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"))
279 race_teams = bound(2, cvar("g_race_teams"), 4);
291 // we can only assume...
293 game = GAME_DEATHMATCH;
294 cvar_set("g_dm", "1");
295 gamemode_name = "Deathmatch";
299 // those mutators rule each other out
300 if(cvar("g_minstagib"))
302 cvar_set("g_instagib", "0");
303 cvar_set("g_rocketarena", "0");
305 if(cvar("g_instagib"))
307 cvar_set("g_minstagib", "0");
308 cvar_set("g_rocketarena", "0");
310 if(cvar("g_rocketarena"))
312 cvar_set("g_instagib", "0");
313 cvar_set("g_minstagib", "0");
316 g_domination = cvar("g_domination");
317 g_ctf = cvar("g_ctf");
318 g_lms = cvar("g_lms");
319 g_tdm = cvar("g_tdm");
320 g_runematch = cvar("g_runematch");
321 g_keyhunt = cvar("g_keyhunt");
322 g_onslaught = cvar("g_onslaught");
323 g_assault = cvar("g_assault");
324 g_race = cvar("g_race");
325 g_arena = cvar("g_arena");
327 cache_mutatormsg = strzone("");
328 cache_motd = strzone("");
329 cache_lastmutatormsg = strzone("");
330 cache_lastmotd = strzone("");
333 if(g_ctf_win_mode != 2)
334 fraglimit_override = capturelimit_override;
336 // enforce the server's universal frag/time limits
337 if(!cvar("g_campaign"))
339 if(fraglimit_override >= 0)
340 cvar_set("fraglimit", ftos(fraglimit_override));
341 if(timelimit_override >= 0)
342 cvar_set("timelimit", ftos(timelimit_override));
345 if (game == GAME_DOMINATION)//cvar("g_domination"))
347 else if (game == GAME_CTF)//cvar("g_ctf"))
349 else if (game == GAME_RUNEMATCH)//cvar("g_runematch"))
351 else if (game == GAME_TEAM_DEATHMATCH)//cvar("g_runematch"))
353 else if (game == GAME_KEYHUNT)//cvar("g_keyhunt"))
355 else if (game == GAME_ONSLAUGHT)
360 e.nextthink = time + 0.3; // MUST be after all other delayed inits!
361 e.think = default_delayedinit;
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, mutator, modifications, padding;
384 /*if(self.welcomemessage_time > time)
386 self.welcomemessage_time = time + 0.8; */
388 if(self.cvar_scr_centertime == 0) return;
389 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
390 if(self.welcomemessage_time > time) return;
391 self.welcomemessage_time = time + self.cvar_scr_centertime * 0.6;
394 if(cvar("g_campaign"))
396 centerprint(pl, campaign_message);
400 if(!self.BUTTON_INFO)
402 if(self.classname == "observer")
406 p = PlayerScore_Add(self, SP_LMS_RANK, 0);
408 return centerprint_atprio(self, CENTERPRIO_SPAM, strcat(NEWLINES, "^1Match has already begun\nwait for next round\n\n\n^7press attack to spectate other players"));
410 return centerprint_atprio(self, CENTERPRIO_SPAM, strcat(NEWLINES, "^1You have no more lives left\nwait for next round\n\n\n^7press attack to spectate other players"));
413 else if(self.classname == "spectator")
417 p = PlayerScore_Add(self, SP_LMS_RANK, 0);
419 return centerprint_atprio(self, CENTERPRIO_SPAM, strcat(NEWLINES, "spectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
422 return centerprint_atprio(self, CENTERPRIO_SPAM, strcat(NEWLINES, "spectating ", self.enemy.netname, "\n\n\n^7press attack for next player\npress attack2 for free fly mode"));
424 local string specString;
425 specString = strcat(NEWLINES, "spectating ", self.enemy.netname, "\n\n\n^7press jump to play\n^7press attack for next player\npress attack2 for free fly mode");
427 if(time < restart_countdown) //also show the countdown when being a spectator
428 specString = strcat(specString, "\n\n^1Game starts in ", ftos(restartAnnouncer.cnt + 1), " seconds^7");
429 else if (timeoutStatus != 0)
430 specString = strcat(specString, "\n\n", getTimeoutText(1));
431 return centerprint_atprio(self, CENTERPRIO_SPAM, specString);
436 mutator = "^2Minstagib ^1";
438 mutator = "^2Instagib ^1";
439 else if(g_rocketarena)
440 mutator = "^2Rocketarena ^1";
442 mutator = "^2No Items Nexuiz ^1";
445 // to protect against unheedingly made changes
447 modifications = strcat(modifications, ", ");
449 modifications = "midair";
453 modifications = strcat(modifications, ", ");
455 modifications = strcat(modifications, "vampire");
457 if(g_laserguided_missile) {
459 modifications = strcat(modifications, ", ");
461 modifications = strcat(modifications, "laser-guided-missiles");
465 modifications = strcat(modifications, ", ");
467 modifications = strcat(modifications, "Tournament");
470 local string versionmessage;
471 versionmessage = GetClientVersionMessage();
473 s = strcat(s, NEWLINES, "This is Nexuiz ", cvar_string("g_nexuizversion"), "\n", versionmessage);
474 s = strcat(s, "^8\n\nmatch type is ^1", mutator, gamemode_name, "^8\n");
476 if(modifications != "")
477 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
480 if(!tourneyInMatchStage)
481 s = strcat(s, "\n^8The game is currently in ^3warmup-stage ^8!\n");
483 s = strcat(s, "\n^8The game is currently in ^3match-stage ^8!\n");
486 if(time < restart_countdown)
487 s = strcat(s, "\n^1Game starts in ", ftos(restartAnnouncer.cnt + 1), " seconds^7");
489 if(timeoutStatus != 0)
490 s = strcat(s, "\n\n", getTimeoutText(1));
492 if (g_grappling_hook)
493 s = strcat(s, "\n\n^8grappling hook is enabled, press 'e' to use it\n");
495 if(cache_lastmutatormsg != cvar_string("g_mutatormsg"))
497 if(cache_lastmutatormsg)
498 strunzone(cache_lastmutatormsg);
500 strunzone(cache_mutatormsg);
501 cache_lastmutatormsg = strzone(cvar_string("g_mutatormsg"));
502 cache_mutatormsg = strzone(wordwrap(cache_lastmutatormsg, 50));
505 if (cache_mutatormsg != "") {
506 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
509 if(cache_lastmotd != cvar_string("sv_motd"))
512 strunzone(cache_lastmotd);
514 strunzone(cache_motd);
515 cache_lastmotd = strzone(cvar_string("sv_motd"));
516 cache_motd = strzone(wordwrap(cache_lastmotd, 50));
519 if (cache_motd != "") {
520 s = strcat(s, "\n\n^8MOTD: ^7", cache_motd);
529 void SetPlayerColors(entity pl, float _color)
533 stuffcmd(pl, strcat("color ", s, " ", s, "\n") );
535 //pl.clientcolors = pl.clientcolors - (pl.clientcolors & 15) + cl;
536 pl.clientcolors = 16*cl + cl;*/
539 pants = _color & 0x0F;
540 shirt = _color & 0xF0;
544 setcolor(pl, 16*pants + pants);
546 setcolor(pl, shirt + pants);
550 void SetPlayerTeam(entity pl, float t, float s, float noprint)
555 _color = COLOR_TEAM4 - 1;
557 _color = COLOR_TEAM3 - 1;
559 _color = COLOR_TEAM2 - 1;
561 _color = COLOR_TEAM1 - 1;
563 SetPlayerColors(pl,_color);
565 if(!noprint && t != s)
567 //bprint(pl.netname, " has changed to ", TeamNoName(t), "\n");
568 bprint(pl.netname, "^7 has changed from ", TeamNoName(s), " to ", TeamNoName(t), "\n");
580 // set c1...c4 to show what teams are allowed
581 void CheckAllowedTeams (entity for_whom)
590 c1 = c2 = c3 = c4 = -1;
591 cb1 = cb2 = cb3 = cb4 = 0;
593 // onslaught is special
596 head = findchain(classname, "onslaught_generator");
599 if (head.team == COLOR_TEAM1) c1 = 0;
600 if (head.team == COLOR_TEAM2) c2 = 0;
601 if (head.team == COLOR_TEAM3) c3 = 0;
602 if (head.team == COLOR_TEAM4) c4 = 0;
609 teament_name = "dom_team";
611 teament_name = "ctf_team";
613 teament_name = "tdm_team";
616 c1 = c2 = 0; // Assault always has 2 teams
621 // cover anything else by treating it like tdm with no teams spawned
627 dm = cvar("g_tdm_teams");
629 error("g_tdm_teams < 2, not enough teams to play team deathmatch\n");
633 c1 = c2 = c3 = c4 = 0;
646 // first find out what teams are allowed
647 head = find(world, classname, teament_name);
650 if(!(g_domination && head.netname == ""))
652 if(head.team == COLOR_TEAM1)
656 if(head.team == COLOR_TEAM2)
660 if(head.team == COLOR_TEAM3)
664 if(head.team == COLOR_TEAM4)
669 head = find(head, classname, teament_name);
674 if(cvar("bot_vs_human") > 0)
677 if(clienttype(for_whom) == CLIENTTYPE_BOT)
682 else if(cvar("bot_vs_human") < 0)
685 if(clienttype(for_whom) == CLIENTTYPE_BOT)
693 float PlayerValue(entity p)
695 if(IsTeamBalanceForced() == 1)
700 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
701 // teams that are allowed will now have their player counts stored in c1...c4
702 void GetTeamCounts(entity ignore)
706 // now count how many players are on each team already
708 // FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
709 // also remember the lowest-scoring player
711 FOR_EACH_PLAYER(head)
713 if(head != ignore)// && head.netname != "")
715 value = PlayerValue(head);
716 if(clienttype(head) == CLIENTTYPE_BOT)
720 if(head.team == COLOR_TEAM1)
728 if(head.team == COLOR_TEAM2)
736 if(head.team == COLOR_TEAM3)
744 if(head.team == COLOR_TEAM4)
756 // returns # of smallest team (1, 2, 3, 4)
757 // NOTE: Assumes CheckAllowedTeams has already been called!
758 float FindSmallestTeam(entity pl, float ignore_pl)
760 float totalteams, smallestteam, smallestteam_count, smallestteam_score, balance_type;
763 // find out what teams are available
764 //CheckAllowedTeams();
766 // make sure there are at least 2 teams to join
768 totalteams = totalteams + 1;
770 totalteams = totalteams + 1;
772 totalteams = totalteams + 1;
774 totalteams = totalteams + 1;
776 if(cvar("bot_vs_human"))
782 error("Too few teams available for domination\n");
784 error("Too few teams available for ctf\n");
786 error("Too few teams available for key hunt\n");
788 error("Too few teams available for team deathmatch\n");
791 // count how many players are in each team
795 GetTeamCounts(world);
797 // c1...c4 now have counts of each team
798 // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
801 smallestteam_count = 999999999;
802 smallestteam_score = 999999999;
804 // 2 gives priority to what team you're already on, 1 goes in order
805 // 2 doesn't seem to work though...
809 //if(pl.classname != "player")
810 if(clienttype(pl) != CLIENTTYPE_BOT)
812 c1 -= cb1 * 255.0/256;
813 c2 -= cb2 * 255.0/256;
814 c3 -= cb3 * 255.0/256;
815 c4 -= cb4 * 255.0/256;
818 if(balance_type == 1)
820 if(c1 >= 0 && (c1 < smallestteam_count || (c1 <= smallestteam_count && team1_score < smallestteam_score)))
823 smallestteam_count = c1;
824 smallestteam_score = team1_score;
826 if(c2 >= 0 && (c2 < smallestteam_count || (c2 <= smallestteam_count && team2_score < smallestteam_score)))
829 smallestteam_count = c2;
830 smallestteam_score = team2_score;
832 if(c3 >= 0 && (c3 < smallestteam_count || (c3 <= smallestteam_count && team3_score < smallestteam_score)))
835 smallestteam_count = c3;
836 smallestteam_score = team3_score;
838 if(c4 >= 0 && (c4 < smallestteam_count || (c4 <= smallestteam_count && team4_score < smallestteam_score)))
841 smallestteam_count = c4;
842 smallestteam_score = team4_score;
847 if(c1 >= 0 && (c1 < smallestteam_count ||
848 (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
851 smallestteam_count = c1;
853 if(c2 >= 0 && c2 < (c2 < smallestteam_count ||
854 (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
857 smallestteam_count = c2;
859 if(c3 >= 0 && c3 < (c3 < smallestteam_count ||
860 (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
863 smallestteam_count = c3;
865 if(c4 >= 0 && c4 < (c4 < smallestteam_count ||
866 (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
869 smallestteam_count = c4;
876 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
878 float smallest, selectedteam;
880 // don't join a team if we're not playing a team game
881 if(!cvar("teamplay") && !g_domination && !g_ctf && !g_keyhunt)
884 // find out what teams are available
885 CheckAllowedTeams(pl);
890 if(cvar("g_domination_default_teams") < 3)
892 if(cvar("g_domination_default_teams") < 4)
896 // if we don't care what team he ends up on, put him on whatever team he entered as.
897 // if he's not on a valid team, then let other code put him on the smallest team
900 if( c1 >= 0 && pl.team == COLOR_TEAM1)
901 selectedteam = pl.team;
902 else if(c2 >= 0 && pl.team == COLOR_TEAM2)
903 selectedteam = pl.team;
904 else if(c3 >= 0 && pl.team == COLOR_TEAM3)
905 selectedteam = pl.team;
906 else if(c4 >= 0 && pl.team == COLOR_TEAM4)
907 selectedteam = pl.team;
912 if(!only_return_best)
914 SetPlayerColors(pl, selectedteam - 1);
919 // otherwise end up on the smallest team (handled below)
922 smallest = FindSmallestTeam(pl, TRUE);
925 if(!only_return_best)
927 TeamchangeFrags(self);
930 SetPlayerColors(pl, COLOR_TEAM1 - 1);
932 else if(smallest == 2)
934 SetPlayerColors(pl, COLOR_TEAM2 - 1);
936 else if(smallest == 3)
938 SetPlayerColors(pl, COLOR_TEAM3 - 1);
940 else if(smallest == 4)
942 SetPlayerColors(pl, COLOR_TEAM4 - 1);
946 error("smallest team: invalid team\n");
949 if(pl.deadflag == DEAD_NO)
950 Damage(pl, pl, pl, 100000, DEATH_TEAMCHANGE, pl.origin, '0 0 0');
956 //void() ctf_playerchanged;
957 void SV_ChangeTeam(float _color)
959 float scolor, dcolor, steam, dteam, dbotcount, scount, dcount;
961 // in normal deathmatch we can just apply the color and we're done
962 if(!cvar("teamplay")) {
963 SetPlayerColors(self, _color);
967 scolor = self.clientcolors & 0x0F;
968 dcolor = _color & 0x0F;
970 if(scolor == COLOR_TEAM1 - 1)
972 else if(scolor == COLOR_TEAM2 - 1)
974 else if(scolor == COLOR_TEAM3 - 1)
976 else if(scolor == COLOR_TEAM4 - 1)
978 if(dcolor == COLOR_TEAM1 - 1)
980 else if(dcolor == COLOR_TEAM2 - 1)
982 else if(dcolor == COLOR_TEAM3 - 1)
984 else if(dcolor == COLOR_TEAM4 - 1)
987 CheckAllowedTeams(self);
989 if(dteam == 1 && c1 < 0) dteam = 4;
990 if(dteam == 4 && c4 < 0) dteam = 3;
991 if(dteam == 3 && c3 < 0) dteam = 2;
992 if(dteam == 2 && c2 < 0) dteam = 1;
994 // not changing teams
997 //bprint("same team change\n");
998 SetPlayerTeam(self, dteam, steam, TRUE);
1002 if(cvar("teamplay"))
1004 if(cvar("g_campaign") || cvar("g_changeteam_banned"))
1006 sprint(self, "Team changes not allowed\n");
1007 return; // changing teams is not allowed
1010 if(!cvar("g_campaign") && cvar("g_balance_teams_prevent_imbalance"))
1012 // only allow changing to a smaller or equal size team
1014 // find out what teams are available
1015 //CheckAllowedTeams();
1016 // count how many players on each team
1017 GetTeamCounts(world);
1020 if(dteam == 1 && c1 >= 0)//dcolor == COLOR_TEAM1 - 1)
1025 else if(dteam == 2 && c2 >= 0)//dcolor == COLOR_TEAM2 - 1)
1030 else if(dteam == 3 && c3 >= 0)//dcolor == COLOR_TEAM3 - 1)
1035 else if(dteam == 4 && c4 >= 0)//dcolor == COLOR_TEAM4 - 1)
1042 sprint(self, "Cannot change to an invalid team\n");
1047 // get starting team
1048 if(steam == 1)//scolor == COLOR_TEAM1 - 1)
1050 else if(steam == 2)//scolor == COLOR_TEAM2 - 1)
1052 else if(steam == 3)//scolor == COLOR_TEAM3 - 1)
1054 else if(steam == 4)//scolor == COLOR_TEAM4 - 1)
1057 if(scount) // started at a valid, nonempty team
1059 // check if we're trying to change to a larger team that doens't have bots to swap with
1060 if(dcount >= scount && dbotcount <= 0)
1062 sprint(self, "Cannot change to a larger team\n");
1063 return; // can't change to a larger team
1069 // bprint("allow change teams from ", ftos(steam), " to ", ftos(dteam), "\n");
1071 if(cvar("teamplay") && self.classname == "player" && steam != dteam)
1073 // reduce frags during a team change
1074 TeamchangeFrags(self);
1077 SetPlayerTeam(self, dteam, steam, FALSE);
1079 if(cvar("teamplay") && self.classname == "player" && steam != dteam)
1081 // kill player when changing teams
1082 if(self.deadflag == DEAD_NO)
1083 Damage(self, self, self, 100000, DEATH_TEAMCHANGE, self.origin, '0 0 0');
1085 //ctf_playerchanged();
1088 void ShufflePlayerOutOfTeam (float source_team)
1090 float smallestteam, smallestteam_count, steam;
1091 float lowest_bot_score, lowest_player_score;
1092 entity head, lowest_bot, lowest_player, selected;
1095 smallestteam_count = 999999999;
1097 if(c1 >= 0 && c1 < smallestteam_count)
1100 smallestteam_count = c1;
1102 if(c2 >= 0 && c2 < smallestteam_count)
1105 smallestteam_count = c2;
1107 if(c3 >= 0 && c3 < smallestteam_count)
1110 smallestteam_count = c3;
1112 if(c4 >= 0 && c4 < smallestteam_count)
1115 smallestteam_count = c4;
1120 bprint("warning: no smallest team\n");
1124 if(source_team == 1)
1125 steam = COLOR_TEAM1;
1126 else if(source_team == 2)
1127 steam = COLOR_TEAM2;
1128 else if(source_team == 3)
1129 steam = COLOR_TEAM3;
1130 else if(source_team == 4)
1131 steam = COLOR_TEAM4;
1134 lowest_bot_score = 999999999;
1135 lowest_player = world;
1136 lowest_player_score = 999999999;
1138 // find the lowest-scoring player & bot of that team
1139 FOR_EACH_PLAYER(head)
1141 if(head.team == steam)
1145 if(head.totalfrags < lowest_bot_score)
1148 lowest_bot_score = head.totalfrags;
1153 if(head.totalfrags < lowest_player_score)
1155 lowest_player = head;
1156 lowest_player_score = head.totalfrags;
1162 // prefers to move a bot...
1163 if(lowest_bot != world)
1164 selected = lowest_bot;
1165 // but it will move a player if it has to
1167 selected = lowest_player;
1168 // don't do anything if it couldn't find anyone
1171 bprint("warning: couldn't find a player to move from team\n");
1175 // smallest team gains a member
1176 if(smallestteam == 1)
1180 else if(smallestteam == 2)
1184 else if(smallestteam == 3)
1188 else if(smallestteam == 4)
1194 bprint("warning: destination team invalid\n");
1197 // source team loses a member
1198 if(source_team == 1)
1202 else if(source_team == 2)
1206 else if(source_team == 3)
1210 else if(source_team == 4)
1216 bprint("warning: source team invalid\n");
1220 // move the player to the new team
1221 TeamchangeFrags(selected);
1222 SetPlayerTeam(selected, smallestteam, source_team, FALSE);
1224 if(selected.deadflag == DEAD_NO)
1225 Damage(selected, selected, selected, 100000, DEATH_AUTOTEAMCHANGE, selected.origin, '0 0 0');
1226 centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
1229 float lastRebalanceInfo;
1230 void CauseRebalance(float source_team, float howmany_toomany)
1235 if(IsTeamBalanceForced() == 1)
1237 bprint("Rebalancing Teams\n");
1238 ShufflePlayerOutOfTeam(source_team);
1242 if(howmany_toomany < cvar("g_balance_teams_complain"))
1244 if(time < lastRebalanceInfo + 90)
1246 lastRebalanceInfo = time;
1247 if(source_team == 1)
1248 steam = COLOR_TEAM1;
1249 else if(source_team == 2)
1250 steam = COLOR_TEAM2;
1251 else if(source_team == 3)
1252 steam = COLOR_TEAM3;
1253 else if(source_team == 4)
1254 steam = COLOR_TEAM4;
1255 ServerConsoleEcho(strcat("Team ", ftos(source_team), " too large, complaining."), TRUE);
1256 FOR_EACH_REALPLAYER(head)
1258 if(head.team == steam)
1260 sprint(head, "\{1}\{13}^3SERVER NOTICE:^7 One of you please change teams!\n");
1261 centerprint_atprio(head, CENTERPRIO_REBALANCE, "^3SERVER NOTICE:\n\n^7Someone of you please change teams!");
1267 // part of g_balance_teams_force
1268 // occasionally perform an audit of the teams to make
1269 // sure they're more or less balanced in player count.
1272 float numplayers, numteams, smallest, toomany;
1274 balance = IsTeamBalanceForced();
1278 if(audit_teams_time > time)
1281 audit_teams_time = time + 4 + random();
1283 // bprint("Auditing teams\n");
1285 CheckAllowedTeams(world);
1286 GetTeamCounts(world);
1289 numteams = numplayers = smallest = 0;
1292 numteams = numteams + 1;
1293 numplayers = numplayers + c1;
1298 numteams = numteams + 1;
1299 numplayers = numplayers + c2;
1305 numteams = numteams + 1;
1306 numplayers = numplayers + c3;
1312 numteams = numteams + 1;
1313 numplayers = numplayers + c4;
1319 return; // no players to move around
1321 return; // don't bother shuffling if for some reason there aren't any teams
1323 toomany = smallest + 1;
1325 if(c1 && c1 > toomany)
1326 CauseRebalance(1, c1 - toomany);
1327 if(c2 && c2 > toomany)
1328 CauseRebalance(2, c2 - toomany);
1329 if(c3 && c3 > toomany)
1330 CauseRebalance(3, c3 - toomany);
1331 if(c4 && c4 > toomany)
1332 CauseRebalance(4, c4 - toomany);
1334 // if teams are still unbalanced, balance them further in the next audit,
1335 // which will happen sooner (keep doing rapid audits until things are in order)
1336 audit_teams_time = time + 0.7 + random()*0.3;
1341 // code from here on is just to support maps that don't have team entities
1342 void tdm_spawnteam (string teamname, float teamcolor)
1346 e.classname = "tdm_team";
1347 e.netname = teamname;
1352 // spawn some default teams if the map is not set up for tdm
1353 void tdm_spawnteams()
1357 numteams = cvar("g_tdm_teams");
1359 tdm_spawnteam("Red", COLOR_TEAM1-1);
1360 tdm_spawnteam("Blue", COLOR_TEAM2-1);
1362 tdm_spawnteam("Yellow", COLOR_TEAM3-1);
1364 tdm_spawnteam("Pink", COLOR_TEAM4-1);
1367 void tdm_delayedinit()
1369 self.think = SUB_Remove;
1370 self.nextthink = time;
1371 // if no teams are found, spawn defaults
1372 if (find(world, classname, "tdm_team") == world)
1380 e.think = tdm_delayedinit;
1381 e.nextthink = time + 0.1;