-// player has joined game, get him on a team
-// depreciated
-/*void dom_player_join_team(entity pl)
-{
- entity head;
- float c1, c2, c3, c4, totalteams, smallestteam, smallestteam_count, selectedteam;
- float balance_teams, force_balance, balance_type;
-
- balance_teams = autocvar_g_balance_teams;
- balance_teams = autocvar_g_balance_teams_force;
-
- c1 = c2 = c3 = c4 = -1;
- totalteams = 0;
-
- // first find out what teams are allowed
- head = find(world, classname, "dom_team");
- while(head)
- {
- if(head.netname != "")
- {
- //if(head.team == pl.team)
- // selected = head;
- if(head.team == COLOR_TEAM1)
- {
- c1 = 0;
- }
- if(head.team == COLOR_TEAM2)
- {
- c2 = 0;
- }
- if(head.team == COLOR_TEAM3)
- {
- c3 = 0;
- }
- if(head.team == COLOR_TEAM4)
- {
- c4 = 0;
- }
- }
- head = find(head, classname, "dom_team");
- }
-
- // make sure there are at least 2 teams to join
- if(c1 >= 0)
- totalteams = totalteams + 1;
- if(c2 >= 0)
- totalteams = totalteams + 1;
- if(c3 >= 0)
- totalteams = totalteams + 1;
- if(c4 >= 0)
- totalteams = totalteams + 1;
-
- if(totalteams <= 1)
- error("dom_player_join_team: Too few teams available for domination\n");
-
- // whichever teams that are available are set to 0 instead of -1
-
- // if we don't care what team he ends up on, put him on whatever team he entered as.
- // if he's not on a valid team, then put him on the smallest team
- if(!balance_teams && !force_balance)
- {
- if( c1 >= 0 && pl.team == COLOR_TEAM1)
- selectedteam = pl.team;
- else if(c2 >= 0 && pl.team == COLOR_TEAM2)
- selectedteam = pl.team;
- else if(c3 >= 0 && pl.team == COLOR_TEAM3)
- selectedteam = pl.team;
- else if(c4 >= 0 && pl.team == COLOR_TEAM4)
- selectedteam = pl.team;
- else
- selectedteam = -1;
- if(selectedteam > 0)
- {
- SetPlayerColors(pl, selectedteam - 1);
- return;
- }
- // otherwise end up on the smallest team (handled below)
- }
-
- // now count how many players are on each team already
-
- head = find(world, classname, "player");
- while(head)
- {
- //if(head.netname != "")
- {
- if(head.team == COLOR_TEAM1)
- {
- if(c1 >= 0)
- c1 = c1 + 1;
- }
- if(head.team == COLOR_TEAM2)
- {
- if(c2 >= 0)
- c2 = c2 + 1;
- }
- if(head.team == COLOR_TEAM3)
- {
- if(c3 >= 0)
- c3 = c3 + 1;
- }
- if(head.team == COLOR_TEAM4)
- {
- if(c4 >= 0)
- c4 = c4 + 1;
- }
- }
- head = find(head, classname, "player");
- }
-
- // c1...c4 now have counts of each team
- // figure out which is smallest, giving priority to the team the player is already on as a tie-breaker
-
- smallestteam = 0;
- smallestteam_count = 999;
-
- // 2 gives priority to what team you're already on, 1 goes in order
- balance_type = 1;
-
- if(balance_type == 1)
- {
- if(c1 >= 0 && c1 < smallestteam_count)
- {
- smallestteam = 1;
- smallestteam_count = c1;
- }
- if(c2 >= 0 && c2 < smallestteam_count)
- {
- smallestteam = 2;
- smallestteam_count = c2;
- }
- if(c3 >= 0 && c3 < smallestteam_count)
- {
- smallestteam = 3;
- smallestteam_count = c3;
- }
- if(c4 >= 0 && c4 < smallestteam_count)
- {
- smallestteam = 4;
- smallestteam_count = c4;
- }
- }
- else
- {
- if(c1 >= 0 && (c1 < smallestteam_count ||
- (c1 == smallestteam_count && self.team == COLOR_TEAM1) ) )
- {
- smallestteam = 1;
- smallestteam_count = c1;
- }
- if(c2 >= 0 && c2 < (c2 < smallestteam_count ||
- (c2 == smallestteam_count && self.team == COLOR_TEAM2) ) )
- {
- smallestteam = 2;
- smallestteam_count = c2;
- }
- if(c3 >= 0 && c3 < (c3 < smallestteam_count ||
- (c3 == smallestteam_count && self.team == COLOR_TEAM3) ) )
- {
- smallestteam = 3;
- smallestteam_count = c3;
- }
- if(c4 >= 0 && c4 < (c4 < smallestteam_count ||
- (c4 == smallestteam_count && self.team == COLOR_TEAM4) ) )
- {
- smallestteam = 4;
- smallestteam_count = c4;
- }
- }
-
- if(smallestteam == 1)
- {
- selectedteam = COLOR_TEAM1 - 1;
- }
- if(smallestteam == 2)
- {
- selectedteam = COLOR_TEAM2 - 1;
- }
- if(smallestteam == 3)
- {
- selectedteam = COLOR_TEAM3 - 1;
- }
- if(smallestteam == 4)
- {
- selectedteam = COLOR_TEAM4 - 1;
- }
-
- SetPlayerColors(pl, selectedteam);
-}
-*/
/*QUAKED spawnfunc_dom_controlpoint (0 .5 .8) (-16 -16 -24) (16 16 32)
Control point for Domination gameplay.
*/
float audit_teams_time;
-float IsTeamBalanceForced()
-{
- if(intermission_running)
- return 0; // no rebalancing whatsoever please
- if(!teamplay)
- return 0;
- if(autocvar_g_campaign)
- return 0;
- if(autocvar_bot_vs_human && (c3==-1 && c4==-1))
- return 0;
- if(!autocvar_g_balance_teams_force)
- return -1;
- return 1;
-}
-
void TeamchangeFrags(entity e)
{
PlayerScore_Clear(e);
float PlayerValue(entity p)
{
- if(IsTeamBalanceForced() == 1)
- return 1;
return 1;
// FIXME: it always returns 1...
}
centerprint(selected, strcat("You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(selected.team)));
}
-void CauseRebalance(float source_team, float howmany_toomany)
-{
- if(IsTeamBalanceForced() == 1)
- {
- bprint("Rebalancing Teams\n");
- ShufflePlayerOutOfTeam(source_team);
- }
-}
-
-// part of g_balance_teams_force
-// occasionally perform an audit of the teams to make
-// sure they're more or less balanced in player count.
-void AuditTeams()
-{
- float numplayers, numteams, smallest, toomany;
- float balance;
- balance = IsTeamBalanceForced();
- if(balance == 0)
- return;
-
- if(audit_teams_time > time)
- return;
-
- audit_teams_time = time + 4 + random();
-
-// bprint("Auditing teams\n");
-
- CheckAllowedTeams(world);
- GetTeamCounts(world);
-
-
- numteams = numplayers = smallest = 0;
- if(c1 >= 0)
- {
- numteams = numteams + 1;
- numplayers = numplayers + c1;
- smallest = c1;
- }
- if(c2 >= 0)
- {
- numteams = numteams + 1;
- numplayers = numplayers + c2;
- if(c2 < smallest)
- smallest = c2;
- }
- if(c3 >= 0)
- {
- numteams = numteams + 1;
- numplayers = numplayers + c3;
- if(c3 < smallest)
- smallest = c3;
- }
- if(c4 >= 0)
- {
- numteams = numteams + 1;
- numplayers = numplayers + c4;
- if(c4 < smallest)
- smallest = c4;
- }
-
- if(numplayers <= 0)
- return; // no players to move around
- if(numteams < 2)
- return; // don't bother shuffling if for some reason there aren't any teams
-
- toomany = smallest + 1;
-
- if(c1 && c1 > toomany)
- CauseRebalance(1, c1 - toomany);
- if(c2 && c2 > toomany)
- CauseRebalance(2, c2 - toomany);
- if(c3 && c3 > toomany)
- CauseRebalance(3, c3 - toomany);
- if(c4 && c4 > toomany)
- CauseRebalance(4, c4 - toomany);
-
- // if teams are still unbalanced, balance them further in the next audit,
- // which will happen sooner (keep doing rapid audits until things are in order)
- audit_teams_time = time + 0.7 + random()*0.3;
-}
-
// code from here on is just to support maps that don't have team entities
void tdm_spawnteam (string teamname, float teamcolor)
{