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_ca", ftos(g_ca));
97 cvar_set("g_keyhunt", ftos(g_keyhunt));
98 cvar_set("g_assault", ftos(g_assault));
99 cvar_set("g_onslaught", ftos(g_onslaught));
100 cvar_set("g_race", ftos(g_race));
101 cvar_set("g_nexball", ftos(g_nexball));
102 cvar_set("g_cts", ftos(g_cts));
112 prev = cvar("gamecfg");
113 for(i = 0; i < 2; ++i)
115 found += (g_dm = (!found && (prev != GAME_DEATHMATCH) && cvar("g_dm")));
116 found += (g_tdm = (!found && (prev != GAME_TEAM_DEATHMATCH) && cvar("g_tdm")));
117 found += (g_domination = (!found && (prev != GAME_DOMINATION) && cvar("g_domination")));
118 found += (g_ctf = (!found && (prev != GAME_CTF) && cvar("g_ctf")));
119 found += (g_runematch = (!found && (prev != GAME_RUNEMATCH) && cvar("g_runematch")));
120 found += (g_lms = (!found && (prev != GAME_LMS) && cvar("g_lms")));
121 found += (g_arena = (!found && (prev != GAME_ARENA) && cvar("g_arena")));
122 found += (g_ca = (!found && (prev != GAME_CA) && cvar("g_ca")));
123 found += (g_keyhunt = (!found && (prev != GAME_KEYHUNT) && cvar("g_keyhunt")));
124 found += (g_assault = (!found && (prev != GAME_ASSAULT) && cvar("g_assault")));
125 found += (g_onslaught = (!found && (prev != GAME_ONSLAUGHT) && cvar("g_onslaught")));
126 found += (g_race = (!found && (prev != GAME_RACE) && cvar("g_race")));
127 found += (g_nexball = (!found && (prev != GAME_NEXBALL) && cvar("g_nexball")));
128 found += (g_cts = (!found && (prev != GAME_CTS) && cvar("g_cts")));
133 prev = -1; // second attempt takes place WITHOUT prev set
139 if(g_dm && cvar("deathmatch_force_teamplay"))
148 void default_delayedinit()
150 if(!scores_initialized)
151 ScoreRules_generic();
154 void ActivateTeamplay()
156 float teamplay_default;
157 teamplay_default = cvar("teamplay_default");
160 teamplay = teamplay_default;
163 cvar_set("teamplay", ftos(teamplay));
168 void InitGameplayMode()
170 float fraglimit_override, timelimit_override, leadlimit_override, qualifying_override;
172 qualifying_override = -1;
177 cvar_set("teamplay", "0");
179 // make sure only ONE type is selected
183 // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
188 MapInfo_LoadMapSettings(mapname);
190 if not(cvar_value_issafe(world.fog))
192 print("The current map contains a potentially harmful fog setting, ignored\n");
193 world.fog = string_null;
195 if(MapInfo_Map_fog != "")
196 if(MapInfo_Map_fog == "none")
197 world.fog = string_null;
199 world.fog = strzone(MapInfo_Map_fog);
200 clientstuff = strzone(MapInfo_Map_clientstuff);
202 MapInfo_ClearTemps();
204 // in case mapinfo switched the type
207 // set both here, gamemode can override it later
208 timelimit_override = cvar("timelimit_override");
209 fraglimit_override = cvar("fraglimit_override");
210 leadlimit_override = cvar("leadlimit_override");
214 game = GAME_DEATHMATCH;
215 gamemode_name = "Deathmatch";
220 game = GAME_TEAM_DEATHMATCH;
221 gamemode_name = "Team Deathmatch";
224 if(cvar("g_tdm_team_spawns"))
225 have_team_spawns = -1; // request team spawns
230 game = GAME_DOMINATION;
231 gamemode_name = "Domination";
233 fraglimit_override = cvar("g_domination_point_limit");
234 leadlimit_override = cvar("g_domination_point_leadlimit");
236 have_team_spawns = -1; // request team spawns
242 gamemode_name = "Capture the Flag";
244 if(cvar("g_campaign"))
247 g_ctf_win_mode = cvar("g_ctf_win_mode");
248 g_ctf_ignore_frags = cvar("g_ctf_ignore_frags");
249 if(g_ctf_win_mode == 2)
251 fraglimit_override = cvar("g_ctf_capture_limit");
252 leadlimit_override = cvar("g_ctf_capture_leadlimit");
256 fraglimit_override = cvar("capturelimit_override");
257 leadlimit_override = cvar("captureleadlimit_override");
260 have_team_spawns = -1; // request team spawns
265 game = GAME_RUNEMATCH;
266 gamemode_name = "Rune Match";
267 if(cvar("deathmatch_force_teamplay"))
269 fraglimit_override = cvar("g_runematch_point_limit");
270 leadlimit_override = cvar("g_runematch_point_leadlimit");
277 gamemode_name = "Last Man Standing";
278 fraglimit_override = cvar("g_lms_lives_override");
279 leadlimit_override = 0; // not supported by LMS
280 if(fraglimit_override == 0)
281 fraglimit_override = -1;
282 lms_lowest_lives = 9999;
290 gamemode_name = "Arena";
291 fraglimit_override = cvar("g_arena_point_limit");
292 leadlimit_override = cvar("g_arena_point_leadlimit");
293 maxspawned = cvar("g_arena_maxspawned");
296 arena_roundbased = cvar("g_arena_roundbased");
302 gamemode_name = "Clan Arena";
304 fraglimit_override = cvar("g_ca_point_limit");
305 leadlimit_override = cvar("g_ca_point_leadlimit");
310 gamemode_name = "Key Hunt";
312 fraglimit_override = cvar("g_keyhunt_point_limit");
313 leadlimit_override = cvar("g_keyhunt_point_leadlimit");
320 gamemode_name = "Assault";
322 ScoreRules_assault();
323 have_team_spawns = -1; // request team spawns
328 game = GAME_ONSLAUGHT;
329 gamemode_name = "Onslaught";
331 have_team_spawns = -1; // request team spawns
337 gamemode_name = "Race";
339 if(cvar("g_race_teams"))
342 race_teams = bound(2, cvar("g_race_teams"), 4);
343 have_team_spawns = -1; // request team spawns
348 qualifying_override = cvar("g_race_qualifying_timelimit_override");
349 fraglimit_override = cvar("g_race_laps_limit");
350 leadlimit_override = 0; // currently not supported by race
356 gamemode_name = "CTS";
357 g_race_qualifying = 1;
358 fraglimit_override = 0;
359 leadlimit_override = 0;
365 gamemode_name = "Nexball";
366 fraglimit_override = cvar("g_nexball_goallimit");
367 leadlimit_override = cvar("g_nexball_goalleadlimit");
370 have_team_spawns = -1; // request team spawns
376 // save it (for the next startup)
377 cvar_set("gamecfg", ftos(game));
379 cache_mutatormsg = strzone("");
380 cache_lastmutatormsg = strzone("");
382 // enforce the server's universal frag/time limits
383 if(!cvar("g_campaign"))
385 if(fraglimit_override >= 0)
386 cvar_set("fraglimit", ftos(fraglimit_override));
387 if(timelimit_override >= 0)
388 cvar_set("timelimit", ftos(timelimit_override));
389 if(leadlimit_override >= 0)
390 cvar_set("leadlimit", ftos(leadlimit_override));
391 if(qualifying_override >= 0)
392 cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
397 // we need to find out the correct value for g_race_qualifying
398 if(cvar("g_campaign"))
400 g_race_qualifying = 1;
402 else if(!cvar("g_campaign") && cvar("g_race_qualifying_timelimit") > 0)
404 g_race_qualifying = 2;
405 race_fraglimit = cvar("fraglimit");
406 race_leadlimit = cvar("leadlimit");
407 race_timelimit = cvar("timelimit");
408 cvar_set("fraglimit", "0");
409 cvar_set("leadlimit", "0");
410 cvar_set("timelimit", cvar_string("g_race_qualifying_timelimit"));
413 g_race_qualifying = 0;
418 if(g_race_qualifying)
419 independent_players = 1;
424 InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
427 string GetClientVersionMessage() {
428 local string versionmsg;
429 if (self.version_mismatch) {
430 if(self.version < cvar("gameversion")) {
431 versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
433 versionmsg = "^3This server is using an outdated Nexuiz version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
436 versionmsg = "^2client version and server version are compatible.^8";
442 void PrintWelcomeMessage(entity pl)
444 string s, modifications, motd;
446 if(self.cvar_scr_centertime == 0) return;
448 if(cvar("g_campaign"))
450 if(self.classname == "player" && !self.BUTTON_INFO)
455 if((time - self.jointime) > cvar("welcome_message_time") && !self.BUTTON_INFO)
459 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
460 if(self.welcomemessage_time > time) return;
461 self.welcomemessage_time = time + max(0.5, self.cvar_scr_centertime * 0.6);
464 if(cvar("g_campaign"))
466 centerprint(pl, campaign_message);
470 //TODO GreEn`mArine: make the timeout-messages clientside as well (just like the ready restart countdown)!
471 if(!self.BUTTON_INFO)
473 // TODO get rid of this too
474 local string specString;
475 specString = NEWLINES;
476 //if(time < game_starttime) //also show the countdown when being a spectator
477 // specString = strcat(specString, "\n\n^1Game starts in ", ftos(ceil(game_starttime - time)), " seconds^7");
479 if (timeoutStatus != 0)
480 specString = strcat(specString, "\n\n", getTimeoutText(1));
483 if(self.classname == "player")
487 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
493 modifications = strcat(modifications, ", MinstaGib");
495 modifications = strcat(modifications, ", NixNex");
498 if(g_weaponarena_random)
499 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
501 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
503 if(cvar("g_start_weapon_laser") == 0)
504 modifications = strcat(modifications, ", No start weapons");
505 if(cvar("sv_gravity") < 800)
506 modifications = strcat(modifications, ", Low gravity");
508 modifications = strcat(modifications, ", Cloaked");
510 modifications = strcat(modifications, ", Steps");
512 modifications = strcat(modifications, ", Hook");
513 if(g_laserguided_missile)
514 modifications = strcat(modifications, ", LG missiles");
516 modifications = strcat(modifications, ", Midair");
518 modifications = strcat(modifications, ", Vampire");
520 modifications = strcat(modifications, ", Pinata");
522 modifications = strcat(modifications, ", Weapons stay");
524 modifications = strcat(modifications, ", Bloodloss");
526 modifications = strcat(modifications, ", Jet pack");
527 modifications = substring(modifications, 2, strlen(modifications) - 2);
529 local string versionmessage;
530 versionmessage = GetClientVersionMessage();
532 s = strcat(s, NEWLINES, "This is Nexuiz ", cvar_string("g_nexuizversion"), "\n", versionmessage);
533 s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
535 if(modifications != "")
536 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
538 if(timeoutStatus != 0)
539 s = strcat(s, "\n\n", getTimeoutText(1));
541 if (g_grappling_hook)
542 s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
544 if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))
546 if(cache_lastmutatormsg)
547 strunzone(cache_lastmutatormsg);
549 strunzone(cache_mutatormsg);
550 cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));
551 cache_mutatormsg = strzone(cache_lastmutatormsg);
554 if (cache_mutatormsg != "") {
555 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
558 motd = cvar_string("sv_motd");
560 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
568 void SetPlayerColors(entity pl, float _color)
572 stuffcmd(pl, strcat("color ", s, " ", s, "\n") );
574 //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
575 pl.clientcolors = 16*cl + cl;*/
578 pants = _color & 0x0F;
579 shirt = _color & 0xF0;
583 setcolor(pl, 16*pants + pants);
585 setcolor(pl, shirt + pants);
589 void SetPlayerTeam(entity pl, float t, float s, float noprint)
594 _color = COLOR_TEAM4 - 1;
596 _color = COLOR_TEAM3 - 1;
598 _color = COLOR_TEAM2 - 1;
600 _color = COLOR_TEAM1 - 1;
602 SetPlayerColors(pl,_color);
604 if(!noprint && t != s)
606 //bprint(pl.netname, " has changed to ", TeamNoName(t), "\n");
607 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
614 // set c1...c4 to show what teams are allowed
615 void CheckAllowedTeams (entity for_whom)
621 c1 = c2 = c3 = c4 = -1;
622 cb1 = cb2 = cb3 = cb4 = 0;
626 // onslaught is special
627 head = findchain(classname, "onslaught_generator");
630 if (head.team == COLOR_TEAM1) c1 = 0;
631 if (head.team == COLOR_TEAM2) c2 = 0;
632 if (head.team == COLOR_TEAM3) c3 = 0;
633 if (head.team == COLOR_TEAM4) c4 = 0;
637 else if(g_domination)
638 teament_name = "dom_team";
640 teament_name = "ctf_team";
642 teament_name = "tdm_team";
644 teament_name = "nexball_team";
646 c1 = c2 = 0; // Assault always has 2 teams
649 // cover anything else by treating it like tdm with no teams spawned
658 c1 = c2 = c3 = c4 = 0;
665 // find out what teams are allowed if necessary
668 head = find(world, classname, teament_name);
671 if(!(g_domination && head.netname == ""))
673 if(head.team == COLOR_TEAM1)
675 else if(head.team == COLOR_TEAM2)
677 else if(head.team == COLOR_TEAM3)
679 else if(head.team == COLOR_TEAM4)
682 head = find(head, classname, teament_name);
686 // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
688 if(cvar("bot_vs_human") && for_whom)
690 if(cvar("bot_vs_human") > 0)
693 if(clienttype(for_whom) == CLIENTTYPE_BOT)
701 if(clienttype(for_whom) == CLIENTTYPE_BOT)
709 float PlayerValue(entity p)
711 if(IsTeamBalanceForced() == 1)
716 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
717 // teams that are allowed will now have their player counts stored in c1...c4
718 void GetTeamCounts(entity ignore)
722 // now count how many players are on each team already
724 // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
725 // also remember the lowest-scoring player
727 FOR_EACH_PLAYER(head)
729 if(head != ignore)// && head.netname != "")
731 value = PlayerValue(head);
732 if(clienttype(head) == CLIENTTYPE_BOT)
736 if(head.team == COLOR_TEAM1)
744 if(head.team == COLOR_TEAM2)
752 if(head.team == COLOR_TEAM3)
760 if(head.team == COLOR_TEAM4)
772 // returns # of smallest team (1, 2, 3, 4)
773 // NOTE: Assumes CheckAllowedTeams has already been called!
774 float FindSmallestTeam(entity pl, float ignore_pl)
776 float totalteams, balance_type, maxc;
779 // find out what teams are available
780 //CheckAllowedTeams();
782 // make sure there are at least 2 teams to join
784 totalteams = totalteams + 1;
786 totalteams = totalteams + 1;
788 totalteams = totalteams + 1;
790 totalteams = totalteams + 1;
792 if(cvar("bot_vs_human"))
798 error("Too few teams available for domination\n");
800 error("Too few teams available for ctf\n");
802 error("Too few teams available for key hunt\n");
804 error("Too few teams available for team deathmatch\n");
807 // count how many players are in each team
811 GetTeamCounts(world);
813 // c1...c4 now have counts of each team
814 // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
816 // 2 gives priority to what team you're already on, 1 goes in order
817 // 2 doesn't seem to work though...
821 //if(pl.classname != "player")
822 if(clienttype(pl) != CLIENTTYPE_BOT)
824 c1 -= cb1 * 255.0/256.0;
825 c2 -= cb2 * 255.0/256.0;
826 c3 -= cb3 * 255.0/256.0;
827 c4 -= cb4 * 255.0/256.0;
829 maxc = max4(c1, c2, c3, c4);
831 RandomSelection_Init();
832 if(balance_type == 1)
834 // 1: use team count, then score (note: can only use 8 significant bits of score)
835 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score) / 256.0);
836 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score) / 256.0);
837 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score) / 256.0);
838 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score) / 256.0);
840 else if(balance_type == 2)
842 // 1: use team count, if equal prefer own team
843 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM1) / 512.0);
844 if(c2 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM2) / 512.0);
845 if(c3 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM3) / 512.0);
846 if(c4 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + (self.team == COLOR_TEAM4) / 512.0);
848 else if(balance_type == 3)
850 // 1: use team count, then score, if equal prefer own team (probably fails due to float accuracy problems)
851 if(c1 >= 0) RandomSelection_Add(world, 1, string_null, 1, (maxc - c1) + float2range01(-team1_score + 0.5 * (self.team == COLOR_TEAM1)) / 256.0);
852 if(c2 >= 0) RandomSelection_Add(world, 2, string_null, 1, (maxc - c2) + float2range01(-team2_score + 0.5 * (self.team == COLOR_TEAM2)) / 256.0);
853 if(c3 >= 0) RandomSelection_Add(world, 3, string_null, 1, (maxc - c3) + float2range01(-team3_score + 0.5 * (self.team == COLOR_TEAM3)) / 256.0);
854 if(c4 >= 0) RandomSelection_Add(world, 4, string_null, 1, (maxc - c4) + float2range01(-team4_score + 0.5 * (self.team == COLOR_TEAM4)) / 256.0);
856 return RandomSelection_chosen_float;
859 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
861 float smallest, selectedteam;
863 // don't join a team if we're not playing a team game
867 // find out what teams are available
868 CheckAllowedTeams(pl);
870 // if we don't care what team he ends up on, put him on whatever team he entered as.
871 // if he's not on a valid team, then let other code put him on the smallest team
874 if( c1 >= 0 && pl.team == COLOR_TEAM1)
875 selectedteam = pl.team;
876 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
877 selectedteam = pl.team;
878 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
879 selectedteam = pl.team;
880 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
881 selectedteam = pl.team;
886 if(!only_return_best)
888 SetPlayerColors(pl, selectedteam - 1);
893 // otherwise end up on the smallest team (handled below)
896 smallest = FindSmallestTeam(pl, TRUE);
899 if(!only_return_best)
901 TeamchangeFrags(self);
904 SetPlayerColors(pl, COLOR_TEAM1 - 1);
906 else if(smallest == 2)
908 SetPlayerColors(pl, COLOR_TEAM2 - 1);
910 else if(smallest == 3)
912 SetPlayerColors(pl, COLOR_TEAM3 - 1);
914 else if(smallest == 4)
916 SetPlayerColors(pl, COLOR_TEAM4 - 1);
920 error("smallest team: invalid team\n");
923 if(pl.deadflag == DEAD_NO)
924 Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
930 //void() ctf_playerchanged;
931 void SV_ChangeTeam(float _color)
933 float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
935 // in normal deathmatch we can just apply the color and we're done
937 SetPlayerColors(self, _color);
941 scolor = self.clientcolors & 0x0F;
942 dcolor = _color & 0x0F;
944 if(scolor == COLOR_TEAM1 - 1)
946 else if(scolor == COLOR_TEAM2 - 1)
948 else if(scolor == COLOR_TEAM3 - 1)
950 else // if(scolor == COLOR_TEAM4 - 1)
952 if(dcolor == COLOR_TEAM1 - 1)
954 else if(dcolor == COLOR_TEAM2 - 1)
956 else if(dcolor == COLOR_TEAM3 - 1)
958 else // if(dcolor == COLOR_TEAM4 - 1)
961 CheckAllowedTeams(self);
963 if(dteam == 1 && c1 < 0) dteam = 4;
964 if(dteam == 4 && c4 < 0) dteam = 3;
965 if(dteam == 3 && c3 < 0) dteam = 2;
966 if(dteam == 2 && c2 < 0) dteam = 1;
968 // not changing teams
971 //bprint("same team change\n");
972 SetPlayerTeam(self, dteam, steam, TRUE);
976 if(cvar("g_campaign"))
978 sprint(self, "Team changes not allowed\n");
979 return; // changing teams is not allowed
982 if(cvar("g_changeteam_banned") && self.wasplayer)
984 sprint(self, "Team changes not allowed\n");
988 if(cvar("g_balance_teams_prevent_imbalance"))
990 // only allow changing to a smaller or equal size team
992 // find out what teams are available
993 //CheckAllowedTeams();
994 // count how many players on each team
995 GetTeamCounts(world);
998 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
1003 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
1008 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
1013 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1020 sprint(self, "Cannot change to an invalid team\n");
1025 // get starting team
1026 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1028 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1030 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1032 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1035 if(scount) // started at a valid, nonempty team
1037 // check if we're trying to change to a larger team that doens't have bots to swap with
1038 if(dcount >= scount && dbotcount <= 0)
1040 sprint(self, "Cannot change to a larger team\n");
1041 return; // can't change to a larger team
1046 // bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1048 if(self.classname == "player" && steam != dteam)
1050 // reduce frags during a team change
1051 TeamchangeFrags(self);
1054 SetPlayerTeam(self, dteam, steam, FALSE);
1056 if(self.classname == "player" && steam != dteam)
1058 // kill player when changing teams
1059 if(self.deadflag == DEAD_NO)
1060 Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1062 //ctf_playerchanged();
1065 void ShufflePlayerOutOfTeam (float source_team)
1067 float smallestteam, smallestteam_count, steam;
1068 float lowest_bot_score, lowest_player_score;
1069 entity head, lowest_bot, lowest_player, selected;
1072 smallestteam_count = 999999999;
1074 if(c1 >= 0 && c1 < smallestteam_count)
1077 smallestteam_count = c1;
1079 if(c2 >= 0 && c2 < smallestteam_count)
1082 smallestteam_count = c2;
1084 if(c3 >= 0 && c3 < smallestteam_count)
1087 smallestteam_count = c3;
1089 if(c4 >= 0 && c4 < smallestteam_count)
1092 smallestteam_count = c4;
1097 bprint("warning: no smallest team\n");
1101 if(source_team == 1)
1102 steam = COLOR_TEAM1;
1103 else if(source_team == 2)
1104 steam = COLOR_TEAM2;
1105 else if(source_team == 3)
1106 steam = COLOR_TEAM3;
1107 else if(source_team == 4)
1108 steam = COLOR_TEAM4;
1111 lowest_bot_score = 999999999;
1112 lowest_player = world;
1113 lowest_player_score = 999999999;
1115 // find the lowest-scoring player & bot of that team
1116 FOR_EACH_PLAYER(head)
1118 if(head.team == steam)
1122 if(head.totalfrags < lowest_bot_score)
1125 lowest_bot_score = head.totalfrags;
1130 if(head.totalfrags < lowest_player_score)
1132 lowest_player = head;
1133 lowest_player_score = head.totalfrags;
1139 // prefers to move a bot...
1140 if(lowest_bot != world)
1141 selected = lowest_bot;
1142 // but it will move a player if it has to
1144 selected = lowest_player;
1145 // don't do anything if it couldn't find anyone
1148 bprint("warning: couldn't find a player to move from team\n");
1152 // smallest team gains a member
1153 if(smallestteam == 1)
1157 else if(smallestteam == 2)
1161 else if(smallestteam == 3)
1165 else if(smallestteam == 4)
1171 bprint("warning: destination team invalid\n");
1174 // source team loses a member
1175 if(source_team == 1)
1179 else if(source_team == 2)
1183 else if(source_team == 3)
1187 else if(source_team == 4)
1193 bprint("warning: source team invalid\n");
1197 // move the player to the new team
1198 TeamchangeFrags(selected);
1199 SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1201 if(selected.deadflag == DEAD_NO)
1202 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1203 centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1206 void CauseRebalance(float source_team, float howmany_toomany)
1208 if(IsTeamBalanceForced() == 1)
1210 bprint("Rebalancing Teams\n");
1211 ShufflePlayerOutOfTeam(source_team);
1215 // part of g_balance_teams_force
1216 // occasionally perform an audit of the teams to make
1217 // sure they're more or less balanced in player count.
1220 float numplayers, numteams, smallest, toomany;
1222 balance = IsTeamBalanceForced();
1226 if(audit_teams_time > time)
1229 audit_teams_time = time + 4 + random();
1231 // bprint("Auditing teams\n");
1233 CheckAllowedTeams(world);
1234 GetTeamCounts(world);
1237 numteams = numplayers = smallest = 0;
1240 numteams = numteams + 1;
1241 numplayers = numplayers + c1;
1246 numteams = numteams + 1;
1247 numplayers = numplayers + c2;
1253 numteams = numteams + 1;
1254 numplayers = numplayers + c3;
1260 numteams = numteams + 1;
1261 numplayers = numplayers + c4;
1267 return; // no players to move around
1269 return; // don't bother shuffling if for some reason there aren't any teams
1271 toomany = smallest + 1;
1273 if(c1 && c1 > toomany)
1274 CauseRebalance(1, c1 - toomany);
1275 if(c2 && c2 > toomany)
1276 CauseRebalance(2, c2 - toomany);
1277 if(c3 && c3 > toomany)
1278 CauseRebalance(3, c3 - toomany);
1279 if(c4 && c4 > toomany)
1280 CauseRebalance(4, c4 - toomany);
1282 // if teams are still unbalanced, balance them further in the next audit,
1283 // which will happen sooner (keep doing rapid audits until things are in order)
1284 audit_teams_time = time + 0.7 + random()*0.3;
1287 // code from here on is just to support maps that don't have team entities
1288 void tdm_spawnteam (string teamname, float teamcolor)
1292 e.classname = "tdm_team";
1293 e.netname = teamname;
1298 // spawn some default teams if the map is not set up for tdm
1299 void tdm_spawnteams()
1303 numteams = cvar("g_tdm_teams_override");
1305 numteams = cvar("g_tdm_teams");
1306 numteams = bound(2, numteams, 4);
1308 tdm_spawnteam("Red", COLOR_TEAM1-1);
1309 tdm_spawnteam("Blue", COLOR_TEAM2-1);
1311 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1313 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1316 void tdm_delayedinit()
1318 // if no teams are found, spawn defaults
1319 if (find(world, classname, "tdm_team") == world)
1325 InitializeEntity(world, tdm_delayedinit, INITPRIO_GAMETYPE);