ddnet/src/game/server/gamecontroller.cpp

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// copyright (c) 2007 magnus auvinen, see licence.txt for more info
#include <engine/shared/config.h>
#include <game/mapitems.h>
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#include <game/generated/protocol.h>
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#include "entities/pickup.h"
#include "gamecontroller.h"
#include "gamecontext.h"
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IGameController::IGameController(class CGameContext *pGameServer)
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{
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m_pGameServer = pGameServer;
m_pServer = m_pGameServer->Server();
m_pGameType = "unknown";
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//
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DoWarmup(g_Config.m_SvWarmup);
m_GameOverTick = -1;
m_SuddenDeath = 0;
m_RoundStartTick = Server()->Tick();
m_RoundCount = 0;
m_GameFlags = 0;
m_aTeamscore[0] = 0;
m_aTeamscore[1] = 0;
m_aMapWish[0] = 0;
m_UnbalancedTick = -1;
m_ForceBalanced = false;
m_aNumSpawnPoints[0] = 0;
m_aNumSpawnPoints[1] = 0;
m_aNumSpawnPoints[2] = 0;
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}
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IGameController::~IGameController()
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{
}
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float IGameController::EvaluateSpawnPos(CSpawnEval *pEval, vec2 Pos)
{
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float Score = 0.0f;
CCharacter *pC = static_cast<CCharacter *>(GameServer()->m_World.FindFirst(NETOBJTYPE_CHARACTER));
for(; pC; pC = (CCharacter *)pC->TypeNext())
{
// team mates are not as dangerous as enemies
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float Scoremod = 1.0f;
if(pEval->m_FriendlyTeam != -1 && pC->GetPlayer()->GetTeam() == pEval->m_FriendlyTeam)
Scoremod = 0.5f;
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float d = distance(Pos, pC->m_Pos);
if(d == 0)
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Score += 1000000000.0f;
else
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Score += 1.0f/d;
}
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return Score;
}
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void IGameController::EvaluateSpawnType(CSpawnEval *pEval, int T)
{
// get spawn point
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for(int i = 0; i < m_aNumSpawnPoints[T]; i++)
{
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vec2 P = m_aaSpawnPoints[T][i];
float S = EvaluateSpawnPos(pEval, P);
if(!pEval->m_Got || pEval->m_Score > S)
{
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pEval->m_Got = true;
pEval->m_Score = S;
pEval->m_Pos = P;
}
}
}
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bool IGameController::CanSpawn(CPlayer *pPlayer, vec2 *pOutPos)
{
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CSpawnEval Eval;
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// spectators can't spawn
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if(pPlayer->GetTeam() == -1)
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return false;
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if(IsTeamplay())
{
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Eval.m_FriendlyTeam = pPlayer->GetTeam();
// try first try own team spawn, then normal spawn and then enemy
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EvaluateSpawnType(&Eval, 1+(pPlayer->GetTeam()&1));
if(!Eval.m_Got)
{
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EvaluateSpawnType(&Eval, 0);
if(!Eval.m_Got)
EvaluateSpawnType(&Eval, 1+((pPlayer->GetTeam()+1)&1));
}
}
else
{
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EvaluateSpawnType(&Eval, 0);
EvaluateSpawnType(&Eval, 1);
EvaluateSpawnType(&Eval, 2);
}
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*pOutPos = Eval.m_Pos;
return Eval.m_Got;
}
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bool IGameController::OnEntity(int Index, vec2 Pos)
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{
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int Type = -1;
int SubType = 0;
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if(Index == ENTITY_SPAWN)
m_aaSpawnPoints[0][m_aNumSpawnPoints[0]++] = Pos;
else if(Index == ENTITY_SPAWN_RED)
m_aaSpawnPoints[1][m_aNumSpawnPoints[1]++] = Pos;
else if(Index == ENTITY_SPAWN_BLUE)
m_aaSpawnPoints[2][m_aNumSpawnPoints[2]++] = Pos;
else if(Index == ENTITY_ARMOR_1)
Type = POWERUP_ARMOR;
else if(Index == ENTITY_HEALTH_1)
Type = POWERUP_HEALTH;
else if(Index == ENTITY_WEAPON_SHOTGUN)
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{
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Type = POWERUP_WEAPON;
SubType = WEAPON_SHOTGUN;
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}
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else if(Index == ENTITY_WEAPON_GRENADE)
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{
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Type = POWERUP_WEAPON;
SubType = WEAPON_GRENADE;
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}
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else if(Index == ENTITY_WEAPON_RIFLE)
{
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Type = POWERUP_WEAPON;
SubType = WEAPON_RIFLE;
}
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else if(Index == ENTITY_POWERUP_NINJA && g_Config.m_SvPowerups)
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{
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Type = POWERUP_NINJA;
SubType = WEAPON_NINJA;
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}
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if(Type != -1)
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{
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CPickup *pPickup = new CPickup(&GameServer()->m_World, Type, SubType);
pPickup->m_Pos = Pos;
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return true;
}
return false;
}
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void IGameController::EndRound()
{
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if(m_Warmup) // game can't end when we are running warmup
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return;
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GameServer()->m_World.m_Paused = true;
m_GameOverTick = Server()->Tick();
m_SuddenDeath = 0;
}
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void IGameController::ResetGame()
{
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GameServer()->m_World.m_ResetRequested = true;
}
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const char *IGameController::GetTeamName(int Team)
{
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if(IsTeamplay())
{
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if(Team == 0)
return "red team";
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else if(Team == 1)
return "blue team";
}
else
{
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if(Team == 0)
return "game";
}
return "spectators";
}
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static bool IsSeparator(char c) { return c == ';' || c == ' ' || c == ',' || c == '\t'; }
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void IGameController::StartRound()
{
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ResetGame();
m_RoundStartTick = Server()->Tick();
m_SuddenDeath = 0;
m_GameOverTick = -1;
GameServer()->m_World.m_Paused = false;
m_aTeamscore[0] = 0;
m_aTeamscore[1] = 0;
m_ForceBalanced = false;
dbg_msg("game","start round type='%s' teamplay='%d'", m_pGameType, m_GameFlags&GAMEFLAG_TEAMS);
}
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void IGameController::ChangeMap(const char *pToMap)
{
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str_copy(m_aMapWish, pToMap, sizeof(m_aMapWish));
EndRound();
}
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void IGameController::CycleMap()
{
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if(m_aMapWish[0] != 0)
{
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dbg_msg("game", "rotating map to %s", m_aMapWish);
str_copy(g_Config.m_SvMap, m_aMapWish, sizeof(g_Config.m_SvMap));
m_aMapWish[0] = 0;
m_RoundCount = 0;
return;
}
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if(!str_length(g_Config.m_SvMaprotation))
return;
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if(m_RoundCount < g_Config.m_SvRoundsPerMap-1)
return;
// handle maprotation
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const char *pMapRotation = g_Config.m_SvMaprotation;
const char *pCurrentMap = g_Config.m_SvMap;
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int CurrentMapLen = str_length(pCurrentMap);
const char *pNextMap = pMapRotation;
while(*pNextMap)
{
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int WordLen = 0;
while(pNextMap[WordLen] && !IsSeparator(pNextMap[WordLen]))
WordLen++;
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if(WordLen == CurrentMapLen && str_comp_num(pNextMap, pCurrentMap, CurrentMapLen) == 0)
{
// map found
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pNextMap += CurrentMapLen;
while(*pNextMap && IsSeparator(*pNextMap))
pNextMap++;
break;
}
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pNextMap++;
}
// restart rotation
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if(pNextMap[0] == 0)
pNextMap = pMapRotation;
// cut out the next map
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char Buf[512];
for(int i = 0; i < 512; i++)
{
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Buf[i] = pNextMap[i];
if(IsSeparator(pNextMap[i]) || pNextMap[i] == 0)
{
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Buf[i] = 0;
break;
}
}
// skip spaces
int i = 0;
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while(IsSeparator(Buf[i]))
i++;
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m_RoundCount = 0;
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dbg_msg("game", "rotating map to %s", &Buf[i]);
str_copy(g_Config.m_SvMap, &Buf[i], sizeof(g_Config.m_SvMap));
}
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void IGameController::PostReset()
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
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if(GameServer()->m_apPlayers[i])
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{
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GameServer()->m_apPlayers[i]->Respawn();
GameServer()->m_apPlayers[i]->m_Score = 0;
GameServer()->m_apPlayers[i]->m_ScoreStartTick = Server()->Tick();
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}
}
}
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void IGameController::OnPlayerInfoChange(class CPlayer *pP)
{
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const int aTeamColors[2] = {65387, 10223467};
if(IsTeamplay())
{
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if(pP->GetTeam() >= 0 || pP->GetTeam() <= 1)
{
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pP->m_TeeInfos.m_UseCustomColor = 1;
pP->m_TeeInfos.m_ColorBody = aTeamColors[pP->GetTeam()];
pP->m_TeeInfos.m_ColorFeet = aTeamColors[pP->GetTeam()];
}
}
}
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int IGameController::OnCharacterDeath(class CCharacter *pVictim, class CPlayer *pKiller, int Weapon)
{
// do scoreing
if(!pKiller || Weapon == WEAPON_GAME)
return 0;
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if(pKiller == pVictim->GetPlayer())
pVictim->GetPlayer()->m_Score--; // suicide
else
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{
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if(IsTeamplay() && pVictim->GetPlayer()->GetTeam() == pKiller->GetTeam())
pKiller->m_Score--; // teamkill
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else
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pKiller->m_Score++; // normal kill
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}
return 0;
}
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void IGameController::OnCharacterSpawn(class CCharacter *pChr)
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{
// default health
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pChr->IncreaseHealth(10);
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// give default weapons
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pChr->GiveWeapon(WEAPON_HAMMER, -1);
pChr->GiveWeapon(WEAPON_GUN, 10);
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}
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void IGameController::DoWarmup(int Seconds)
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{
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if(Seconds < 0)
m_Warmup = 0;
else
m_Warmup = Seconds*Server()->TickSpeed();
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}
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bool IGameController::IsFriendlyFire(int Cid1, int Cid2)
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{
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if(Cid1 == Cid2)
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return false;
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if(IsTeamplay())
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{
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if(!GameServer()->m_apPlayers[Cid1] || !GameServer()->m_apPlayers[Cid2])
return false;
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if(GameServer()->m_apPlayers[Cid1]->GetTeam() == GameServer()->m_apPlayers[Cid2]->GetTeam())
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return true;
}
return false;
}
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bool IGameController::IsForceBalanced()
{
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if(m_ForceBalanced)
{
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m_ForceBalanced = false;
return true;
}
else
return false;
}
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bool IGameController::CanBeMovedOnBalance(int Cid)
{
return true;
}
void IGameController::Tick()
{
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// do warmup
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if(m_Warmup)
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{
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m_Warmup--;
if(!m_Warmup)
StartRound();
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}
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if(m_GameOverTick != -1)
{
// game over.. wait for restart
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if(Server()->Tick() > m_GameOverTick+Server()->TickSpeed()*10)
{
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CycleMap();
StartRound();
m_RoundCount++;
}
}
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// do team-balancing
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if (IsTeamplay() && m_UnbalancedTick != -1 && Server()->Tick() > m_UnbalancedTick+g_Config.m_SvTeambalanceTime*Server()->TickSpeed()*60)
{
dbg_msg("game", "Balancing teams");
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int aT[2] = {0,0};
float aTScore[2] = {0,0};
float aPScore[MAX_CLIENTS] = {0.0f};
for(int i = 0; i < MAX_CLIENTS; i++)
{
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if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != -1)
{
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aT[GameServer()->m_apPlayers[i]->GetTeam()]++;
aPScore[i] = GameServer()->m_apPlayers[i]->m_Score*Server()->TickSpeed()*60.0f/
(Server()->Tick()-GameServer()->m_apPlayers[i]->m_ScoreStartTick);
aTScore[GameServer()->m_apPlayers[i]->GetTeam()] += aPScore[i];
}
}
// are teams unbalanced?
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if(absolute(aT[0]-aT[1]) >= 2)
{
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int M = (aT[0] > aT[1]) ? 0 : 1;
int NumBalance = absolute(aT[0]-aT[1]) / 2;
do
{
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CPlayer *pP = 0;
int PD = aTScore[M];
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(!GameServer()->m_apPlayers[i] || !CanBeMovedOnBalance(i))
continue;
// remember the player who would cause lowest score-difference
if(GameServer()->m_apPlayers[i]->GetTeam() == M && (!pP || absolute((aTScore[M^1]+aPScore[i]) - (aTScore[M]-aPScore[i])) < PD))
{
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pP = GameServer()->m_apPlayers[i];
PD = absolute((aTScore[M^1]+aPScore[i]) - (aTScore[M]-aPScore[i]));
}
}
// move the player to other team without losing his score
// TODO: change in player::set_team needed: player won't lose score on team-change
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int ScoreBefore = pP->m_Score;
int ScoreStartTickBefore = pP->m_ScoreStartTick;
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pP->SetTeam(M^1);
pP->m_Score = ScoreBefore;
pP->m_ScoreStartTick = ScoreStartTickBefore;
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pP->Respawn();
pP->m_ForceBalanced = true;
} while (--NumBalance);
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m_ForceBalanced = true;
}
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m_UnbalancedTick = -1;
}
// update browse info
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int Prog = -1;
if(g_Config.m_SvTimelimit > 0)
Prog = max(Prog, (Server()->Tick()-m_RoundStartTick) * 100 / (g_Config.m_SvTimelimit*Server()->TickSpeed()*60));
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if(g_Config.m_SvScorelimit)
{
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if(IsTeamplay())
{
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Prog = max(Prog, (m_aTeamscore[0]*100)/g_Config.m_SvScorelimit);
Prog = max(Prog, (m_aTeamscore[1]*100)/g_Config.m_SvScorelimit);
}
else
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
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if(GameServer()->m_apPlayers[i])
Prog = max(Prog, (GameServer()->m_apPlayers[i]->m_Score*100)/g_Config.m_SvScorelimit);
}
}
}
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if(m_Warmup)
Prog = -1;
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Server()->SetBrowseInfo(m_pGameType, Prog);
}
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bool IGameController::IsTeamplay() const
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{
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return m_GameFlags&GAMEFLAG_TEAMS;
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}
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void IGameController::Snap(int SnappingClient)
{
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CNetObj_Game *pGameObj = (CNetObj_Game *)Server()->SnapNewItem(NETOBJTYPE_GAME, 0, sizeof(CNetObj_Game));
pGameObj->m_Paused = GameServer()->m_World.m_Paused;
pGameObj->m_GameOver = m_GameOverTick==-1?0:1;
pGameObj->m_SuddenDeath = m_SuddenDeath;
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pGameObj->m_ScoreLimit = g_Config.m_SvScorelimit;
pGameObj->m_TimeLimit = g_Config.m_SvTimelimit;
pGameObj->m_RoundStartTick = m_RoundStartTick;
pGameObj->m_Flags = m_GameFlags;
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pGameObj->m_Warmup = m_Warmup;
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pGameObj->m_RoundNum = (str_length(g_Config.m_SvMaprotation) && g_Config.m_SvRoundsPerMap) ? g_Config.m_SvRoundsPerMap : 0;
pGameObj->m_RoundCurrent = m_RoundCount+1;
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if(SnappingClient == -1)
{
// we are recording a demo, just set the scores
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pGameObj->m_TeamscoreRed = m_aTeamscore[0];
pGameObj->m_TeamscoreBlue = m_aTeamscore[1];
}
else
{
// TODO: this little hack should be removed
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pGameObj->m_TeamscoreRed = IsTeamplay() ? m_aTeamscore[0] : GameServer()->m_apPlayers[SnappingClient]->m_Score;
pGameObj->m_TeamscoreBlue = m_aTeamscore[1];
}
}
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int IGameController::GetAutoTeam(int Notthisid)
{
// this will force the auto balancer to work overtime aswell
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if(g_Config.m_DbgStress)
return 0;
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int aNumplayers[2] = {0,0};
for(int i = 0; i < MAX_CLIENTS; i++)
{
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if(GameServer()->m_apPlayers[i] && i != Notthisid)
{
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if(GameServer()->m_apPlayers[i]->GetTeam() == 0 || GameServer()->m_apPlayers[i]->GetTeam() == 1)
aNumplayers[GameServer()->m_apPlayers[i]->GetTeam()]++;
}
}
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int Team = 0;
if(IsTeamplay())
Team = aNumplayers[0] > aNumplayers[1] ? 1 : 0;
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if(CanJoinTeam(Team, Notthisid))
return Team;
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return -1;
}
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bool IGameController::CanJoinTeam(int Team, int Notthisid)
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{
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if(Team == -1)
return true;
int aNumplayers[2] = {0,0};
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for(int i = 0; i < MAX_CLIENTS; i++)
{
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if(GameServer()->m_apPlayers[i] && i != Notthisid)
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{
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if(GameServer()->m_apPlayers[i]->GetTeam() >= 0 || GameServer()->m_apPlayers[i]->GetTeam() == 1)
aNumplayers[GameServer()->m_apPlayers[i]->GetTeam()]++;
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}
}
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return (aNumplayers[0] + aNumplayers[1]) < g_Config.m_SvMaxClients-g_Config.m_SvSpectatorSlots;
}
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bool IGameController::CheckTeamBalance()
{
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if(!IsTeamplay() || !g_Config.m_SvTeambalanceTime)
return true;
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int aT[2] = {0, 0};
for(int i = 0; i < MAX_CLIENTS; i++)
{
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CPlayer *pP = GameServer()->m_apPlayers[i];
if(pP && pP->GetTeam() != -1)
aT[pP->GetTeam()]++;
}
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if(absolute(aT[0]-aT[1]) >= 2)
{
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dbg_msg("game", "Team is NOT balanced (red=%d blue=%d)", aT[0], aT[1]);
if(GameServer()->m_pController->m_UnbalancedTick == -1)
GameServer()->m_pController->m_UnbalancedTick = Server()->Tick();
return false;
}
else
{
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dbg_msg("game", "Team is balanced (red=%d blue=%d)", aT[0], aT[1]);
GameServer()->m_pController->m_UnbalancedTick = -1;
return true;
}
}
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bool IGameController::CanChangeTeam(CPlayer *pPlayer, int JoinTeam)
{
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int aT[2] = {0, 0};
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if (!IsTeamplay() || JoinTeam == -1 || !g_Config.m_SvTeambalanceTime)
return true;
for(int i = 0; i < MAX_CLIENTS; i++)
{
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CPlayer *pP = GameServer()->m_apPlayers[i];
if(pP && pP->GetTeam() != -1)
aT[pP->GetTeam()]++;
}
// simulate what would happen if changed team
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aT[JoinTeam]++;
if (pPlayer->GetTeam() != -1)
aT[JoinTeam^1]--;
// there is a player-difference of at least 2
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if(absolute(aT[0]-aT[1]) >= 2)
{
// player wants to join team with less players
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if ((aT[0] < aT[1] && JoinTeam == 0) || (aT[0] > aT[1] && JoinTeam == 1))
return true;
else
return false;
}
else
return true;
}
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void IGameController::DoPlayerScoreWincheck()
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{
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if(m_GameOverTick == -1 && !m_Warmup)
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{
// gather some stats
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int Topscore = 0;
int TopscoreCount = 0;
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for(int i = 0; i < MAX_CLIENTS; i++)
{
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if(GameServer()->m_apPlayers[i])
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{
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if(GameServer()->m_apPlayers[i]->m_Score > Topscore)
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{
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Topscore = GameServer()->m_apPlayers[i]->m_Score;
TopscoreCount = 1;
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}
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else if(GameServer()->m_apPlayers[i]->m_Score == Topscore)
TopscoreCount++;
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}
}
// check score win condition
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if((g_Config.m_SvScorelimit > 0 && Topscore >= g_Config.m_SvScorelimit) ||
(g_Config.m_SvTimelimit > 0 && (Server()->Tick()-m_RoundStartTick) >= g_Config.m_SvTimelimit*Server()->TickSpeed()*60))
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{
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if(TopscoreCount == 1)
EndRound();
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else
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m_SuddenDeath = 1;
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}
}
}
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void IGameController::DoTeamScoreWincheck()
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{
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if(m_GameOverTick == -1 && !m_Warmup)
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{
// check score win condition
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if((g_Config.m_SvScorelimit > 0 && (m_aTeamscore[0] >= g_Config.m_SvScorelimit || m_aTeamscore[1] >= g_Config.m_SvScorelimit)) ||
(g_Config.m_SvTimelimit > 0 && (Server()->Tick()-m_RoundStartTick) >= g_Config.m_SvTimelimit*Server()->TickSpeed()*60))
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{
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if(m_aTeamscore[0] != m_aTeamscore[1])
EndRound();
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else
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m_SuddenDeath = 1;
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}
}
}
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int IGameController::ClampTeam(int Team)
{
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if(Team < 0) // spectator
return -1;
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if(IsTeamplay())
return Team&1;
return 0;
}