Improve error messages when you can't join team

This commit is contained in:
def 2021-01-23 15:45:07 +01:00
parent 989d26bfec
commit d39a17933d
3 changed files with 35 additions and 45 deletions

View file

@ -950,13 +950,7 @@ void CGameContext::ConJoinTeam(IConsole::IResult *pResult, void *pUserData)
{
int Team = pResult->GetInteger(0);
if(Team == pController->m_Teams.m_Core.Team(pResult->m_ClientID))
{
char aBuf[32];
str_format(aBuf, sizeof(aBuf), "You are in team %d already", Team);
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "join", aBuf);
}
else if(pPlayer->m_Last_Team + (int64_t)pSelf->Server()->TickSpeed() * g_Config.m_SvTeamChangeDelay > pSelf->Server()->Tick())
if(pPlayer->m_Last_Team + (int64_t)pSelf->Server()->TickSpeed() * g_Config.m_SvTeamChangeDelay > pSelf->Server()->Tick())
{
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "join",
"You can\'t change teams that fast!");
@ -974,7 +968,11 @@ void CGameContext::ConJoinTeam(IConsole::IResult *pResult, void *pUserData)
str_format(aBuf, sizeof(aBuf), "This team already has the maximum allowed size of %d players", g_Config.m_SvTeamMaxSize);
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "join", aBuf);
}
else if(pController->m_Teams.SetCharacterTeam(pPlayer->GetCID(), Team))
else if(const char *pError = pController->m_Teams.SetCharacterTeam(pPlayer->GetCID(), Team))
{
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "join", pError);
}
else
{
char aBuf[512];
str_format(aBuf, sizeof(aBuf), "%s joined team %d",
@ -986,11 +984,6 @@ void CGameContext::ConJoinTeam(IConsole::IResult *pResult, void *pUserData)
if(pController->m_Teams.IsPractice(Team))
pSelf->SendChatTarget(pPlayer->GetCID(), "Practice mode enabled for your team, happy practicing!");
}
else
{
pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "join",
"You cannot join this team at this time");
}
}
}
else

View file

@ -229,44 +229,41 @@ void CGameTeams::CheckTeamFinished(int Team)
for(unsigned int i = 0; i < PlayersCount; ++i)
OnFinish(TeamPlayers[i], Time, aTimestamp);
ChangeTeamState(Team, TEAMSTATE_FINISHED); //TODO: Make it better
//ChangeTeamState(Team, TEAMSTATE_OPEN);
ChangeTeamState(Team, TEAMSTATE_FINISHED); // TODO: Make it better
OnTeamFinish(TeamPlayers, PlayersCount, Time, aTimestamp);
}
}
}
bool CGameTeams::SetCharacterTeam(int ClientID, int Team)
const char *CGameTeams::SetCharacterTeam(int ClientID, int Team)
{
//Check on wrong parameters. +1 for TEAM_SUPER
if(ClientID < 0 || ClientID >= MAX_CLIENTS || Team < 0 || Team >= MAX_CLIENTS + 1)
return false;
//You can join to TEAM_SUPER at any time, but any other group you cannot if it started
if(ClientID < 0 || ClientID >= MAX_CLIENTS)
return "Invalid client ID";
if(Team < 0 || Team >= MAX_CLIENTS + 1)
return "Invalid team number";
if(Team != TEAM_SUPER && m_TeamState[Team] > TEAMSTATE_OPEN)
return false;
//No need to switch team if you there
return "This team started already";
if(m_Core.Team(ClientID) == Team)
return false;
return "You are in this team already";
if(!Character(ClientID))
return false;
//You cannot be in TEAM_SUPER if you not super
return "Your character is not valid";
if(Team == TEAM_SUPER && !Character(ClientID)->m_Super)
return false;
//if you begin race
if(Character(ClientID)->m_DDRaceState != DDRACE_NONE && Team != TEAM_SUPER)
return false;
//No cheating through noob filter with practice and then leaving team
return "You can't join super team if you don't have super rights";
if(Team != TEAM_SUPER && Character(ClientID)->m_DDRaceState != DDRACE_NONE)
return "You have started racing already";
// No cheating through noob filter with practice and then leaving team
if(m_Practice[m_Core.Team(ClientID)])
return false;
return "You have used practice mode already";
// you can not join a team which is currently in the process of saving,
// because the save-process can fail and then the team is reset into the game
if(Team != TEAM_SUPER && GetSaving(Team))
return "Your team is currently saving";
if(m_Core.Team(ClientID) != TEAM_SUPER && GetSaving(m_Core.Team(ClientID)))
return "This team is currently saving";
//you can not join a team which is currently in the process of saving,
//because the save-process can fail and then the team is reset into the game
if((Team != TEAM_SUPER && GetSaving(Team)) || (m_Core.Team(ClientID) != TEAM_SUPER && GetSaving(m_Core.Team(ClientID))))
return false;
SetForceCharacterTeam(ClientID, Team);
//GameServer()->CreatePlayerSpawn(Character(id)->m_Core.m_Pos, TeamMask());
return true;
return nullptr;
}
void CGameTeams::SetForceCharacterTeam(int ClientID, int Team)
@ -309,7 +306,7 @@ void CGameTeams::ForceLeaveTeam(int ClientID)
for(int i = 0; i < MAX_CLIENTS; ++i)
if(i != ClientID && m_Core.Team(ClientID) == m_Core.Team(i))
{
NoOneInOldTeam = false; //all good exists someone in old team
NoOneInOldTeam = false; // all good exists someone in old team
break;
}
if(NoOneInOldTeam)
@ -526,7 +523,7 @@ void CGameTeams::OnFinish(CPlayer *Player, float Time, const char *pTimestamp)
{
if(!Player || !Player->IsPlaying())
return;
//TODO:DDRace:btd: this ugly
// TODO:DDRace:btd: this ugly
const int ClientID = Player->GetCID();
CPlayerData *pData = GameServer()->Score()->PlayerData(ClientID);
@ -578,7 +575,7 @@ void CGameTeams::OnFinish(CPlayer *Player, float Time, const char *pTimestamp)
str_format(aBuf, sizeof(aBuf),
"%5.2f second(s) worse, better luck next time.",
Diff);
GameServer()->SendChatTarget(ClientID, aBuf, CGameContext::CHAT_SIX); //this is private, sent only to the tee
GameServer()->SendChatTarget(ClientID, aBuf, CGameContext::CHAT_SIX); // this is private, sent only to the tee
}
}
else
@ -608,7 +605,6 @@ void CGameTeams::OnFinish(CPlayer *Player, float Time, const char *pTimestamp)
if(g_Config.m_SvNamelessScore || !str_startswith(Server()->ClientName(ClientID), "nameless tee"))
{
GameServer()->m_pController->m_CurrentRecord = Time;
//dbg_msg("character", "Finish");
NeedToSendNewRecord = true;
}
}

View file

@ -37,7 +37,7 @@ public:
CGameTeams(CGameContext *pGameContext);
//helper methods
// helper methods
CCharacter *Character(int ClientID)
{
return GameServer()->GetPlayerChar(ClientID);
@ -61,7 +61,8 @@ public:
void OnCharacterSpawn(int ClientID);
void OnCharacterDeath(int ClientID, int Weapon);
bool SetCharacterTeam(int ClientID, int Team);
// returns nullptr if successful, error string if failed
const char *SetCharacterTeam(int ClientID, int Team);
void CheckTeamFinished(int ClientID);
void ChangeTeamState(int Team, int State);
@ -70,7 +71,7 @@ public:
int Count(int Team) const;
//need to be very careful using this method. SERIOUSLY...
// need to be very careful using this method. SERIOUSLY...
void SetForceCharacterTeam(int ClientID, int Team);
void SetForceCharacterNewTeam(int ClientID, int Team);
void ForceLeaveTeam(int ClientID);