X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fteamplay.qc;h=eadbe0f688f096666b2f0ed674174aa144619376;hp=2d6ceb8e0257f3546820544f276cb873d946e863;hb=050fb0011ae5fb2b36c7c7f3d560f9453807a8ab;hpb=38cbcd4d9ed347f6a88a074bdedee90a164d4c71 diff --git a/qcsrc/server/teamplay.qc b/qcsrc/server/teamplay.qc index 2d6ceb8e0..eadbe0f68 100644 --- a/qcsrc/server/teamplay.qc +++ b/qcsrc/server/teamplay.qc @@ -169,49 +169,54 @@ void setcolor(entity this, int clr) #endif } -void SetPlayerColors(entity pl, float _color) +void SetPlayerColors(entity player, float _color) { - /*string s; - s = ftos(cl); - stuffcmd(pl, strcat("color ", s, " ", s, "\n") ); - pl.team = cl + 1; - //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl; - pl.clientcolors = 16*cl + cl;*/ - - float pants, shirt; - pants = _color & 0x0F; - shirt = _color & 0xF0; - - - if(teamplay) { - setcolor(pl, 16*pants + pants); - } else { - setcolor(pl, shirt + pants); + float pants = _color & 0x0F; + float shirt = _color & 0xF0; + if (teamplay) + { + setcolor(player, 16 * pants + pants); + } + else + { + setcolor(player, shirt + pants); } } -void SetPlayerTeam(entity pl, float t, float s, float noprint) +bool SetPlayerTeamSimple(entity player, int teamnum) { - float _color; - - if(t == 4) - _color = NUM_TEAM_4 - 1; - else if(t == 3) - _color = NUM_TEAM_3 - 1; - else if(t == 2) - _color = NUM_TEAM_2 - 1; - else - _color = NUM_TEAM_1 - 1; - - SetPlayerColors(pl,_color); - - if(t != s) { - LogTeamchange(pl.playerid, pl.team, 3); // log manual team join - - if(!noprint) - bprint(playername(pl, false), "^7 has changed from ", Team_NumberToColoredFullName(s), "^7 to ", Team_NumberToColoredFullName(t), "\n"); + 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 @@ -220,7 +225,7 @@ void CheckAllowedTeams (entity for_whom) int teams_mask = 0; c1 = c2 = c3 = c4 = -1; - cb1 = cb2 = cb3 = cb4 = 0; + numbotsteam1 = numbotsteam2 = numbotsteam3 = numbotsteam4 = 0; string teament_name = string_null; @@ -322,218 +327,430 @@ float PlayerValue(entity p) // teams that are allowed will now have their player counts stored in c1...c4 void GetTeamCounts(entity ignore) { - float value, bvalue; - // now count how many players are on each team already - - // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around) - // also remember the lowest-scoring player - - 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)// && it.netname != "") + 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)) + if (IS_BOT_CLIENT(it)) + { bvalue = value; + } else + { bvalue = 0; - if(t == NUM_TEAM_1) + } + if (value == 0) { - if(c1 >= 0) - { - c1 = c1 + value; - cb1 = cb1 + bvalue; - } + continue; } - else if(t == NUM_TEAM_2) + switch (t) { - if(c2 >= 0) + case NUM_TEAM_1: { - c2 = c2 + value; - cb2 = cb2 + bvalue; + 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; } - } - else if(t == NUM_TEAM_3) - { - if(c3 >= 0) + case NUM_TEAM_2: { - c3 = c3 + value; - cb3 = cb3 + bvalue; + 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; } - } - else if(t == NUM_TEAM_4) - { - if(c4 >= 0) + case NUM_TEAM_3: { - c4 = c4 + value; - cb4 = cb4 + bvalue; + 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 == cb1) ++c1; break; - case 2: if(c2 == cb2) ++c2; break; - case 3: if(c3 == cb3) ++c3; break; - case 4: if(c4 == cb4) ++c4; break; + 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(float ta, float tb, entity e) +bool IsTeamSmallerThanTeam(int teama, int teamb, entity e, bool usescore) { + // equal + if (teama == teamb) + { + return false; + } // we assume that CheckAllowedTeams and GetTeamCounts have already been called - float f; - float ca = -1, cb = -1, cba = 0, cbb = 0, sa = 0, sb = 0; + float numplayersteama = -1, numplayersteamb = -1; + float numbotsteama = 0, numbotsteamb = 0; + float scoreteama = 0, scoreteamb = 0; - switch(ta) + switch (teama) { - case 1: ca = c1; cba = cb1; sa = team1_score; break; - case 2: ca = c2; cba = cb2; sa = team2_score; break; - case 3: ca = c3; cba = cb3; sa = team3_score; break; - case 4: ca = c4; cba = cb4; sa = team4_score; break; + 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(tb) + switch (teamb) { - case 1: cb = c1; cbb = cb1; sb = team1_score; break; - case 2: cb = c2; cbb = cb2; sb = team2_score; break; - case 3: cb = c3; cbb = cb3; sb = team3_score; break; - case 4: cb = c4; cbb = cb4; sb = team4_score; break; + 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(ca < 0 || cb < 0) + if (numplayersteama < 0 || numplayersteamb < 0) return false; - // equal - if(ta == tb) + if ((IS_REAL_CLIENT(e) && bots_would_leave)) + { + numplayersteama -= numbotsteama; + numplayersteamb -= numbotsteamb; + } + if (!usescore) + { + return numplayersteama < numplayersteamb; + } + if (numplayersteama < numplayersteamb) + { return true; - - if(IS_REAL_CLIENT(e)) + } + if (numplayersteama > numplayersteamb) { - if(bots_would_leave) - { - ca -= cba * 0.999; - cb -= cbb * 0.999; - } + return false; } - - // keep teams alive (teams of size 0 always count as smaller, ignoring score) - if(ca < 1) - if(cb >= 1) - return true; - if(ca >= 1) - if(cb < 1) - return false; - - // first, normalize - f = max(ca, cb, 1); - ca /= f; - cb /= f; - f = max(sa, sb, 1); - sa /= f; - sb /= 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); - ca += (sa - ca) * f; - cb += (sb - cb) * f; - - return ca <= cb; + return scoreteama < scoreteamb; } -// returns # of smallest team (1, 2, 3, 4) -// NOTE: Assumes CheckAllowedTeams has already been called! -float FindSmallestTeam(entity pl, float ignore_pl) +bool IsTeamEqualToTeam(int teama, int teamb, entity e, bool usescore) { - 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; + // 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; - // find out what teams are available - //CheckAllowedTeams(); + 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; + } - // 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; + // invalid + if (numplayersteama < 0 || numplayersteamb < 0) + return false; - if((autocvar_bot_vs_human || pl.team_forced > 0) && totalteams == 1) - totalteams += 1; + if ((IS_REAL_CLIENT(e) && bots_would_leave)) + { + numplayersteama -= numbotsteama; + numplayersteamb -= numbotsteamb; + } + if (!usescore) + { + return numplayersteama == numplayersteamb; + } + if (numplayersteama < numplayersteamb) + { + return false; + } + if (numplayersteama > numplayersteamb) + { + return false; + } + return scoreteama == scoreteamb; +} - if(totalteams <= 1) +int FindBestTeams(entity player, bool usescore) +{ + if (MUTATOR_CALLHOOK(FindBestTeams, player) == true) + { + return M_ARGV(1, float); + } + int teambits = 0; + int previousteam = 0; + if (c1 >= 0) + { + teambits = BIT(0); + previousteam = 1; + } + if (c2 >= 0) + { + if (previousteam == 0) + { + teambits = BIT(1); + previousteam = 2; + } + else if (IsTeamSmallerThanTeam(2, previousteam, player, usescore)) + { + teambits = BIT(1); + previousteam = 2; + } + else if (IsTeamEqualToTeam(2, previousteam, player, usescore)) + { + teambits |= BIT(1); + previousteam = 2; + } + } + if (c3 >= 0) + { + if (previousteam == 0) + { + teambits = BIT(2); + previousteam = 3; + } + else if (IsTeamSmallerThanTeam(3, previousteam, player, usescore)) + { + teambits = BIT(2); + previousteam = 3; + } + else if (IsTeamEqualToTeam(3, previousteam, player, usescore)) + { + teambits |= BIT(2); + previousteam = 3; + } + } + if (c4 >= 0) { - 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()))); + if (previousteam == 0) + { + teambits = BIT(3); + } + else if (IsTeamSmallerThanTeam(4, previousteam, player, usescore)) + { + teambits = BIT(3); + } + else if (IsTeamEqualToTeam(4, previousteam, player, usescore)) + { + teambits |= BIT(3); + } } + return teambits; +} +// returns # of smallest team (1, 2, 3, 4) +// NOTE: Assumes CheckAllowedTeams has already been called! +float FindSmallestTeam(entity pl, float ignore_pl) +{ // count how many players are in each team - if(ignore_pl) + if (ignore_pl) + { GetTeamCounts(pl); + } else + { GetTeamCounts(NULL); - + } + int teambits = FindBestTeams(pl, true); + if (teambits == 0) + { + error(sprintf("No teams available for %s\n", MapInfo_Type_ToString(MapInfo_CurrentGametype()))); + } RandomSelection_Init(); - - if(TeamSmallerEqThanTeam(1, t, pl)) - t = 1; - if(TeamSmallerEqThanTeam(2, t, pl)) - t = 2; - if(TeamSmallerEqThanTeam(3, t, pl)) - t = 3; - if(TeamSmallerEqThanTeam(4, t, pl)) - t = 4; - - // now t is the minimum, or A minimum! - if(t == 1 || TeamSmallerEqThanTeam(1, t, pl)) + if ((teambits & BIT(0)) != 0) + { RandomSelection_AddFloat(1, 1, 1); - if(t == 2 || TeamSmallerEqThanTeam(2, t, pl)) + } + if ((teambits & BIT(1)) != 0) + { RandomSelection_AddFloat(2, 1, 1); - if(t == 3 || TeamSmallerEqThanTeam(3, t, pl)) + } + if ((teambits & BIT(2)) != 0) + { RandomSelection_AddFloat(3, 1, 1); - if(t == 4 || TeamSmallerEqThanTeam(4, t, pl)) + } + if ((teambits & BIT(3)) != 0) + { RandomSelection_AddFloat(4, 1, 1); - + } return RandomSelection_chosen_float; } int JoinBestTeam(entity this, bool only_return_best, bool forcebestteam) { - float smallest, selectedteam; - // don't join a team if we're not playing a team game - if(!teamplay) + 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 (!forcebestteam) { if( c1 >= 0 && this.team == NUM_TEAM_1) selectedteam = this.team; @@ -546,11 +763,11 @@ int JoinBestTeam(entity this, bool only_return_best, bool forcebestteam) else selectedteam = -1; - if(selectedteam > 0) + if (selectedteam > 0) { - if(!only_return_best) + if (!only_return_best) { - SetPlayerColors(this, selectedteam - 1); + 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 @@ -561,45 +778,35 @@ int JoinBestTeam(entity this, bool only_return_best, bool forcebestteam) // otherwise end up on the smallest team (handled below) } - smallest = FindSmallestTeam(this, true); - - if(!only_return_best && !this.bot_forced_team) + float bestteam = FindSmallestTeam(this, true); + if (only_return_best || this.bot_forced_team) { - TeamchangeFrags(this); - if(smallest == 1) - { - SetPlayerColors(this, NUM_TEAM_1 - 1); - } - else if(smallest == 2) - { - SetPlayerColors(this, NUM_TEAM_2 - 1); - } - else if(smallest == 3) - { - SetPlayerColors(this, NUM_TEAM_3 - 1); - } - else if(smallest == 4) - { - SetPlayerColors(this, NUM_TEAM_4 - 1); - } - else - { - error("smallest team: invalid team\n"); - } - - LogTeamchange(this.playerid, this.team, 2); // log auto join - - if(!IS_DEAD(this)) - Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0'); + return bestteam; } - - return smallest; + 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() ctf_playerchanged; void SV_ChangeTeam(entity this, float _color) { - float scolor, dcolor, steam, dteam; //, dbotcount, scount, dcount; + float sourcecolor, destinationcolor, sourceteam, destinationteam; // in normal deathmatch we can just apply the color and we're done if(!teamplay) @@ -615,38 +822,23 @@ void SV_ChangeTeam(entity this, float _color) if(!teamplay) return; - scolor = this.clientcolors & 0x0F; - dcolor = _color & 0x0F; - - if(scolor == NUM_TEAM_1 - 1) - steam = 1; - else if(scolor == NUM_TEAM_2 - 1) - steam = 2; - else if(scolor == NUM_TEAM_3 - 1) - steam = 3; - else // if(scolor == NUM_TEAM_4 - 1) - steam = 4; - if(dcolor == NUM_TEAM_1 - 1) - dteam = 1; - else if(dcolor == NUM_TEAM_2 - 1) - dteam = 2; - else if(dcolor == NUM_TEAM_3 - 1) - dteam = 3; - else // if(dcolor == NUM_TEAM_4 - 1) - dteam = 4; + sourcecolor = this.clientcolors & 0x0F; + destinationcolor = _color & 0x0F; + sourceteam = Team_TeamToNumber(sourcecolor + 1); + destinationteam = Team_TeamToNumber(destinationcolor + 1); + CheckAllowedTeams(this); - if(dteam == 1 && c1 < 0) dteam = 4; - if(dteam == 4 && c4 < 0) dteam = 3; - if(dteam == 3 && c3 < 0) dteam = 2; - if(dteam == 2 && c2 < 0) dteam = 1; + 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(scolor == dcolor) + if (sourcecolor == destinationcolor) { - //bprint("same team change\n"); - SetPlayerTeam(this, dteam, steam, true); + SetPlayerTeam(this, destinationteam, sourceteam, true); return; } @@ -656,34 +848,112 @@ void SV_ChangeTeam(entity this, float _color) } // 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) + if (autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance) { GetTeamCounts(this); - if(!TeamSmallerEqThanTeam(dteam, steam, this)) + if ((BIT(destinationteam - 1) & FindBestTeams(this, false)) == 0) { Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_LARGERTEAM); return; } } - -// bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n"); - - if(IS_PLAYER(this) && steam != dteam) + 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'); +} - MUTATOR_CALLHOOK(Player_ChangeTeam, this, steam, dteam); - - SetPlayerTeam(this, dteam, steam, !IS_CLIENT(this)); - - if(IS_PLAYER(this) && steam != dteam) +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)) { - // kill player when changing teams - if(!IS_DEAD(this)) - Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0'); + return; + } + SetPlayerTeamSimple(lowestbotdestinationteam, Team_NumberToTeam(sourceteam)); + if (IS_DEAD(lowestbotdestinationteam) || (MUTATOR_CALLHOOK( + Player_ChangeTeamKill, lowestbotdestinationteam) == true)) + { + return; } + Damage(lowestbotdestinationteam, lowestbotdestinationteam, + lowestbotdestinationteam, 100000, DEATH_TEAMCHANGE.m_id, + lowestbotdestinationteam.origin, '0 0 0'); } void ShufflePlayerOutOfTeam (float source_team) @@ -818,7 +1088,10 @@ void ShufflePlayerOutOfTeam (float source_team) TeamchangeFrags(selected); SetPlayerTeam(selected, smallestteam, source_team, false); - if(!IS_DEAD(selected)) - Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE.m_id, selected.origin, '0 0 0'); + 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); }