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
56 MapInfo_LoadMapSettings(mapname);
57 serverflags &= ~SERVERFLAG_TEAMPLAY;
59 cvar_set("teamplay", "0"); // DP needs this for sending proper getstatus replies.
61 if (!cvar_value_issafe(world.fog))
63 LOG_INFO("The current map contains a potentially harmful fog setting, ignored\n");
64 world.fog = string_null;
66 if(MapInfo_Map_fog != "")
67 if(MapInfo_Map_fog == "none")
68 world.fog = string_null;
70 world.fog = strzone(MapInfo_Map_fog);
71 clientstuff = strzone(MapInfo_Map_clientstuff);
75 gamemode_name = MapInfo_Type_ToText(MapInfo_LoadedGametype);
77 cache_mutatormsg = strzone("");
78 cache_lastmutatormsg = strzone("");
80 InitializeEntity(NULL, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
83 string GetClientVersionMessage(entity this)
86 if (this.version_mismatch) {
87 if(this.version < autocvar_gameversion) {
88 versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
90 versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
93 versionmsg = "^2client version and server version are compatible.^8";
98 string getwelcomemessage(entity this)
100 string s, modifications, motd;
102 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
103 modifications = M_ARGV(0, string);
107 if(g_weaponarena_random)
108 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
110 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
112 else if(cvar("g_balance_blaster_weaponstart") == 0)
113 modifications = strcat(modifications, ", No start weapons");
114 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
115 modifications = strcat(modifications, ", Low gravity");
116 if(g_weapon_stay && !g_cts)
117 modifications = strcat(modifications, ", Weapons stay");
119 modifications = strcat(modifications, ", Jet pack");
120 if(autocvar_g_powerups == 0)
121 modifications = strcat(modifications, ", No powerups");
122 if(autocvar_g_powerups > 0)
123 modifications = strcat(modifications, ", Powerups");
124 modifications = substring(modifications, 2, strlen(modifications) - 2);
126 string versionmessage = GetClientVersionMessage(this);
128 s = strcat("This is Xonotic ", autocvar_g_xonoticversion, "\n", versionmessage);
129 s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
131 if(modifications != "")
132 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
134 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
136 if(cache_lastmutatormsg)
137 strunzone(cache_lastmutatormsg);
139 strunzone(cache_mutatormsg);
140 cache_lastmutatormsg = strzone(autocvar_g_mutatormsg);
141 cache_mutatormsg = strzone(cache_lastmutatormsg);
144 if (cache_mutatormsg != "") {
145 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
148 string mutator_msg = "";
149 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
150 mutator_msg = M_ARGV(0, string);
152 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
154 motd = autocvar_sv_motd;
156 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
161 void SetPlayerColors(entity pl, float _color)
165 stuffcmd(pl, strcat("color ", s, " ", s, "\n") );
167 //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
168 pl.clientcolors = 16*cl + cl;*/
171 pants = _color & 0x0F;
172 shirt = _color & 0xF0;
176 setcolor(pl, 16*pants + pants);
178 setcolor(pl, shirt + pants);
182 void SetPlayerTeam(entity pl, float t, float s, float noprint)
187 _color = NUM_TEAM_4 - 1;
189 _color = NUM_TEAM_3 - 1;
191 _color = NUM_TEAM_2 - 1;
193 _color = NUM_TEAM_1 - 1;
195 SetPlayerColors(pl,_color);
198 LogTeamchange(pl.playerid, pl.team, 3); // log manual team join
201 bprint(pl.netname, "^7 has changed from ", Team_NumberToColoredFullName(s), "^7 to ", Team_NumberToColoredFullName(t), "\n");
206 // set c1...c4 to show what teams are allowed
207 void CheckAllowedTeams (entity for_whom)
211 c1 = c2 = c3 = c4 = -1;
212 cb1 = cb2 = cb3 = cb4 = 0;
214 string teament_name = string_null;
216 bool mutator_returnvalue = MUTATOR_CALLHOOK(GetTeamCount, dm, teament_name);
217 dm = M_ARGV(0, float);
218 teament_name = M_ARGV(1, string);
220 if(!mutator_returnvalue)
222 if(dm & BIT(0)) c1 = 0;
223 if(dm & BIT(1)) c2 = 0;
224 if(dm & BIT(2)) c3 = 0;
225 if(dm & BIT(3)) c4 = 0;
228 // find out what teams are allowed if necessary
231 entity head = find(NULL, classname, teament_name);
236 case NUM_TEAM_1: c1 = 0; break;
237 case NUM_TEAM_2: c2 = 0; break;
238 case NUM_TEAM_3: c3 = 0; break;
239 case NUM_TEAM_4: c4 = 0; break;
242 head = find(head, classname, teament_name);
246 // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
247 if(AvailableTeams() == 2)
248 if(autocvar_bot_vs_human && for_whom)
250 if(autocvar_bot_vs_human > 0)
252 // find last team available
254 if(IS_BOT_CLIENT(for_whom))
256 if(c4 >= 0) { c3 = c2 = c1 = -1; }
257 else if(c3 >= 0) { c4 = c2 = c1 = -1; }
258 else { c4 = c3 = c1 = -1; }
259 // no further cases, we know at least 2 teams exist
263 if(c1 >= 0) { c2 = c3 = c4 = -1; }
264 else if(c2 >= 0) { c1 = c3 = c4 = -1; }
265 else { c1 = c2 = c4 = -1; }
266 // no further cases, bots have one of the teams
271 // find first team available
273 if(IS_BOT_CLIENT(for_whom))
275 if(c1 >= 0) { c2 = c3 = c4 = -1; }
276 else if(c2 >= 0) { c1 = c3 = c4 = -1; }
277 else { c1 = c2 = c4 = -1; }
278 // no further cases, we know at least 2 teams exist
282 if(c4 >= 0) { c3 = c2 = c1 = -1; }
283 else if(c3 >= 0) { c4 = c2 = c1 = -1; }
284 else { c4 = c3 = c1 = -1; }
285 // no further cases, bots have one of the teams
293 // if player has a forced team, ONLY allow that one
294 if(for_whom.team_forced == NUM_TEAM_1 && c1 >= 0)
296 else if(for_whom.team_forced == NUM_TEAM_2 && c2 >= 0)
298 else if(for_whom.team_forced == NUM_TEAM_3 && c3 >= 0)
300 else if(for_whom.team_forced == NUM_TEAM_4 && c4 >= 0)
304 float PlayerValue(entity p)
307 // FIXME: it always returns 1...
310 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
311 // teams that are allowed will now have their player counts stored in c1...c4
312 void GetTeamCounts(entity ignore)
315 // now count how many players are on each team already
317 // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
318 // also remember the lowest-scoring player
320 FOREACH_CLIENT(true, LAMBDA(
322 if(IS_PLAYER(it) || it.caplayer)
324 else if(it.team_forced > 0)
325 t = it.team_forced; // reserve the spot
328 if(it != ignore)// && it.netname != "")
330 value = PlayerValue(it);
331 if(IS_BOT_CLIENT(it))
370 // if the player who has a forced team has not joined yet, reserve the spot
371 if(autocvar_g_campaign)
373 switch(autocvar_g_campaign_forceteam)
375 case 1: if(c1 == cb1) ++c1; break;
376 case 2: if(c2 == cb2) ++c2; break;
377 case 3: if(c3 == cb3) ++c3; break;
378 case 4: if(c4 == cb4) ++c4; break;
383 float TeamSmallerEqThanTeam(float ta, float tb, entity e)
385 // we assume that CheckAllowedTeams and GetTeamCounts have already been called
387 float ca = -1, cb = -1, cba = 0, cbb = 0, sa = 0, sb = 0;
391 case 1: ca = c1; cba = cb1; sa = team1_score; break;
392 case 2: ca = c2; cba = cb2; sa = team2_score; break;
393 case 3: ca = c3; cba = cb3; sa = team3_score; break;
394 case 4: ca = c4; cba = cb4; sa = team4_score; break;
398 case 1: cb = c1; cbb = cb1; sb = team1_score; break;
399 case 2: cb = c2; cbb = cb2; sb = team2_score; break;
400 case 3: cb = c3; cbb = cb3; sb = team3_score; break;
401 case 4: cb = c4; cbb = cb4; sb = team4_score; break;
412 if(IS_REAL_CLIENT(e))
421 // keep teams alive (teams of size 0 always count as smaller, ignoring score)
437 // the more we're at the end of the match, the more take scores into account
438 f = bound(0, game_completion_ratio * autocvar_g_balance_teams_scorefactor, 1);
445 // returns # of smallest team (1, 2, 3, 4)
446 // NOTE: Assumes CheckAllowedTeams has already been called!
447 float FindSmallestTeam(entity pl, float ignore_pl)
450 int t = 1; // initialize with a random team?
456 // find out what teams are available
457 //CheckAllowedTeams();
459 // make sure there are at least 2 teams to join
461 totalteams = totalteams + 1;
463 totalteams = totalteams + 1;
465 totalteams = totalteams + 1;
467 totalteams = totalteams + 1;
469 if((autocvar_bot_vs_human || pl.team_forced > 0) && totalteams == 1)
474 if(autocvar_g_campaign && pl && IS_REAL_CLIENT(pl))
475 return 1; // special case for campaign and player joining
476 else if(totalteams == 1) // single team
477 LOG_TRACEF("Only 1 team available for %s, you may need to fix your map", MapInfo_Type_ToString(MapInfo_CurrentGametype()));
478 else // no teams, major no no
479 error(sprintf("No teams available for %s\n", MapInfo_Type_ToString(MapInfo_CurrentGametype())));
482 // count how many players are in each team
488 RandomSelection_Init();
490 if(TeamSmallerEqThanTeam(1, t, pl))
492 if(TeamSmallerEqThanTeam(2, t, pl))
494 if(TeamSmallerEqThanTeam(3, t, pl))
496 if(TeamSmallerEqThanTeam(4, t, pl))
499 // now t is the minimum, or A minimum!
500 if(t == 1 || TeamSmallerEqThanTeam(1, t, pl))
501 RandomSelection_Add(NULL, 1, string_null, 1, 1);
502 if(t == 2 || TeamSmallerEqThanTeam(2, t, pl))
503 RandomSelection_Add(NULL, 2, string_null, 1, 1);
504 if(t == 3 || TeamSmallerEqThanTeam(3, t, pl))
505 RandomSelection_Add(NULL, 3, string_null, 1, 1);
506 if(t == 4 || TeamSmallerEqThanTeam(4, t, pl))
507 RandomSelection_Add(NULL, 4, string_null, 1, 1);
509 return RandomSelection_chosen_float;
512 int JoinBestTeam(entity this, bool only_return_best, bool forcebestteam)
514 float smallest, selectedteam;
516 // don't join a team if we're not playing a team game
520 // find out what teams are available
521 CheckAllowedTeams(this);
523 // if we don't care what team he ends up on, put him on whatever team he entered as.
524 // if he's not on a valid team, then let other code put him on the smallest team
527 if( c1 >= 0 && this.team == NUM_TEAM_1)
528 selectedteam = this.team;
529 else if(c2 >= 0 && this.team == NUM_TEAM_2)
530 selectedteam = this.team;
531 else if(c3 >= 0 && this.team == NUM_TEAM_3)
532 selectedteam = this.team;
533 else if(c4 >= 0 && this.team == NUM_TEAM_4)
534 selectedteam = this.team;
540 if(!only_return_best)
542 SetPlayerColors(this, selectedteam - 1);
544 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
545 // when JoinBestTeam is called by client.qc/ClientConnect the player_id is 0 the log attempt is rejected
546 LogTeamchange(this.playerid, this.team, 99);
550 // otherwise end up on the smallest team (handled below)
553 smallest = FindSmallestTeam(this, true);
555 if(!only_return_best && !this.bot_forced_team)
557 TeamchangeFrags(this);
560 SetPlayerColors(this, NUM_TEAM_1 - 1);
562 else if(smallest == 2)
564 SetPlayerColors(this, NUM_TEAM_2 - 1);
566 else if(smallest == 3)
568 SetPlayerColors(this, NUM_TEAM_3 - 1);
570 else if(smallest == 4)
572 SetPlayerColors(this, NUM_TEAM_4 - 1);
576 error("smallest team: invalid team\n");
579 LogTeamchange(this.playerid, this.team, 2); // log auto join
582 Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0');
588 //void() ctf_playerchanged;
589 void SV_ChangeTeam(entity this, float _color)
591 float scolor, dcolor, steam, dteam; //, dbotcount, scount, dcount;
593 // in normal deathmatch we can just apply the color and we're done
595 SetPlayerColors(this, _color);
599 // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here
600 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_CONNECTING, this.netname);
607 scolor = this.clientcolors & 0x0F;
608 dcolor = _color & 0x0F;
610 if(scolor == NUM_TEAM_1 - 1)
612 else if(scolor == NUM_TEAM_2 - 1)
614 else if(scolor == NUM_TEAM_3 - 1)
616 else // if(scolor == NUM_TEAM_4 - 1)
618 if(dcolor == NUM_TEAM_1 - 1)
620 else if(dcolor == NUM_TEAM_2 - 1)
622 else if(dcolor == NUM_TEAM_3 - 1)
624 else // if(dcolor == NUM_TEAM_4 - 1)
627 CheckAllowedTeams(this);
629 if(dteam == 1 && c1 < 0) dteam = 4;
630 if(dteam == 4 && c4 < 0) dteam = 3;
631 if(dteam == 3 && c3 < 0) dteam = 2;
632 if(dteam == 2 && c2 < 0) dteam = 1;
634 // not changing teams
637 //bprint("same team change\n");
638 SetPlayerTeam(this, dteam, steam, true);
642 if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && this.wasplayer)) {
643 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_NOTALLOWED);
644 return; // changing teams is not allowed
647 // autocvar_g_balance_teams_prevent_imbalance only makes sense if autocvar_g_balance_teams is on, as it makes the team selection dialog pointless
648 if(autocvar_g_balance_teams && autocvar_g_balance_teams_prevent_imbalance)
651 if(!TeamSmallerEqThanTeam(dteam, steam, this))
653 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_LARGERTEAM);
658 // bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
660 if(IS_PLAYER(this) && steam != dteam)
662 // reduce frags during a team change
663 TeamchangeFrags(this);
666 MUTATOR_CALLHOOK(Player_ChangeTeam, this, steam, dteam);
668 SetPlayerTeam(this, dteam, steam, !IS_CLIENT(this));
670 if(IS_PLAYER(this) && steam != dteam)
672 // kill player when changing teams
674 Damage(this, this, this, 100000, DEATH_TEAMCHANGE.m_id, this.origin, '0 0 0');
678 void ShufflePlayerOutOfTeam (float source_team)
680 float smallestteam, smallestteam_count, steam;
681 float lowest_bot_score, lowest_player_score;
682 entity lowest_bot, lowest_player, selected;
685 smallestteam_count = 999999999;
687 if(c1 >= 0 && c1 < smallestteam_count)
690 smallestteam_count = c1;
692 if(c2 >= 0 && c2 < smallestteam_count)
695 smallestteam_count = c2;
697 if(c3 >= 0 && c3 < smallestteam_count)
700 smallestteam_count = c3;
702 if(c4 >= 0 && c4 < smallestteam_count)
705 smallestteam_count = c4;
710 bprint("warning: no smallest team\n");
716 else if(source_team == 2)
718 else if(source_team == 3)
720 else // if(source_team == 4)
724 lowest_bot_score = 999999999;
725 lowest_player = NULL;
726 lowest_player_score = 999999999;
728 // find the lowest-scoring player & bot of that team
729 FOREACH_CLIENT(IS_PLAYER(it) && it.team == steam, LAMBDA(
732 if(it.totalfrags < lowest_bot_score)
735 lowest_bot_score = it.totalfrags;
740 if(it.totalfrags < lowest_player_score)
743 lowest_player_score = it.totalfrags;
748 // prefers to move a bot...
749 if(lowest_bot != NULL)
750 selected = lowest_bot;
751 // but it will move a player if it has to
753 selected = lowest_player;
754 // don't do anything if it couldn't find anyone
757 bprint("warning: couldn't find a player to move from team\n");
761 // smallest team gains a member
762 if(smallestteam == 1)
766 else if(smallestteam == 2)
770 else if(smallestteam == 3)
774 else if(smallestteam == 4)
780 bprint("warning: destination team invalid\n");
783 // source team loses a member
788 else if(source_team == 2)
792 else if(source_team == 3)
796 else if(source_team == 4)
802 bprint("warning: source team invalid\n");
806 // move the player to the new team
807 TeamchangeFrags(selected);
808 SetPlayerTeam(selected, smallestteam, source_team, false);
810 if(!IS_DEAD(selected))
811 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE.m_id, selected.origin, '0 0 0');
812 Send_Notification(NOTIF_ONE, selected, MSG_CENTER, CENTER_DEATH_SELF_AUTOTEAMCHANGE, selected.team);