#include "teamplay.qh" #include "client.qh" #include "race.qh" #include "scores.qh" #include "scores_rules.qh" #include "bot/api.qh" #include "command/vote.qh" #include "mutators/_mod.qh" #include "../common/deathtypes/all.qh" #include "../common/gamemodes/_mod.qh" #include "../common/teams.qh" void TeamchangeFrags(entity e) { PlayerScore_Clear(e); } void LogTeamchange(float player_id, float team_number, float type) { if(!autocvar_sv_eventlog) return; if(player_id < 1) return; GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type))); } void default_delayedinit(entity this) { if(!scores_initialized) ScoreRules_generic(); } void ActivateTeamplay() { serverflags |= SERVERFLAG_TEAMPLAY; teamplay = 1; cvar_set("teamplay", "2"); // DP needs this for sending proper getstatus replies. } void InitGameplayMode() { VoteReset(); // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds get_mi_min_max(1); world.mins = mi_min; world.maxs = mi_max; // currently, NetRadiant's limit is 131072 qu for each side // distance from one corner of a 131072qu cube to the opposite corner is approx. 227023 qu // set the distance according to map size but don't go over the limit to avoid issues with float precision // in case somebody makes extremely large maps max_shot_distance = min(230000, vlen(world.maxs - world.mins)); MapInfo_LoadMapSettings(mapname); serverflags &= ~SERVERFLAG_TEAMPLAY; teamplay = 0; cvar_set("teamplay", "0"); // DP needs this for sending proper getstatus replies. if (!cvar_value_issafe(world.fog)) { LOG_INFO("The current map contains a potentially harmful fog setting, ignored\n"); world.fog = string_null; } if(MapInfo_Map_fog != "") if(MapInfo_Map_fog == "none") world.fog = string_null; else world.fog = strzone(MapInfo_Map_fog); clientstuff = strzone(MapInfo_Map_clientstuff); MapInfo_ClearTemps(); gamemode_name = MapInfo_Type_ToText(MapInfo_LoadedGametype); cache_mutatormsg = strzone(""); cache_lastmutatormsg = strzone(""); InitializeEntity(NULL, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK); } string GetClientVersionMessage(entity this) { if (this.version_mismatch) { if(this.version < autocvar_gameversion) { return strcat("This is Xonotic ", autocvar_g_xonoticversion, "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8"); } else { return strcat("This is Xonotic ", autocvar_g_xonoticversion, "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8"); } } else { return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion); } } string getwelcomemessage(entity this) { MUTATOR_CALLHOOK(BuildMutatorsPrettyString, ""); string modifications = M_ARGV(0, string); if(g_weaponarena) { if(g_weaponarena_random) modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena"); else modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena"); } else if(cvar("g_balance_blaster_weaponstartoverride") == 0) modifications = strcat(modifications, ", No start weapons"); if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity"))) modifications = strcat(modifications, ", Low gravity"); if(g_weapon_stay && !g_cts) modifications = strcat(modifications, ", Weapons stay"); if(g_jetpack) modifications = strcat(modifications, ", Jet pack"); if(autocvar_g_powerups == 0) modifications = strcat(modifications, ", No powerups"); if(autocvar_g_powerups > 0) modifications = strcat(modifications, ", Powerups"); modifications = substring(modifications, 2, strlen(modifications) - 2); string versionmessage = GetClientVersionMessage(this); string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n"); if(modifications != "") s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n"); if(cache_lastmutatormsg != autocvar_g_mutatormsg) { if(cache_lastmutatormsg) strunzone(cache_lastmutatormsg); if(cache_mutatormsg) strunzone(cache_mutatormsg); cache_lastmutatormsg = strzone(autocvar_g_mutatormsg); cache_mutatormsg = strzone(cache_lastmutatormsg); } if (cache_mutatormsg != "") { s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg); } string mutator_msg = ""; MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg); mutator_msg = M_ARGV(0, string); s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting string motd = autocvar_sv_motd; if (motd != "") { s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd)); } return s; } void setcolor(entity this, int clr) { #if 0 this.clientcolors = clr; this.team = (clr & 15) + 1; #else builtin_setcolor(this, clr); #endif } void SetPlayerColors(entity player, float _color) { float pants = _color & 0x0F; float shirt = _color & 0xF0; if (teamplay) { setcolor(player, 16 * pants + pants); } else { setcolor(player, shirt + pants); } } bool SetPlayerTeamSimple(entity player, int teamnum) { if (player.team == teamnum) { // This is important when players join the game and one of their color // matches the team color while other doesn't. For example [BOT]Lion. SetPlayerColors(player, teamnum - 1); return true; } if (MUTATOR_CALLHOOK(Player_ChangeTeam, player, Team_TeamToNumber( player.team), Team_TeamToNumber(teamnum)) == true) { // Mutator has blocked team change. return false; } int oldteam = player.team; SetPlayerColors(player, teamnum - 1); MUTATOR_CALLHOOK(Player_ChangedTeam, player, oldteam, player.team); return true; } void SetPlayerTeam(entity player, int destinationteam, int sourceteam, bool noprint) { int teamnum = Team_NumberToTeam(destinationteam); if (!SetPlayerTeamSimple(player, teamnum)) { return; } LogTeamchange(player.playerid, player.team, 3); // log manual team join if (noprint) { return; } bprint(playername(player, false), "^7 has changed from ", Team_NumberToColoredFullName(sourceteam), "^7 to ", Team_NumberToColoredFullName(destinationteam), "\n"); } // set c1...c4 to show what teams are allowed void CheckAllowedTeams (entity for_whom) { int teams_mask = 0; c1 = c2 = c3 = c4 = -1; numbotsteam1 = numbotsteam2 = numbotsteam3 = numbotsteam4 = 0; string teament_name = string_null; bool mutator_returnvalue = MUTATOR_CALLHOOK(CheckAllowedTeams, teams_mask, teament_name, for_whom); teams_mask = M_ARGV(0, float); teament_name = M_ARGV(1, string); if(!mutator_returnvalue) { if(teams_mask & BIT(0)) c1 = 0; if(teams_mask & BIT(1)) c2 = 0; if(teams_mask & BIT(2)) c3 = 0; if(teams_mask & BIT(3)) c4 = 0; } // find out what teams are allowed if necessary if(teament_name) { entity head = find(NULL, classname, teament_name); while(head) { switch(head.team) { case NUM_TEAM_1: c1 = 0; break; case NUM_TEAM_2: c2 = 0; break; case NUM_TEAM_3: c3 = 0; break; case NUM_TEAM_4: c4 = 0; break; } head = find(head, classname, teament_name); } } // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line) if(AvailableTeams() == 2) if(autocvar_bot_vs_human && for_whom) { if(autocvar_bot_vs_human > 0) { // find last team available if(IS_BOT_CLIENT(for_whom)) { if(c4 >= 0) { c3 = c2 = c1 = -1; } else if(c3 >= 0) { c4 = c2 = c1 = -1; } else { c4 = c3 = c1 = -1; } // no further cases, we know at least 2 teams exist } else { if(c1 >= 0) { c2 = c3 = c4 = -1; } else if(c2 >= 0) { c1 = c3 = c4 = -1; } else { c1 = c2 = c4 = -1; } // no further cases, bots have one of the teams } } else { // find first team available if(IS_BOT_CLIENT(for_whom)) { if(c1 >= 0) { c2 = c3 = c4 = -1; } else if(c2 >= 0) { c1 = c3 = c4 = -1; } else { c1 = c2 = c4 = -1; } // no further cases, we know at least 2 teams exist } else { if(c4 >= 0) { c3 = c2 = c1 = -1; } else if(c3 >= 0) { c4 = c2 = c1 = -1; } else { c4 = c3 = c1 = -1; } // no further cases, bots have one of the teams } } } if(!for_whom) return; // if player has a forced team, ONLY allow that one if(for_whom.team_forced == NUM_TEAM_1 && c1 >= 0) c2 = c3 = c4 = -1; else if(for_whom.team_forced == NUM_TEAM_2 && c2 >= 0) c1 = c3 = c4 = -1; else if(for_whom.team_forced == NUM_TEAM_3 && c3 >= 0) c1 = c2 = c4 = -1; else if(for_whom.team_forced == NUM_TEAM_4 && c4 >= 0) c1 = c2 = c3 = -1; } float PlayerValue(entity p) { return 1; // FIXME: it always returns 1... } // c1...c4 should be set to -1 (not allowed) or 0 (allowed). // teams that are allowed will now have their player counts stored in c1...c4 void GetTeamCounts(entity ignore) { if (MUTATOR_CALLHOOK(GetTeamCounts) == true) { if (c1 >= 0) { MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_1, ignore, c1, numbotsteam1, lowestplayerteam1, lowestbotteam1); c1 = M_ARGV(2, float); numbotsteam1 = M_ARGV(3, float); lowestplayerteam1 = M_ARGV(4, entity); lowestbotteam1 = M_ARGV(5, entity); } if (c2 >= 0) { MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_2, ignore, c2, numbotsteam2, lowestplayerteam2, lowestbotteam2); c2 = M_ARGV(2, float); numbotsteam2 = M_ARGV(3, float); lowestplayerteam2 = M_ARGV(4, entity); lowestbotteam2 = M_ARGV(5, entity); } if (c3 >= 0) { MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_3, ignore, c3, numbotsteam3, lowestplayerteam3, lowestbotteam3); c3 = M_ARGV(2, float); numbotsteam3 = M_ARGV(3, float); lowestplayerteam3 = M_ARGV(4, entity); lowestbotteam3 = M_ARGV(5, entity); } if (c4 >= 0) { MUTATOR_CALLHOOK(GetTeamCount, NUM_TEAM_4, ignore, c4, numbotsteam4, lowestplayerteam4, lowestbotteam4); c4 = M_ARGV(2, float); numbotsteam4 = M_ARGV(3, float); lowestplayerteam4 = M_ARGV(4, entity); lowestbotteam4 = M_ARGV(5, entity); } } else { float value, bvalue; // now count how many players are on each team already float lowestplayerscore1 = FLOAT_MAX; float lowestbotscore1 = FLOAT_MAX; float lowestplayerscore2 = FLOAT_MAX; float lowestbotscore2 = FLOAT_MAX; float lowestplayerscore3 = FLOAT_MAX; float lowestbotscore3 = FLOAT_MAX; float lowestplayerscore4 = FLOAT_MAX; float lowestbotscore4 = FLOAT_MAX; FOREACH_CLIENT(true, LAMBDA( float t; if (IS_PLAYER(it) || it.caplayer) { t = it.team; } else if (it.team_forced > 0) { t = it.team_forced; // reserve the spot } else { continue; } if (it == ignore) { continue; } value = PlayerValue(it); if (IS_BOT_CLIENT(it)) { bvalue = value; } else { bvalue = 0; } if (value == 0) { continue; } switch (t) { case NUM_TEAM_1: { if (c1 < 0) { break; } c1 += value; numbotsteam1 += bvalue; float tempscore = PlayerScore_Get(it, SP_SCORE); if (!bvalue) { if (tempscore < lowestplayerscore1) { lowestplayerteam1 = it; lowestplayerscore1 = tempscore; } break; } if (tempscore < lowestbotscore1) { lowestbotteam1 = it; lowestbotscore1 = tempscore; } break; } case NUM_TEAM_2: { if (c2 < 0) { break; } c2 += value; numbotsteam2 += bvalue; float tempscore = PlayerScore_Get(it, SP_SCORE); if (!bvalue) { if (tempscore < lowestplayerscore2) { lowestplayerteam2 = it; lowestplayerscore2 = tempscore; } break; } if (tempscore < lowestbotscore2) { lowestbotteam2 = it; lowestbotscore2 = tempscore; } break; } case NUM_TEAM_3: { if (c3 < 0) { break; } c3 += value; numbotsteam3 += bvalue; float tempscore = PlayerScore_Get(it, SP_SCORE); if (!bvalue) { if (tempscore < lowestplayerscore3) { lowestplayerteam3 = it; lowestplayerscore3 = tempscore; } break; } if (tempscore < lowestbotscore3) { lowestbotteam3 = it; lowestbotscore3 = tempscore; } break; } case NUM_TEAM_4: { if (c4 < 0) { break; } c4 += value; numbotsteam4 += bvalue; float tempscore = PlayerScore_Get(it, SP_SCORE); if (!bvalue) { if (tempscore < lowestplayerscore4) { lowestplayerteam4 = it; lowestplayerscore4 = tempscore; } break; } if (tempscore < lowestbotscore4) { lowestbotteam4 = it; lowestbotscore4 = tempscore; } break; } } )); } // if the player who has a forced team has not joined yet, reserve the spot if(autocvar_g_campaign) { switch(autocvar_g_campaign_forceteam) { case 1: if(c1 == numbotsteam1) ++c1; break; case 2: if(c2 == numbotsteam2) ++c2; break; case 3: if(c3 == numbotsteam3) ++c3; break; case 4: if(c4 == numbotsteam4) ++c4; break; } } } float TeamSmallerEqThanTeam(int teama, int teamb, entity e, bool usescore) { // equal if (teama == teamb) { return true; } // we assume that CheckAllowedTeams and GetTeamCounts have already been called float numplayersteama = -1, numplayersteamb = -1; float numbotsteama = 0, numbotsteamb = 0; float scoreteama = 0, scoreteamb = 0; switch (teama) { case 1: numplayersteama = c1; numbotsteama = numbotsteam1; scoreteama = team1_score; break; case 2: numplayersteama = c2; numbotsteama = numbotsteam2; scoreteama = team2_score; break; case 3: numplayersteama = c3; numbotsteama = numbotsteam3; scoreteama = team3_score; break; case 4: numplayersteama = c4; numbotsteama = numbotsteam4; scoreteama = team4_score; break; } switch (teamb) { case 1: numplayersteamb = c1; numbotsteamb = numbotsteam1; scoreteamb = team1_score; break; case 2: numplayersteamb = c2; numbotsteamb = numbotsteam2; scoreteamb = team2_score; break; case 3: numplayersteamb = c3; numbotsteamb = numbotsteam3; scoreteamb = team3_score; break; case 4: numplayersteamb = c4; numbotsteamb = numbotsteam4; scoreteamb = team4_score; break; } // invalid if (numplayersteama < 0 || numplayersteamb < 0) return false; if ((IS_REAL_CLIENT(e) && bots_would_leave)) { numplayersteama -= numbotsteama; numplayersteamb -= numbotsteamb; } if (!usescore) { return numplayersteama <= numplayersteamb; } if (numplayersteama < numplayersteamb) { return true; } if (numplayersteama > numplayersteamb) { return false; } return scoreteama <= scoreteamb; // first, normalize //f = max(numplayersteama, numplayersteamb, 1); //numplayersteama /= f; //numplayersteamb /= f; //float f = max(scoreteama, scoreteamb, 1); //scoreteama /= f; //scoreteamb /= f; // the more we're at the end of the match, the more take scores into account //f = bound(0, game_completion_ratio * autocvar_g_balance_teams_scorefactor, 1); //numplayersteama += (scoreteama - numplayersteama) * f; //numplayersteamb += (scoreteamb - numplayersteamb) * f; } // returns # of smallest team (1, 2, 3, 4) // NOTE: Assumes CheckAllowedTeams has already been called! float FindSmallestTeam(entity pl, float ignore_pl) { int totalteams = 0; int t = 1; // initialize with a random team? if(c4 >= 0) t = 4; if(c3 >= 0) t = 3; if(c2 >= 0) t = 2; if(c1 >= 0) t = 1; // find out what teams are available //CheckAllowedTeams(); // make sure there are at least 2 teams to join if(c1 >= 0) totalteams = totalteams + 1; if(c2 >= 0) totalteams = totalteams + 1; if(c3 >= 0) totalteams = totalteams + 1; if(c4 >= 0) totalteams = totalteams + 1; if((autocvar_bot_vs_human || pl.team_forced > 0) && totalteams == 1) totalteams += 1; if(totalteams <= 1) { if(autocvar_g_campaign && pl && IS_REAL_CLIENT(pl)) return 1; // special case for campaign and player joining else if(totalteams == 1) // single team LOG_TRACEF("Only 1 team available for %s, you may need to fix your map", MapInfo_Type_ToString(MapInfo_CurrentGametype())); else // no teams, major no no error(sprintf("No teams available for %s\n", MapInfo_Type_ToString(MapInfo_CurrentGametype()))); } // count how many players are in each team if(ignore_pl) GetTeamCounts(pl); else GetTeamCounts(NULL); RandomSelection_Init(); if(TeamSmallerEqThanTeam(1, t, pl, true)) t = 1; if(TeamSmallerEqThanTeam(2, t, pl, true)) t = 2; if(TeamSmallerEqThanTeam(3, t, pl, true)) t = 3; if(TeamSmallerEqThanTeam(4, t, pl, true)) t = 4; // now t is the minimum, or A minimum! if(t == 1 || TeamSmallerEqThanTeam(1, t, pl, true)) RandomSelection_AddFloat(1, 1, 1); if(t == 2 || TeamSmallerEqThanTeam(2, t, pl, true)) RandomSelection_AddFloat(2, 1, 1); if(t == 3 || TeamSmallerEqThanTeam(3, t, pl, true)) RandomSelection_AddFloat(3, 1, 1); if(t == 4 || TeamSmallerEqThanTeam(4, t, pl, true)) RandomSelection_AddFloat(4, 1, 1); return RandomSelection_chosen_float; } int JoinBestTeam(entity this, bool only_return_best, bool forcebestteam) { // don't join a team if we're not playing a team game if (!teamplay) { return 0; } // find out what teams are available CheckAllowedTeams(this); float selectedteam; // if we don't care what team he ends up on, put him on whatever team he entered as. // if he's not on a valid team, then let other code put him on the smallest team if (!forcebestteam) { if( c1 >= 0 && this.team == NUM_TEAM_1) selectedteam = this.team; else if(c2 >= 0 && this.team == NUM_TEAM_2) selectedteam = this.team; else if(c3 >= 0 && this.team == NUM_TEAM_3) selectedteam = this.team; else if(c4 >= 0 && this.team == NUM_TEAM_4) selectedteam = this.team; else selectedteam = -1; if (selectedteam > 0) { if (!only_return_best) { SetPlayerTeamSimple(this, selectedteam); // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped // when JoinBestTeam is called by client.qc/ClientConnect the player_id is 0 the log attempt is rejected LogTeamchange(this.playerid, this.team, 99); } return selectedteam; } // otherwise end up on the smallest team (handled below) } float bestteam = FindSmallestTeam(this, true); MUTATOR_CALLHOOK(JoinBestTeam, this, bestteam); bestteam = M_ARGV(1, float); if (only_return_best || this.bot_forced_team) { return bestteam; } bestteam = Team_NumberToTeam(bestteam); if (bestteam == -1) { error("JoinBestTeam: invalid team\n"); } int oldteam = Team_TeamToNumber(this.team); TeamchangeFrags(this); SetPlayerTeamSimple(this, bestteam); LogTeamchange(this.playerid, this.team, 2); // log auto join if (!IS_BOT_CLIENT(this)) { AutoBalanceBots(oldteam, Team_TeamToNumber(bestteam)); } if (!IS_DEAD(this) && (MUTATOR_CALLHOOK(Player_ChangeTeamKill, this) == false)) { Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0'); } return bestteam; } void SV_ChangeTeam(entity this, float _color) { float sourcecolor, destinationcolor, sourceteam, destinationteam; // in normal deathmatch we can just apply the color and we're done if(!teamplay) SetPlayerColors(this, _color); if(!IS_CLIENT(this)) { // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_CONNECTING, this.netname); return; } if(!teamplay) return; sourcecolor = this.clientcolors & 0x0F; destinationcolor = _color & 0x0F; sourceteam = Team_TeamToNumber(sourcecolor + 1); destinationteam = Team_TeamToNumber(destinationcolor + 1); CheckAllowedTeams(this); if (destinationteam == 1 && c1 < 0) destinationteam = 4; if (destinationteam == 4 && c4 < 0) destinationteam = 3; if (destinationteam == 3 && c3 < 0) destinationteam = 2; if (destinationteam == 2 && c2 < 0) destinationteam = 1; // not changing teams if (sourcecolor == destinationcolor) { SetPlayerTeam(this, destinationteam, sourceteam, true); return; } if (autocvar_g_campaign || (autocvar_g_changeteam_banned && this.wasplayer)) { Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_NOTALLOWED); return; // changing teams is not allowed } // autocvar_g_balance_teams_prevent_imbalance only makes sense if autocvar_g_balance_teams is on, as it makes the team selection dialog pointless if (autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance) { GetTeamCounts(this); if (!TeamSmallerEqThanTeam(destinationteam, sourceteam, this, false)) { PrintToChatAll("TeamSmallerEqThanTeam prevented team switch."); Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_LARGERTEAM); return; } } if(IS_PLAYER(this) && sourceteam != destinationteam) { // reduce frags during a team change TeamchangeFrags(this); } SetPlayerTeam(this, destinationteam, sourceteam, !IS_CLIENT(this)); AutoBalanceBots(sourceteam, destinationteam); if (!IS_PLAYER(this) || (sourceteam == destinationteam)) { return; } // kill player when changing teams if (IS_DEAD(this) || (MUTATOR_CALLHOOK(Player_ChangeTeamKill, this) == true)) { return; } Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0'); } void AutoBalanceBots(int sourceteam, int destinationteam) { if ((sourceteam == -1) || (destinationteam == -1)) { return; } if (!autocvar_g_balance_teams || !autocvar_g_balance_teams_prevent_imbalance) { return; } int numplayerssourceteam = 0; int numplayersdestinationteam = 0; entity lowestbotdestinationteam = NULL; switch (sourceteam) { case 1: { numplayerssourceteam = c1; break; } case 2: { numplayerssourceteam = c2; break; } case 3: { numplayerssourceteam = c3; break; } case 4: { numplayerssourceteam = c4; break; } } switch (destinationteam) { case 1: { numplayersdestinationteam = c1; lowestbotdestinationteam = lowestbotteam1; break; } case 2: { numplayersdestinationteam = c2; lowestbotdestinationteam = lowestbotteam2; break; } case 3: { numplayersdestinationteam = c3; lowestbotdestinationteam = lowestbotteam3; break; } case 4: { numplayersdestinationteam = c4; lowestbotdestinationteam = lowestbotteam4; break; } } if ((numplayersdestinationteam > numplayerssourceteam) && (lowestbotdestinationteam != NULL)) { SetPlayerTeamSimple(lowestbotdestinationteam, Team_NumberToTeam(sourceteam)); } } void ShufflePlayerOutOfTeam (float source_team) { float smallestteam, smallestteam_count, steam; float lowest_bot_score, lowest_player_score; entity lowest_bot, lowest_player, selected; smallestteam = 0; smallestteam_count = 999999999; if(c1 >= 0 && c1 < smallestteam_count) { smallestteam = 1; smallestteam_count = c1; } if(c2 >= 0 && c2 < smallestteam_count) { smallestteam = 2; smallestteam_count = c2; } if(c3 >= 0 && c3 < smallestteam_count) { smallestteam = 3; smallestteam_count = c3; } if(c4 >= 0 && c4 < smallestteam_count) { smallestteam = 4; smallestteam_count = c4; } if(!smallestteam) { bprint("warning: no smallest team\n"); return; } if(source_team == 1) steam = NUM_TEAM_1; else if(source_team == 2) steam = NUM_TEAM_2; else if(source_team == 3) steam = NUM_TEAM_3; else // if(source_team == 4) steam = NUM_TEAM_4; lowest_bot = NULL; lowest_bot_score = 999999999; lowest_player = NULL; lowest_player_score = 999999999; // find the lowest-scoring player & bot of that team FOREACH_CLIENT(IS_PLAYER(it) && it.team == steam, LAMBDA( if(it.isbot) { if(it.totalfrags < lowest_bot_score) { lowest_bot = it; lowest_bot_score = it.totalfrags; } } else { if(it.totalfrags < lowest_player_score) { lowest_player = it; lowest_player_score = it.totalfrags; } } )); // prefers to move a bot... if(lowest_bot != NULL) selected = lowest_bot; // but it will move a player if it has to else selected = lowest_player; // don't do anything if it couldn't find anyone if(!selected) { bprint("warning: couldn't find a player to move from team\n"); return; } // smallest team gains a member if(smallestteam == 1) { c1 = c1 + 1; } else if(smallestteam == 2) { c2 = c2 + 1; } else if(smallestteam == 3) { c3 = c3 + 1; } else if(smallestteam == 4) { c4 = c4 + 1; } else { bprint("warning: destination team invalid\n"); return; } // source team loses a member if(source_team == 1) { c1 = c1 + 1; } else if(source_team == 2) { c2 = c2 + 2; } else if(source_team == 3) { c3 = c3 + 3; } else if(source_team == 4) { c4 = c4 + 4; } else { bprint("warning: source team invalid\n"); return; } // move the player to the new team TeamchangeFrags(selected); SetPlayerTeam(selected, smallestteam, source_team, false); if (IS_DEAD(selected) || MUTATOR_CALLHOOK(Player_ChangeTeamKill, selected) == true) { return; } Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE.m_id, selected.origin, '0 0 0'); Send_Notification(NOTIF_ONE, selected, MSG_CENTER, CENTER_DEATH_SELF_AUTOTEAMCHANGE, selected.team); }