]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/command/vote.qc
Implement automatic per-map min & max player limits
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / command / vote.qc
index 9f8ef342f2e27d44a6eae906a0b0ff0d87ea5f4a..3367ef310c2e1eb5d97852b34964f1aa5188ab02 100644 (file)
@@ -11,6 +11,7 @@
 #include <common/stats.qh>
 #include <common/util.qh>
 #include <common/weapons/_all.qh>
+#include <server/campaign.qh>
 #include <server/client.qh>
 #include <server/command/banning.qh>
 #include <server/command/common.qh>
@@ -23,6 +24,7 @@
 #include <server/round_handler.qh>
 #include <server/scores.qh>
 #include <server/teamplay.qh>
+#include <server/weapons/accuracy.qh>
 #include <server/world.qh>
 
 // =============================================
@@ -335,12 +337,19 @@ void VoteThink()
 // =======================
 
 // Resets the state of all clients, items, weapons, waypoints, ... of the map.
-void reset_map(bool dorespawn)
+void reset_map(bool dorespawn, bool is_fake_round_start)
 {
        if (time <= game_starttime)
        {
                if (game_stopped)
                        return;
+
+               if (!is_fake_round_start)
+               {
+                       Score_ClearAll();
+                       PlayerStats_GameReport_Reset_All();
+               }
+
                if (round_handler_IsActive())
                        round_handler_Reset(game_starttime);
        }
@@ -351,8 +360,11 @@ void reset_map(bool dorespawn)
                shuffleteams_on_reset_map = false;
        }
 
-       FOREACH_CLIENT(IS_PLAYER(it),
-       {
+       FOREACH_CLIENT(true, {
+               if (time <= game_starttime)
+                       accuracy_reset(it); // for spectators too because weapon accuracy is persistent
+               if (!IS_PLAYER(it))
+                       continue;
                if (STAT(FROZEN, it))
                        Unfreeze(it, false);
                player_powerups_remove_all(it);
@@ -390,25 +402,16 @@ void reset_map(bool dorespawn)
        {
                if (!MUTATOR_CALLHOOK(reset_map_players))
                {
-                       if (restart_mapalreadyrestarted || (time < game_starttime))
+                       FOREACH_CLIENT(IS_PLAYER(it),
                        {
-                               FOREACH_CLIENT(IS_PLAYER(it),
-                               {
-                                       /*
-                                       only reset players if a restart countdown is active
-                                       this can either be due to cvar sv_ready_restart_after_countdown having set
-                                       restart_mapalreadyrestarted to 1 after the countdown ended or when
-                                       sv_ready_restart_after_countdown is not used and countdown is still running
-                                       */
-                                       // PlayerScore_Clear(it);
-                                       CS(it).killcount = 0;
-                                       // stop the player from moving so that he stands still once he gets respawned
-                                       it.velocity = '0 0 0';
-                                       it.avelocity = '0 0 0';
-                                       CS(it).movement = '0 0 0';
-                                       PutClientInServer(it);
-                               });
-                       }
+                               // PlayerScore_Clear(it);
+                               CS(it).killcount = 0;
+                               // stop the player from moving so that he stands still once he gets respawned
+                               it.velocity = '0 0 0';
+                               it.avelocity = '0 0 0';
+                               CS(it).movement = '0 0 0';
+                               PutClientInServer(it);
+                       });
                }
        }
 }
@@ -416,44 +419,41 @@ void reset_map(bool dorespawn)
 // Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown is set)
 void ReadyRestart_think(entity this)
 {
-       restart_mapalreadyrestarted = true;
-       reset_map(true);
-       Score_ClearAll();
+       reset_map(true, false);
        delete(this);
 }
 
 // Forces a restart of the game without actually reloading the map // this is a mess...
-void ReadyRestart_force()
+void ReadyRestart_force(bool is_fake_round_start)
 {
        if (time <= game_starttime && game_stopped)
                return;
-
-       bprint("^1Server is restarting...\n");
+       if (!is_fake_round_start)
+               bprint("^1Match is restarting...\n");
 
        VoteReset();
 
        // clear overtime, we have to decrease timelimit to its original value again.
        if (checkrules_overtimesadded > 0 && g_race_qualifying != 2)
                cvar_set("timelimit", ftos(autocvar_timelimit - (checkrules_overtimesadded * autocvar_timelimit_overtime)));
-       checkrules_suddendeathend = checkrules_overtimesadded = checkrules_suddendeathwarning = 0;
+       checkrules_suddendeathend = checkrules_overtimesadded = checkrules_suddendeathwarning = overtimes = 0;
 
-       readyrestart_happened = true;
-       game_starttime = time + RESTART_COUNTDOWN;
+       if(warmup_stage)
+               game_starttime = time; // Warmup: No countdown in warmup
+       else if (autocvar_g_campaign)
+               game_starttime = time + 3;
+       else
+               game_starttime = time + RESTART_COUNTDOWN; // Go into match mode
 
        // clear player attributes
        FOREACH_CLIENT(IS_PLAYER(it), {
                it.alivetime = 0;
                CS(it).killcount = 0;
-               float val = PlayerStats_GameReport_Event_Player(it, PLAYERSTATS_ALIVETIME, 0);
-               PlayerStats_GameReport_Event_Player(it, PLAYERSTATS_ALIVETIME, -val);
        });
 
-       restart_mapalreadyrestarted = false; // reset this var, needed when cvar sv_ready_restart_repeatable is in use
-
-       // disable the warmup global for the server
-       if(warmup_stage)
+       // if we're ending the warmup stage call the corresponding hook
+       if(!is_fake_round_start && !warmup_stage)
                localcmd("\nsv_hook_warmupend\n");
-       warmup_stage = 0;                // once the game is restarted the game is in match stage
 
        // reset the .ready status of all players (also spectators)
        FOREACH_CLIENT(IS_REAL_CLIENT(it), { it.ready = false; });
@@ -462,13 +462,10 @@ void ReadyRestart_force()
 
        // lock teams with lockonrestart
        if (autocvar_teamplay_lockonrestart && teamplay)
-       {
-               lockteams = true;
-               bprint("^1The teams are now locked.\n");
-       }
+               lockteams = !warmup_stage;
 
        // initiate the restart-countdown-announcer entity
-       if (sv_ready_restart_after_countdown)
+       if (!is_fake_round_start && sv_ready_restart_after_countdown && !warmup_stage)
        {
                entity restart_timer = new_pure(restart_timer);
                setthink(restart_timer, ReadyRestart_think);
@@ -481,40 +478,75 @@ void ReadyRestart_force()
                FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), { CS(it).allowed_timeouts = autocvar_sv_timeout_number; });
        }
 
-       if (!sv_ready_restart_after_countdown) reset_map(true);
+       if (!sv_ready_restart_after_countdown || warmup_stage)
+               reset_map(true, is_fake_round_start);
+
        if (autocvar_sv_eventlog) GameLogEcho(":restart");
 }
 
-void ReadyRestart()
+void ReadyRestart(bool forceWarmupEnd)
 {
-       if (MUTATOR_CALLHOOK(ReadyRestart_Deny) || intermission_running || race_completing) localcmd("restart\n");
+       if (MUTATOR_CALLHOOK(ReadyRestart_Deny) || intermission_running || race_completing)
+       {
+               // NOTE: ReadyRestart support is mandatory in campaign
+               if (autocvar_g_campaign)
+                       error("ReadyRestart must be supported in campaign mode!");
+               localcmd("restart\n"); // if ReadyRestart is denied, restart the server
+       }
        else localcmd("\nsv_hook_readyrestart\n");
 
-       // Reset ALL scores, but only do that at the beginning of the countdown if sv_ready_restart_after_countdown is off!
-       // Otherwise scores could be manipulated during the countdown.
-       if (!sv_ready_restart_after_countdown) Score_ClearAll();
-       ReadyRestart_force();
+       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
+
+       ReadyRestart_force(false);
 }
 
-// Count the players who are ready and determine whether or not to restart the match
+/* Count the players who are ready and determine whether or not to restart the match when:
+ * a player presses F4                      server/command/cmd.qc  ClientCommand_ready()
+ * a player switches from players to specs  server/client.qc       PutObserverInServer()
+ * a player joins (from specs or directly)  server/client.qc       PutPlayerInServer()
+ * a player disconnects                     server/client.qc       ClientDisconnect()  */
 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_ready = 0, t_players = 0;
+       float t_players = 0;
+       readycount = 0;
 
-       FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || it.caplayer == 1), {
+       FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME_JOINED(it)), {
                ++t_players;
-               if (it.ready) ++t_ready;
+               if (it.ready) ++readycount;
        });
 
-       readycount = t_ready;
-
        Nagger_ReadyCounted();
 
+       if (t_players < map_minplayers) // map_minplayers will only be set if g_warmup -1 at worldspawn
+       {
+               // TODO: handle player spectating/disconnecting during countdown
+               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)
+       {
+               // there's enough players now but we're still in infinite warmup
+               warmup_limit = cvar("g_warmup_limit");
+               if (warmup_limit == 0)
+                       warmup_limit = autocvar_timelimit * 60;
+               if (warmup_limit > 0)
+                       game_starttime = time;
+               // implicit else: g_warmup -1 && g_warmup_limit -1 means
+               // warmup continues until enough players AND enough RUPs (no time limit)
+       }
+
        ready_needed_factor = bound(0.5, cvar("g_warmup_majority_factor"), 0.999);
        ready_needed_count = floor(t_players * ready_needed_factor) + 1;
 
-       if (readycount >= ready_needed_count) ReadyRestart();
+       if (readycount >= ready_needed_count) ReadyRestart(true);
 }
 
 
@@ -715,7 +747,11 @@ int VoteCommand_parse(entity caller, string vote_command, string vote_list, floa
                                vote_parsed_command = strcat(first_command, " # ", ftos(etof(victim)), " ", command_arguments);
                                vote_parsed_display = sprintf("^1%s #%d ^7%s^1 %s", first_command, etof(victim), victim.netname, reason);
                        }
-                       else { print_to(caller, strcat("vcall: ", GetClientErrorString(accepted, argv(startpos + 1)), ".\n")); return 0; }
+                       else
+                       {
+                               print_to(caller, strcat("vcall: ", GetClientErrorString(accepted, argv(startpos + 1)), ".\n"));
+                               return 0;
+                       }
 
                        break;
                }
@@ -769,6 +805,18 @@ int VoteCommand_parse(entity caller, string vote_command, string vote_list, floa
                        break;
                }
 
+               case "allready":
+               {
+                       if(!warmup_stage) {
+                               print_to(caller, "Game already started. Use the resetmatch command to restart the match.");
+                               return -1;
+                       }
+
+                       vote_parsed_command = vote_command;
+                       vote_parsed_display = strzone(strcat("^1", vote_command));
+                       break;
+               }
+
                default:
                {
                        vote_parsed_command = vote_command;
@@ -803,7 +851,9 @@ void VoteCommand_abstain(int request, entity caller)  // CLIENT ONLY
                                print_to(caller, "^1You abstained from your vote.");
                                caller.vote_selection = VOTE_SELECT_ABSTAIN;
                                msg_entity = caller;
-                               if (!autocvar_sv_vote_singlecount)   VoteCount(false); }
+                               if (!autocvar_sv_vote_singlecount)
+                                       VoteCount(false);
+                       }
 
                        return;
                }