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88                         versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";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90                         versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";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