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("g_balance_teams_force"))
24 void TeamchangeFrags(entity e)
29 vector TeamColor(float teem)
34 return '1 0.0625 0.0625';
36 return '0.0625 0.0625 1';
46 string TeamName(float t)
48 return strcat(Team_ColorName(t), " Team");
50 string ColoredTeamName(float t)
52 return strcat(Team_ColorCode(t), Team_ColorName(t), " Team^7");
54 string TeamNoName(float t)
56 // fixme: Search for team entities and get their .netname's!
65 return "Neutral Team";
70 void runematch_init();
75 void LogTeamchange(entity pl)
78 if(!cvar("sv_eventlog"))
82 str = strcat(":team:", ftos(pl.playerid), ":");
83 str = strcat(str, ftos(pl.team));
89 cvar_set("g_dm", ftos(g_dm));
90 cvar_set("g_tdm", ftos(g_tdm));
91 cvar_set("g_domination", ftos(g_domination));
92 cvar_set("g_ctf", ftos(g_ctf));
93 cvar_set("g_runematch", ftos(g_runematch));
94 cvar_set("g_lms", ftos(g_lms));
95 cvar_set("g_arena", ftos(g_arena));
96 cvar_set("g_keyhunt", ftos(g_keyhunt));
97 cvar_set("g_assault", ftos(g_assault));
98 cvar_set("g_onslaught", ftos(g_onslaught));
99 cvar_set("g_race", ftos(g_race));
100 cvar_set("g_nexball", ftos(g_nexball));
110 prev = cvar("gamecfg");
111 for(i = 0; i < 2; ++i)
113 found += (g_dm = (!found && (prev != GAME_DEATHMATCH) && cvar("g_dm")));
114 found += (g_tdm = (!found && (prev != GAME_TEAM_DEATHMATCH) && cvar("g_tdm")));
115 found += (g_domination = (!found && (prev != GAME_DOMINATION) && cvar("g_domination")));
116 found += (g_ctf = (!found && (prev != GAME_CTF) && cvar("g_ctf")));
117 found += (g_runematch = (!found && (prev != GAME_RUNEMATCH) && cvar("g_runematch")));
118 found += (g_lms = (!found && (prev != GAME_LMS) && cvar("g_lms")));
119 found += (g_arena = (!found && (prev != GAME_ARENA) && cvar("g_arena")));
120 found += (g_keyhunt = (!found && (prev != GAME_KEYHUNT) && cvar("g_keyhunt")));
121 found += (g_assault = (!found && (prev != GAME_ASSAULT) && cvar("g_assault")));
122 found += (g_onslaught = (!found && (prev != GAME_ONSLAUGHT) && cvar("g_onslaught")));
123 found += (g_race = (!found && (prev != GAME_RACE) && cvar("g_race")));
124 found += (g_nexball = (!found && (prev != GAME_NEXBALL) && cvar("g_nexball")));
129 prev = -1; // second attempt takes place WITHOUT prev set
135 if(g_dm && cvar("deathmatch_force_teamplay"))
144 void default_delayedinit()
146 if(!scores_initialized)
147 ScoreRules_generic();
150 void ActivateTeamplay()
152 float teamplay_default;
153 teamplay_default = cvar("teamplay_default");
156 teamplay = teamplay_default;
159 cvar_set("teamplay", ftos(teamplay));
164 void InitGameplayMode()
166 float fraglimit_override, timelimit_override;
171 cvar_set("teamplay", "0");
173 // make sure only ONE type is selected
177 // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
182 MapInfo_LoadMapSettings(mapname);
184 if not(cvar_value_issafe(world.fog))
186 print("The current map contains a potentially harmful fog setting, ignored\n");
187 world.fog = string_null;
189 if(MapInfo_Map_fog != "")
190 if(MapInfo_Map_fog == "none")
191 world.fog = string_null;
193 world.fog = strzone(MapInfo_Map_fog);
194 clientstuff = strzone(MapInfo_Map_clientstuff);
196 MapInfo_ClearTemps();
198 // in case mapinfo switched the type
201 // set both here, gamemode can override it later
202 timelimit_override = cvar("timelimit_override");
203 fraglimit_override = cvar("fraglimit_override");
207 game = GAME_DEATHMATCH;
208 gamemode_name = "Deathmatch";
213 game = GAME_TEAM_DEATHMATCH;
214 gamemode_name = "Team Deathmatch";
221 game = GAME_DOMINATION;
222 gamemode_name = "Domination";
224 fraglimit_override = cvar("g_domination_point_limit");
231 gamemode_name = "Capture the Flag";
233 if(cvar("g_campaign"))
236 g_ctf_win_mode = cvar("g_ctf_win_mode");
237 g_ctf_ignore_frags = cvar("g_ctf_ignore_frags");
238 if(g_ctf_win_mode == 2)
239 fraglimit_override = cvar("g_ctf_capture_limit");
241 fraglimit_override = cvar("capturelimit_override");
247 game = GAME_RUNEMATCH;
248 gamemode_name = "Rune Match";
249 if(cvar("deathmatch_force_teamplay"))
251 fraglimit_override = cvar("g_runematch_point_limit");
258 gamemode_name = "Last Man Standing";
259 fraglimit_override = cvar("g_lms_lives_override");
260 if(fraglimit_override == 0)
261 fraglimit_override = -1;
262 lms_lowest_lives = 9999;
270 gamemode_name = "Arena";
271 fraglimit_override = cvar("g_arena_point_limit");
272 maxspawned = cvar("g_arena_maxspawned");
275 arena_roundbased = cvar("g_arena_roundbased");
281 gamemode_name = "Key Hunt";
283 fraglimit_override = cvar("g_keyhunt_point_limit");
290 gamemode_name = "Assault";
292 ScoreRules_assault();
297 game = GAME_ONSLAUGHT;
298 gamemode_name = "Onslaught";
305 gamemode_name = "Race";
306 g_race_qualifying = cvar("g_race_qualifying");
308 if(cvar("g_race_teams"))
310 g_race_qualifying = 0; // not supported!
312 race_teams = bound(2, cvar("g_race_teams"), 4);
317 if(g_race_qualifying == 1)
318 fraglimit_override = 0;
320 fraglimit_override = cvar("g_race_laps_limit");
322 if(g_race_qualifying)
323 independent_players = 1;
331 gamemode_name = "Nexball";
332 fraglimit_override = cvar("g_nexball_goallimit");
340 // save it (for the next startup)
341 cvar_set("gamecfg", ftos(game));
343 cache_mutatormsg = strzone("");
344 cache_lastmutatormsg = strzone("");
346 // enforce the server's universal frag/time limits
347 if(!cvar("g_campaign"))
349 if(fraglimit_override >= 0)
350 cvar_set("fraglimit", ftos(fraglimit_override));
351 if(timelimit_override >= 0)
352 cvar_set("timelimit", ftos(timelimit_override));
355 if(g_race && g_race_qualifying == 2)
357 race_fraglimit = cvar("fraglimit");
358 cvar_set("fraglimit", "0");
361 InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
364 string GetClientVersionMessage() {
365 local string versionmsg;
366 if (self.version_mismatch) {
367 if(self.version < cvar("gameversion")) {
368 versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
370 versionmsg = "^3This server is using an outdated Nexuiz version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
373 versionmsg = "^2client version and server version are compatible.^8";
379 void PrintWelcomeMessage(entity pl)
381 string s, modifications, motd;
383 if(self.cvar_scr_centertime == 0) return;
384 if((time - self.jointime) > cvar("welcome_message_time")
385 && !self.BUTTON_INFO)
388 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
389 if(self.welcomemessage_time > time) return;
390 self.welcomemessage_time = time + self.cvar_scr_centertime * 0.6;
393 if(cvar("g_campaign"))
395 centerprint(pl, campaign_message);
399 //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)!
400 if(!self.BUTTON_INFO)
402 // TODO get rid of this too
403 local string specString;
404 specString = NEWLINES;
405 //if(time < game_starttime) //also show the countdown when being a spectator
406 // specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7");
408 if (timeoutStatus != 0)
409 specString = strcat(specString, "\n\n", getTimeoutText(1));
412 if(!self.BUTTON_INFO && self.classname == "player")
416 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
422 modifications = strcat(modifications, ", MinstaGib");
424 modifications = strcat(modifications, ", NixNex");
426 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
427 if(cvar("sv_gravity") < 800)
428 modifications = strcat(modifications, ", Low gravity");
430 modifications = strcat(modifications, ", Cloaked");
432 modifications = strcat(modifications, ", Steps");
434 modifications = strcat(modifications, ", Hook");
435 if(g_laserguided_missile)
436 modifications = strcat(modifications, ", LG missiles");
438 modifications = strcat(modifications, ", Midair");
440 modifications = strcat(modifications, ", Vampire");
442 modifications = strcat(modifications, ", Pinata");
444 modifications = strcat(modifications, ", Weapons stay");
446 modifications = strcat(modifications, ", Bloodloss");
448 modifications = strcat(modifications, ", Jet pack");
449 modifications = substring(modifications, 2, strlen(modifications) - 2);
451 local string versionmessage;
452 versionmessage = GetClientVersionMessage();
454 s = strcat(s, NEWLINES, "This is Nexuiz ", cvar_string("g_nexuizversion"), "\n", versionmessage);
455 s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
457 if(modifications != "")
458 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
460 if(timeoutStatus != 0)
461 s = strcat(s, "\n\n", getTimeoutText(1));
463 if (g_grappling_hook)
464 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
466 if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))
468 if(cache_lastmutatormsg)
469 strunzone(cache_lastmutatormsg);
471 strunzone(cache_mutatormsg);
472 cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));
473 cache_mutatormsg = strzone(cache_lastmutatormsg);
476 if (cache_mutatormsg != "") {
477 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
480 motd = cvar_string("sv_motd");
482 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
490 void SetPlayerColors(entity pl, float _color)
494 stuffcmd(pl, strcat("color ", s, " ", s, "\n") );
496 //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
497 pl.clientcolors = 16*cl + cl;*/
500 pants = _color & 0x0F;
501 shirt = _color & 0xF0;
505 setcolor(pl, 16*pants + pants);
507 setcolor(pl, shirt + pants);
511 void SetPlayerTeam(entity pl, float t, float s, float noprint)
516 _color = COLOR_TEAM4 - 1;
518 _color = COLOR_TEAM3 - 1;
520 _color = COLOR_TEAM2 - 1;
522 _color = COLOR_TEAM1 - 1;
524 SetPlayerColors(pl,_color);
526 if(!noprint && t != s)
528 //bprint(pl.netname, " has changed to ", TeamNoName(t), "\n");
529 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
541 // set c1...c4 to show what teams are allowed
542 void CheckAllowedTeams (entity for_whom)
551 c1 = c2 = c3 = c4 = -1;
552 cb1 = cb2 = cb3 = cb4 = 0;
554 // onslaught is special
557 head = findchain(classname, "onslaught_generator");
560 if (head.team == COLOR_TEAM1) c1 = 0;
561 if (head.team == COLOR_TEAM2) c2 = 0;
562 if (head.team == COLOR_TEAM3) c3 = 0;
563 if (head.team == COLOR_TEAM4) c4 = 0;
570 teament_name = "dom_team";
572 teament_name = "ctf_team";
574 teament_name = "tdm_team";
576 teament_name = "nexball_team";
579 c1 = c2 = 0; // Assault always has 2 teams
584 // cover anything else by treating it like tdm with no teams spawned
590 dm = cvar("g_tdm_teams");
592 error("g_tdm_teams < 2, not enough teams to play team deathmatch\n");
596 c1 = c2 = c3 = c4 = 0;
609 // first find out what teams are allowed
610 head = find(world, classname, teament_name);
613 if(!(g_domination && head.netname == ""))
615 if(head.team == COLOR_TEAM1)
619 if(head.team == COLOR_TEAM2)
623 if(head.team == COLOR_TEAM3)
627 if(head.team == COLOR_TEAM4)
632 head = find(head, classname, teament_name);
637 if(cvar("bot_vs_human") > 0)
640 if(clienttype(for_whom) == CLIENTTYPE_BOT)
645 else if(cvar("bot_vs_human") < 0)
648 if(clienttype(for_whom) == CLIENTTYPE_BOT)
656 float PlayerValue(entity p)
658 if(IsTeamBalanceForced() == 1)
663 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
664 // teams that are allowed will now have their player counts stored in c1...c4
665 void GetTeamCounts(entity ignore)
669 // now count how many players are on each team already
671 // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
672 // also remember the lowest-scoring player
674 FOR_EACH_PLAYER(head)
676 if(head != ignore)// && head.netname != "")
678 value = PlayerValue(head);
679 if(clienttype(head) == CLIENTTYPE_BOT)
683 if(head.team == COLOR_TEAM1)
691 if(head.team == COLOR_TEAM2)
699 if(head.team == COLOR_TEAM3)
707 if(head.team == COLOR_TEAM4)
719 // returns # of smallest team (1, 2, 3, 4)
720 // NOTE: Assumes CheckAllowedTeams has already been called!
721 float FindSmallestTeam(entity pl, float ignore_pl)
723 float totalteams, smallestteam, smallestteam_count, smallestteam_score, balance_type;
726 // find out what teams are available
727 //CheckAllowedTeams();
729 // make sure there are at least 2 teams to join
731 totalteams = totalteams + 1;
733 totalteams = totalteams + 1;
735 totalteams = totalteams + 1;
737 totalteams = totalteams + 1;
739 if(cvar("bot_vs_human"))
745 error("Too few teams available for domination\n");
747 error("Too few teams available for ctf\n");
749 error("Too few teams available for key hunt\n");
751 error("Too few teams available for team deathmatch\n");
754 // count how many players are in each team
758 GetTeamCounts(world);
760 // c1...c4 now have counts of each team
761 // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
764 smallestteam_count = 999999999;
765 smallestteam_score = 999999999;
767 // 2 gives priority to what team you're already on, 1 goes in order
768 // 2 doesn't seem to work though...
772 //if(pl.classname != "player")
773 if(clienttype(pl) != CLIENTTYPE_BOT)
775 c1 -= cb1 * 255.0/256;
776 c2 -= cb2 * 255.0/256;
777 c3 -= cb3 * 255.0/256;
778 c4 -= cb4 * 255.0/256;
781 if(balance_type == 1)
783 if(c1 >= 0 && (c1 < smallestteam_count || (c1 <= smallestteam_count && team1_score < smallestteam_score)))
786 smallestteam_count = c1;
787 smallestteam_score = team1_score;
789 if(c2 >= 0 && (c2 < smallestteam_count || (c2 <= smallestteam_count && team2_score < smallestteam_score)))
792 smallestteam_count = c2;
793 smallestteam_score = team2_score;
795 if(c3 >= 0 && (c3 < smallestteam_count || (c3 <= smallestteam_count && team3_score < smallestteam_score)))
798 smallestteam_count = c3;
799 smallestteam_score = team3_score;
801 if(c4 >= 0 && (c4 < smallestteam_count || (c4 <= smallestteam_count && team4_score < smallestteam_score)))
804 smallestteam_count = c4;
805 smallestteam_score = team4_score;
810 if(c1 >= 0 && (c1 < smallestteam_count ||
811 (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
814 smallestteam_count = c1;
816 if(c2 >= 0 && c2 < (c2 < smallestteam_count ||
817 (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
820 smallestteam_count = c2;
822 if(c3 >= 0 && c3 < (c3 < smallestteam_count ||
823 (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
826 smallestteam_count = c3;
828 if(c4 >= 0 && c4 < (c4 < smallestteam_count ||
829 (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
832 smallestteam_count = c4;
839 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
841 float smallest, selectedteam;
843 // don't join a team if we're not playing a team game
847 // find out what teams are available
848 CheckAllowedTeams(pl);
853 if(cvar("g_domination_default_teams") < 3)
855 if(cvar("g_domination_default_teams") < 4)
859 // if we don't care what team he ends up on, put him on whatever team he entered as.
860 // if he's not on a valid team, then let other code put him on the smallest team
863 if( c1 >= 0 && pl.team == COLOR_TEAM1)
864 selectedteam = pl.team;
865 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
866 selectedteam = pl.team;
867 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
868 selectedteam = pl.team;
869 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
870 selectedteam = pl.team;
875 if(!only_return_best)
877 SetPlayerColors(pl, selectedteam - 1);
882 // otherwise end up on the smallest team (handled below)
885 smallest = FindSmallestTeam(pl, TRUE);
888 if(!only_return_best)
890 TeamchangeFrags(self);
893 SetPlayerColors(pl, COLOR_TEAM1 - 1);
895 else if(smallest == 2)
897 SetPlayerColors(pl, COLOR_TEAM2 - 1);
899 else if(smallest == 3)
901 SetPlayerColors(pl, COLOR_TEAM3 - 1);
903 else if(smallest == 4)
905 SetPlayerColors(pl, COLOR_TEAM4 - 1);
909 error("smallest team: invalid team\n");
912 if(pl.deadflag == DEAD_NO)
913 Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
919 //void() ctf_playerchanged;
920 void SV_ChangeTeam(float _color)
922 float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
924 // in normal deathmatch we can just apply the color and we're done
926 SetPlayerColors(self, _color);
930 scolor = self.clientcolors & 0x0F;
931 dcolor = _color & 0x0F;
933 if(scolor == COLOR_TEAM1 - 1)
935 else if(scolor == COLOR_TEAM2 - 1)
937 else if(scolor == COLOR_TEAM3 - 1)
939 else // if(scolor == COLOR_TEAM4 - 1)
941 if(dcolor == COLOR_TEAM1 - 1)
943 else if(dcolor == COLOR_TEAM2 - 1)
945 else if(dcolor == COLOR_TEAM3 - 1)
947 else // if(dcolor == COLOR_TEAM4 - 1)
950 CheckAllowedTeams(self);
952 if(dteam == 1 && c1 < 0) dteam = 4;
953 if(dteam == 4 && c4 < 0) dteam = 3;
954 if(dteam == 3 && c3 < 0) dteam = 2;
955 if(dteam == 2 && c2 < 0) dteam = 1;
957 // not changing teams
960 //bprint("same team change\n");
961 SetPlayerTeam(self, dteam, steam, TRUE);
965 if(cvar("g_campaign"))
967 sprint(self, "Team changes not allowed\n");
968 return; // changing teams is not allowed
971 if(cvar("g_changeteam_banned") && self.wasplayer)
973 sprint(self, "Team changes not allowed\n");
977 if(cvar("g_balance_teams_prevent_imbalance"))
979 // only allow changing to a smaller or equal size team
981 // find out what teams are available
982 //CheckAllowedTeams();
983 // count how many players on each team
984 GetTeamCounts(world);
987 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
992 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
997 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
1002 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1009 sprint(self, "Cannot change to an invalid team\n");
1014 // get starting team
1015 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1017 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1019 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1021 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1024 if(scount) // started at a valid, nonempty team
1026 // check if we're trying to change to a larger team that doens't have bots to swap with
1027 if(dcount >= scount && dbotcount <= 0)
1029 sprint(self, "Cannot change to a larger team\n");
1030 return; // can't change to a larger team
1035 // bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1037 if(self.classname == "player" && steam != dteam)
1039 // reduce frags during a team change
1040 TeamchangeFrags(self);
1043 SetPlayerTeam(self, dteam, steam, FALSE);
1045 if(self.classname == "player" && steam != dteam)
1047 // kill player when changing teams
1048 if(self.deadflag == DEAD_NO)
1049 Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1051 //ctf_playerchanged();
1054 void ShufflePlayerOutOfTeam (float source_team)
1056 float smallestteam, smallestteam_count, steam;
1057 float lowest_bot_score, lowest_player_score;
1058 entity head, lowest_bot, lowest_player, selected;
1061 smallestteam_count = 999999999;
1063 if(c1 >= 0 && c1 < smallestteam_count)
1066 smallestteam_count = c1;
1068 if(c2 >= 0 && c2 < smallestteam_count)
1071 smallestteam_count = c2;
1073 if(c3 >= 0 && c3 < smallestteam_count)
1076 smallestteam_count = c3;
1078 if(c4 >= 0 && c4 < smallestteam_count)
1081 smallestteam_count = c4;
1086 bprint("warning: no smallest team\n");
1090 if(source_team == 1)
1091 steam = COLOR_TEAM1;
1092 else if(source_team == 2)
1093 steam = COLOR_TEAM2;
1094 else if(source_team == 3)
1095 steam = COLOR_TEAM3;
1096 else if(source_team == 4)
1097 steam = COLOR_TEAM4;
1100 lowest_bot_score = 999999999;
1101 lowest_player = world;
1102 lowest_player_score = 999999999;
1104 // find the lowest-scoring player & bot of that team
1105 FOR_EACH_PLAYER(head)
1107 if(head.team == steam)
1111 if(head.totalfrags < lowest_bot_score)
1114 lowest_bot_score = head.totalfrags;
1119 if(head.totalfrags < lowest_player_score)
1121 lowest_player = head;
1122 lowest_player_score = head.totalfrags;
1128 // prefers to move a bot...
1129 if(lowest_bot != world)
1130 selected = lowest_bot;
1131 // but it will move a player if it has to
1133 selected = lowest_player;
1134 // don't do anything if it couldn't find anyone
1137 bprint("warning: couldn't find a player to move from team\n");
1141 // smallest team gains a member
1142 if(smallestteam == 1)
1146 else if(smallestteam == 2)
1150 else if(smallestteam == 3)
1154 else if(smallestteam == 4)
1160 bprint("warning: destination team invalid\n");
1163 // source team loses a member
1164 if(source_team == 1)
1168 else if(source_team == 2)
1172 else if(source_team == 3)
1176 else if(source_team == 4)
1182 bprint("warning: source team invalid\n");
1186 // move the player to the new team
1187 TeamchangeFrags(selected);
1188 SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1190 if(selected.deadflag == DEAD_NO)
1191 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1192 centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1195 void CauseRebalance(float source_team, float howmany_toomany)
1197 if(IsTeamBalanceForced() == 1)
1199 bprint("Rebalancing Teams\n");
1200 ShufflePlayerOutOfTeam(source_team);
1204 // part of g_balance_teams_force
1205 // occasionally perform an audit of the teams to make
1206 // sure they're more or less balanced in player count.
1209 float numplayers, numteams, smallest, toomany;
1211 balance = IsTeamBalanceForced();
1215 if(audit_teams_time > time)
1218 audit_teams_time = time + 4 + random();
1220 // bprint("Auditing teams\n");
1222 CheckAllowedTeams(world);
1223 GetTeamCounts(world);
1226 numteams = numplayers = smallest = 0;
1229 numteams = numteams + 1;
1230 numplayers = numplayers + c1;
1235 numteams = numteams + 1;
1236 numplayers = numplayers + c2;
1242 numteams = numteams + 1;
1243 numplayers = numplayers + c3;
1249 numteams = numteams + 1;
1250 numplayers = numplayers + c4;
1256 return; // no players to move around
1258 return; // don't bother shuffling if for some reason there aren't any teams
1260 toomany = smallest + 1;
1262 if(c1 && c1 > toomany)
1263 CauseRebalance(1, c1 - toomany);
1264 if(c2 && c2 > toomany)
1265 CauseRebalance(2, c2 - toomany);
1266 if(c3 && c3 > toomany)
1267 CauseRebalance(3, c3 - toomany);
1268 if(c4 && c4 > toomany)
1269 CauseRebalance(4, c4 - toomany);
1271 // if teams are still unbalanced, balance them further in the next audit,
1272 // which will happen sooner (keep doing rapid audits until things are in order)
1273 audit_teams_time = time + 0.7 + random()*0.3;
1276 // code from here on is just to support maps that don't have team entities
1277 void tdm_spawnteam (string teamname, float teamcolor)
1281 e.classname = "tdm_team";
1282 e.netname = teamname;
1287 // spawn some default teams if the map is not set up for tdm
1288 void tdm_spawnteams()
1292 numteams = cvar("g_tdm_teams");
1294 tdm_spawnteam("Red", COLOR_TEAM1-1);
1295 tdm_spawnteam("Blue", COLOR_TEAM2-1);
1297 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1299 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1302 void tdm_delayedinit()
1304 // if no teams are found, spawn defaults
1305 if (find(world, classname, "tdm_team") == world)
1311 InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);