2 string cache_mutatormsg;
4 string cache_lastmutatormsg;
6 // client counts for each team
8 // # of bots on those teams
9 float cb1, cb2, cb3, cb4;
11 float audit_teams_time;
13 float IsTeamBalanceForced()
15 if(intermission_running)
16 return 0; // no rebalancing whatsoever please
19 if(cvar("g_campaign"))
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();
76 void LogTeamchange(entity pl)
79 if(!cvar("sv_eventlog"))
83 str = strcat(":team:", ftos(pl.playerid), ":");
84 str = strcat(str, ftos(pl.team));
85 GameLogEcho(str, FALSE);
90 cvar_set("g_dm", "0");
91 cvar_set("g_tdm", "0");
92 cvar_set("g_domination", "0");
93 cvar_set("g_ctf", "0");
94 cvar_set("g_runematch", "0");
95 cvar_set("g_lms", "0");
96 cvar_set("g_arena", "0");
97 cvar_set("g_keyhunt", "0");
98 cvar_set("g_assault", "0");
99 cvar_set("g_onslaught", "0");
100 cvar_set("g_race", "0");
101 cvar_set("teamplay", "0");
104 void default_delayedinit()
108 if(!scores_initialized)
109 ScoreRules_generic();
112 void ActivateTeamplay()
114 float teamplay_default;
115 teamplay_default = cvar("teamplay_default");
118 cvar_set("teamplay", ftos(teamplay_default));
120 cvar_set("teamplay", "3");
123 void InitGameplayMode()
125 float fraglimit_override, timelimit_override, capturelimit_override;
129 game = cvar("gamecfg"); // load game options
131 // game cvars get reset before map changes
132 // then map's cfg sets them as desired
134 // FIXME: also set a message or game mode name to print to players when the join
136 // set both here, gamemode can override it later
137 timelimit_override = cvar("timelimit_override");
138 fraglimit_override = cvar("fraglimit_override");
139 capturelimit_override = cvar("capturelimit_override");
141 if(game == GAME_DOMINATION || cvar("g_domination"))
144 game = GAME_DOMINATION;
145 cvar_set("g_domination", "1");
149 fraglimit_override = cvar("g_domination_point_limit");
151 gamemode_name = "Domination";
154 else if(game == GAME_CTF || cvar("g_ctf"))
158 cvar_set("g_ctf", "1");
162 fraglimit_override = cvar("g_ctf_capture_limit");
163 //no capture limit override here
165 gamemode_name = "Capture the Flag";
168 else if(game == GAME_RUNEMATCH || cvar("g_runematch"))
170 game = GAME_RUNEMATCH;
171 cvar_set("g_runematch", "1");
172 cvar_set("g_minstagib", "0");
174 if(cvar("deathmatch_force_teamplay"))
177 fraglimit_override = cvar("g_runematch_point_limit");
179 gamemode_name = "Rune Match";
185 else if(game == GAME_DEATHMATCH || game == GAME_TEAM_DEATHMATCH || cvar("g_tdm"))
187 if(!cvar("deathmatch"))
188 cvar_set("deathmatch", "1");
191 if(game == GAME_TEAM_DEATHMATCH || cvar("g_tdm") || cvar("deathmatch_force_teamplay"))
194 game = GAME_TEAM_DEATHMATCH;
195 gamemode_name = "Team Deathmatch";
198 cvar_set("g_tdm", "1");
203 game = GAME_DEATHMATCH;
204 gamemode_name = "Deathmatch";
208 fraglimit_override = cvar("fraglimit_override");
210 else if(game == GAME_ASSAULT || cvar("g_assault"))
214 gamemode_name = "Assault";
217 cvar_set("g_assault", "1");
219 else if(game == GAME_LMS || cvar("g_lms"))
223 cvar_set("g_lms", "1");
224 fraglimit_override = cvar("g_lms_lives_override");
225 if(fraglimit_override == 0)
226 fraglimit_override = -1;
227 gamemode_name = "Last Man Standing";
229 lms_lowest_lives = 9999;
233 else if(game == GAME_ARENA || cvar("g_arena"))
237 cvar_set("g_arena", "1");
238 fraglimit_override = cvar("g_arena_point_limit");
239 maxspawned = cvar("g_arena_maxspawned");
242 arena_roundbased = cvar("g_arena_roundbased");
243 gamemode_name = "Arena";
246 else if(game == GAME_KEYHUNT || cvar("g_keyhunt"))
250 cvar_set("g_keyhunt", "1");
251 fraglimit_override = cvar("g_keyhunt_point_limit");
253 gamemode_name = "Key Hunt";
256 else if(game == GAME_ONSLAUGHT || cvar("g_onslaught"))
259 game = GAME_ONSLAUGHT;
260 cvar_set("g_onslaught", "1");
264 gamemode_name = "Onslaught";
267 else if(game == GAME_RACE || cvar("g_race"))
271 cvar_set("g_race", "1");
272 fraglimit_override = cvar("g_race_laps_limit");
273 gamemode_name = "Race";
275 if(cvar("g_race_teams"))
277 g_race_qualifying = 0; // not supported!
280 race_teams = bound(2, cvar("g_race_teams"), 4);
286 if(cvar("g_race_qualifying"))
287 independent_players = 1;
294 // we can only assume...
296 game = GAME_DEATHMATCH;
297 cvar_set("g_dm", "1");
298 gamemode_name = "Deathmatch";
302 // those mutators rule each other out
303 if(cvar("g_minstagib"))
305 cvar_set("g_instagib", "0");
306 cvar_set("g_rocketarena", "0");
308 if(cvar("g_instagib"))
310 cvar_set("g_minstagib", "0");
311 cvar_set("g_rocketarena", "0");
313 if(cvar("g_rocketarena"))
315 cvar_set("g_instagib", "0");
316 cvar_set("g_minstagib", "0");
319 g_domination = cvar("g_domination");
320 g_ctf = cvar("g_ctf");
321 g_lms = cvar("g_lms");
322 g_tdm = cvar("g_tdm");
323 g_runematch = cvar("g_runematch");
324 g_keyhunt = cvar("g_keyhunt");
325 g_onslaught = cvar("g_onslaught");
326 g_assault = cvar("g_assault");
327 g_race = cvar("g_race");
328 g_arena = cvar("g_arena");
330 cache_mutatormsg = strzone("");
331 cache_motd = strzone("");
332 cache_lastmutatormsg = strzone("");
333 cache_lastmotd = strzone("");
336 if(g_ctf_win_mode != 2)
337 fraglimit_override = capturelimit_override;
339 // enforce the server's universal frag/time limits
340 if(!cvar("g_campaign"))
342 if(fraglimit_override >= 0)
343 cvar_set("fraglimit", ftos(fraglimit_override));
344 if(timelimit_override >= 0)
345 cvar_set("timelimit", ftos(timelimit_override));
348 if(g_race && g_race_qualifying)
350 race_fraglimit = cvar("fraglimit");
351 cvar_set("fraglimit", "0");
354 if (game == GAME_DOMINATION)//cvar("g_domination"))
356 else if (game == GAME_CTF)//cvar("g_ctf"))
358 else if (game == GAME_RUNEMATCH)//cvar("g_runematch"))
360 else if (game == GAME_TEAM_DEATHMATCH)//cvar("g_runematch"))
362 else if (game == GAME_KEYHUNT)//cvar("g_keyhunt"))
364 else if (game == GAME_ONSLAUGHT)
369 e.nextthink = time + 0.3; // MUST be after all other delayed inits!
370 e.think = default_delayedinit;
373 string GetClientVersionMessage() {
374 local string versionmsg;
375 if (self.version_mismatch) {
376 if(self.version < cvar("gameversion")) {
377 versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
379 versionmsg = "^3This server is using an outdated Nexuiz version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
382 versionmsg = "^2client version and server version are compatible.^8";
388 void PrintWelcomeMessage(entity pl)
390 string s, mutator, modifications;
393 /*if(self.welcomemessage_time > time)
395 self.welcomemessage_time = time + 0.8; */
397 if(self.cvar_scr_centertime == 0) return;
398 if( !(timeoutStatus >= 1 || (time < restart_countdown) ) ) { //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
399 if(self.welcomemessage_time > time) return;
400 self.welcomemessage_time = time + self.cvar_scr_centertime * 0.6;
403 if(cvar("g_campaign"))
405 centerprint(pl, campaign_message);
409 if(!self.BUTTON_INFO)
411 // TODO get rid of this too
412 local string specString;
413 specString = NEWLINES;
414 if(time < restart_countdown) //also show the countdown when being a spectator
415 specString = strcat(specString, "\n\n^1Game starts in ", ftos(restartAnnouncer.cnt + 1), " seconds^7");
416 else if (timeoutStatus != 0)
417 specString = strcat(specString, "\n\n", getTimeoutText(1));
420 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
424 mutator = "^2Minstagib ^1";
426 mutator = "^2Instagib ^1";
427 else if(g_rocketarena)
428 mutator = "^2Rocketarena ^1";
430 mutator = "^2No Items Nexuiz ^1";
433 // to protect against unheedingly made changes
435 modifications = strcat(modifications, ", ");
437 modifications = "midair";
441 modifications = strcat(modifications, ", ");
443 modifications = strcat(modifications, "vampire");
445 if(g_laserguided_missile) {
447 modifications = strcat(modifications, ", ");
449 modifications = strcat(modifications, "laser-guided-missiles");
453 modifications = strcat(modifications, ", ");
455 modifications = strcat(modifications, "Tournament");
458 local string versionmessage;
459 versionmessage = GetClientVersionMessage();
461 s = strcat(s, NEWLINES, "This is Nexuiz ", cvar_string("g_nexuizversion"), "\n", versionmessage);
462 s = strcat(s, "^8\n\nmatch type is ^1", mutator, gamemode_name, "^8\n");
464 if(modifications != "")
465 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
468 if(!tourneyInMatchStage)
469 s = strcat(s, "\n^8The game is currently in ^3warmup-stage ^8!\n");
471 s = strcat(s, "\n^8The game is currently in ^3match-stage ^8!\n");
474 if(time < restart_countdown)
475 s = strcat(s, "\n^1Game starts in ", ftos(restartAnnouncer.cnt + 1), " seconds^7");
477 if(timeoutStatus != 0)
478 s = strcat(s, "\n\n", getTimeoutText(1));
480 if (g_grappling_hook)
481 s = strcat(s, "\n\n^8grappling hook is enabled, press 'e' to use it\n");
483 if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))
485 if(cache_lastmutatormsg)
486 strunzone(cache_lastmutatormsg);
488 strunzone(cache_mutatormsg);
489 cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));
490 cache_mutatormsg = strzone(wordwrap(cache_lastmutatormsg, 50));
493 if (cache_mutatormsg != "") {
494 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
497 if(cache_lastmotd != cvar_string("sv_motd"))
500 strunzone(cache_lastmotd);
502 strunzone(cache_motd);
503 cache_lastmotd = strzone(cvar_string("sv_motd"));
504 cache_motd = strzone(wordwrap(cache_lastmotd, 50));
507 if (cache_motd != "") {
508 s = strcat(s, "\n\n^8MOTD: ^7", cache_motd);
517 void SetPlayerColors(entity pl, float _color)
521 stuffcmd(pl, strcat("color ", s, " ", s, "\n") );
523 //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
524 pl.clientcolors = 16*cl + cl;*/
527 pants = _color & 0x0F;
528 shirt = _color & 0xF0;
532 setcolor(pl, 16*pants + pants);
534 setcolor(pl, shirt + pants);
538 void SetPlayerTeam(entity pl, float t, float s, float noprint)
543 _color = COLOR_TEAM4 - 1;
545 _color = COLOR_TEAM3 - 1;
547 _color = COLOR_TEAM2 - 1;
549 _color = COLOR_TEAM1 - 1;
551 SetPlayerColors(pl,_color);
553 if(!noprint && t != s)
555 //bprint(pl.netname, " has changed to ", TeamNoName(t), "\n");
556 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
568 // set c1...c4 to show what teams are allowed
569 void CheckAllowedTeams (entity for_whom)
578 c1 = c2 = c3 = c4 = -1;
579 cb1 = cb2 = cb3 = cb4 = 0;
581 // onslaught is special
584 head = findchain(classname, "onslaught_generator");
587 if (head.team == COLOR_TEAM1) c1 = 0;
588 if (head.team == COLOR_TEAM2) c2 = 0;
589 if (head.team == COLOR_TEAM3) c3 = 0;
590 if (head.team == COLOR_TEAM4) c4 = 0;
597 teament_name = "dom_team";
599 teament_name = "ctf_team";
601 teament_name = "tdm_team";
604 c1 = c2 = 0; // Assault always has 2 teams
609 // cover anything else by treating it like tdm with no teams spawned
615 dm = cvar("g_tdm_teams");
617 error("g_tdm_teams < 2, not enough teams to play team deathmatch\n");
621 c1 = c2 = c3 = c4 = 0;
634 // first find out what teams are allowed
635 head = find(world, classname, teament_name);
638 if(!(g_domination && head.netname == ""))
640 if(head.team == COLOR_TEAM1)
644 if(head.team == COLOR_TEAM2)
648 if(head.team == COLOR_TEAM3)
652 if(head.team == COLOR_TEAM4)
657 head = find(head, classname, teament_name);
662 if(cvar("bot_vs_human") > 0)
665 if(clienttype(for_whom) == CLIENTTYPE_BOT)
670 else if(cvar("bot_vs_human") < 0)
673 if(clienttype(for_whom) == CLIENTTYPE_BOT)
681 float PlayerValue(entity p)
683 if(IsTeamBalanceForced() == 1)
688 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
689 // teams that are allowed will now have their player counts stored in c1...c4
690 void GetTeamCounts(entity ignore)
694 // now count how many players are on each team already
696 // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
697 // also remember the lowest-scoring player
699 FOR_EACH_PLAYER(head)
701 if(head != ignore)// && head.netname != "")
703 value = PlayerValue(head);
704 if(clienttype(head) == CLIENTTYPE_BOT)
708 if(head.team == COLOR_TEAM1)
716 if(head.team == COLOR_TEAM2)
724 if(head.team == COLOR_TEAM3)
732 if(head.team == COLOR_TEAM4)
744 // returns # of smallest team (1, 2, 3, 4)
745 // NOTE: Assumes CheckAllowedTeams has already been called!
746 float FindSmallestTeam(entity pl, float ignore_pl)
748 float totalteams, smallestteam, smallestteam_count, smallestteam_score, balance_type;
751 // find out what teams are available
752 //CheckAllowedTeams();
754 // make sure there are at least 2 teams to join
756 totalteams = totalteams + 1;
758 totalteams = totalteams + 1;
760 totalteams = totalteams + 1;
762 totalteams = totalteams + 1;
764 if(cvar("bot_vs_human"))
770 error("Too few teams available for domination\n");
772 error("Too few teams available for ctf\n");
774 error("Too few teams available for key hunt\n");
776 error("Too few teams available for team deathmatch\n");
779 // count how many players are in each team
783 GetTeamCounts(world);
785 // c1...c4 now have counts of each team
786 // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
789 smallestteam_count = 999999999;
790 smallestteam_score = 999999999;
792 // 2 gives priority to what team you're already on, 1 goes in order
793 // 2 doesn't seem to work though...
797 //if(pl.classname != "player")
798 if(clienttype(pl) != CLIENTTYPE_BOT)
800 c1 -= cb1 * 255.0/256;
801 c2 -= cb2 * 255.0/256;
802 c3 -= cb3 * 255.0/256;
803 c4 -= cb4 * 255.0/256;
806 if(balance_type == 1)
808 if(c1 >= 0 && (c1 < smallestteam_count || (c1 <= smallestteam_count && team1_score < smallestteam_score)))
811 smallestteam_count = c1;
812 smallestteam_score = team1_score;
814 if(c2 >= 0 && (c2 < smallestteam_count || (c2 <= smallestteam_count && team2_score < smallestteam_score)))
817 smallestteam_count = c2;
818 smallestteam_score = team2_score;
820 if(c3 >= 0 && (c3 < smallestteam_count || (c3 <= smallestteam_count && team3_score < smallestteam_score)))
823 smallestteam_count = c3;
824 smallestteam_score = team3_score;
826 if(c4 >= 0 && (c4 < smallestteam_count || (c4 <= smallestteam_count && team4_score < smallestteam_score)))
829 smallestteam_count = c4;
830 smallestteam_score = team4_score;
835 if(c1 >= 0 && (c1 < smallestteam_count ||
836 (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
839 smallestteam_count = c1;
841 if(c2 >= 0 && c2 < (c2 < smallestteam_count ||
842 (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
845 smallestteam_count = c2;
847 if(c3 >= 0 && c3 < (c3 < smallestteam_count ||
848 (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
851 smallestteam_count = c3;
853 if(c4 >= 0 && c4 < (c4 < smallestteam_count ||
854 (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
857 smallestteam_count = c4;
864 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
866 float smallest, selectedteam;
868 // don't join a team if we're not playing a team game
869 if(!cvar("teamplay") && !g_domination && !g_ctf && !g_keyhunt)
872 // find out what teams are available
873 CheckAllowedTeams(pl);
878 if(cvar("g_domination_default_teams") < 3)
880 if(cvar("g_domination_default_teams") < 4)
884 // if we don't care what team he ends up on, put him on whatever team he entered as.
885 // if he's not on a valid team, then let other code put him on the smallest team
888 if( c1 >= 0 && pl.team == COLOR_TEAM1)
889 selectedteam = pl.team;
890 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
891 selectedteam = pl.team;
892 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
893 selectedteam = pl.team;
894 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
895 selectedteam = pl.team;
900 if(!only_return_best)
902 SetPlayerColors(pl, selectedteam - 1);
907 // otherwise end up on the smallest team (handled below)
910 smallest = FindSmallestTeam(pl, TRUE);
913 if(!only_return_best)
915 TeamchangeFrags(self);
918 SetPlayerColors(pl, COLOR_TEAM1 - 1);
920 else if(smallest == 2)
922 SetPlayerColors(pl, COLOR_TEAM2 - 1);
924 else if(smallest == 3)
926 SetPlayerColors(pl, COLOR_TEAM3 - 1);
928 else if(smallest == 4)
930 SetPlayerColors(pl, COLOR_TEAM4 - 1);
934 error("smallest team: invalid team\n");
937 if(pl.deadflag == DEAD_NO)
938 Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
944 //void() ctf_playerchanged;
945 void SV_ChangeTeam(float _color)
947 float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
949 // in normal deathmatch we can just apply the color and we're done
950 if(!cvar("teamplay")) {
951 SetPlayerColors(self, _color);
955 scolor = self.clientcolors & 0x0F;
956 dcolor = _color & 0x0F;
958 if(scolor == COLOR_TEAM1 - 1)
960 else if(scolor == COLOR_TEAM2 - 1)
962 else if(scolor == COLOR_TEAM3 - 1)
964 else if(scolor == COLOR_TEAM4 - 1)
966 if(dcolor == COLOR_TEAM1 - 1)
968 else if(dcolor == COLOR_TEAM2 - 1)
970 else if(dcolor == COLOR_TEAM3 - 1)
972 else if(dcolor == COLOR_TEAM4 - 1)
975 CheckAllowedTeams(self);
977 if(dteam == 1 && c1 < 0) dteam = 4;
978 if(dteam == 4 && c4 < 0) dteam = 3;
979 if(dteam == 3 && c3 < 0) dteam = 2;
980 if(dteam == 2 && c2 < 0) dteam = 1;
982 // not changing teams
985 //bprint("same team change\n");
986 SetPlayerTeam(self, dteam, steam, TRUE);
992 if(cvar("g_campaign") || cvar("g_changeteam_banned"))
994 sprint(self, "Team changes not allowed\n");
995 return; // changing teams is not allowed
998 if(!cvar("g_campaign") && cvar("g_balance_teams_prevent_imbalance"))
1000 // only allow changing to a smaller or equal size team
1002 // find out what teams are available
1003 //CheckAllowedTeams();
1004 // count how many players on each team
1005 GetTeamCounts(world);
1008 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
1013 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
1018 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
1023 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1030 sprint(self, "Cannot change to an invalid team\n");
1035 // get starting team
1036 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1038 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1040 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1042 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1045 if(scount) // started at a valid, nonempty team
1047 // check if we're trying to change to a larger team that doens't have bots to swap with
1048 if(dcount >= scount && dbotcount <= 0)
1050 sprint(self, "Cannot change to a larger team\n");
1051 return; // can't change to a larger team
1057 // bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1059 if(cvar("teamplay") && self.classname == "player" && steam != dteam)
1061 // reduce frags during a team change
1062 TeamchangeFrags(self);
1065 SetPlayerTeam(self, dteam, steam, FALSE);
1067 if(cvar("teamplay") && self.classname == "player" && steam != dteam)
1069 // kill player when changing teams
1070 if(self.deadflag == DEAD_NO)
1071 Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1073 //ctf_playerchanged();
1076 void ShufflePlayerOutOfTeam (float source_team)
1078 float smallestteam, smallestteam_count, steam;
1079 float lowest_bot_score, lowest_player_score;
1080 entity head, lowest_bot, lowest_player, selected;
1083 smallestteam_count = 999999999;
1085 if(c1 >= 0 && c1 < smallestteam_count)
1088 smallestteam_count = c1;
1090 if(c2 >= 0 && c2 < smallestteam_count)
1093 smallestteam_count = c2;
1095 if(c3 >= 0 && c3 < smallestteam_count)
1098 smallestteam_count = c3;
1100 if(c4 >= 0 && c4 < smallestteam_count)
1103 smallestteam_count = c4;
1108 bprint("warning: no smallest team\n");
1112 if(source_team == 1)
1113 steam = COLOR_TEAM1;
1114 else if(source_team == 2)
1115 steam = COLOR_TEAM2;
1116 else if(source_team == 3)
1117 steam = COLOR_TEAM3;
1118 else if(source_team == 4)
1119 steam = COLOR_TEAM4;
1122 lowest_bot_score = 999999999;
1123 lowest_player = world;
1124 lowest_player_score = 999999999;
1126 // find the lowest-scoring player & bot of that team
1127 FOR_EACH_PLAYER(head)
1129 if(head.team == steam)
1133 if(head.totalfrags < lowest_bot_score)
1136 lowest_bot_score = head.totalfrags;
1141 if(head.totalfrags < lowest_player_score)
1143 lowest_player = head;
1144 lowest_player_score = head.totalfrags;
1150 // prefers to move a bot...
1151 if(lowest_bot != world)
1152 selected = lowest_bot;
1153 // but it will move a player if it has to
1155 selected = lowest_player;
1156 // don't do anything if it couldn't find anyone
1159 bprint("warning: couldn't find a player to move from team\n");
1163 // smallest team gains a member
1164 if(smallestteam == 1)
1168 else if(smallestteam == 2)
1172 else if(smallestteam == 3)
1176 else if(smallestteam == 4)
1182 bprint("warning: destination team invalid\n");
1185 // source team loses a member
1186 if(source_team == 1)
1190 else if(source_team == 2)
1194 else if(source_team == 3)
1198 else if(source_team == 4)
1204 bprint("warning: source team invalid\n");
1208 // move the player to the new team
1209 TeamchangeFrags(selected);
1210 SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1212 if(selected.deadflag == DEAD_NO)
1213 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1214 centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1217 float lastRebalanceInfo;
1218 void CauseRebalance(float source_team, float howmany_toomany)
1223 if(IsTeamBalanceForced() == 1)
1225 bprint("Rebalancing Teams\n");
1226 ShufflePlayerOutOfTeam(source_team);
1230 if(howmany_toomany < cvar("g_balance_teams_complain"))
1232 if(time < lastRebalanceInfo + 90)
1234 lastRebalanceInfo = time;
1235 if(source_team == 1)
1236 steam = COLOR_TEAM1;
1237 else if(source_team == 2)
1238 steam = COLOR_TEAM2;
1239 else if(source_team == 3)
1240 steam = COLOR_TEAM3;
1241 else if(source_team == 4)
1242 steam = COLOR_TEAM4;
1243 ServerConsoleEcho(strcat("Team ", ftos(source_team), " too large, complaining."), TRUE);
1244 FOR_EACH_REALPLAYER(head)
1246 if(head.team == steam)
1248 sprint(head, "\{1}\{13}^3SERVER NOTICE:^7 One of you please change teams!\n");
1249 centerprint_atprio(head, CENTERPRIO_REBALANCE, "^3SERVER NOTICE:\n\n^7Someone of you please change teams!");
1255 // part of g_balance_teams_force
1256 // occasionally perform an audit of the teams to make
1257 // sure they're more or less balanced in player count.
1260 float numplayers, numteams, smallest, toomany;
1262 balance = IsTeamBalanceForced();
1266 if(audit_teams_time > time)
1269 audit_teams_time = time + 4 + random();
1271 // bprint("Auditing teams\n");
1273 CheckAllowedTeams(world);
1274 GetTeamCounts(world);
1277 numteams = numplayers = smallest = 0;
1280 numteams = numteams + 1;
1281 numplayers = numplayers + c1;
1286 numteams = numteams + 1;
1287 numplayers = numplayers + c2;
1293 numteams = numteams + 1;
1294 numplayers = numplayers + c3;
1300 numteams = numteams + 1;
1301 numplayers = numplayers + c4;
1307 return; // no players to move around
1309 return; // don't bother shuffling if for some reason there aren't any teams
1311 toomany = smallest + 1;
1313 if(c1 && c1 > toomany)
1314 CauseRebalance(1, c1 - toomany);
1315 if(c2 && c2 > toomany)
1316 CauseRebalance(2, c2 - toomany);
1317 if(c3 && c3 > toomany)
1318 CauseRebalance(3, c3 - toomany);
1319 if(c4 && c4 > toomany)
1320 CauseRebalance(4, c4 - toomany);
1322 // if teams are still unbalanced, balance them further in the next audit,
1323 // which will happen sooner (keep doing rapid audits until things are in order)
1324 audit_teams_time = time + 0.7 + random()*0.3;
1329 // code from here on is just to support maps that don't have team entities
1330 void tdm_spawnteam (string teamname, float teamcolor)
1334 e.classname = "tdm_team";
1335 e.netname = teamname;
1340 // spawn some default teams if the map is not set up for tdm
1341 void tdm_spawnteams()
1345 numteams = cvar("g_tdm_teams");
1347 tdm_spawnteam("Red", COLOR_TEAM1-1);
1348 tdm_spawnteam("Blue", COLOR_TEAM2-1);
1350 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1352 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1355 void tdm_delayedinit()
1357 self.think = SUB_Remove;
1358 self.nextthink = time;
1359 // if no teams are found, spawn defaults
1360 if (find(world, classname, "tdm_team") == world)
1368 e.think = tdm_delayedinit;
1369 e.nextthink = time + 0.1;