1 string cache_mutatormsg;
2 string cache_lastmutatormsg;
4 // client counts for each team
6 // # of bots on those teams
7 float cb1, cb2, cb3, cb4;
9 float audit_teams_time;
11 float IsTeamBalanceForced()
13 if(intermission_running)
14 return 0; // no rebalancing whatsoever please
17 if(cvar("g_campaign"))
19 if(cvar("bot_vs_human") && (c3==-1 && c4==-1))
21 if(!cvar("g_balance_teams_force"))
26 void TeamchangeFrags(entity e)
31 vector TeamColor(float teem)
36 return '1 0.0625 0.0625';
38 return '0.0625 0.0625 1';
48 string TeamName(float t)
50 return strcat(Team_ColorName(t), " Team");
52 string ColoredTeamName(float t)
54 return strcat(Team_ColorCode(t), Team_ColorName(t), " Team^7");
56 string TeamNoName(float t)
58 // fixme: Search for team entities and get their .netname's!
67 return "Neutral Team";
72 void runematch_init();
77 void LogTeamchange(float player_id, float team_number, float type)
79 if(!cvar("sv_eventlog"))
85 GameLogEcho(strcat(":team:", ftos(player_id), ":", ftos(team_number), ":", ftos(type)));
90 cvar_set("g_dm", ftos(g_dm));
91 cvar_set("g_tdm", ftos(g_tdm));
92 cvar_set("g_domination", ftos(g_domination));
93 cvar_set("g_ctf", ftos(g_ctf));
94 cvar_set("g_runematch", ftos(g_runematch));
95 cvar_set("g_lms", ftos(g_lms));
96 cvar_set("g_arena", ftos(g_arena));
97 cvar_set("g_ca", ftos(g_ca));
98 cvar_set("g_keyhunt", ftos(g_keyhunt));
99 cvar_set("g_assault", ftos(g_assault));
100 cvar_set("g_onslaught", ftos(g_onslaught));
101 cvar_set("g_race", ftos(g_race));
102 cvar_set("g_nexball", ftos(g_nexball));
103 cvar_set("g_cts", ftos(g_cts));
104 cvar_set("g_freezetag", ftos(g_freezetag));
105 cvar_set("g_keepaway", ftos(g_keepaway));
115 prev = cvar("gamecfg");
116 for(i = 0; i < 2; ++i)
118 found += (g_dm = (!found && (prev != GAME_DEATHMATCH) && cvar("g_dm")));
119 found += (g_tdm = (!found && (prev != GAME_TEAM_DEATHMATCH) && cvar("g_tdm")));
120 found += (g_domination = (!found && (prev != GAME_DOMINATION) && cvar("g_domination")));
121 found += (g_ctf = (!found && (prev != GAME_CTF) && cvar("g_ctf")));
122 found += (g_runematch = (!found && (prev != GAME_RUNEMATCH) && cvar("g_runematch")));
123 found += (g_lms = (!found && (prev != GAME_LMS) && cvar("g_lms")));
124 found += (g_arena = (!found && (prev != GAME_ARENA) && cvar("g_arena")));
125 found += (g_ca = (!found && (prev != GAME_CA) && cvar("g_ca")));
126 found += (g_keyhunt = (!found && (prev != GAME_KEYHUNT) && cvar("g_keyhunt")));
127 found += (g_assault = (!found && (prev != GAME_ASSAULT) && cvar("g_assault")));
128 found += (g_onslaught = (!found && (prev != GAME_ONSLAUGHT) && cvar("g_onslaught")));
129 found += (g_race = (!found && (prev != GAME_RACE) && cvar("g_race")));
130 found += (g_nexball = (!found && (prev != GAME_NEXBALL) && cvar("g_nexball")));
131 found += (g_cts = (!found && (prev != GAME_CTS) && cvar("g_cts")));
132 found += (g_freezetag = (!found && (prev != GAME_FREEZETAG) && cvar("g_freezetag")));
133 found += (g_keepaway = (!found && (prev != GAME_KEEPAWAY) && cvar("g_keepaway")));
138 prev = -1; // second attempt takes place WITHOUT prev set
144 if(g_dm && cvar("deathmatch_force_teamplay"))
153 void default_delayedinit()
155 if(!scores_initialized)
156 ScoreRules_generic();
159 void ActivateTeamplay()
161 float teamplay_default;
162 teamplay_default = cvar("teamplay_default");
165 teamplay = teamplay_default;
168 cvar_set("teamplay", ftos(teamplay));
173 void InitGameplayMode()
175 float fraglimit_override, timelimit_override, leadlimit_override, qualifying_override;
177 qualifying_override = -1;
182 cvar_set("teamplay", "0");
184 // make sure only ONE type is selected
188 // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
193 MapInfo_LoadMapSettings(mapname);
195 if not(cvar_value_issafe(world.fog))
197 print("The current map contains a potentially harmful fog setting, ignored\n");
198 world.fog = string_null;
200 if(MapInfo_Map_fog != "")
201 if(MapInfo_Map_fog == "none")
202 world.fog = string_null;
204 world.fog = strzone(MapInfo_Map_fog);
205 clientstuff = strzone(MapInfo_Map_clientstuff);
207 MapInfo_ClearTemps();
209 // in case mapinfo switched the type
212 // set both here, gamemode can override it later
213 timelimit_override = cvar("timelimit_override");
214 fraglimit_override = cvar("fraglimit_override");
215 leadlimit_override = cvar("leadlimit_override");
219 game = GAME_DEATHMATCH;
220 gamemode_name = "Deathmatch";
225 game = GAME_TEAM_DEATHMATCH;
226 gamemode_name = "Team Deathmatch";
229 if(cvar("g_tdm_team_spawns"))
230 have_team_spawns = -1; // request team spawns
235 game = GAME_DOMINATION;
236 gamemode_name = "Domination";
238 fraglimit_override = cvar("g_domination_point_limit");
239 leadlimit_override = cvar("g_domination_point_leadlimit");
241 have_team_spawns = -1; // request team spawns
247 gamemode_name = "Capture the Flag";
249 if(cvar("g_campaign"))
252 g_ctf_win_mode = cvar("g_ctf_win_mode");
253 g_ctf_ignore_frags = cvar("g_ctf_ignore_frags");
254 if(g_ctf_win_mode == 2)
256 fraglimit_override = cvar("g_ctf_capture_limit");
257 leadlimit_override = cvar("g_ctf_capture_leadlimit");
261 fraglimit_override = cvar("capturelimit_override");
262 leadlimit_override = cvar("captureleadlimit_override");
265 have_team_spawns = -1; // request team spawns
270 game = GAME_RUNEMATCH;
271 gamemode_name = "Rune Match";
272 if(cvar("deathmatch_force_teamplay"))
274 fraglimit_override = cvar("g_runematch_point_limit");
275 leadlimit_override = cvar("g_runematch_point_leadlimit");
282 gamemode_name = "Last Man Standing";
283 fraglimit_override = cvar("g_lms_lives_override");
284 leadlimit_override = 0; // not supported by LMS
285 if(fraglimit_override == 0)
286 fraglimit_override = -1;
287 lms_lowest_lives = 9999;
295 gamemode_name = "Arena";
296 fraglimit_override = cvar("g_arena_point_limit");
297 leadlimit_override = cvar("g_arena_point_leadlimit");
298 maxspawned = cvar("g_arena_maxspawned");
301 arena_roundbased = cvar("g_arena_roundbased");
307 gamemode_name = "Clan Arena";
309 fraglimit_override = cvar("g_ca_point_limit");
310 leadlimit_override = cvar("g_ca_point_leadlimit");
311 precache_sound("ctf/red_capture.wav");
312 precache_sound("ctf/blue_capture.wav");
317 gamemode_name = "Key Hunt";
319 fraglimit_override = cvar("g_keyhunt_point_limit");
320 leadlimit_override = cvar("g_keyhunt_point_leadlimit");
321 MUTATOR_ADD(gamemode_keyhunt);
326 game = GAME_FREEZETAG;
327 gamemode_name = "Freeze Tag";
329 fraglimit_override = cvar("g_freezetag_point_limit");
330 leadlimit_override = cvar("g_freezetag_point_leadlimit");
331 MUTATOR_ADD(gamemode_freezetag);
337 gamemode_name = "Assault";
339 ScoreRules_assault();
340 have_team_spawns = -1; // request team spawns
345 game = GAME_ONSLAUGHT;
346 gamemode_name = "Onslaught";
348 have_team_spawns = -1; // request team spawns
354 gamemode_name = "Race";
356 if(cvar("g_race_teams"))
359 race_teams = bound(2, cvar("g_race_teams"), 4);
360 have_team_spawns = -1; // request team spawns
365 qualifying_override = cvar("g_race_qualifying_timelimit_override");
366 fraglimit_override = cvar("g_race_laps_limit");
367 leadlimit_override = 0; // currently not supported by race
373 gamemode_name = "CTS";
374 g_race_qualifying = 1;
375 fraglimit_override = 0;
376 leadlimit_override = 0;
382 gamemode_name = "Nexball";
383 fraglimit_override = cvar("g_nexball_goallimit");
384 leadlimit_override = cvar("g_nexball_goalleadlimit");
387 have_team_spawns = -1; // request team spawns
392 game = GAME_KEEPAWAY;
393 gamemode_name = "Keepaway";
394 MUTATOR_ADD(gamemode_keepaway);
400 // save it (for the next startup)
401 cvar_set("gamecfg", ftos(game));
403 cache_mutatormsg = strzone("");
404 cache_lastmutatormsg = strzone("");
406 // enforce the server's universal frag/time limits
407 if(!cvar("g_campaign"))
409 if(fraglimit_override >= 0)
410 cvar_set("fraglimit", ftos(fraglimit_override));
411 if(timelimit_override >= 0)
412 cvar_set("timelimit", ftos(timelimit_override));
413 if(leadlimit_override >= 0)
414 cvar_set("leadlimit", ftos(leadlimit_override));
415 if(qualifying_override >= 0)
416 cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
421 // we need to find out the correct value for g_race_qualifying
422 if(cvar("g_campaign"))
424 g_race_qualifying = 1;
426 else if(!cvar("g_campaign") && cvar("g_race_qualifying_timelimit") > 0)
428 g_race_qualifying = 2;
429 race_fraglimit = cvar("fraglimit");
430 race_leadlimit = cvar("leadlimit");
431 race_timelimit = cvar("timelimit");
432 cvar_set("fraglimit", "0");
433 cvar_set("leadlimit", "0");
434 cvar_set("timelimit", cvar_string("g_race_qualifying_timelimit"));
437 g_race_qualifying = 0;
442 if(g_race_qualifying)
443 independent_players = 1;
448 InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
451 string GetClientVersionMessage() {
452 local string versionmsg;
453 if (self.version_mismatch) {
454 if(self.version < cvar("gameversion")) {
455 versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
457 versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
460 versionmsg = "^2client version and server version are compatible.^8";
466 void PrintWelcomeMessage(entity pl)
468 string s, modifications, motd;
470 if(self.cvar_scr_centertime == 0) return;
472 if(cvar("g_campaign"))
474 if(self.classname == "player" && !self.BUTTON_INFO)
479 if((time - self.jointime) > cvar("welcome_message_time") && !self.BUTTON_INFO)
483 if( !(timeoutStatus >= 1) ) { //really print the WelcomeMessage to the player every frame when timeout-seconds are shown or the game is restarted, to make sure that the shown number is accurate
484 if(self.welcomemessage_time > time) return;
485 self.welcomemessage_time = time + max(0.5, self.cvar_scr_centertime * 0.6);
488 if(cvar("g_campaign"))
490 centerprint(pl, campaign_message);
494 //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)!
495 if(!self.BUTTON_INFO)
497 // TODO get rid of this too
498 local string specString;
499 specString = NEWLINES;
500 //if(time < game_starttime) //also show the countdown when being a spectator
501 // specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7");
503 if (timeoutStatus != 0)
504 specString = strcat(specString, "\n\n", getTimeoutText(1));
507 if(self.classname == "player")
511 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
516 MUTATOR_CALLHOOK(BuildMutatorsPrettyString);
517 modifications = ret_string;
520 modifications = strcat(modifications, ", MinstaGib");
523 if(g_weaponarena_random)
524 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
526 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
528 if(cvar("g_start_weapon_laser") == 0)
529 modifications = strcat(modifications, ", No start weapons");
530 if(cvar("sv_gravity") < 800)
531 modifications = strcat(modifications, ", Low gravity");
533 modifications = strcat(modifications, ", Cloaked");
535 modifications = strcat(modifications, ", Hook");
537 modifications = strcat(modifications, ", Midair");
539 modifications = strcat(modifications, ", Pinata");
541 modifications = strcat(modifications, ", Weapons stay");
543 modifications = strcat(modifications, ", Bloodloss");
545 modifications = strcat(modifications, ", Jet pack");
546 modifications = substring(modifications, 2, strlen(modifications) - 2);
548 local string versionmessage;
549 versionmessage = GetClientVersionMessage();
551 s = strcat(s, NEWLINES, "This is Xonotic ", cvar_string("g_xonoticversion"), "\n", versionmessage);
552 s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
554 if(modifications != "")
555 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
557 if(timeoutStatus != 0)
558 s = strcat(s, "\n\n", getTimeoutText(1));
560 if (g_grappling_hook)
561 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
563 if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))
565 if(cache_lastmutatormsg)
566 strunzone(cache_lastmutatormsg);
568 strunzone(cache_mutatormsg);
569 cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));
570 cache_mutatormsg = strzone(cache_lastmutatormsg);
573 if (cache_mutatormsg != "") {
574 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
577 motd = cvar_string("sv_motd");
579 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
587 void SetPlayerColors(entity pl, float _color)
591 stuffcmd(pl, strcat("color ", s, " ", s, "\n") );
593 //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
594 pl.clientcolors = 16*cl + cl;*/
597 pants = _color & 0x0F;
598 shirt = _color & 0xF0;
602 setcolor(pl, 16*pants + pants);
604 setcolor(pl, shirt + pants);
608 void SetPlayerTeam(entity pl, float t, float s, float noprint)
613 _color = COLOR_TEAM4 - 1;
615 _color = COLOR_TEAM3 - 1;
617 _color = COLOR_TEAM2 - 1;
619 _color = COLOR_TEAM1 - 1;
621 SetPlayerColors(pl,_color);
624 LogTeamchange(pl.playerid, pl.team, 3); // log manual team join
627 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
632 // set c1...c4 to show what teams are allowed
633 void CheckAllowedTeams (entity for_whom)
639 c1 = c2 = c3 = c4 = -1;
640 cb1 = cb2 = cb3 = cb4 = 0;
642 if(cvar("g_campaign") && for_whom && clienttype(for_whom) == CLIENTTYPE_REAL)
644 c1 = 0; // only allow RED team for player joining
648 // onslaught is special
649 head = findchain(classname, "onslaught_generator");
652 if (head.team == COLOR_TEAM1) c1 = 0;
653 if (head.team == COLOR_TEAM2) c2 = 0;
654 if (head.team == COLOR_TEAM3) c3 = 0;
655 if (head.team == COLOR_TEAM4) c4 = 0;
659 else if(g_domination)
660 teament_name = "dom_team";
662 teament_name = "ctf_team";
664 teament_name = "tdm_team";
666 teament_name = "nexball_team";
668 c1 = c2 = 0; // Assault always has 2 teams
671 // cover anything else by treating it like tdm with no teams spawned
678 MUTATOR_CALLHOOK(GetTeamCount);
682 c1 = c2 = c3 = c4 = 0;
689 // find out what teams are allowed if necessary
692 head = find(world, classname, teament_name);
695 if(!(g_domination && head.netname == ""))
697 if(head.team == COLOR_TEAM1)
699 else if(head.team == COLOR_TEAM2)
701 else if(head.team == COLOR_TEAM3)
703 else if(head.team == COLOR_TEAM4)
706 head = find(head, classname, teament_name);
710 // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
712 if(cvar("bot_vs_human") && for_whom)
714 if(cvar("bot_vs_human") > 0)
717 if(clienttype(for_whom) == CLIENTTYPE_BOT)
725 if(clienttype(for_whom) == CLIENTTYPE_BOT)
732 // if player has a forced team, ONLY allow that one
733 if(self.team_forced == COLOR_TEAM1 && c1 >= 0)
735 else if(self.team_forced == COLOR_TEAM2 && c2 >= 0)
737 else if(self.team_forced == COLOR_TEAM3 && c3 >= 0)
739 else if(self.team_forced == COLOR_TEAM4 && c4 >= 0)
743 float PlayerValue(entity p)
745 if(IsTeamBalanceForced() == 1)
748 // FIXME: it always returns 1...
751 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
752 // teams that are allowed will now have their player counts stored in c1...c4
753 void GetTeamCounts(entity ignore)
757 // now count how many players are on each team already
759 // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
760 // also remember the lowest-scoring player
762 FOR_EACH_PLAYER(head)
764 if(head != ignore)// && head.netname != "")
766 value = PlayerValue(head);
767 if(clienttype(head) == CLIENTTYPE_BOT)
771 if(head.team == COLOR_TEAM1)
779 if(head.team == COLOR_TEAM2)
787 if(head.team == COLOR_TEAM3)
795 if(head.team == COLOR_TEAM4)
807 // returns # of smallest team (1, 2, 3, 4)
808 // NOTE: Assumes CheckAllowedTeams has already been called!
809 float FindSmallestTeam(entity pl, float ignore_pl)
811 float totalteams, balance_type, maxc;
814 // find out what teams are available
815 //CheckAllowedTeams();
817 // make sure there are at least 2 teams to join
819 totalteams = totalteams + 1;
821 totalteams = totalteams + 1;
823 totalteams = totalteams + 1;
825 totalteams = totalteams + 1;
827 if((cvar("bot_vs_human") || pl.team_forced > 0) && totalteams == 1)
832 if(cvar("g_campaign") && pl && clienttype(pl) == CLIENTTYPE_REAL)
833 return 1; // special case for campaign and player joining
834 else if(g_domination)
835 error("Too few teams available for domination\n");
837 error("Too few teams available for ctf\n");
839 error("Too few teams available for key hunt\n");
841 error("Too few teams available for freeze tag\n");
843 error("Too few teams available for team deathmatch\n");
846 // count how many players are in each team
850 GetTeamCounts(world);
852 // c1...c4 now have counts of each team
853 // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
855 // 2 gives priority to what team you're already on, 1 goes in order
856 // 2 doesn't seem to work though...
860 //if(pl.classname != "player")
861 if(clienttype(pl) != CLIENTTYPE_BOT)
863 c1 -= cb1 * 255.0/256.0;
864 c2 -= cb2 * 255.0/256.0;
865 c3 -= cb3 * 255.0/256.0;
866 c4 -= cb4 * 255.0/256.0;
868 maxc = max4(c1, c2, c3, c4);
870 RandomSelection_Init();
871 if(balance_type == 1)
873 // 1: use team count, then score (note: can only use 8 significant bits of score)
874 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score) / 256.0);
875 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score) / 256.0);
876 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score) / 256.0);
877 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score) / 256.0);
879 else if(balance_type == 2)
881 // 1: use team count, if equal prefer own team
882 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM1) / 512.0);
883 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM2) / 512.0);
884 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM3) / 512.0);
885 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM4) / 512.0);
887 else if(balance_type == 3)
889 // 1: use team count, then score, if equal prefer own team (probably fails due to float accuracy problems)
890 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score + 0.5 * (self.team == COLOR_TEAM1)) / 256.0);
891 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score + 0.5 * (self.team == COLOR_TEAM2)) / 256.0);
892 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score + 0.5 * (self.team == COLOR_TEAM3)) / 256.0);
893 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score + 0.5 * (self.team == COLOR_TEAM4)) / 256.0);
895 return RandomSelection_chosen_float;
898 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
900 float smallest, selectedteam;
902 // don't join a team if we're not playing a team game
906 // find out what teams are available
907 CheckAllowedTeams(pl);
909 // if we want the player in a certain team for campaign, force him there
910 if(cvar("g_campaign"))
911 if(clienttype(pl) == CLIENTTYPE_REAL) // only players, not bots
913 switch(cvar("g_campaign_forceteam"))
916 SetPlayerColors(pl, COLOR_TEAM1 - 1);
917 LogTeamchange(pl.playerid, pl.team, 2);
920 SetPlayerColors(pl, COLOR_TEAM2 - 1);
921 LogTeamchange(pl.playerid, pl.team, 2);
924 SetPlayerColors(pl, COLOR_TEAM3 - 1);
925 LogTeamchange(pl.playerid, pl.team, 2);
928 SetPlayerColors(pl, COLOR_TEAM4 - 1);
929 LogTeamchange(pl.playerid, pl.team, 2);
936 // if we don't care what team he ends up on, put him on whatever team he entered as.
937 // if he's not on a valid team, then let other code put him on the smallest team
940 if( c1 >= 0 && pl.team == COLOR_TEAM1)
941 selectedteam = pl.team;
942 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
943 selectedteam = pl.team;
944 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
945 selectedteam = pl.team;
946 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
947 selectedteam = pl.team;
953 if(!only_return_best)
955 SetPlayerColors(pl, selectedteam - 1);
957 // when JoinBestTeam is called by client.qc/ClientKill_Now_TeamChange the players team is -1 and thus skipped
958 // when JoinBestTeam is called by cl_client.qc/ClientConnect the player_id is 0 the log attempt is rejected
959 LogTeamchange(pl.playerid, pl.team, 99);
963 // otherwise end up on the smallest team (handled below)
966 smallest = FindSmallestTeam(pl, TRUE);
968 if(!only_return_best && !pl.bot_forced_team)
970 TeamchangeFrags(self);
973 SetPlayerColors(pl, COLOR_TEAM1 - 1);
975 else if(smallest == 2)
977 SetPlayerColors(pl, COLOR_TEAM2 - 1);
979 else if(smallest == 3)
981 SetPlayerColors(pl, COLOR_TEAM3 - 1);
983 else if(smallest == 4)
985 SetPlayerColors(pl, COLOR_TEAM4 - 1);
989 error("smallest team: invalid team\n");
992 LogTeamchange(pl.playerid, pl.team, 2); // log auto join
994 if(pl.deadflag == DEAD_NO)
995 Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
1001 //void() ctf_playerchanged;
1002 void SV_ChangeTeam(float _color)
1004 float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
1006 // in normal deathmatch we can just apply the color and we're done
1008 SetPlayerColors(self, _color);
1012 scolor = self.clientcolors & 0x0F;
1013 dcolor = _color & 0x0F;
1015 if(scolor == COLOR_TEAM1 - 1)
1017 else if(scolor == COLOR_TEAM2 - 1)
1019 else if(scolor == COLOR_TEAM3 - 1)
1021 else // if(scolor == COLOR_TEAM4 - 1)
1023 if(dcolor == COLOR_TEAM1 - 1)
1025 else if(dcolor == COLOR_TEAM2 - 1)
1027 else if(dcolor == COLOR_TEAM3 - 1)
1029 else // if(dcolor == COLOR_TEAM4 - 1)
1032 CheckAllowedTeams(self);
1034 if(dteam == 1 && c1 < 0) dteam = 4;
1035 if(dteam == 4 && c4 < 0) dteam = 3;
1036 if(dteam == 3 && c3 < 0) dteam = 2;
1037 if(dteam == 2 && c2 < 0) dteam = 1;
1039 // not changing teams
1040 if(scolor == dcolor)
1042 //bprint("same team change\n");
1043 SetPlayerTeam(self, dteam, steam, TRUE);
1047 if((cvar("g_campaign")) || (cvar("g_changeteam_banned") && self.wasplayer)) {
1048 sprint(self, "Team changes not allowed\n");
1049 return; // changing teams is not allowed
1052 if(cvar("g_balance_teams_prevent_imbalance"))
1054 // only allow changing to a smaller or equal size team
1056 // find out what teams are available
1057 //CheckAllowedTeams();
1058 // count how many players on each team
1059 GetTeamCounts(world);
1062 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
1067 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
1072 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
1077 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1084 sprint(self, "Cannot change to an invalid team\n");
1089 // get starting team
1090 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1092 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1094 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1096 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1099 if(scount) // started at a valid, nonempty team
1101 // check if we're trying to change to a larger team that doens't have bots to swap with
1102 if(dcount >= scount && dbotcount <= 0)
1104 sprint(self, "Cannot change to a larger team\n");
1105 return; // can't change to a larger team
1110 // bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1112 if(self.classname == "player" && steam != dteam)
1114 // reduce frags during a team change
1115 TeamchangeFrags(self);
1118 SetPlayerTeam(self, dteam, steam, FALSE);
1120 if(self.classname == "player" && steam != dteam)
1122 // kill player when changing teams
1123 if(self.deadflag == DEAD_NO)
1124 Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1126 //ctf_playerchanged();
1129 void ShufflePlayerOutOfTeam (float source_team)
1131 float smallestteam, smallestteam_count, steam;
1132 float lowest_bot_score, lowest_player_score;
1133 entity head, lowest_bot, lowest_player, selected;
1136 smallestteam_count = 999999999;
1138 if(c1 >= 0 && c1 < smallestteam_count)
1141 smallestteam_count = c1;
1143 if(c2 >= 0 && c2 < smallestteam_count)
1146 smallestteam_count = c2;
1148 if(c3 >= 0 && c3 < smallestteam_count)
1151 smallestteam_count = c3;
1153 if(c4 >= 0 && c4 < smallestteam_count)
1156 smallestteam_count = c4;
1161 bprint("warning: no smallest team\n");
1165 if(source_team == 1)
1166 steam = COLOR_TEAM1;
1167 else if(source_team == 2)
1168 steam = COLOR_TEAM2;
1169 else if(source_team == 3)
1170 steam = COLOR_TEAM3;
1171 else if(source_team == 4)
1172 steam = COLOR_TEAM4;
1175 lowest_bot_score = 999999999;
1176 lowest_player = world;
1177 lowest_player_score = 999999999;
1179 // find the lowest-scoring player & bot of that team
1180 FOR_EACH_PLAYER(head)
1182 if(head.team == steam)
1186 if(head.totalfrags < lowest_bot_score)
1189 lowest_bot_score = head.totalfrags;
1194 if(head.totalfrags < lowest_player_score)
1196 lowest_player = head;
1197 lowest_player_score = head.totalfrags;
1203 // prefers to move a bot...
1204 if(lowest_bot != world)
1205 selected = lowest_bot;
1206 // but it will move a player if it has to
1208 selected = lowest_player;
1209 // don't do anything if it couldn't find anyone
1212 bprint("warning: couldn't find a player to move from team\n");
1216 // smallest team gains a member
1217 if(smallestteam == 1)
1221 else if(smallestteam == 2)
1225 else if(smallestteam == 3)
1229 else if(smallestteam == 4)
1235 bprint("warning: destination team invalid\n");
1238 // source team loses a member
1239 if(source_team == 1)
1243 else if(source_team == 2)
1247 else if(source_team == 3)
1251 else if(source_team == 4)
1257 bprint("warning: source team invalid\n");
1261 // move the player to the new team
1262 TeamchangeFrags(selected);
1263 SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1265 if(selected.deadflag == DEAD_NO)
1266 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1267 centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1270 void CauseRebalance(float source_team, float howmany_toomany)
1272 if(IsTeamBalanceForced() == 1)
1274 bprint("Rebalancing Teams\n");
1275 ShufflePlayerOutOfTeam(source_team);
1279 // part of g_balance_teams_force
1280 // occasionally perform an audit of the teams to make
1281 // sure they're more or less balanced in player count.
1284 float numplayers, numteams, smallest, toomany;
1286 balance = IsTeamBalanceForced();
1290 if(audit_teams_time > time)
1293 audit_teams_time = time + 4 + random();
1295 // bprint("Auditing teams\n");
1297 CheckAllowedTeams(world);
1298 GetTeamCounts(world);
1301 numteams = numplayers = smallest = 0;
1304 numteams = numteams + 1;
1305 numplayers = numplayers + c1;
1310 numteams = numteams + 1;
1311 numplayers = numplayers + c2;
1317 numteams = numteams + 1;
1318 numplayers = numplayers + c3;
1324 numteams = numteams + 1;
1325 numplayers = numplayers + c4;
1331 return; // no players to move around
1333 return; // don't bother shuffling if for some reason there aren't any teams
1335 toomany = smallest + 1;
1337 if(c1 && c1 > toomany)
1338 CauseRebalance(1, c1 - toomany);
1339 if(c2 && c2 > toomany)
1340 CauseRebalance(2, c2 - toomany);
1341 if(c3 && c3 > toomany)
1342 CauseRebalance(3, c3 - toomany);
1343 if(c4 && c4 > toomany)
1344 CauseRebalance(4, c4 - toomany);
1346 // if teams are still unbalanced, balance them further in the next audit,
1347 // which will happen sooner (keep doing rapid audits until things are in order)
1348 audit_teams_time = time + 0.7 + random()*0.3;
1351 // code from here on is just to support maps that don't have team entities
1352 void tdm_spawnteam (string teamname, float teamcolor)
1356 e.classname = "tdm_team";
1357 e.netname = teamname;
1362 // spawn some default teams if the map is not set up for tdm
1363 void tdm_spawnteams()
1367 numteams = cvar("g_tdm_teams_override");
1369 numteams = cvar("g_tdm_teams");
1370 numteams = bound(2, numteams, 4);
1372 tdm_spawnteam("Red", COLOR_TEAM1-1);
1373 tdm_spawnteam("Blue", COLOR_TEAM2-1);
1375 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1377 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1380 void tdm_delayedinit()
1382 // if no teams are found, spawn defaults
1383 if (find(world, classname, "tdm_team") == world)
1389 InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);