]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/teamplay.qc
Merge branch 'master' into Lyberta/TeamplayFixes_
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / teamplay.qc
1 #include "teamplay.qh"
2
3 #include "client.qh"
4 #include "race.qh"
5 #include "scores.qh"
6 #include "scores_rules.qh"
7
8 #include "bot/api.qh"
9
10 #include "command/vote.qh"
11
12 #include "mutators/_mod.qh"
13
14 #include "../common/deathtypes/all.qh"
15 #include "../common/gamemodes/_mod.qh"
16 #include "../common/teams.qh"
17
18 void TeamchangeFrags(entity e)
19 {
20         PlayerScore_Clear(e);
21 }
22
23 void LogTeamchange(float player_id, float team_number, float type)
24 {
25         if(!autocvar_sv_eventlog)
26                 return;
27
28         if(player_id < 1)
29                 return;
30
31         GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type)));
32 }
33
34 void default_delayedinit(entity this)
35 {
36         if(!scores_initialized)
37                 ScoreRules_generic();
38 }
39
40 void ActivateTeamplay()
41 {
42         serverflags |= SERVERFLAG_TEAMPLAY;
43         teamplay = 1;
44         cvar_set("teamplay", "2");  // DP needs this for sending proper getstatus replies.
45 }
46
47 void InitGameplayMode()
48 {
49         VoteReset();
50
51         // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
52         get_mi_min_max(1);
53         world.mins = mi_min;
54         world.maxs = mi_max;
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));
60
61         MapInfo_LoadMapSettings(mapname);
62         serverflags &= ~SERVERFLAG_TEAMPLAY;
63         teamplay = 0;
64         cvar_set("teamplay", "0");  // DP needs this for sending proper getstatus replies.
65
66         if (!cvar_value_issafe(world.fog))
67         {
68                 LOG_INFO("The current map contains a potentially harmful fog setting, ignored\n");
69                 world.fog = string_null;
70         }
71         if(MapInfo_Map_fog != "")
72                 if(MapInfo_Map_fog == "none")
73                         world.fog = string_null;
74                 else
75                         world.fog = strzone(MapInfo_Map_fog);
76         clientstuff = strzone(MapInfo_Map_clientstuff);
77
78         MapInfo_ClearTemps();
79
80         gamemode_name = MapInfo_Type_ToText(MapInfo_LoadedGametype);
81
82         cache_mutatormsg = strzone("");
83         cache_lastmutatormsg = strzone("");
84
85         InitializeEntity(NULL, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
86 }
87
88 string GetClientVersionMessage(entity this)
89 {
90         if (this.version_mismatch) {
91                 if(this.version < autocvar_gameversion) {
92                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
93                                 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
94                 } else {
95                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
96                                 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
97                 }
98         } else {
99                 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
100         }
101 }
102
103 string getwelcomemessage(entity this)
104 {
105         MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
106         string modifications = M_ARGV(0, string);
107
108         if(g_weaponarena)
109         {
110                 if(g_weaponarena_random)
111                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
112                 else
113                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
114         }
115         else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
116                 modifications = strcat(modifications, ", No start weapons");
117         if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
118                 modifications = strcat(modifications, ", Low gravity");
119         if(g_weapon_stay && !g_cts)
120                 modifications = strcat(modifications, ", Weapons stay");
121         if(g_jetpack)
122                 modifications = strcat(modifications, ", Jet pack");
123         if(autocvar_g_powerups == 0)
124                 modifications = strcat(modifications, ", No powerups");
125         if(autocvar_g_powerups > 0)
126                 modifications = strcat(modifications, ", Powerups");
127         modifications = substring(modifications, 2, strlen(modifications) - 2);
128
129         string versionmessage = GetClientVersionMessage(this);
130         string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
131
132         if(modifications != "")
133                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
134
135         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
136         {
137                 if(cache_lastmutatormsg)
138                         strunzone(cache_lastmutatormsg);
139                 if(cache_mutatormsg)
140                         strunzone(cache_mutatormsg);
141                 cache_lastmutatormsg = strzone(autocvar_g_mutatormsg);
142                 cache_mutatormsg = strzone(cache_lastmutatormsg);
143         }
144
145         if (cache_mutatormsg != "") {
146                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
147         }
148
149         string mutator_msg = "";
150         MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
151         mutator_msg = M_ARGV(0, string);
152
153         s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
154
155         string motd = autocvar_sv_motd;
156         if (motd != "") {
157                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
158         }
159         return s;
160 }
161
162 void setcolor(entity this, int clr)
163 {
164 #if 0
165         this.clientcolors = clr;
166         this.team = (clr & 15) + 1;
167 #else
168         builtin_setcolor(this, clr);
169 #endif
170 }
171
172 void SetPlayerColors(entity pl, float _color)
173 {
174         /*string s;
175         s = ftos(cl);
176         stuffcmd(pl, strcat("color ", s, " ", s, "\n")  );
177         pl.team = cl + 1;
178         //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
179         pl.clientcolors = 16*cl + cl;*/
180
181         float pants, shirt;
182         pants = _color & 0x0F;
183         shirt = _color & 0xF0;
184
185
186         if(teamplay) {
187                 setcolor(pl, 16*pants + pants);
188         } else {
189                 setcolor(pl, shirt + pants);
190         }
191 }
192
193 bool SetPlayerTeamSimple(entity player, int teamnum)
194 {
195         if (player.team == teamnum)
196         {
197                 return true;
198         }
199         if (MUTATOR_CALLHOOK(Player_ChangeTeam, player, Team_TeamToNumber(
200                 player.team), Team_TeamToNumber(teamnum)) == true)
201         {
202                 // Mutator has blocked team change.
203                 return false;
204         }
205         int oldteam = player.team;
206         SetPlayerColors(player, teamnum - 1);
207         MUTATOR_CALLHOOK(Player_ChangedTeam, player, oldteam, player.team);
208         return true;
209 }
210
211 void SetPlayerTeam(entity pl, float t, float s, float noprint)
212 {
213         if (t == s)
214         {
215                 return;
216         }
217         float teamnum = Team_NumberToTeam(t);
218         SetPlayerTeamSimple(pl, teamnum);
219         LogTeamchange(pl.playerid, pl.team, 3);  // log manual team join
220         if (noprint)
221         {
222                 return;
223         }
224         bprint(playername(pl, false), "^7 has changed from ", Team_NumberToColoredFullName(s), "^7 to ", Team_NumberToColoredFullName(t), "\n");
225 }
226
227 // set c1...c4 to show what teams are allowed
228 void CheckAllowedTeams (entity for_whom)
229 {
230         int teams_mask = 0;
231
232         c1 = c2 = c3 = c4 = -1;
233         cb1 = cb2 = cb3 = cb4 = 0;
234
235         string teament_name = string_null;
236
237         bool mutator_returnvalue = MUTATOR_CALLHOOK(CheckAllowedTeams, teams_mask, teament_name, for_whom);
238         teams_mask = M_ARGV(0, float);
239         teament_name = M_ARGV(1, string);
240
241         if(!mutator_returnvalue)
242         {
243                 if(teams_mask & BIT(0)) c1 = 0;
244                 if(teams_mask & BIT(1)) c2 = 0;
245                 if(teams_mask & BIT(2)) c3 = 0;
246                 if(teams_mask & BIT(3)) c4 = 0;
247         }
248
249         // find out what teams are allowed if necessary
250         if(teament_name)
251         {
252                 entity head = find(NULL, classname, teament_name);
253                 while(head)
254                 {
255                         switch(head.team)
256                         {
257                                 case NUM_TEAM_1: c1 = 0; break;
258                                 case NUM_TEAM_2: c2 = 0; break;
259                                 case NUM_TEAM_3: c3 = 0; break;
260                                 case NUM_TEAM_4: c4 = 0; break;
261                         }
262
263                         head = find(head, classname, teament_name);
264                 }
265         }
266
267         // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
268         if(AvailableTeams() == 2)
269         if(autocvar_bot_vs_human && for_whom)
270         {
271                 if(autocvar_bot_vs_human > 0)
272                 {
273                         // find last team available
274
275                         if(IS_BOT_CLIENT(for_whom))
276                         {
277                                 if(c4 >= 0) { c3 = c2 = c1 = -1; }
278                                 else if(c3 >= 0) { c4 = c2 = c1 = -1; }
279                                 else { c4 = c3 = c1 = -1; }
280                                 // no further cases, we know at least 2 teams exist
281                         }
282                         else
283                         {
284                                 if(c1 >= 0) { c2 = c3 = c4 = -1; }
285                                 else if(c2 >= 0) { c1 = c3 = c4 = -1; }
286                                 else { c1 = c2 = c4 = -1; }
287                                 // no further cases, bots have one of the teams
288                         }
289                 }
290                 else
291                 {
292                         // find first team available
293
294                         if(IS_BOT_CLIENT(for_whom))
295                         {
296                                 if(c1 >= 0) { c2 = c3 = c4 = -1; }
297                                 else if(c2 >= 0) { c1 = c3 = c4 = -1; }
298                                 else { c1 = c2 = c4 = -1; }
299                                 // no further cases, we know at least 2 teams exist
300                         }
301                         else
302                         {
303                                 if(c4 >= 0) { c3 = c2 = c1 = -1; }
304                                 else if(c3 >= 0) { c4 = c2 = c1 = -1; }
305                                 else { c4 = c3 = c1 = -1; }
306                                 // no further cases, bots have one of the teams
307                         }
308                 }
309         }
310
311         if(!for_whom)
312                 return;
313
314         // if player has a forced team, ONLY allow that one
315         if(for_whom.team_forced == NUM_TEAM_1 && c1 >= 0)
316                 c2 = c3 = c4 = -1;
317         else if(for_whom.team_forced == NUM_TEAM_2 && c2 >= 0)
318                 c1 = c3 = c4 = -1;
319         else if(for_whom.team_forced == NUM_TEAM_3 && c3 >= 0)
320                 c1 = c2 = c4 = -1;
321         else if(for_whom.team_forced == NUM_TEAM_4 && c4 >= 0)
322                 c1 = c2 = c3 = -1;
323 }
324
325 float PlayerValue(entity p)
326 {
327         return 1;
328         // FIXME: it always returns 1...
329 }
330
331 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
332 // teams that are allowed will now have their player counts stored in c1...c4
333 void GetTeamCounts(entity ignore)
334 {
335         float value, bvalue;
336         // now count how many players are on each team already
337
338         // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
339         // also remember the lowest-scoring player
340
341         FOREACH_CLIENT(true, LAMBDA(
342                 float t;
343                 if(IS_PLAYER(it) || it.caplayer)
344                         t = it.team;
345                 else if(it.team_forced > 0)
346                         t = it.team_forced; // reserve the spot
347                 else
348                         continue;
349                 if(it != ignore)// && it.netname != "")
350                 {
351                         value = PlayerValue(it);
352                         if(IS_BOT_CLIENT(it))
353                                 bvalue = value;
354                         else
355                                 bvalue = 0;
356                         if(t == NUM_TEAM_1)
357                         {
358                                 if(c1 >= 0)
359                                 {
360                                         c1 = c1 + value;
361                                         cb1 = cb1 + bvalue;
362                                 }
363                         }
364                         if(t == NUM_TEAM_2)
365                         {
366                                 if(c2 >= 0)
367                                 {
368                                         c2 = c2 + value;
369                                         cb2 = cb2 + bvalue;
370                                 }
371                         }
372                         if(t == NUM_TEAM_3)
373                         {
374                                 if(c3 >= 0)
375                                 {
376                                         c3 = c3 + value;
377                                         cb3 = cb3 + bvalue;
378                                 }
379                         }
380                         if(t == NUM_TEAM_4)
381                         {
382                                 if(c4 >= 0)
383                                 {
384                                         c4 = c4 + value;
385                                         cb4 = cb4 + bvalue;
386                                 }
387                         }
388                 }
389         ));
390
391         // if the player who has a forced team has not joined yet, reserve the spot
392         if(autocvar_g_campaign)
393         {
394                 switch(autocvar_g_campaign_forceteam)
395                 {
396                         case 1: if(c1 == cb1) ++c1; break;
397                         case 2: if(c2 == cb2) ++c2; break;
398                         case 3: if(c3 == cb3) ++c3; break;
399                         case 4: if(c4 == cb4) ++c4; break;
400                 }
401         }
402 }
403
404 float TeamSmallerEqThanTeam(float ta, float tb, entity e)
405 {
406         // we assume that CheckAllowedTeams and GetTeamCounts have already been called
407         float f;
408         float ca = -1, cb = -1, cba = 0, cbb = 0, sa = 0, sb = 0;
409
410         switch(ta)
411         {
412                 case 1: ca = c1; cba = cb1; sa = team1_score; break;
413                 case 2: ca = c2; cba = cb2; sa = team2_score; break;
414                 case 3: ca = c3; cba = cb3; sa = team3_score; break;
415                 case 4: ca = c4; cba = cb4; sa = team4_score; break;
416         }
417         switch(tb)
418         {
419                 case 1: cb = c1; cbb = cb1; sb = team1_score; break;
420                 case 2: cb = c2; cbb = cb2; sb = team2_score; break;
421                 case 3: cb = c3; cbb = cb3; sb = team3_score; break;
422                 case 4: cb = c4; cbb = cb4; sb = team4_score; break;
423         }
424
425         // invalid
426         if(ca < 0 || cb < 0)
427                 return false;
428
429         // equal
430         if(ta == tb)
431                 return true;
432
433         if(IS_REAL_CLIENT(e))
434         {
435                 if(bots_would_leave)
436                 {
437                         ca -= cba * 0.999;
438                         cb -= cbb * 0.999;
439                 }
440         }
441
442         // keep teams alive (teams of size 0 always count as smaller, ignoring score)
443         if(ca < 1)
444                 if(cb >= 1)
445                         return true;
446         if(ca >= 1)
447                 if(cb < 1)
448                         return false;
449
450         // first, normalize
451         f = max(ca, cb, 1);
452         ca /= f;
453         cb /= f;
454         f = max(sa, sb, 1);
455         sa /= f;
456         sb /= f;
457
458         // the more we're at the end of the match, the more take scores into account
459         f = bound(0, game_completion_ratio * autocvar_g_balance_teams_scorefactor, 1);
460         ca += (sa - ca) * f;
461         cb += (sb - cb) * f;
462
463         return ca <= cb;
464 }
465
466 // returns # of smallest team (1, 2, 3, 4)
467 // NOTE: Assumes CheckAllowedTeams has already been called!
468 float FindSmallestTeam(entity pl, float ignore_pl)
469 {
470         int totalteams = 0;
471         int t = 1; // initialize with a random team?
472         if(c4 >= 0) t = 4;
473         if(c3 >= 0) t = 3;
474         if(c2 >= 0) t = 2;
475         if(c1 >= 0) t = 1;
476
477         // find out what teams are available
478         //CheckAllowedTeams();
479
480         // make sure there are at least 2 teams to join
481         if(c1 >= 0)
482                 totalteams = totalteams + 1;
483         if(c2 >= 0)
484                 totalteams = totalteams + 1;
485         if(c3 >= 0)
486                 totalteams = totalteams + 1;
487         if(c4 >= 0)
488                 totalteams = totalteams + 1;
489
490         if((autocvar_bot_vs_human || pl.team_forced > 0) && totalteams == 1)
491                 totalteams += 1;
492
493         if(totalteams <= 1)
494         {
495                 if(autocvar_g_campaign && pl && IS_REAL_CLIENT(pl))
496                         return 1; // special case for campaign and player joining
497                 else if(totalteams == 1) // single team
498                         LOG_TRACEF("Only 1 team available for %s, you may need to fix your map", MapInfo_Type_ToString(MapInfo_CurrentGametype()));
499                 else // no teams, major no no
500                         error(sprintf("No teams available for %s\n", MapInfo_Type_ToString(MapInfo_CurrentGametype())));
501         }
502
503         // count how many players are in each team
504         if(ignore_pl)
505                 GetTeamCounts(pl);
506         else
507                 GetTeamCounts(NULL);
508
509         RandomSelection_Init();
510
511         if(TeamSmallerEqThanTeam(1, t, pl))
512                 t = 1;
513         if(TeamSmallerEqThanTeam(2, t, pl))
514                 t = 2;
515         if(TeamSmallerEqThanTeam(3, t, pl))
516                 t = 3;
517         if(TeamSmallerEqThanTeam(4, t, pl))
518                 t = 4;
519
520         // now t is the minimum, or A minimum!
521         if(t == 1 || TeamSmallerEqThanTeam(1, t, pl))
522                 RandomSelection_AddFloat(1, 1, 1);
523         if(t == 2 || TeamSmallerEqThanTeam(2, t, pl))
524                 RandomSelection_AddFloat(2, 1, 1);
525         if(t == 3 || TeamSmallerEqThanTeam(3, t, pl))
526                 RandomSelection_AddFloat(3, 1, 1);
527         if(t == 4 || TeamSmallerEqThanTeam(4, t, pl))
528                 RandomSelection_AddFloat(4, 1, 1);
529
530         return RandomSelection_chosen_float;
531 }
532
533 int JoinBestTeam(entity this, bool only_return_best, bool forcebestteam)
534 {
535         float smallest, selectedteam;
536
537         // don't join a team if we're not playing a team game
538         if(!teamplay)
539                 return 0;
540
541         // find out what teams are available
542         CheckAllowedTeams(this);
543
544         // if we don't care what team he ends up on, put him on whatever team he entered as.
545         // if he's not on a valid team, then let other code put him on the smallest team
546         if(!forcebestteam)
547         {
548                 if(     c1 >= 0 && this.team == NUM_TEAM_1)
549                         selectedteam = this.team;
550                 else if(c2 >= 0 && this.team == NUM_TEAM_2)
551                         selectedteam = this.team;
552                 else if(c3 >= 0 && this.team == NUM_TEAM_3)
553                         selectedteam = this.team;
554                 else if(c4 >= 0 && this.team == NUM_TEAM_4)
555                         selectedteam = this.team;
556                 else
557                         selectedteam = -1;
558
559                 if(selectedteam > 0)
560                 {
561                         if(!only_return_best)
562                         {
563                                 SetPlayerTeamSimple(this, selectedteam);
564
565                                 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
566                                 // when JoinBestTeam is called by client.qc/ClientConnect the player_id is 0 the log attempt is rejected
567                                 LogTeamchange(this.playerid, this.team, 99);
568                         }
569                         return selectedteam;
570                 }
571                 // otherwise end up on the smallest team (handled below)
572         }
573
574         smallest = FindSmallestTeam(this, true);
575
576         if(!only_return_best && !this.bot_forced_team)
577         {
578                 smallest = Team_NumberToTeam(smallest);
579                 if (smallest != -1)
580                 {
581                         TeamchangeFrags(this);
582                         SetPlayerTeamSimple(this, smallest);
583                 }
584                 else
585                 {
586                         error("smallest team: invalid team\n");
587                 }
588
589                 LogTeamchange(this.playerid, this.team, 2); // log auto join
590
591                 if(!IS_DEAD(this))
592                         Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0');
593         }
594
595         return smallest;
596 }
597
598 //void() ctf_playerchanged;
599 void SV_ChangeTeam(entity this, float _color)
600 {
601         float scolor, dcolor, steam, dteam; //, dbotcount, scount, dcount;
602
603         // in normal deathmatch we can just apply the color and we're done
604         if(!teamplay)
605                 SetPlayerColors(this, _color);
606
607         if(!IS_CLIENT(this))
608         {
609                 // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here
610                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_CONNECTING, this.netname);
611                 return;
612         }
613
614         if(!teamplay)
615                 return;
616
617         scolor = this.clientcolors & 0x0F;
618         dcolor = _color & 0x0F;
619
620         if(scolor == NUM_TEAM_1 - 1)
621                 steam = 1;
622         else if(scolor == NUM_TEAM_2 - 1)
623                 steam = 2;
624         else if(scolor == NUM_TEAM_3 - 1)
625                 steam = 3;
626         else // if(scolor == NUM_TEAM_4 - 1)
627                 steam = 4;
628         if(dcolor == NUM_TEAM_1 - 1)
629                 dteam = 1;
630         else if(dcolor == NUM_TEAM_2 - 1)
631                 dteam = 2;
632         else if(dcolor == NUM_TEAM_3 - 1)
633                 dteam = 3;
634         else // if(dcolor == NUM_TEAM_4 - 1)
635                 dteam = 4;
636
637         CheckAllowedTeams(this);
638
639         if(dteam == 1 && c1 < 0) dteam = 4;
640         if(dteam == 4 && c4 < 0) dteam = 3;
641         if(dteam == 3 && c3 < 0) dteam = 2;
642         if(dteam == 2 && c2 < 0) dteam = 1;
643
644         // not changing teams
645         if(scolor == dcolor)
646         {
647                 SetPlayerTeam(this, dteam, steam, true);
648                 return;
649         }
650
651         if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && this.wasplayer)) {
652                 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_NOTALLOWED);
653                 return; // changing teams is not allowed
654         }
655
656         // autocvar_g_balance_teams_prevent_imbalance only makes sense if autocvar_g_balance_teams is on, as it makes the team selection dialog pointless
657         if(autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance)
658         {
659                 GetTeamCounts(this);
660                 if(!TeamSmallerEqThanTeam(dteam, steam, this))
661                 {
662                         Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_LARGERTEAM);
663                         return;
664                 }
665         }
666
667 //      bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
668
669         if(IS_PLAYER(this) && steam != dteam)
670         {
671                 // reduce frags during a team change
672                 TeamchangeFrags(this);
673         }
674
675         SetPlayerTeam(this, dteam, steam, !IS_CLIENT(this));
676
677         if(IS_PLAYER(this) && steam != dteam)
678         {
679                 // kill player when changing teams
680                 if(!IS_DEAD(this))
681                         Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0');
682         }
683 }
684
685 void ShufflePlayerOutOfTeam (float source_team)
686 {
687         float smallestteam, smallestteam_count, steam;
688         float lowest_bot_score, lowest_player_score;
689         entity lowest_bot, lowest_player, selected;
690
691         smallestteam = 0;
692         smallestteam_count = 999999999;
693
694         if(c1 >= 0 && c1 < smallestteam_count)
695         {
696                 smallestteam = 1;
697                 smallestteam_count = c1;
698         }
699         if(c2 >= 0 && c2 < smallestteam_count)
700         {
701                 smallestteam = 2;
702                 smallestteam_count = c2;
703         }
704         if(c3 >= 0 && c3 < smallestteam_count)
705         {
706                 smallestteam = 3;
707                 smallestteam_count = c3;
708         }
709         if(c4 >= 0 && c4 < smallestteam_count)
710         {
711                 smallestteam = 4;
712                 smallestteam_count = c4;
713         }
714
715         if(!smallestteam)
716         {
717                 bprint("warning: no smallest team\n");
718                 return;
719         }
720
721         if(source_team == 1)
722                 steam = NUM_TEAM_1;
723         else if(source_team == 2)
724                 steam = NUM_TEAM_2;
725         else if(source_team == 3)
726                 steam = NUM_TEAM_3;
727         else // if(source_team == 4)
728                 steam = NUM_TEAM_4;
729
730         lowest_bot = NULL;
731         lowest_bot_score = 999999999;
732         lowest_player = NULL;
733         lowest_player_score = 999999999;
734
735         // find the lowest-scoring player & bot of that team
736         FOREACH_CLIENT(IS_PLAYER(it) && it.team == steam, LAMBDA(
737                 if(it.isbot)
738                 {
739                         if(it.totalfrags < lowest_bot_score)
740                         {
741                                 lowest_bot = it;
742                                 lowest_bot_score = it.totalfrags;
743                         }
744                 }
745                 else
746                 {
747                         if(it.totalfrags < lowest_player_score)
748                         {
749                                 lowest_player = it;
750                                 lowest_player_score = it.totalfrags;
751                         }
752                 }
753         ));
754
755         // prefers to move a bot...
756         if(lowest_bot != NULL)
757                 selected = lowest_bot;
758         // but it will move a player if it has to
759         else
760                 selected = lowest_player;
761         // don't do anything if it couldn't find anyone
762         if(!selected)
763         {
764                 bprint("warning: couldn't find a player to move from team\n");
765                 return;
766         }
767
768         // smallest team gains a member
769         if(smallestteam == 1)
770         {
771                 c1 = c1 + 1;
772         }
773         else if(smallestteam == 2)
774         {
775                 c2 = c2 + 1;
776         }
777         else if(smallestteam == 3)
778         {
779                 c3 = c3 + 1;
780         }
781         else if(smallestteam == 4)
782         {
783                 c4 = c4 + 1;
784         }
785         else
786         {
787                 bprint("warning: destination team invalid\n");
788                 return;
789         }
790         // source team loses a member
791         if(source_team == 1)
792         {
793                 c1 = c1 + 1;
794         }
795         else if(source_team == 2)
796         {
797                 c2 = c2 + 2;
798         }
799         else if(source_team == 3)
800         {
801                 c3 = c3 + 3;
802         }
803         else if(source_team == 4)
804         {
805                 c4 = c4 + 4;
806         }
807         else
808         {
809                 bprint("warning: source team invalid\n");
810                 return;
811         }
812
813         // move the player to the new team
814         TeamchangeFrags(selected);
815         SetPlayerTeam(selected, smallestteam, source_team, false);
816
817         if(!IS_DEAD(selected))
818                 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE.m_id, selected.origin, '0 0 0');
819         Send_Notification(NOTIF_ONE, selected, MSG_CENTER, CENTER_DEATH_SELF_AUTOTEAMCHANGE, selected.team);
820 }