]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/command/vote.qc
Merge branch 'bones_was_here/warmup' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / command / vote.qc
index a1675ba566f5a25e06569a8b9c201b2798f0c053..a207b226b67a6a3259c049d0c15a948d96345f45 100644 (file)
@@ -35,8 +35,7 @@
 //  Nagger for players to know status of voting
 bool Nagger_SendEntity(entity this, entity to, float sendflags)
 {
-       int nags, i, f, b;
-       entity e;
+       int nags = 0;
        WriteHeader(MSG_ENTITY, ENT_CLIENT_NAGGER);
 
        // bits:
@@ -49,25 +48,23 @@ bool Nagger_SendEntity(entity this, entity to, float sendflags)
        //  64 = vote counts
        // 128 = vote string
 
-       nags = 0;
-       if (readycount)
+       if (warmup_stage)
        {
-               nags |= BIT(0);
-               if (to.ready == 0) nags |= BIT(1);
+               if (readycount)
+               {
+                       nags |= BIT(0);
+                       if (!to.ready) nags |= BIT(1);
+               }
+               nags |= BIT(4);
        }
+
        if (vote_called)
        {
                nags |= BIT(2);
                if (to.vote_selection == 0) nags |= BIT(3);
+               nags |= sendflags & BIT(6);
+               nags |= sendflags & BIT(7);
        }
-       if (warmup_stage) nags |= BIT(4);
-
-       if (sendflags & BIT(6)) nags |= BIT(6);
-
-       if (sendflags & BIT(7)) nags |= BIT(7);
-
-       if (!(nags & 4))  // no vote called? send no string
-               nags &= ~(BIT(6) | BIT(7));
 
        WriteByte(MSG_ENTITY, nags);
 
@@ -81,13 +78,14 @@ bool Nagger_SendEntity(entity this, entity to, float sendflags)
 
        if (nags & BIT(7)) WriteString(MSG_ENTITY, vote_called_display);
 
-       if (nags & 1)
+       if (nags & BIT(0))
        {
-               for (i = 1; i <= maxclients; i += 8)
+               for (int i = 1; i <= maxclients;)
                {
-                       for (f = 0, e = edict_num(i), b = BIT(0); b < BIT(8); b <<= 1, e = nextent(e))
-                               if (!IS_REAL_CLIENT(e) || e.ready)
-                                       f |= b;
+                       int f = 0;
+                       for (int b = 0; b < 8 && i <= maxclients; ++b, ++i)
+                               if (edict_num(i).ready)
+                                       f |= BIT(b);
                        WriteByte(MSG_ENTITY, f);
                }
        }
@@ -160,7 +158,7 @@ void VoteAccept()
 {
        bprint("\{1}^2* ^3", OriginalCallerName(), "^2's vote for ^1", vote_called_display, "^2 was accepted\n");
 
-       if ((vote_called == VOTE_MASTER) && vote_caller) vote_caller.vote_master = 1;
+       if ((vote_called == VOTE_MASTER) && vote_caller) vote_caller.vote_master = true;
        else localcmd(strcat(vote_called_command, "\n"));
 
        if (vote_caller)   vote_caller.vote_waittime = 0;  // people like your votes, you don't need to wait to vote again
@@ -419,7 +417,8 @@ void reset_map(bool dorespawn, bool is_fake_round_start)
 // Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown is set)
 void ReadyRestart_think(entity this)
 {
-       reset_map(true, false);
+       if (!warmup_stage) // if the countdown was not aborted
+               reset_map(true, false);
        delete(this);
 }
 
@@ -428,7 +427,7 @@ void ReadyRestart_force(bool is_fake_round_start)
 {
        if (time <= game_starttime && game_stopped)
                return;
-       if (!is_fake_round_start)
+       if (!is_fake_round_start && !autocvar_g_campaign)
                Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_COUNTDOWN_RESTART);
 
        VoteReset();
@@ -455,8 +454,8 @@ void ReadyRestart_force(bool is_fake_round_start)
        if(!is_fake_round_start && !warmup_stage)
                localcmd("\nsv_hook_warmupend\n");
 
-       // reset the .ready status of all players (also spectators)
-       FOREACH_CLIENT(IS_REAL_CLIENT(it), { it.ready = false; });
+       // reset the .ready status of all clients (including spectators and bots)
+       FOREACH_CLIENT(true, { it.ready = false; });
        readycount = 0;
        Nagger_ReadyCounted();  // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client
 
@@ -498,7 +497,7 @@ void ReadyRestart(bool forceWarmupEnd)
        if(forceWarmupEnd || autocvar_g_campaign)
                warmup_stage = 0; // forcefully end warmup and go to match stage
        else
-               warmup_stage = cvar("g_warmup"); // go into warmup if it's enabled, otherwise restart into match stage
+               warmup_stage = autocvar_g_warmup; // go into warmup if it's enabled, otherwise restart into match stage
 
        ReadyRestart_force(false);
 }
@@ -513,30 +512,41 @@ void ReadyCount()
        // cannot reset the game while a timeout is active or pending
        if (timeout_status) return;
 
-       float ready_needed_factor, ready_needed_count;
-       float t_players = 0;
+       int total_players = 0, human_players = 0, humans_ready = 0;
        readycount = 0;
 
-       FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME_JOINED(it)), {
-               ++t_players;
+       FOREACH_CLIENT(IS_PLAYER(it) || INGAME_JOINED(it), {
+               ++total_players;
                if (it.ready) ++readycount;
+               if (IS_REAL_CLIENT(it))
+               {
+                       ++human_players;
+                       if (it.ready) ++humans_ready;
+               }
        });
 
        Nagger_ReadyCounted();
 
-       if (t_players < map_minplayers) // map_minplayers will only be set if g_warmup -1 at worldspawn
+       // can't read warmup_stage here as it could have been set to 0 by ReadyRestart()
+       // and we need to use this when checking if we should abort the countdown
+       // map_minplayers can only be > 0 if g_warmup was -1 at worldspawn
+       int minplayers = autocvar_g_warmup > 1 ? autocvar_g_warmup : map_minplayers;
+
+       if (total_players < minplayers)
        {
                if (game_starttime > time) // someone bailed during countdown, back to warmup
                {
-                       warmup_stage = -1; // CAN change it AFTER calling Nagger_ReadyCounted() this frame
+                       warmup_stage = autocvar_g_warmup; // CAN change it AFTER calling Nagger_ReadyCounted() this frame
                        game_starttime = time;
-                       Send_Notification(NOTIF_ALL, NULL, MSG_MULTI, COUNTDOWN_STOP, map_minplayers);
+                       Send_Notification(NOTIF_ALL, NULL, MSG_MULTI, COUNTDOWN_STOP, minplayers);
+                       if (!sv_ready_restart_after_countdown) // if we ran reset_map() at start of countdown
+                               FOREACH_CLIENT(IS_PLAYER(it), { GiveWarmupResources(it); });
                }
                if (warmup_limit > 0)
                        warmup_limit = -1;
                return; // don't ReadyRestart if players are ready but too few
        }
-       else if (map_minplayers && warmup_limit <= 0)
+       else if (minplayers && warmup_limit <= 0)
        {
                // there's enough players now but we're still in infinite warmup
                warmup_limit = cvar("g_warmup_limit");
@@ -548,10 +558,8 @@ void ReadyCount()
                // warmup continues until enough players AND enough RUPs (no time limit)
        }
 
-       ready_needed_factor = bound(0.5, cvar("g_warmup_majority_factor"), 1);
-       ready_needed_count = ceil(t_players * ready_needed_factor);
-
-       if (readycount >= ready_needed_count) ReadyRestart(true);
+       if (humans_ready && humans_ready >= rint(human_players * bound(0.5, cvar("g_warmup_majority_factor"), 1)))
+               ReadyRestart(true);
 }