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));
104 cvar_set("g_freezetag", ftos(g_freezetag));
105 cvar_set("g_keepaway", ftos(g_keepaway));
115 prev = cvar("gamecfg");
116 for(i = 0; i < 2; ++i)
118 //#NO AUTOCVARS START
119 found += (g_dm = (!found && (prev != GAME_DEATHMATCH) && cvar("g_dm")));
120 found += (g_tdm = (!found && (prev != GAME_TEAM_DEATHMATCH) && cvar("g_tdm")));
121 found += (g_domination = (!found && (prev != GAME_DOMINATION) && cvar("g_domination")));
122 found += (g_ctf = (!found && (prev != GAME_CTF) && cvar("g_ctf")));
123 found += (g_runematch = (!found && (prev != GAME_RUNEMATCH) && cvar("g_runematch")));
124 found += (g_lms = (!found && (prev != GAME_LMS) && cvar("g_lms")));
125 found += (g_arena = (!found && (prev != GAME_ARENA) && cvar("g_arena")));
126 found += (g_ca = (!found && (prev != GAME_CA) && cvar("g_ca")));
127 found += (g_keyhunt = (!found && (prev != GAME_KEYHUNT) && cvar("g_keyhunt")));
128 found += (g_assault = (!found && (prev != GAME_ASSAULT) && cvar("g_assault")));
129 found += (g_onslaught = (!found && (prev != GAME_ONSLAUGHT) && cvar("g_onslaught")));
130 found += (g_race = (!found && (prev != GAME_RACE) && cvar("g_race")));
131 found += (g_nexball = (!found && (prev != GAME_NEXBALL) && cvar("g_nexball")));
132 found += (g_cts = (!found && (prev != GAME_CTS) && cvar("g_cts")));
133 found += (g_freezetag = (!found && (prev != GAME_FREEZETAG) && cvar("g_freezetag")));
134 found += (g_keepaway = (!found && (prev != GAME_KEEPAWAY) && cvar("g_keepaway")));
140 prev = -1; // second attempt takes place WITHOUT prev set
146 if(g_dm && cvar("deathmatch_force_teamplay"))
155 void default_delayedinit()
157 if(!scores_initialized)
158 ScoreRules_generic();
161 void ActivateTeamplay()
163 float teamplay_default;
165 teamplay_default = cvar_or("teamplay_default", 3);
166 cvar_set("teamplay", teamplay_default);
171 void InitGameplayMode()
173 float fraglimit_override, timelimit_override, leadlimit_override, qualifying_override;
175 qualifying_override = -1;
180 cvar_set("teamplay", "0");
182 // make sure only ONE type is selected
186 // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
191 MapInfo_LoadMapSettings(mapname);
193 if not(cvar_value_issafe(world.fog))
195 print("The current map contains a potentially harmful fog setting, ignored\n");
196 world.fog = string_null;
198 if(MapInfo_Map_fog != "")
199 if(MapInfo_Map_fog == "none")
200 world.fog = string_null;
202 world.fog = strzone(MapInfo_Map_fog);
203 clientstuff = strzone(MapInfo_Map_clientstuff);
205 MapInfo_ClearTemps();
207 // in case mapinfo switched the type
210 // set both here, gamemode can override it later
211 timelimit_override = cvar("timelimit_override");
212 fraglimit_override = cvar("fraglimit_override");
213 leadlimit_override = cvar("leadlimit_override");
217 game = GAME_DEATHMATCH;
218 gamemode_name = "Deathmatch";
223 game = GAME_TEAM_DEATHMATCH;
224 gamemode_name = "Team Deathmatch";
227 if(cvar("g_tdm_team_spawns"))
228 have_team_spawns = -1; // request team spawns
233 game = GAME_DOMINATION;
234 gamemode_name = "Domination";
236 fraglimit_override = cvar("g_domination_point_limit");
237 leadlimit_override = cvar("g_domination_point_leadlimit");
239 have_team_spawns = -1; // request team spawns
245 gamemode_name = "Capture the Flag";
247 if(cvar("g_campaign"))
250 g_ctf_win_mode = cvar("g_ctf_win_mode");
251 g_ctf_ignore_frags = cvar("g_ctf_ignore_frags");
252 if(g_ctf_win_mode == 2)
254 fraglimit_override = cvar("g_ctf_capture_limit");
255 leadlimit_override = cvar("g_ctf_capture_leadlimit");
259 fraglimit_override = cvar("capturelimit_override");
260 leadlimit_override = cvar("captureleadlimit_override");
263 have_team_spawns = -1; // request team spawns
268 game = GAME_RUNEMATCH;
269 gamemode_name = "Rune Match";
270 if(cvar("deathmatch_force_teamplay"))
272 fraglimit_override = cvar("g_runematch_point_limit");
273 leadlimit_override = cvar("g_runematch_point_leadlimit");
280 gamemode_name = "Last Man Standing";
281 fraglimit_override = cvar("g_lms_lives_override");
282 leadlimit_override = 0; // not supported by LMS
283 if(fraglimit_override == 0)
284 fraglimit_override = -1;
285 lms_lowest_lives = 9999;
293 gamemode_name = "Arena";
294 fraglimit_override = cvar("g_arena_point_limit");
295 leadlimit_override = cvar("g_arena_point_leadlimit");
296 maxspawned = cvar("g_arena_maxspawned");
299 arena_roundbased = cvar("g_arena_roundbased");
305 gamemode_name = "Clan Arena";
307 fraglimit_override = cvar("g_ca_point_limit");
308 leadlimit_override = cvar("g_ca_point_leadlimit");
309 precache_sound("ctf/red_capture.wav");
310 precache_sound("ctf/blue_capture.wav");
315 gamemode_name = "Key Hunt";
317 fraglimit_override = cvar("g_keyhunt_point_limit");
318 leadlimit_override = cvar("g_keyhunt_point_leadlimit");
319 MUTATOR_ADD(gamemode_keyhunt);
324 game = GAME_FREEZETAG;
325 gamemode_name = "Freeze Tag";
327 fraglimit_override = cvar("g_freezetag_point_limit");
328 leadlimit_override = cvar("g_freezetag_point_leadlimit");
329 MUTATOR_ADD(gamemode_freezetag);
335 gamemode_name = "Assault";
337 ScoreRules_assault();
338 have_team_spawns = -1; // request team spawns
343 game = GAME_ONSLAUGHT;
344 gamemode_name = "Onslaught";
346 have_team_spawns = -1; // request team spawns
352 gamemode_name = "Race";
354 if(cvar("g_race_teams"))
357 race_teams = bound(2, cvar("g_race_teams"), 4);
358 have_team_spawns = -1; // request team spawns
363 qualifying_override = cvar("g_race_qualifying_timelimit_override");
364 fraglimit_override = cvar("g_race_laps_limit");
365 leadlimit_override = 0; // currently not supported by race
371 gamemode_name = "CTS";
372 g_race_qualifying = 1;
373 fraglimit_override = 0;
374 leadlimit_override = 0;
380 gamemode_name = "Nexball";
381 fraglimit_override = cvar("g_nexball_goallimit");
382 leadlimit_override = cvar("g_nexball_goalleadlimit");
385 have_team_spawns = -1; // request team spawns
390 game = GAME_KEEPAWAY;
391 gamemode_name = "Keepaway";
392 MUTATOR_ADD(gamemode_keepaway);
398 // save it (for the next startup)
399 cvar_set("gamecfg", ftos(game));
401 cache_mutatormsg = strzone("");
402 cache_lastmutatormsg = strzone("");
404 // enforce the server's universal frag/time limits
405 if(!cvar("g_campaign"))
407 if(fraglimit_override >= 0)
408 cvar_set("fraglimit", ftos(fraglimit_override));
409 if(timelimit_override >= 0)
410 cvar_set("timelimit", ftos(timelimit_override));
411 if(leadlimit_override >= 0)
412 cvar_set("leadlimit", ftos(leadlimit_override));
413 if(qualifying_override >= 0)
414 cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
419 // we need to find out the correct value for g_race_qualifying
420 if(cvar("g_campaign"))
422 g_race_qualifying = 1;
424 else if(!cvar("g_campaign") && cvar("g_race_qualifying_timelimit") > 0)
426 g_race_qualifying = 2;
427 race_fraglimit = cvar("fraglimit");
428 race_leadlimit = cvar("leadlimit");
429 race_timelimit = cvar("timelimit");
430 cvar_set("fraglimit", "0");
431 cvar_set("leadlimit", "0");
432 cvar_set("timelimit", ftos(cvar("g_race_qualifying_timelimit")));
435 g_race_qualifying = 0;
440 if(g_race_qualifying)
441 independent_players = 1;
446 InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
449 string GetClientVersionMessage() {
450 local string versionmsg;
451 if (self.version_mismatch) {
452 if(self.version < cvar("gameversion")) {
453 versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
455 versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
458 versionmsg = "^2client version and server version are compatible.^8";
464 void PrintWelcomeMessage(entity pl)
466 string s, modifications, motd;
468 if(self.cvar_scr_centertime == 0) return;
470 if(cvar("g_campaign"))
472 if(self.classname == "player" && !self.BUTTON_INFO)
477 if((time - self.jointime) > cvar("welcome_message_time") && !self.BUTTON_INFO)
481 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
482 if(self.welcomemessage_time > time) return;
483 self.welcomemessage_time = time + max(0.5, self.cvar_scr_centertime * 0.6);
486 if(cvar("g_campaign"))
488 centerprint(pl, campaign_message);
492 //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)!
493 if(!self.BUTTON_INFO)
495 // TODO get rid of this too
496 local string specString;
497 specString = NEWLINES;
498 //if(time < game_starttime) //also show the countdown when being a spectator
499 // specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7");
501 if (timeoutStatus != 0)
502 specString = strcat(specString, "\n\n", getTimeoutText(1));
505 if(self.classname == "player")
509 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
514 MUTATOR_CALLHOOK(BuildMutatorsPrettyString);
515 modifications = ret_string;
518 modifications = strcat(modifications, ", MinstaGib");
521 if(g_weaponarena_random)
522 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
524 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
526 if(cvar("g_start_weapon_laser") == 0)
527 modifications = strcat(modifications, ", No start weapons");
528 if(cvar("sv_gravity") < 800)
529 modifications = strcat(modifications, ", Low gravity");
531 modifications = strcat(modifications, ", Cloaked");
533 modifications = strcat(modifications, ", Hook");
535 modifications = strcat(modifications, ", Midair");
537 modifications = strcat(modifications, ", Pinata");
539 modifications = strcat(modifications, ", Weapons stay");
541 modifications = strcat(modifications, ", Bloodloss");
543 modifications = strcat(modifications, ", Jet pack");
544 modifications = substring(modifications, 2, strlen(modifications) - 2);
546 local string versionmessage;
547 versionmessage = GetClientVersionMessage();
549 s = strcat(s, NEWLINES, "This is Xonotic ", cvar_string("g_xonoticversion"), "\n", versionmessage);
550 s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
552 if(modifications != "")
553 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
555 if(timeoutStatus != 0)
556 s = strcat(s, "\n\n", getTimeoutText(1));
558 if (g_grappling_hook)
559 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
561 if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))
563 if(cache_lastmutatormsg)
564 strunzone(cache_lastmutatormsg);
566 strunzone(cache_mutatormsg);
567 cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));
568 cache_mutatormsg = strzone(cache_lastmutatormsg);
571 if (cache_mutatormsg != "") {
572 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
575 motd = cvar_string("sv_motd");
577 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
585 void SetPlayerColors(entity pl, float _color)
589 stuffcmd(pl, strcat("color ", s, " ", s, "\n") );
591 //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
592 pl.clientcolors = 16*cl + cl;*/
595 pants = _color & 0x0F;
596 shirt = _color & 0xF0;
600 setcolor(pl, 16*pants + pants);
602 setcolor(pl, shirt + pants);
606 void SetPlayerTeam(entity pl, float t, float s, float noprint)
611 _color = COLOR_TEAM4 - 1;
613 _color = COLOR_TEAM3 - 1;
615 _color = COLOR_TEAM2 - 1;
617 _color = COLOR_TEAM1 - 1;
619 SetPlayerColors(pl,_color);
622 LogTeamchange(pl.playerid, pl.team, 3); // log manual team join
625 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
630 // set c1...c4 to show what teams are allowed
631 void CheckAllowedTeams (entity for_whom)
637 c1 = c2 = c3 = c4 = -1;
638 cb1 = cb2 = cb3 = cb4 = 0;
640 if(cvar("g_campaign") && for_whom && clienttype(for_whom) == CLIENTTYPE_REAL)
642 c1 = 0; // only allow RED team for player joining
646 // onslaught is special
647 head = findchain(classname, "onslaught_generator");
650 if (head.team == COLOR_TEAM1) c1 = 0;
651 if (head.team == COLOR_TEAM2) c2 = 0;
652 if (head.team == COLOR_TEAM3) c3 = 0;
653 if (head.team == COLOR_TEAM4) c4 = 0;
657 else if(g_domination)
658 teament_name = "dom_team";
660 teament_name = "ctf_team";
662 teament_name = "tdm_team";
664 teament_name = "nexball_team";
666 c1 = c2 = 0; // Assault always has 2 teams
669 // cover anything else by treating it like tdm with no teams spawned
676 MUTATOR_CALLHOOK(GetTeamCount);
680 c1 = c2 = c3 = c4 = 0;
687 // find out what teams are allowed if necessary
690 head = find(world, classname, teament_name);
693 if(!(g_domination && head.netname == ""))
695 if(head.team == COLOR_TEAM1)
697 else if(head.team == COLOR_TEAM2)
699 else if(head.team == COLOR_TEAM3)
701 else if(head.team == COLOR_TEAM4)
704 head = find(head, classname, teament_name);
708 // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
710 if(cvar("bot_vs_human") && for_whom)
712 if(cvar("bot_vs_human") > 0)
715 if(clienttype(for_whom) == CLIENTTYPE_BOT)
723 if(clienttype(for_whom) == CLIENTTYPE_BOT)
730 // if player has a forced team, ONLY allow that one
731 if(self.team_forced == COLOR_TEAM1 && c1 >= 0)
733 else if(self.team_forced == COLOR_TEAM2 && c2 >= 0)
735 else if(self.team_forced == COLOR_TEAM3 && c3 >= 0)
737 else if(self.team_forced == COLOR_TEAM4 && c4 >= 0)
741 float PlayerValue(entity p)
743 if(IsTeamBalanceForced() == 1)
746 // FIXME: it always returns 1...
749 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
750 // teams that are allowed will now have their player counts stored in c1...c4
751 void GetTeamCounts(entity ignore)
755 // now count how many players are on each team already
757 // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
758 // also remember the lowest-scoring player
760 FOR_EACH_PLAYER(head)
762 if(head != ignore)// && head.netname != "")
764 value = PlayerValue(head);
765 if(clienttype(head) == CLIENTTYPE_BOT)
769 if(head.team == COLOR_TEAM1)
777 if(head.team == COLOR_TEAM2)
785 if(head.team == COLOR_TEAM3)
793 if(head.team == COLOR_TEAM4)
805 // returns # of smallest team (1, 2, 3, 4)
806 // NOTE: Assumes CheckAllowedTeams has already been called!
807 float FindSmallestTeam(entity pl, float ignore_pl)
809 float totalteams, balance_type, maxc;
812 // find out what teams are available
813 //CheckAllowedTeams();
815 // make sure there are at least 2 teams to join
817 totalteams = totalteams + 1;
819 totalteams = totalteams + 1;
821 totalteams = totalteams + 1;
823 totalteams = totalteams + 1;
825 if((cvar("bot_vs_human") || pl.team_forced > 0) && totalteams == 1)
830 if(cvar("g_campaign") && pl && clienttype(pl) == CLIENTTYPE_REAL)
831 return 1; // special case for campaign and player joining
832 else if(g_domination)
833 error("Too few teams available for domination\n");
835 error("Too few teams available for ctf\n");
837 error("Too few teams available for key hunt\n");
839 error("Too few teams available for freeze tag\n");
841 error("Too few teams available for team deathmatch\n");
844 // count how many players are in each team
848 GetTeamCounts(world);
850 // c1...c4 now have counts of each team
851 // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
853 // 2 gives priority to what team you're already on, 1 goes in order
854 // 2 doesn't seem to work though...
858 //if(pl.classname != "player")
859 if(clienttype(pl) != CLIENTTYPE_BOT)
861 c1 -= cb1 * 255.0/256.0;
862 c2 -= cb2 * 255.0/256.0;
863 c3 -= cb3 * 255.0/256.0;
864 c4 -= cb4 * 255.0/256.0;
866 maxc = max4(c1, c2, c3, c4);
868 RandomSelection_Init();
869 if(balance_type == 1)
871 // 1: use team count, then score (note: can only use 8 significant bits of score)
872 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score) / 256.0);
873 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score) / 256.0);
874 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score) / 256.0);
875 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score) / 256.0);
877 else if(balance_type == 2)
879 // 1: use team count, if equal prefer own team
880 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM1) / 512.0);
881 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM2) / 512.0);
882 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM3) / 512.0);
883 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM4) / 512.0);
885 else if(balance_type == 3)
887 // 1: use team count, then score, if equal prefer own team (probably fails due to float accuracy problems)
888 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score + 0.5 * (self.team == COLOR_TEAM1)) / 256.0);
889 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score + 0.5 * (self.team == COLOR_TEAM2)) / 256.0);
890 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score + 0.5 * (self.team == COLOR_TEAM3)) / 256.0);
891 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score + 0.5 * (self.team == COLOR_TEAM4)) / 256.0);
893 return RandomSelection_chosen_float;
896 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
898 float smallest, selectedteam;
900 // don't join a team if we're not playing a team game
904 // find out what teams are available
905 CheckAllowedTeams(pl);
907 // if we want the player in a certain team for campaign, force him there
908 if(cvar("g_campaign"))
909 if(clienttype(pl) == CLIENTTYPE_REAL) // only players, not bots
911 switch(cvar("g_campaign_forceteam"))
914 SetPlayerColors(pl, COLOR_TEAM1 - 1);
915 LogTeamchange(pl.playerid, pl.team, 2);
918 SetPlayerColors(pl, COLOR_TEAM2 - 1);
919 LogTeamchange(pl.playerid, pl.team, 2);
922 SetPlayerColors(pl, COLOR_TEAM3 - 1);
923 LogTeamchange(pl.playerid, pl.team, 2);
926 SetPlayerColors(pl, COLOR_TEAM4 - 1);
927 LogTeamchange(pl.playerid, pl.team, 2);
934 // if we don't care what team he ends up on, put him on whatever team he entered as.
935 // if he's not on a valid team, then let other code put him on the smallest team
938 if( c1 >= 0 && pl.team == COLOR_TEAM1)
939 selectedteam = pl.team;
940 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
941 selectedteam = pl.team;
942 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
943 selectedteam = pl.team;
944 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
945 selectedteam = pl.team;
951 if(!only_return_best)
953 SetPlayerColors(pl, selectedteam - 1);
955 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
956 // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected
957 LogTeamchange(pl.playerid, pl.team, 99);
961 // otherwise end up on the smallest team (handled below)
964 smallest = FindSmallestTeam(pl, TRUE);
966 if(!only_return_best && !pl.bot_forced_team)
968 TeamchangeFrags(self);
971 SetPlayerColors(pl, COLOR_TEAM1 - 1);
973 else if(smallest == 2)
975 SetPlayerColors(pl, COLOR_TEAM2 - 1);
977 else if(smallest == 3)
979 SetPlayerColors(pl, COLOR_TEAM3 - 1);
981 else if(smallest == 4)
983 SetPlayerColors(pl, COLOR_TEAM4 - 1);
987 error("smallest team: invalid team\n");
990 LogTeamchange(pl.playerid, pl.team, 2); // log auto join
992 if(pl.deadflag == DEAD_NO)
993 Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
999 //void() ctf_playerchanged;
1000 void SV_ChangeTeam(float _color)
1002 float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
1004 // in normal deathmatch we can just apply the color and we're done
1006 SetPlayerColors(self, _color);
1010 scolor = self.clientcolors & 0x0F;
1011 dcolor = _color & 0x0F;
1013 if(scolor == COLOR_TEAM1 - 1)
1015 else if(scolor == COLOR_TEAM2 - 1)
1017 else if(scolor == COLOR_TEAM3 - 1)
1019 else // if(scolor == COLOR_TEAM4 - 1)
1021 if(dcolor == COLOR_TEAM1 - 1)
1023 else if(dcolor == COLOR_TEAM2 - 1)
1025 else if(dcolor == COLOR_TEAM3 - 1)
1027 else // if(dcolor == COLOR_TEAM4 - 1)
1030 CheckAllowedTeams(self);
1032 if(dteam == 1 && c1 < 0) dteam = 4;
1033 if(dteam == 4 && c4 < 0) dteam = 3;
1034 if(dteam == 3 && c3 < 0) dteam = 2;
1035 if(dteam == 2 && c2 < 0) dteam = 1;
1037 // not changing teams
1038 if(scolor == dcolor)
1040 //bprint("same team change\n");
1041 SetPlayerTeam(self, dteam, steam, TRUE);
1045 if((cvar("g_campaign")) || (cvar("g_changeteam_banned") && self.wasplayer)) {
1046 sprint(self, "Team changes not allowed\n");
1047 return; // changing teams is not allowed
1050 if(cvar("g_balance_teams_prevent_imbalance"))
1052 // only allow changing to a smaller or equal size team
1054 // find out what teams are available
1055 //CheckAllowedTeams();
1056 // count how many players on each team
1057 GetTeamCounts(world);
1060 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
1065 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
1070 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
1075 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1082 sprint(self, "Cannot change to an invalid team\n");
1087 // get starting team
1088 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1090 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1092 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1094 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1097 if(scount) // started at a valid, nonempty team
1099 // check if we're trying to change to a larger team that doens't have bots to swap with
1100 if(dcount >= scount && dbotcount <= 0)
1102 sprint(self, "Cannot change to a larger team\n");
1103 return; // can't change to a larger team
1108 // bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1110 if(self.classname == "player" && steam != dteam)
1112 // reduce frags during a team change
1113 TeamchangeFrags(self);
1116 SetPlayerTeam(self, dteam, steam, FALSE);
1118 if(self.classname == "player" && steam != dteam)
1120 // kill player when changing teams
1121 if(self.deadflag == DEAD_NO)
1122 Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1124 //ctf_playerchanged();
1127 void ShufflePlayerOutOfTeam (float source_team)
1129 float smallestteam, smallestteam_count, steam;
1130 float lowest_bot_score, lowest_player_score;
1131 entity head, lowest_bot, lowest_player, selected;
1134 smallestteam_count = 999999999;
1136 if(c1 >= 0 && c1 < smallestteam_count)
1139 smallestteam_count = c1;
1141 if(c2 >= 0 && c2 < smallestteam_count)
1144 smallestteam_count = c2;
1146 if(c3 >= 0 && c3 < smallestteam_count)
1149 smallestteam_count = c3;
1151 if(c4 >= 0 && c4 < smallestteam_count)
1154 smallestteam_count = c4;
1159 bprint("warning: no smallest team\n");
1163 if(source_team == 1)
1164 steam = COLOR_TEAM1;
1165 else if(source_team == 2)
1166 steam = COLOR_TEAM2;
1167 else if(source_team == 3)
1168 steam = COLOR_TEAM3;
1169 else if(source_team == 4)
1170 steam = COLOR_TEAM4;
1173 lowest_bot_score = 999999999;
1174 lowest_player = world;
1175 lowest_player_score = 999999999;
1177 // find the lowest-scoring player & bot of that team
1178 FOR_EACH_PLAYER(head)
1180 if(head.team == steam)
1184 if(head.totalfrags < lowest_bot_score)
1187 lowest_bot_score = head.totalfrags;
1192 if(head.totalfrags < lowest_player_score)
1194 lowest_player = head;
1195 lowest_player_score = head.totalfrags;
1201 // prefers to move a bot...
1202 if(lowest_bot != world)
1203 selected = lowest_bot;
1204 // but it will move a player if it has to
1206 selected = lowest_player;
1207 // don't do anything if it couldn't find anyone
1210 bprint("warning: couldn't find a player to move from team\n");
1214 // smallest team gains a member
1215 if(smallestteam == 1)
1219 else if(smallestteam == 2)
1223 else if(smallestteam == 3)
1227 else if(smallestteam == 4)
1233 bprint("warning: destination team invalid\n");
1236 // source team loses a member
1237 if(source_team == 1)
1241 else if(source_team == 2)
1245 else if(source_team == 3)
1249 else if(source_team == 4)
1255 bprint("warning: source team invalid\n");
1259 // move the player to the new team
1260 TeamchangeFrags(selected);
1261 SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1263 if(selected.deadflag == DEAD_NO)
1264 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1265 centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1268 void CauseRebalance(float source_team, float howmany_toomany)
1270 if(IsTeamBalanceForced() == 1)
1272 bprint("Rebalancing Teams\n");
1273 ShufflePlayerOutOfTeam(source_team);
1277 // part of g_balance_teams_force
1278 // occasionally perform an audit of the teams to make
1279 // sure they're more or less balanced in player count.
1282 float numplayers, numteams, smallest, toomany;
1284 balance = IsTeamBalanceForced();
1288 if(audit_teams_time > time)
1291 audit_teams_time = time + 4 + random();
1293 // bprint("Auditing teams\n");
1295 CheckAllowedTeams(world);
1296 GetTeamCounts(world);
1299 numteams = numplayers = smallest = 0;
1302 numteams = numteams + 1;
1303 numplayers = numplayers + c1;
1308 numteams = numteams + 1;
1309 numplayers = numplayers + c2;
1315 numteams = numteams + 1;
1316 numplayers = numplayers + c3;
1322 numteams = numteams + 1;
1323 numplayers = numplayers + c4;
1329 return; // no players to move around
1331 return; // don't bother shuffling if for some reason there aren't any teams
1333 toomany = smallest + 1;
1335 if(c1 && c1 > toomany)
1336 CauseRebalance(1, c1 - toomany);
1337 if(c2 && c2 > toomany)
1338 CauseRebalance(2, c2 - toomany);
1339 if(c3 && c3 > toomany)
1340 CauseRebalance(3, c3 - toomany);
1341 if(c4 && c4 > toomany)
1342 CauseRebalance(4, c4 - toomany);
1344 // if teams are still unbalanced, balance them further in the next audit,
1345 // which will happen sooner (keep doing rapid audits until things are in order)
1346 audit_teams_time = time + 0.7 + random()*0.3;
1349 // code from here on is just to support maps that don't have team entities
1350 void tdm_spawnteam (string teamname, float teamcolor)
1354 e.classname = "tdm_team";
1355 e.netname = teamname;
1360 // spawn some default teams if the map is not set up for tdm
1361 void tdm_spawnteams()
1365 numteams = cvar("g_tdm_teams_override");
1367 numteams = cvar("g_tdm_teams");
1368 numteams = bound(2, numteams, 4);
1370 tdm_spawnteam("Red", COLOR_TEAM1-1);
1371 tdm_spawnteam("Blue", COLOR_TEAM2-1);
1373 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1375 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1378 void tdm_delayedinit()
1380 // if no teams are found, spawn defaults
1381 if (find(world, classname, "tdm_team") == world)
1387 InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);