6 #include "scores_rules.qh"
10 #include "command/vote.qh"
12 #include "mutators/_mod.qh"
14 #include "../common/deathtypes/all.qh"
15 #include "../common/gamemodes/_mod.qh"
16 #include "../common/teams.qh"
18 void TeamchangeFrags(entity e)
23 void LogTeamchange(float player_id, float team_number, float type)
25 if(!autocvar_sv_eventlog)
31 GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type)));
34 void default_delayedinit(entity this)
36 if(!scores_initialized)
40 void ActivateTeamplay()
42 serverflags |= SERVERFLAG_TEAMPLAY;
44 cvar_set("teamplay", "2"); // DP needs this for sending proper getstatus replies.
47 void InitGameplayMode()
51 // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
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));
61 MapInfo_LoadMapSettings(mapname);
62 serverflags &= ~SERVERFLAG_TEAMPLAY;
64 cvar_set("teamplay", "0"); // DP needs this for sending proper getstatus replies.
66 if (!cvar_value_issafe(world.fog))
68 LOG_INFO("The current map contains a potentially harmful fog setting, ignored\n");
69 world.fog = string_null;
71 if(MapInfo_Map_fog != "")
72 if(MapInfo_Map_fog == "none")
73 world.fog = string_null;
75 world.fog = strzone(MapInfo_Map_fog);
76 clientstuff = strzone(MapInfo_Map_clientstuff);
80 gamemode_name = MapInfo_Type_ToText(MapInfo_LoadedGametype);
82 cache_mutatormsg = strzone("");
83 cache_lastmutatormsg = strzone("");
85 InitializeEntity(NULL, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
88 string GetClientVersionMessage(entity this)
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93 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
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96 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
99 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
103 string getwelcomemessage(entity this)
105 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
106 string modifications = M_ARGV(0, string);
110 if(g_weaponarena_random)
111 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
113 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
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");
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);
129 string versionmessage = GetClientVersionMessage(this);
130 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
132 if(modifications != "")
133 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
135 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
137 if(cache_lastmutatormsg)
138 strunzone(cache_lastmutatormsg);
140 strunzone(cache_mutatormsg);
141 cache_lastmutatormsg = strzone(autocvar_g_mutatormsg);
142 cache_mutatormsg = strzone(cache_lastmutatormsg);
145 if (cache_mutatormsg != "") {
146 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
149 string mutator_msg = "";
150 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
151 mutator_msg = M_ARGV(0, string);
153 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
155 string motd = autocvar_sv_motd;
157 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
162 void setcolor(entity this, int clr)
165 this.clientcolors = clr;
166 this.team = (clr & 15) + 1;
168 builtin_setcolor(this, clr);
172 void SetPlayerColors(entity pl, float _color)
176 stuffcmd(pl, strcat("color ", s, " ", s, "\n") );
178 //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
179 pl.clientcolors = 16*cl + cl;*/
182 pants = _color & 0x0F;
183 shirt = _color & 0xF0;
187 setcolor(pl, 16*pants + pants);
189 setcolor(pl, shirt + pants);
193 bool SetPlayerTeamSimple(entity player, int teamnum)
195 if (player.team == teamnum)
199 if (MUTATOR_CALLHOOK(Player_ChangeTeam, player, Team_TeamToNumber(
200 player.team), Team_TeamToNumber(teamnum)) == true)
202 // Mutator has blocked team change.
205 int oldteam = player.team;
206 SetPlayerColors(player, teamnum - 1);
207 MUTATOR_CALLHOOK(Player_ChangedTeam, player, oldteam, player.team);
211 void SetPlayerTeam(entity pl, float t, float s, float noprint)
217 float teamnum = Team_NumberToTeam(t);
218 SetPlayerTeamSimple(pl, teamnum);
219 LogTeamchange(pl.playerid, pl.team, 3); // log manual team join
224 bprint(playername(pl, false), "^7 has changed from ", Team_NumberToColoredFullName(s), "^7 to ", Team_NumberToColoredFullName(t), "\n");
227 // set c1...c4 to show what teams are allowed
228 void CheckAllowedTeams (entity for_whom)
232 c1 = c2 = c3 = c4 = -1;
233 numbotsteam1 = numbotsteam2 = numbotsteam3 = numbotsteam4 = 0;
235 string teament_name = string_null;
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);
241 if(!mutator_returnvalue)
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;
249 // find out what teams are allowed if necessary
252 entity head = find(NULL, classname, teament_name);
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;
263 head = find(head, classname, teament_name);
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)
271 if(autocvar_bot_vs_human > 0)
273 // find last team available
275 if(IS_BOT_CLIENT(for_whom))
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
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
292 // find first team available
294 if(IS_BOT_CLIENT(for_whom))
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
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
314 // if player has a forced team, ONLY allow that one
315 if(for_whom.team_forced == NUM_TEAM_1 && c1 >= 0)
317 else if(for_whom.team_forced == NUM_TEAM_2 && c2 >= 0)
319 else if(for_whom.team_forced == NUM_TEAM_3 && c3 >= 0)
321 else if(for_whom.team_forced == NUM_TEAM_4 && c4 >= 0)
325 float PlayerValue(entity p)
328 // FIXME: it always returns 1...
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)
335 if (MUTATOR_CALLHOOK(GetTeamCounts) == true)
339 MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_1, ignore, c1, numbotsteam1,
340 lowestplayerteam1, lowestbotteam1);
341 c1 = M_ARGV(2, float);
342 numbotsteam1 = M_ARGV(3, float);
343 lowestplayerteam1 = M_ARGV(4, entity);
344 lowestbotteam1 = M_ARGV(5, entity);
348 MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_2, ignore, c2, numbotsteam2,
349 lowestplayerteam2, lowestbotteam2);
350 c2 = M_ARGV(2, float);
351 numbotsteam2 = M_ARGV(3, float);
352 lowestplayerteam2 = M_ARGV(4, entity);
353 lowestbotteam2 = M_ARGV(5, entity);
357 MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_3, ignore, c3, numbotsteam3,
358 lowestplayerteam3, lowestbotteam3);
359 c3 = M_ARGV(2, float);
360 numbotsteam3 = M_ARGV(3, float);
361 lowestplayerteam3 = M_ARGV(4, entity);
362 lowestbotteam3 = M_ARGV(5, entity);
366 MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_4, ignore, c4, numbotsteam4,
367 lowestplayerteam4, lowestbotteam4);
368 c4 = M_ARGV(2, float);
369 numbotsteam4 = M_ARGV(3, float);
370 lowestplayerteam4 = M_ARGV(4, entity);
371 lowestbotteam4 = M_ARGV(5, entity);
377 // now count how many players are on each team already
378 float lowestplayerscore1 = FLOAT_MAX;
379 float lowestbotscore1 = FLOAT_MAX;
380 float lowestplayerscore2 = FLOAT_MAX;
381 float lowestbotscore2 = FLOAT_MAX;
382 float lowestplayerscore3 = FLOAT_MAX;
383 float lowestbotscore3 = FLOAT_MAX;
384 float lowestplayerscore4 = FLOAT_MAX;
385 float lowestbotscore4 = FLOAT_MAX;
386 FOREACH_CLIENT(true, LAMBDA(
388 if (IS_PLAYER(it) || it.caplayer)
392 else if (it.team_forced > 0)
394 t = it.team_forced; // reserve the spot
404 value = PlayerValue(it);
405 if (IS_BOT_CLIENT(it))
426 numbotsteam1 += bvalue;
427 float tempscore = PlayerScore_Get(it, SP_SCORE);
430 if (tempscore < lowestplayerscore1)
432 lowestplayerteam1 = it;
433 lowestplayerscore1 = tempscore;
437 if (tempscore < lowestbotscore1)
440 lowestbotscore1 = tempscore;
451 numbotsteam2 += bvalue;
452 float tempscore = PlayerScore_Get(it, SP_SCORE);
455 if (tempscore < lowestplayerscore2)
457 lowestplayerteam2 = it;
458 lowestplayerscore2 = tempscore;
462 if (tempscore < lowestbotscore2)
465 lowestbotscore2 = tempscore;
476 numbotsteam3 += bvalue;
477 float tempscore = PlayerScore_Get(it, SP_SCORE);
480 if (tempscore < lowestplayerscore3)
482 lowestplayerteam3 = it;
483 lowestplayerscore3 = tempscore;
487 if (tempscore < lowestbotscore3)
490 lowestbotscore3 = tempscore;
501 numbotsteam4 += bvalue;
502 float tempscore = PlayerScore_Get(it, SP_SCORE);
505 if (tempscore < lowestplayerscore4)
507 lowestplayerteam4 = it;
508 lowestplayerscore4 = tempscore;
512 if (tempscore < lowestbotscore4)
515 lowestbotscore4 = tempscore;
523 // if the player who has a forced team has not joined yet, reserve the spot
524 if(autocvar_g_campaign)
526 switch(autocvar_g_campaign_forceteam)
528 case 1: if(c1 == numbotsteam1) ++c1; break;
529 case 2: if(c2 == numbotsteam2) ++c2; break;
530 case 3: if(c3 == numbotsteam3) ++c3; break;
531 case 4: if(c4 == numbotsteam4) ++c4; break;
536 float TeamSmallerEqThanTeam(float ta, float tb, entity e)
538 // we assume that CheckAllowedTeams and GetTeamCounts have already been called
540 float ca = -1, cb = -1, cba = 0, cbb = 0, sa = 0, sb = 0;
544 case 1: ca = c1; cba = numbotsteam1; sa = team1_score; break;
545 case 2: ca = c2; cba = numbotsteam2; sa = team2_score; break;
546 case 3: ca = c3; cba = numbotsteam3; sa = team3_score; break;
547 case 4: ca = c4; cba = numbotsteam4; sa = team4_score; break;
551 case 1: cb = c1; cbb = numbotsteam1; sb = team1_score; break;
552 case 2: cb = c2; cbb = numbotsteam2; sb = team2_score; break;
553 case 3: cb = c3; cbb = numbotsteam3; sb = team3_score; break;
554 case 4: cb = c4; cbb = numbotsteam4; sb = team4_score; break;
565 if(IS_REAL_CLIENT(e))
574 // keep teams alive (teams of size 0 always count as smaller, ignoring score)
590 // the more we're at the end of the match, the more take scores into account
591 f = bound(0, game_completion_ratio * autocvar_g_balance_teams_scorefactor, 1);
598 // returns # of smallest team (1, 2, 3, 4)
599 // NOTE: Assumes CheckAllowedTeams has already been called!
600 float FindSmallestTeam(entity pl, float ignore_pl)
603 int t = 1; // initialize with a random team?
609 // find out what teams are available
610 //CheckAllowedTeams();
612 // make sure there are at least 2 teams to join
614 totalteams = totalteams + 1;
616 totalteams = totalteams + 1;
618 totalteams = totalteams + 1;
620 totalteams = totalteams + 1;
622 if((autocvar_bot_vs_human || pl.team_forced > 0) && totalteams == 1)
627 if(autocvar_g_campaign && pl && IS_REAL_CLIENT(pl))
628 return 1; // special case for campaign and player joining
629 else if(totalteams == 1) // single team
630 LOG_TRACEF("Only 1 team available for %s, you may need to fix your map", MapInfo_Type_ToString(MapInfo_CurrentGametype()));
631 else // no teams, major no no
632 error(sprintf("No teams available for %s\n", MapInfo_Type_ToString(MapInfo_CurrentGametype())));
635 // count how many players are in each team
641 RandomSelection_Init();
643 if(TeamSmallerEqThanTeam(1, t, pl))
645 if(TeamSmallerEqThanTeam(2, t, pl))
647 if(TeamSmallerEqThanTeam(3, t, pl))
649 if(TeamSmallerEqThanTeam(4, t, pl))
652 // now t is the minimum, or A minimum!
653 if(t == 1 || TeamSmallerEqThanTeam(1, t, pl))
654 RandomSelection_AddFloat(1, 1, 1);
655 if(t == 2 || TeamSmallerEqThanTeam(2, t, pl))
656 RandomSelection_AddFloat(2, 1, 1);
657 if(t == 3 || TeamSmallerEqThanTeam(3, t, pl))
658 RandomSelection_AddFloat(3, 1, 1);
659 if(t == 4 || TeamSmallerEqThanTeam(4, t, pl))
660 RandomSelection_AddFloat(4, 1, 1);
662 return RandomSelection_chosen_float;
665 int JoinBestTeam(entity this, bool only_return_best, bool forcebestteam)
667 // don't join a team if we're not playing a team game
673 // find out what teams are available
674 CheckAllowedTeams(this);
678 // if we don't care what team he ends up on, put him on whatever team he entered as.
679 // if he's not on a valid team, then let other code put him on the smallest team
682 if( c1 >= 0 && this.team == NUM_TEAM_1)
683 selectedteam = this.team;
684 else if(c2 >= 0 && this.team == NUM_TEAM_2)
685 selectedteam = this.team;
686 else if(c3 >= 0 && this.team == NUM_TEAM_3)
687 selectedteam = this.team;
688 else if(c4 >= 0 && this.team == NUM_TEAM_4)
689 selectedteam = this.team;
693 if (selectedteam > 0)
695 if (!only_return_best)
697 SetPlayerTeamSimple(this, selectedteam);
699 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
700 // when JoinBestTeam is called by client.qc/ClientConnect the player_id is 0 the log attempt is rejected
701 LogTeamchange(this.playerid, this.team, 99);
705 // otherwise end up on the smallest team (handled below)
708 float bestteam = FindSmallestTeam(this, true);
709 MUTATOR_CALLHOOK(JoinBestTeam, this, bestteam);
710 bestteam = M_ARGV(1, float);
712 if (only_return_best || this.bot_forced_team)
716 bestteam = Team_NumberToTeam(bestteam);
719 TeamchangeFrags(this);
720 SetPlayerTeamSimple(this, bestteam);
724 error("JoinBestTeam: invalid team\n");
726 LogTeamchange(this.playerid, this.team, 2); // log auto join
727 if (!IS_DEAD(this) && (MUTATOR_CALLHOOK(Player_ChangeTeamKill, this) ==
730 Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0');
735 //void() ctf_playerchanged;
736 void SV_ChangeTeam(entity this, float _color)
738 float scolor, dcolor, steam, dteam; //, dbotcount, scount, dcount;
740 // in normal deathmatch we can just apply the color and we're done
742 SetPlayerColors(this, _color);
746 // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here
747 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_CONNECTING, this.netname);
754 scolor = this.clientcolors & 0x0F;
755 dcolor = _color & 0x0F;
757 if(scolor == NUM_TEAM_1 - 1)
759 else if(scolor == NUM_TEAM_2 - 1)
761 else if(scolor == NUM_TEAM_3 - 1)
763 else // if(scolor == NUM_TEAM_4 - 1)
765 if(dcolor == NUM_TEAM_1 - 1)
767 else if(dcolor == NUM_TEAM_2 - 1)
769 else if(dcolor == NUM_TEAM_3 - 1)
771 else // if(dcolor == NUM_TEAM_4 - 1)
774 CheckAllowedTeams(this);
776 if(dteam == 1 && c1 < 0) dteam = 4;
777 if(dteam == 4 && c4 < 0) dteam = 3;
778 if(dteam == 3 && c3 < 0) dteam = 2;
779 if(dteam == 2 && c2 < 0) dteam = 1;
781 // not changing teams
784 SetPlayerTeam(this, dteam, steam, true);
788 if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && this.wasplayer)) {
789 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_NOTALLOWED);
790 return; // changing teams is not allowed
793 // autocvar_g_balance_teams_prevent_imbalance only makes sense if autocvar_g_balance_teams is on, as it makes the team selection dialog pointless
794 if(autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance)
797 if(!TeamSmallerEqThanTeam(dteam, steam, this))
799 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_LARGERTEAM);
804 // bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
806 if(IS_PLAYER(this) && steam != dteam)
808 // reduce frags during a team change
809 TeamchangeFrags(this);
812 SetPlayerTeam(this, dteam, steam, !IS_CLIENT(this));
814 if(!IS_PLAYER(this) || (steam == dteam))
818 // kill player when changing teams
819 if(IS_DEAD(this) || (MUTATOR_CALLHOOK(Player_ChangeTeamKill, this) == true))
823 Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0');
826 void ShufflePlayerOutOfTeam (float source_team)
828 float smallestteam, smallestteam_count, steam;
829 float lowest_bot_score, lowest_player_score;
830 entity lowest_bot, lowest_player, selected;
833 smallestteam_count = 999999999;
835 if(c1 >= 0 && c1 < smallestteam_count)
838 smallestteam_count = c1;
840 if(c2 >= 0 && c2 < smallestteam_count)
843 smallestteam_count = c2;
845 if(c3 >= 0 && c3 < smallestteam_count)
848 smallestteam_count = c3;
850 if(c4 >= 0 && c4 < smallestteam_count)
853 smallestteam_count = c4;
858 bprint("warning: no smallest team\n");
864 else if(source_team == 2)
866 else if(source_team == 3)
868 else // if(source_team == 4)
872 lowest_bot_score = 999999999;
873 lowest_player = NULL;
874 lowest_player_score = 999999999;
876 // find the lowest-scoring player & bot of that team
877 FOREACH_CLIENT(IS_PLAYER(it) && it.team == steam, LAMBDA(
880 if(it.totalfrags < lowest_bot_score)
883 lowest_bot_score = it.totalfrags;
888 if(it.totalfrags < lowest_player_score)
891 lowest_player_score = it.totalfrags;
896 // prefers to move a bot...
897 if(lowest_bot != NULL)
898 selected = lowest_bot;
899 // but it will move a player if it has to
901 selected = lowest_player;
902 // don't do anything if it couldn't find anyone
905 bprint("warning: couldn't find a player to move from team\n");
909 // smallest team gains a member
910 if(smallestteam == 1)
914 else if(smallestteam == 2)
918 else if(smallestteam == 3)
922 else if(smallestteam == 4)
928 bprint("warning: destination team invalid\n");
931 // source team loses a member
936 else if(source_team == 2)
940 else if(source_team == 3)
944 else if(source_team == 4)
950 bprint("warning: source team invalid\n");
954 // move the player to the new team
955 TeamchangeFrags(selected);
956 SetPlayerTeam(selected, smallestteam, source_team, false);
958 if (IS_DEAD(selected) || MUTATOR_CALLHOOK(Player_ChangeTeamKill, selected) == true)
962 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE.m_id, selected.origin, '0 0 0');
963 Send_Notification(NOTIF_ONE, selected, MSG_CENTER, CENTER_DEATH_SELF_AUTOTEAMCHANGE, selected.team);