/// \brief Returns the team entity of the given entity.
/// \param[in] this Entity to check.
-/// \return Team entity of the given entity.
+/// \return Team entity of the given entity or NULL if the entity doesn't belong
+/// to any team.
entity Entity_GetTeam(entity this);
void SetPlayerColors(entity player, float _color);
enum
{
- TEAM_CHANGE_CONNECT = 1,
TEAM_CHANGE_AUTO = 2,
TEAM_CHANGE_MANUAL = 3,
- TEAM_CHANGE_SPECTATOR = 4,
- TEAM_CHANGE_AUTO_RELAXED = 99
+ TEAM_CHANGE_SPECTATOR = 4
};
void LogTeamchange(float player_id, float team_number, int type);
+enum
+{
+ TEAM_FORCE_SPECTATOR = -1, ///< Force the player to spectator team.
+ TEAM_FORCE_DEFAULT = 0 ///< Don't force any team.
+};
+
+/// \brief Returns whether player has real forced team. Spectator team is
+/// ignored.
+/// \param[in] player Player to check.
+/// \return True if player has real forced team, false otherwise.
+bool Player_HasRealForcedTeam(entity player);
+
+/// \brief Returns the index of the forced team of the given player.
+/// \param[in] player Player to check.
+/// \return Index of the forced team.
+int Player_GetForcedTeamIndex(entity player);
+
+/// \brief Sets the index of the forced team of the given player.
+/// \param[in,out] player Player to adjust.
+/// \param[in] team_index Index of the team to set.
+void Player_SetForcedTeamIndex(entity player, int team_index);
+
+/// \brief Determines the forced team of the player using current global config.
+/// \param[in,out] player Player to adjust.
+void Player_DetermineForcedTeam(entity player);
+
// ========================= Team balance API =================================
/// \brief Checks whether the player can join teams according to global
/// configuration and mutator settings.
/// \param[in] for_whom Player to check for. Pass NULL for global rules.
/// \return Team balance entity that holds information about teams. This entity
-/// must be manually destroyed by calling TeamBalance_Destroy.
+/// will be automatically destroyed on the next frame but you are encouraged to
+/// manually destroy it by calling TeamBalance_Destroy for performance reasons.
entity TeamBalance_CheckAllowedTeams(entity for_whom);
/// \brief Destroy the team balance entity.
/// function.
int TeamBalance_FindBestTeams(entity balance, entity player, bool use_score);
-void TeamBalance_JoinBestTeam(entity this, bool force_best_team);
+void TeamBalance_JoinBestTeam(entity this);
/// \brief Describes the result of comparing teams.
enum
entity player, bool use_score);
/// \brief Switches a bot from one team to another if teams are not balanced.
-/// \param[in] source_team_index Index of the team to switch from.
-/// \param[in] destination_team_index Index of the team to switch to.
-void TeamBalance_AutoBalanceBots(int source_team_index,
- int destination_team_index);
+void TeamBalance_AutoBalanceBots();
// ============================ Internal API ==================================