1 string cache_mutatormsg;
2 string cache_lastmutatormsg;
4 // client counts for each team
6 // # of bots on those teams
7 float cb1, cb2, cb3, cb4;
9 float audit_teams_time;
11 float IsTeamBalanceForced()
13 if(intermission_running)
14 return 0; // no rebalancing whatsoever please
17 if(cvar("g_campaign"))
19 if(cvar("bot_vs_human") && (c3==-1 && c4==-1))
21 if(!cvar("g_balance_teams_force"))
26 void TeamchangeFrags(entity e)
31 vector TeamColor(float teem)
36 return '1 0.0625 0.0625';
38 return '0.0625 0.0625 1';
48 string TeamName(float t)
50 return strcat(Team_ColorName(t), " Team");
52 string ColoredTeamName(float t)
54 return strcat(Team_ColorCode(t), Team_ColorName(t), " Team^7");
56 string TeamNoName(float t)
58 // fixme: Search for team entities and get their .netname's!
67 return "Neutral Team";
72 void runematch_init();
77 void LogTeamchange(float player_id, float team_number, float type)
79 if(!cvar("sv_eventlog"))
85 GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type)));
90 cvar_set("g_dm", ftos(g_dm));
91 cvar_set("g_tdm", ftos(g_tdm));
92 cvar_set("g_domination", ftos(g_domination));
93 cvar_set("g_ctf", ftos(g_ctf));
94 cvar_set("g_runematch", ftos(g_runematch));
95 cvar_set("g_lms", ftos(g_lms));
96 cvar_set("g_arena", ftos(g_arena));
97 cvar_set("g_ca", ftos(g_ca));
98 cvar_set("g_keyhunt", ftos(g_keyhunt));
99 cvar_set("g_assault", ftos(g_assault));
100 cvar_set("g_onslaught", ftos(g_onslaught));
101 cvar_set("g_race", ftos(g_race));
102 cvar_set("g_nexball", ftos(g_nexball));
103 cvar_set("g_cts", ftos(g_cts));
113 prev = cvar("gamecfg");
114 for(i = 0; i < 2; ++i)
116 found += (g_dm = (!found && (prev != GAME_DEATHMATCH) && cvar("g_dm")));
117 found += (g_tdm = (!found && (prev != GAME_TEAM_DEATHMATCH) && cvar("g_tdm")));
118 found += (g_domination = (!found && (prev != GAME_DOMINATION) && cvar("g_domination")));
119 found += (g_ctf = (!found && (prev != GAME_CTF) && cvar("g_ctf")));
120 found += (g_runematch = (!found && (prev != GAME_RUNEMATCH) && cvar("g_runematch")));
121 found += (g_lms = (!found && (prev != GAME_LMS) && cvar("g_lms")));
122 found += (g_arena = (!found && (prev != GAME_ARENA) && cvar("g_arena")));
123 found += (g_ca = (!found && (prev != GAME_CA) && cvar("g_ca")));
124 found += (g_keyhunt = (!found && (prev != GAME_KEYHUNT) && cvar("g_keyhunt")));
125 found += (g_assault = (!found && (prev != GAME_ASSAULT) && cvar("g_assault")));
126 found += (g_onslaught = (!found && (prev != GAME_ONSLAUGHT) && cvar("g_onslaught")));
127 found += (g_race = (!found && (prev != GAME_RACE) && cvar("g_race")));
128 found += (g_nexball = (!found && (prev != GAME_NEXBALL) && cvar("g_nexball")));
129 found += (g_cts = (!found && (prev != GAME_CTS) && cvar("g_cts")));
134 prev = -1; // second attempt takes place WITHOUT prev set
140 if(g_dm && cvar("deathmatch_force_teamplay"))
149 void default_delayedinit()
151 if(!scores_initialized)
152 ScoreRules_generic();
155 void ActivateTeamplay()
157 float teamplay_default;
158 teamplay_default = cvar("teamplay_default");
161 teamplay = teamplay_default;
164 cvar_set("teamplay", ftos(teamplay));
169 void InitGameplayMode()
171 float fraglimit_override, timelimit_override, leadlimit_override, qualifying_override;
173 qualifying_override = -1;
178 cvar_set("teamplay", "0");
180 // make sure only ONE type is selected
184 // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
189 MapInfo_LoadMapSettings(mapname);
191 if not(cvar_value_issafe(world.fog))
193 print("The current map contains a potentially harmful fog setting, ignored\n");
194 world.fog = string_null;
196 if(MapInfo_Map_fog != "")
197 if(MapInfo_Map_fog == "none")
198 world.fog = string_null;
200 world.fog = strzone(MapInfo_Map_fog);
201 clientstuff = strzone(MapInfo_Map_clientstuff);
203 MapInfo_ClearTemps();
205 // in case mapinfo switched the type
208 // set both here, gamemode can override it later
209 timelimit_override = cvar("timelimit_override");
210 fraglimit_override = cvar("fraglimit_override");
211 leadlimit_override = cvar("leadlimit_override");
215 game = GAME_DEATHMATCH;
216 gamemode_name = "Deathmatch";
221 game = GAME_TEAM_DEATHMATCH;
222 gamemode_name = "Team Deathmatch";
225 if(cvar("g_tdm_team_spawns"))
226 have_team_spawns = -1; // request team spawns
231 game = GAME_DOMINATION;
232 gamemode_name = "Domination";
234 fraglimit_override = cvar("g_domination_point_limit");
235 leadlimit_override = cvar("g_domination_point_leadlimit");
237 have_team_spawns = -1; // request team spawns
243 gamemode_name = "Capture the Flag";
245 if(cvar("g_campaign"))
248 g_ctf_win_mode = cvar("g_ctf_win_mode");
249 g_ctf_ignore_frags = cvar("g_ctf_ignore_frags");
250 if(g_ctf_win_mode == 2)
252 fraglimit_override = cvar("g_ctf_capture_limit");
253 leadlimit_override = cvar("g_ctf_capture_leadlimit");
257 fraglimit_override = cvar("capturelimit_override");
258 leadlimit_override = cvar("captureleadlimit_override");
261 have_team_spawns = -1; // request team spawns
266 game = GAME_RUNEMATCH;
267 gamemode_name = "Rune Match";
268 if(cvar("deathmatch_force_teamplay"))
270 fraglimit_override = cvar("g_runematch_point_limit");
271 leadlimit_override = cvar("g_runematch_point_leadlimit");
278 gamemode_name = "Last Man Standing";
279 fraglimit_override = cvar("g_lms_lives_override");
280 leadlimit_override = 0; // not supported by LMS
281 if(fraglimit_override == 0)
282 fraglimit_override = -1;
283 lms_lowest_lives = 9999;
291 gamemode_name = "Arena";
292 fraglimit_override = cvar("g_arena_point_limit");
293 leadlimit_override = cvar("g_arena_point_leadlimit");
294 maxspawned = cvar("g_arena_maxspawned");
297 arena_roundbased = cvar("g_arena_roundbased");
303 gamemode_name = "Clan Arena";
305 fraglimit_override = cvar("g_ca_point_limit");
306 leadlimit_override = cvar("g_ca_point_leadlimit");
307 precache_sound("ctf/red_capture.wav");
308 precache_sound("ctf/blue_capture.wav");
313 gamemode_name = "Key Hunt";
315 fraglimit_override = cvar("g_keyhunt_point_limit");
316 leadlimit_override = cvar("g_keyhunt_point_leadlimit");
317 MUTATOR_ADD(gamemode_keyhunt);
323 gamemode_name = "Assault";
325 ScoreRules_assault();
326 have_team_spawns = -1; // request team spawns
331 game = GAME_ONSLAUGHT;
332 gamemode_name = "Onslaught";
334 have_team_spawns = -1; // request team spawns
340 gamemode_name = "Race";
342 if(cvar("g_race_teams"))
345 race_teams = bound(2, cvar("g_race_teams"), 4);
346 have_team_spawns = -1; // request team spawns
351 qualifying_override = cvar("g_race_qualifying_timelimit_override");
352 fraglimit_override = cvar("g_race_laps_limit");
353 leadlimit_override = 0; // currently not supported by race
359 gamemode_name = "CTS";
360 g_race_qualifying = 1;
361 fraglimit_override = 0;
362 leadlimit_override = 0;
368 gamemode_name = "Nexball";
369 fraglimit_override = cvar("g_nexball_goallimit");
370 leadlimit_override = cvar("g_nexball_goalleadlimit");
373 have_team_spawns = -1; // request team spawns
379 // save it (for the next startup)
380 cvar_set("gamecfg", ftos(game));
382 cache_mutatormsg = strzone("");
383 cache_lastmutatormsg = strzone("");
385 // enforce the server's universal frag/time limits
386 if(!cvar("g_campaign"))
388 if(fraglimit_override >= 0)
389 cvar_set("fraglimit", ftos(fraglimit_override));
390 if(timelimit_override >= 0)
391 cvar_set("timelimit", ftos(timelimit_override));
392 if(leadlimit_override >= 0)
393 cvar_set("leadlimit", ftos(leadlimit_override));
394 if(qualifying_override >= 0)
395 cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
400 // we need to find out the correct value for g_race_qualifying
401 if(cvar("g_campaign"))
403 g_race_qualifying = 1;
405 else if(!cvar("g_campaign") && cvar("g_race_qualifying_timelimit") > 0)
407 g_race_qualifying = 2;
408 race_fraglimit = cvar("fraglimit");
409 race_leadlimit = cvar("leadlimit");
410 race_timelimit = cvar("timelimit");
411 cvar_set("fraglimit", "0");
412 cvar_set("leadlimit", "0");
413 cvar_set("timelimit", cvar_string("g_race_qualifying_timelimit"));
416 g_race_qualifying = 0;
421 if(g_race_qualifying)
422 independent_players = 1;
427 InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
430 string GetClientVersionMessage() {
431 local string versionmsg;
432 if (self.version_mismatch) {
433 if(self.version < cvar("gameversion")) {
434 versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
436 versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
439 versionmsg = "^2client version and server version are compatible.^8";
445 void PrintWelcomeMessage(entity pl)
447 string s, modifications, motd;
449 if(self.cvar_scr_centertime == 0) return;
451 if(cvar("g_campaign"))
453 if(self.classname == "player" && !self.BUTTON_INFO)
458 if((time - self.jointime) > cvar("welcome_message_time") && !self.BUTTON_INFO)
462 if( !(timeoutStatus >= 1) ) { //really print the WelcomeMessage to the player every frame when timeout-seconds are shown or the game is restarted, to make sure that the shown number is accurate
463 if(self.welcomemessage_time > time) return;
464 self.welcomemessage_time = time + max(0.5, self.cvar_scr_centertime * 0.6);
467 if(cvar("g_campaign"))
469 centerprint(pl, campaign_message);
473 //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)!
474 if(!self.BUTTON_INFO)
476 // TODO get rid of this too
477 local string specString;
478 specString = NEWLINES;
479 //if(time < game_starttime) //also show the countdown when being a spectator
480 // specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7");
482 if (timeoutStatus != 0)
483 specString = strcat(specString, "\n\n", getTimeoutText(1));
486 if(self.classname == "player")
490 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
495 MUTATOR_CALLHOOK(BuildMutatorsPrettyString);
496 modifications = ret_string;
499 modifications = strcat(modifications, ", MinstaGib");
502 if(g_weaponarena_random)
503 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
505 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
507 if(cvar("g_start_weapon_laser") == 0)
508 modifications = strcat(modifications, ", No start weapons");
509 if(cvar("sv_gravity") < 800)
510 modifications = strcat(modifications, ", Low gravity");
512 modifications = strcat(modifications, ", Cloaked");
514 modifications = strcat(modifications, ", Hook");
516 modifications = strcat(modifications, ", Midair");
518 modifications = strcat(modifications, ", Pinata");
520 modifications = strcat(modifications, ", Weapons stay");
522 modifications = strcat(modifications, ", Bloodloss");
524 modifications = strcat(modifications, ", Jet pack");
525 modifications = substring(modifications, 2, strlen(modifications) - 2);
527 local string versionmessage;
528 versionmessage = GetClientVersionMessage();
530 s = strcat(s, NEWLINES, "This is Xonotic ", cvar_string("g_xonoticversion"), "\n", versionmessage);
531 s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
533 if(modifications != "")
534 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
536 if(timeoutStatus != 0)
537 s = strcat(s, "\n\n", getTimeoutText(1));
539 if (g_grappling_hook)
540 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
542 if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))
544 if(cache_lastmutatormsg)
545 strunzone(cache_lastmutatormsg);
547 strunzone(cache_mutatormsg);
548 cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));
549 cache_mutatormsg = strzone(cache_lastmutatormsg);
552 if (cache_mutatormsg != "") {
553 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
556 motd = cvar_string("sv_motd");
558 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
566 void SetPlayerColors(entity pl, float _color)
570 stuffcmd(pl, strcat("color ", s, " ", s, "\n") );
572 //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
573 pl.clientcolors = 16*cl + cl;*/
576 pants = _color & 0x0F;
577 shirt = _color & 0xF0;
581 setcolor(pl, 16*pants + pants);
583 setcolor(pl, shirt + pants);
587 void SetPlayerTeam(entity pl, float t, float s, float noprint)
592 _color = COLOR_TEAM4 - 1;
594 _color = COLOR_TEAM3 - 1;
596 _color = COLOR_TEAM2 - 1;
598 _color = COLOR_TEAM1 - 1;
600 SetPlayerColors(pl,_color);
603 LogTeamchange(pl.playerid, pl.team, 3); // log manual team join
606 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
611 // set c1...c4 to show what teams are allowed
612 void CheckAllowedTeams (entity for_whom)
618 c1 = c2 = c3 = c4 = -1;
619 cb1 = cb2 = cb3 = cb4 = 0;
621 if(cvar("g_campaign") && for_whom && clienttype(for_whom) == CLIENTTYPE_REAL)
623 c1 = 0; // only allow RED team for player joining
627 // onslaught is special
628 head = findchain(classname, "onslaught_generator");
631 if (head.team == COLOR_TEAM1) c1 = 0;
632 if (head.team == COLOR_TEAM2) c2 = 0;
633 if (head.team == COLOR_TEAM3) c3 = 0;
634 if (head.team == COLOR_TEAM4) c4 = 0;
638 else if(g_domination)
639 teament_name = "dom_team";
641 teament_name = "ctf_team";
643 teament_name = "tdm_team";
645 teament_name = "nexball_team";
647 c1 = c2 = 0; // Assault always has 2 teams
650 // cover anything else by treating it like tdm with no teams spawned
657 MUTATOR_CALLHOOK(GetTeamCount);
661 c1 = c2 = c3 = c4 = 0;
668 // find out what teams are allowed if necessary
671 head = find(world, classname, teament_name);
674 if(!(g_domination && head.netname == ""))
676 if(head.team == COLOR_TEAM1)
678 else if(head.team == COLOR_TEAM2)
680 else if(head.team == COLOR_TEAM3)
682 else if(head.team == COLOR_TEAM4)
685 head = find(head, classname, teament_name);
689 // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
691 if(cvar("bot_vs_human") && for_whom)
693 if(cvar("bot_vs_human") > 0)
696 if(clienttype(for_whom) == CLIENTTYPE_BOT)
704 if(clienttype(for_whom) == CLIENTTYPE_BOT)
711 // if player has a forced team, ONLY allow that one
712 if(self.team_forced == COLOR_TEAM1 && c1 >= 0)
714 else if(self.team_forced == COLOR_TEAM2 && c2 >= 0)
716 else if(self.team_forced == COLOR_TEAM3 && c3 >= 0)
718 else if(self.team_forced == COLOR_TEAM4 && c4 >= 0)
722 float PlayerValue(entity p)
724 if(IsTeamBalanceForced() == 1)
727 // FIXME: it always returns 1...
730 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
731 // teams that are allowed will now have their player counts stored in c1...c4
732 void GetTeamCounts(entity ignore)
736 // now count how many players are on each team already
738 // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
739 // also remember the lowest-scoring player
741 FOR_EACH_PLAYER(head)
743 if(head != ignore)// && head.netname != "")
745 value = PlayerValue(head);
746 if(clienttype(head) == CLIENTTYPE_BOT)
750 if(head.team == COLOR_TEAM1)
758 if(head.team == COLOR_TEAM2)
766 if(head.team == COLOR_TEAM3)
774 if(head.team == COLOR_TEAM4)
786 // returns # of smallest team (1, 2, 3, 4)
787 // NOTE: Assumes CheckAllowedTeams has already been called!
788 float FindSmallestTeam(entity pl, float ignore_pl)
790 float totalteams, balance_type, maxc;
793 // find out what teams are available
794 //CheckAllowedTeams();
796 // make sure there are at least 2 teams to join
798 totalteams = totalteams + 1;
800 totalteams = totalteams + 1;
802 totalteams = totalteams + 1;
804 totalteams = totalteams + 1;
806 if((cvar("bot_vs_human") || pl.team_forced > 0) && totalteams == 1)
811 if(cvar("g_campaign") && pl && clienttype(pl) == CLIENTTYPE_REAL)
812 return 1; // special case for campaign and player joining
813 else if(g_domination)
814 error("Too few teams available for domination\n");
816 error("Too few teams available for ctf\n");
818 error("Too few teams available for key hunt\n");
820 error("Too few teams available for team deathmatch\n");
823 // count how many players are in each team
827 GetTeamCounts(world);
829 // c1...c4 now have counts of each team
830 // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
832 // 2 gives priority to what team you're already on, 1 goes in order
833 // 2 doesn't seem to work though...
837 //if(pl.classname != "player")
838 if(clienttype(pl) != CLIENTTYPE_BOT)
840 c1 -= cb1 * 255.0/256.0;
841 c2 -= cb2 * 255.0/256.0;
842 c3 -= cb3 * 255.0/256.0;
843 c4 -= cb4 * 255.0/256.0;
845 maxc = max4(c1, c2, c3, c4);
847 RandomSelection_Init();
848 if(balance_type == 1)
850 // 1: use team count, then score (note: can only use 8 significant bits of score)
851 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score) / 256.0);
852 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score) / 256.0);
853 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score) / 256.0);
854 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score) / 256.0);
856 else if(balance_type == 2)
858 // 1: use team count, if equal prefer own team
859 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM1) / 512.0);
860 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM2) / 512.0);
861 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM3) / 512.0);
862 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM4) / 512.0);
864 else if(balance_type == 3)
866 // 1: use team count, then score, if equal prefer own team (probably fails due to float accuracy problems)
867 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score + 0.5 * (self.team == COLOR_TEAM1)) / 256.0);
868 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score + 0.5 * (self.team == COLOR_TEAM2)) / 256.0);
869 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score + 0.5 * (self.team == COLOR_TEAM3)) / 256.0);
870 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score + 0.5 * (self.team == COLOR_TEAM4)) / 256.0);
872 return RandomSelection_chosen_float;
875 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
877 float smallest, selectedteam;
879 // don't join a team if we're not playing a team game
883 // find out what teams are available
884 CheckAllowedTeams(pl);
886 // if we want the player in a certain team for campaign, force him there
887 if(cvar("g_campaign"))
888 if(clienttype(pl) == CLIENTTYPE_REAL) // only players, not bots
890 switch(cvar("g_campaign_forceteam"))
893 SetPlayerColors(pl, COLOR_TEAM1 - 1);
894 LogTeamchange(pl.playerid, pl.team, 2);
897 SetPlayerColors(pl, COLOR_TEAM2 - 1);
898 LogTeamchange(pl.playerid, pl.team, 2);
901 SetPlayerColors(pl, COLOR_TEAM3 - 1);
902 LogTeamchange(pl.playerid, pl.team, 2);
905 SetPlayerColors(pl, COLOR_TEAM4 - 1);
906 LogTeamchange(pl.playerid, pl.team, 2);
913 // if we don't care what team he ends up on, put him on whatever team he entered as.
914 // if he's not on a valid team, then let other code put him on the smallest team
917 if( c1 >= 0 && pl.team == COLOR_TEAM1)
918 selectedteam = pl.team;
919 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
920 selectedteam = pl.team;
921 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
922 selectedteam = pl.team;
923 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
924 selectedteam = pl.team;
930 if(!only_return_best)
932 SetPlayerColors(pl, selectedteam - 1);
934 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
935 // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected
936 LogTeamchange(pl.playerid, pl.team, 99);
940 // otherwise end up on the smallest team (handled below)
943 smallest = FindSmallestTeam(pl, TRUE);
945 if(!only_return_best && !pl.bot_forced_team)
947 TeamchangeFrags(self);
950 SetPlayerColors(pl, COLOR_TEAM1 - 1);
952 else if(smallest == 2)
954 SetPlayerColors(pl, COLOR_TEAM2 - 1);
956 else if(smallest == 3)
958 SetPlayerColors(pl, COLOR_TEAM3 - 1);
960 else if(smallest == 4)
962 SetPlayerColors(pl, COLOR_TEAM4 - 1);
966 error("smallest team: invalid team\n");
969 LogTeamchange(pl.playerid, pl.team, 2); // log auto join
971 if(pl.deadflag == DEAD_NO)
972 Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
978 //void() ctf_playerchanged;
979 void SV_ChangeTeam(float _color)
981 float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
983 // in normal deathmatch we can just apply the color and we're done
985 SetPlayerColors(self, _color);
989 scolor = self.clientcolors & 0x0F;
990 dcolor = _color & 0x0F;
992 if(scolor == COLOR_TEAM1 - 1)
994 else if(scolor == COLOR_TEAM2 - 1)
996 else if(scolor == COLOR_TEAM3 - 1)
998 else // if(scolor == COLOR_TEAM4 - 1)
1000 if(dcolor == COLOR_TEAM1 - 1)
1002 else if(dcolor == COLOR_TEAM2 - 1)
1004 else if(dcolor == COLOR_TEAM3 - 1)
1006 else // if(dcolor == COLOR_TEAM4 - 1)
1009 CheckAllowedTeams(self);
1011 if(dteam == 1 && c1 < 0) dteam = 4;
1012 if(dteam == 4 && c4 < 0) dteam = 3;
1013 if(dteam == 3 && c3 < 0) dteam = 2;
1014 if(dteam == 2 && c2 < 0) dteam = 1;
1016 // not changing teams
1017 if(scolor == dcolor)
1019 //bprint("same team change\n");
1020 SetPlayerTeam(self, dteam, steam, TRUE);
1024 if((cvar("g_campaign")) || (cvar("g_changeteam_banned") && self.wasplayer)) {
1025 sprint(self, "Team changes not allowed\n");
1026 return; // changing teams is not allowed
1029 if(cvar("g_balance_teams_prevent_imbalance"))
1031 // only allow changing to a smaller or equal size team
1033 // find out what teams are available
1034 //CheckAllowedTeams();
1035 // count how many players on each team
1036 GetTeamCounts(world);
1039 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
1044 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
1049 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
1054 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1061 sprint(self, "Cannot change to an invalid team\n");
1066 // get starting team
1067 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1069 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1071 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1073 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1076 if(scount) // started at a valid, nonempty team
1078 // check if we're trying to change to a larger team that doens't have bots to swap with
1079 if(dcount >= scount && dbotcount <= 0)
1081 sprint(self, "Cannot change to a larger team\n");
1082 return; // can't change to a larger team
1087 // bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1089 if(self.classname == "player" && steam != dteam)
1091 // reduce frags during a team change
1092 TeamchangeFrags(self);
1095 SetPlayerTeam(self, dteam, steam, FALSE);
1097 if(self.classname == "player" && steam != dteam)
1099 // kill player when changing teams
1100 if(self.deadflag == DEAD_NO)
1101 Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1103 //ctf_playerchanged();
1106 void ShufflePlayerOutOfTeam (float source_team)
1108 float smallestteam, smallestteam_count, steam;
1109 float lowest_bot_score, lowest_player_score;
1110 entity head, lowest_bot, lowest_player, selected;
1113 smallestteam_count = 999999999;
1115 if(c1 >= 0 && c1 < smallestteam_count)
1118 smallestteam_count = c1;
1120 if(c2 >= 0 && c2 < smallestteam_count)
1123 smallestteam_count = c2;
1125 if(c3 >= 0 && c3 < smallestteam_count)
1128 smallestteam_count = c3;
1130 if(c4 >= 0 && c4 < smallestteam_count)
1133 smallestteam_count = c4;
1138 bprint("warning: no smallest team\n");
1142 if(source_team == 1)
1143 steam = COLOR_TEAM1;
1144 else if(source_team == 2)
1145 steam = COLOR_TEAM2;
1146 else if(source_team == 3)
1147 steam = COLOR_TEAM3;
1148 else if(source_team == 4)
1149 steam = COLOR_TEAM4;
1152 lowest_bot_score = 999999999;
1153 lowest_player = world;
1154 lowest_player_score = 999999999;
1156 // find the lowest-scoring player & bot of that team
1157 FOR_EACH_PLAYER(head)
1159 if(head.team == steam)
1163 if(head.totalfrags < lowest_bot_score)
1166 lowest_bot_score = head.totalfrags;
1171 if(head.totalfrags < lowest_player_score)
1173 lowest_player = head;
1174 lowest_player_score = head.totalfrags;
1180 // prefers to move a bot...
1181 if(lowest_bot != world)
1182 selected = lowest_bot;
1183 // but it will move a player if it has to
1185 selected = lowest_player;
1186 // don't do anything if it couldn't find anyone
1189 bprint("warning: couldn't find a player to move from team\n");
1193 // smallest team gains a member
1194 if(smallestteam == 1)
1198 else if(smallestteam == 2)
1202 else if(smallestteam == 3)
1206 else if(smallestteam == 4)
1212 bprint("warning: destination team invalid\n");
1215 // source team loses a member
1216 if(source_team == 1)
1220 else if(source_team == 2)
1224 else if(source_team == 3)
1228 else if(source_team == 4)
1234 bprint("warning: source team invalid\n");
1238 // move the player to the new team
1239 TeamchangeFrags(selected);
1240 SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1242 if(selected.deadflag == DEAD_NO)
1243 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1244 centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1247 void CauseRebalance(float source_team, float howmany_toomany)
1249 if(IsTeamBalanceForced() == 1)
1251 bprint("Rebalancing Teams\n");
1252 ShufflePlayerOutOfTeam(source_team);
1256 // part of g_balance_teams_force
1257 // occasionally perform an audit of the teams to make
1258 // sure they're more or less balanced in player count.
1261 float numplayers, numteams, smallest, toomany;
1263 balance = IsTeamBalanceForced();
1267 if(audit_teams_time > time)
1270 audit_teams_time = time + 4 + random();
1272 // bprint("Auditing teams\n");
1274 CheckAllowedTeams(world);
1275 GetTeamCounts(world);
1278 numteams = numplayers = smallest = 0;
1281 numteams = numteams + 1;
1282 numplayers = numplayers + c1;
1287 numteams = numteams + 1;
1288 numplayers = numplayers + c2;
1294 numteams = numteams + 1;
1295 numplayers = numplayers + c3;
1301 numteams = numteams + 1;
1302 numplayers = numplayers + c4;
1308 return; // no players to move around
1310 return; // don't bother shuffling if for some reason there aren't any teams
1312 toomany = smallest + 1;
1314 if(c1 && c1 > toomany)
1315 CauseRebalance(1, c1 - toomany);
1316 if(c2 && c2 > toomany)
1317 CauseRebalance(2, c2 - toomany);
1318 if(c3 && c3 > toomany)
1319 CauseRebalance(3, c3 - toomany);
1320 if(c4 && c4 > toomany)
1321 CauseRebalance(4, c4 - toomany);
1323 // if teams are still unbalanced, balance them further in the next audit,
1324 // which will happen sooner (keep doing rapid audits until things are in order)
1325 audit_teams_time = time + 0.7 + random()*0.3;
1328 // code from here on is just to support maps that don't have team entities
1329 void tdm_spawnteam (string teamname, float teamcolor)
1333 e.classname = "tdm_team";
1334 e.netname = teamname;
1339 // spawn some default teams if the map is not set up for tdm
1340 void tdm_spawnteams()
1344 numteams = cvar("g_tdm_teams_override");
1346 numteams = cvar("g_tdm_teams");
1347 numteams = bound(2, numteams, 4);
1349 tdm_spawnteam("Red", COLOR_TEAM1-1);
1350 tdm_spawnteam("Blue", COLOR_TEAM2-1);
1352 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1354 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1357 void tdm_delayedinit()
1359 // if no teams are found, spawn defaults
1360 if (find(world, classname, "tdm_team") == world)
1366 InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);