_team1 = M_ARGV(3, float);
345 lowest_human_team1 = M_ARGV(4, entity);
346 lowest_bot_team1 = M_ARGV(5, entity);
350 MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_2, ignore, c2,
351 num_bots_team2, lowest_human_team2, lowest_bot_team2);
352 c2 = M_ARGV(2, float);
353 num_bots_team2 = M_ARGV(3, float);
354 lowest_human_team2 = M_ARGV(4, entity);
355 lowest_bot_team2 = M_ARGV(5, entity);
359 MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_3, ignore, c3,
360 num_bots_team3, lowest_human_team3, lowest_bot_team3);
361 c3 = M_ARGV(2, float);
362 num_bots_team3 = M_ARGV(3, float);
363 lowest_human_team3 = M_ARGV(4, entity);
364 lowest_bot_team3 = M_ARGV(5, entity);
368 MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_4, ignore,
369 c4, num_bots_team4, lowest_human_team4, lowest_bot_team4);
370 c4 = M_ARGV(2, float);
371 num_bots_team4 = M_ARGV(3, float);
372 lowest_human_team4 = M_ARGV(4, entity);
373 lowest_bot_team4 = M_ARGV(5, entity);
379 // now count how many players are on each team already
380 float lowest_human_score1 = FLOAT_MAX;
381 float lowest_bot_score1 = FLOAT_MAX;
382 float lowest_human_score2 = FLOAT_MAX;
383 float lowest_bot_score2 = FLOAT_MAX;
384 float lowest_human_score3 = FLOAT_MAX;
385 float lowest_bot_score3 = FLOAT_MAX;
386 float lowest_human_score4 = FLOAT_MAX;
387 float lowest_bot_score4 = FLOAT_MAX;
391 if (IS_PLAYER(it) || it.caplayer)
395 else if (it.team_forced > 0)
397 t = it.team_forced; // reserve the spot
407 value = PlayerValue(it);
408 if (IS_BOT_CLIENT(it))
429 num_bots_team1 += bvalue;
430 float temp_score = PlayerScore_Get(it, SP_SCORE);
433 if (temp_score < lowest_human_score1)
435 lowest_human_team1 = it;
436 lowest_human_score1 = temp_score;
440 if (temp_score < lowest_bot_score1)
442 lowest_bot_team1 = it;
443 lowest_bot_score1 = temp_score;
454 num_bots_team2 += bvalue;
455 float temp_score = PlayerScore_Get(it, SP_SCORE);
458 if (temp_score < lowest_human_score2)
460 lowest_human_team2 = it;
461 lowest_human_score2 = temp_score;
465 if (temp_score < lowest_bot_score2)
467 lowest_bot_team2 = it;
468 lowest_bot_score2 = temp_score;
479 num_bots_team3 += bvalue;
480 float temp_score = PlayerScore_Get(it, SP_SCORE);
483 if (temp_score < lowest_human_score3)
485 lowest_human_team3 = it;
486 lowest_human_score3 = temp_score;
490 if (temp_score < lowest_bot_score3)
492 lowest_bot_team3 = it;
493 lowest_bot_score3 = temp_score;
504 num_bots_team4 += bvalue;
505 float temp_score = PlayerScore_Get(it, SP_SCORE);
508 if (temp_score < lowest_human_score4)
510 lowest_human_team4 = it;
511 lowest_human_score4 = temp_score;
515 if (temp_score < lowest_bot_score4)
517 lowest_bot_team4 = it;
518 lowest_bot_score4 = temp_score;
526 // if the player who has a forced team has not joined yet, reserve the spot
527 if(autocvar_g_campaign)
529 switch(autocvar_g_campaign_forceteam)
531 case 1: if(c1 == num_bots_team1) ++c1; break;
532 case 2: if(c2 == num_bots_team2) ++c2; break;
533 case 3: if(c3 == num_bots_team3) ++c3; break;
534 case 4: if(c4 == num_bots_team4) ++c4; break;
539 bool IsTeamSmallerThanTeam(int team_a, int team_b, entity player,
542 if (team_a == team_b)
546 // we assume that CheckAllowedTeams and GetTeamCounts have already been called
547 int num_players_team_a = -1, num_players_team_b = -1;
548 int num_bots_team_a = 0, num_bots_team_b = 0;
549 float score_team_a = 0, score_team_b = 0;
554 num_players_team_a = c1;
555 num_bots_team_a = num_bots_team1;
556 score_team_a = team1_score;
561 num_players_team_a = c2;
562 num_bots_team_a = num_bots_team2;
563 score_team_a = team2_score;
568 num_players_team_a = c3;
569 num_bots_team_a = num_bots_team3;
570 score_team_a = team3_score;
575 num_players_team_a = c4;
576 num_bots_team_a = num_bots_team4;
577 score_team_a = team4_score;
585 num_players_team_b = c1;
586 num_bots_team_b = num_bots_team1;
587 score_team_b = team1_score;
592 num_players_team_b = c2;
593 num_bots_team_b = num_bots_team2;
594 score_team_b = team2_score;
599 num_players_team_b = c3;
600 num_bots_team_b = num_bots_team3;
601 score_team_b = team3_score;
606 num_players_team_b = c4;
607 num_bots_team_b = num_bots_team4;
608 score_team_b = team4_score;
613 if (num_players_team_a < 0 || num_players_team_b < 0)
617 if (IS_REAL_CLIENT(player) && bots_would_leave)
619 num_players_team_a -= num_bots_team_a;
620 num_players_team_b -= num_bots_team_b;
624 return num_players_team_a < num_players_team_b;
626 if (num_players_team_a < num_players_team_b)
630 if (num_players_team_a > num_players_team_b)
634 return score_team_a < score_team_b;
637 bool IsTeamEqualToTeam(int team_a, int team_b, entity player, bool use_score)
639 if (team_a == team_b)
643 // we assume that CheckAllowedTeams and GetTeamCounts have already been called
644 int num_players_team_a = -1, num_players_team_b = -1;
645 int num_bots_team_a = 0, num_bots_team_b = 0;
646 float score_team_a = 0, score_team_b = 0;
651 num_players_team_a = c1;
652 num_bots_team_a = num_bots_team1;
653 score_team_a = team1_score;
658 num_players_team_a = c2;
659 num_bots_team_a = num_bots_team2;
660 score_team_a = team2_score;
665 num_players_team_a = c3;
666 num_bots_team_a = num_bots_team3;
667 score_team_a = team3_score;
672 num_players_team_a = c4;
673 num_bots_team_a = num_bots_team4;
674 score_team_a = team4_score;
682 num_players_team_b = c1;
683 num_bots_team_b = num_bots_team1;
684 score_team_b = team1_score;
689 num_players_team_b = c2;
690 num_bots_team_b = num_bots_team2;
691 score_team_b = team2_score;
696 num_players_team_b = c3;
697 num_bots_team_b = num_bots_team3;
698 score_team_b = team3_score;
703 num_players_team_b = c4;
704 num_bots_team_b = num_bots_team4;
705 score_team_b = team4_score;
710 if (num_players_team_a < 0 || num_players_team_b < 0)
713 if (IS_REAL_CLIENT(player) && bots_would_leave)
715 num_players_team_a -= num_bots_team_a;
716 num_players_team_b -= num_bots_team_b;
720 return num_players_team_a == num_players_team_b;
722 if (num_players_team_a != num_players_team_b)
726 return score_team_a == score_team_b;
729 int FindBestTeams(entity player, bool use_score)
731 if (MUTATOR_CALLHOOK(FindBestTeams, player) == true)
733 return M_ARGV(1, float);
736 int previous_team = 0;
744 if (previous_team == 0)
749 else if (IsTeamSmallerThanTeam(2, previous_team, player, use_score))
754 else if (IsTeamEqualToTeam(2, previous_team, player, use_score))
762 if (previous_team == 0)
767 else if (IsTeamSmallerThanTeam(3, previous_team, player, use_score))
772 else if (IsTeamEqualToTeam(3, previous_team, player, use_score))
780 if (previous_team == 0)
784 else if (IsTeamSmallerThanTeam(4, previous_team, player, use_score))
788 else if (IsTeamEqualToTeam(4, previous_team, player, use_score))
796 // returns # of smallest team (1, 2, 3, 4)
797 // NOTE: Assumes CheckAllowedTeams has already been called!
798 int FindSmallestTeam(entity player, float ignore_player)
800 // count how many players are in each team
803 GetTeamCounts(player);
809 int team_bits = FindBestTeams(player, true);
812 error(sprintf("No teams available for %s\n", MapInfo_Type_ToString(MapInfo_CurrentGametype())));
814 RandomSelection_Init();
815 if ((team_bits & BIT(0)) != 0)
817 RandomSelection_AddFloat(1, 1, 1);
819 if ((team_bits & BIT(1)) != 0)
821 RandomSelection_AddFloat(2, 1, 1);
823 if ((team_bits & BIT(2)) != 0)
825 RandomSelection_AddFloat(3, 1, 1);
827 if ((team_bits & BIT(3)) != 0)
829 RandomSelection_AddFloat(4, 1, 1);
831 return RandomSelection_chosen_float;
834 int JoinBestTeam(entity this, bool only_return_best, bool force_best_team)
836 // don't join a team if we're not playing a team game
842 // find out what teams are available
843 CheckAllowedTeams(this);
845 // if we don't care what team he ends up on, put him on whatever team he entered as.
846 // if he's not on a valid team, then let other code put him on the smallest team
847 if (!force_best_team)
850 if( c1 >= 0 && this.team == NUM_TEAM_1)
851 selected_team = this.team;
852 else if(c2 >= 0 && this.team == NUM_TEAM_2)
853 selected_team = this.team;
854 else if(c3 >= 0 && this.team == NUM_TEAM_3)
855 selected_team = this.team;
856 else if(c4 >= 0 && this.team == NUM_TEAM_4)
857 selected_team = this.team;
861 if (selected_team > 0)
863 if (!only_return_best)
865 SetPlayerTeamSimple(this, selected_team);
867 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
868 // when JoinBestTeam is called by client.qc/ClientConnect the player_id is 0 the log attempt is rejected
869 LogTeamchange(this.playerid, this.team, 99);
871 return selected_team;
873 // otherwise end up on the smallest team (handled below)
876 int best_team = FindSmallestTeam(this, true);
877 if (only_return_best || this.bot_forced_team)
881 best_team = Team_NumberToTeam(best_team);
884 error("JoinBestTeam: invalid team\n");
886 int old_team = Team_TeamToNumber(this.team);
887 TeamchangeFrags(this);
888 SetPlayerTeamSimple(this, best_team);
889 LogTeamchange(this.playerid, this.team, 2); // log auto join
890 if (!IS_BOT_CLIENT(this))
892 AutoBalanceBots(old_team, Team_TeamToNumber(best_team));
894 KillPlayerForTeamChange(this);
898 void SV_ChangeTeam(entity this, float _color)
900 float source_color, destination_color, source_team, destination_team;
902 // in normal deathmatch we can just apply the color and we're done
904 SetPlayerColors(this, _color);
908 // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here
909 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_CONNECTING, this.netname);
916 source_color = this.clientcolors & 0x0F;
917 destination_color = _color & 0x0F;
919 source_team = Team_TeamToNumber(source_color + 1);
920 destination_team = Team_TeamToNumber(destination_color + 1);
922 CheckAllowedTeams(this);
924 if (destination_team == 1 && c1 < 0) destination_team = 4;
925 if (destination_team == 4 && c4 < 0) destination_team = 3;
926 if (destination_team == 3 && c3 < 0) destination_team = 2;
927 if (destination_team == 2 && c2 < 0) destination_team = 1;
929 // not changing teams
930 if (source_color == destination_color)
932 SetPlayerTeam(this, destination_team, source_team, true);
936 if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && CS(this).wasplayer)) {
937 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_NOTALLOWED);
938 return; // changing teams is not allowed
941 // autocvar_g_balance_teams_prevent_imbalance only makes sense if autocvar_g_balance_teams is on, as it makes the team selection dialog pointless
942 if (autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance)
945 if ((BIT(destination_team - 1) & FindBestTeams(this, false)) == 0)
947 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_LARGERTEAM);
951 if(IS_PLAYER(this) && source_team != destination_team)
953 // reduce frags during a team change
954 TeamchangeFrags(this);
956 if (!SetPlayerTeam(this, destination_team, source_team, !IS_CLIENT(this)))
960 AutoBalanceBots(source_team, destination_team);
961 if (!IS_PLAYER(this) || (source_team == destination_team))
965 KillPlayerForTeamChange(this);
968 void AutoBalanceBots(int source_team, int destination_team)
970 if ((source_team == -1) || (destination_team == -1))
974 if (!autocvar_g_balance_teams ||
975 !autocvar_g_balance_teams_prevent_imbalance)
979 int num_players_source_team = 0;
980 int num_players_destination_team = 0;
981 entity lowest_bot_destination_team = NULL;
986 num_players_source_team = c1;
991 num_players_source_team = c2;
996 num_players_source_team = c3;
1001 num_players_source_team = c4;
1005 switch (destination_team)
1009 num_players_destination_team = c1;
1010 lowest_bot_destination_team = lowest_bot_team1;
1015 num_players_destination_team = c2;
1016 lowest_bot_destination_team = lowest_bot_team2;
1021 num_players_destination_team = c3;
1022 lowest_bot_destination_team = lowest_bot_team3;
1027 num_players_destination_team = c4;
1028 lowest_bot_destination_team = lowest_bot_team4;
1032 if ((num_players_destination_team <= num_players_source_team) ||
1033 (lowest_bot_destination_team == NULL))
1037 SetPlayerTeamSimple(lowest_bot_destination_team,
1038 Team_NumberToTeam(source_team));
1039 KillPlayerForTeamChange(lowest_bot_destination_team);