ddnet/src/game/server/gamecontroller.cpp
2022-07-28 15:42:11 +02:00

761 lines
22 KiB
C++

/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <engine/shared/config.h>
#include <game/generated/protocol.h>
#include <game/mapitems.h>
#include <game/teamscore.h>
#include "gamecontext.h"
#include "gamecontroller.h"
#include "player.h"
#include "entities/character.h"
#include "entities/door.h"
#include "entities/dragger.h"
#include "entities/gun.h"
#include "entities/light.h"
#include "entities/pickup.h"
#include "entities/projectile.h"
IGameController::IGameController(class CGameContext *pGameServer)
{
m_pGameServer = pGameServer;
m_pConfig = m_pGameServer->Config();
m_pServer = m_pGameServer->Server();
m_pGameType = "unknown";
//
DoWarmup(g_Config.m_SvWarmup);
m_GameOverTick = -1;
m_SuddenDeath = 0;
m_RoundStartTick = Server()->Tick();
m_RoundCount = 0;
m_GameFlags = 0;
m_aMapWish[0] = 0;
m_UnbalancedTick = -1;
m_ForceBalanced = false;
m_aNumSpawnPoints[0] = 0;
m_aNumSpawnPoints[1] = 0;
m_aNumSpawnPoints[2] = 0;
m_CurrentRecord = 0;
}
IGameController::~IGameController() = default;
void IGameController::DoActivityCheck()
{
if(g_Config.m_SvInactiveKickTime == 0)
return;
for(int i = 0; i < MAX_CLIENTS; ++i)
{
#ifdef CONF_DEBUG
if(g_Config.m_DbgDummies)
{
if(i >= MAX_CLIENTS - g_Config.m_DbgDummies)
break;
}
#endif
if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS && Server()->GetAuthedState(i) == AUTHED_NO)
{
if(Server()->Tick() > GameServer()->m_apPlayers[i]->m_LastActionTick + g_Config.m_SvInactiveKickTime * Server()->TickSpeed() * 60)
{
switch(g_Config.m_SvInactiveKick)
{
case 0:
{
// move player to spectator
DoTeamChange(GameServer()->m_apPlayers[i], TEAM_SPECTATORS);
}
break;
case 1:
{
// move player to spectator if the reserved slots aren't filled yet, kick him otherwise
int Spectators = 0;
for(auto &pPlayer : GameServer()->m_apPlayers)
if(pPlayer && pPlayer->GetTeam() == TEAM_SPECTATORS)
++Spectators;
if(Spectators >= g_Config.m_SvSpectatorSlots)
Server()->Kick(i, "Kicked for inactivity");
else
DoTeamChange(GameServer()->m_apPlayers[i], TEAM_SPECTATORS);
}
break;
case 2:
{
// kick the player
Server()->Kick(i, "Kicked for inactivity");
}
}
}
}
}
}
float IGameController::EvaluateSpawnPos(CSpawnEval *pEval, vec2 Pos, int DDTeam)
{
float Score = 0.0f;
CCharacter *pC = static_cast<CCharacter *>(GameServer()->m_World.FindFirst(CGameWorld::ENTTYPE_CHARACTER));
for(; pC; pC = (CCharacter *)pC->TypeNext())
{
// ignore players in other teams
if(GameServer()->GetDDRaceTeam(pC->GetPlayer()->GetCID()) != DDTeam)
continue;
float d = distance(Pos, pC->m_Pos);
Score += d == 0 ? 1000000000.0f : 1.0f / d;
}
return Score;
}
void IGameController::EvaluateSpawnType(CSpawnEval *pEval, int Type, int DDTeam)
{
// j == 0: Find an empty slot, j == 1: Take any slot if no empty one found
for(int j = 0; j < 2 && !pEval->m_Got; j++)
{
// get spawn point
for(int i = 0; i < m_aNumSpawnPoints[Type]; i++)
{
vec2 P = m_aaSpawnPoints[Type][i];
if(j == 0)
{
// check if the position is occupado
CCharacter *apEnts[MAX_CLIENTS];
int Num = GameServer()->m_World.FindEntities(m_aaSpawnPoints[Type][i], 64, (CEntity **)apEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
vec2 aPositions[5] = {vec2(0.0f, 0.0f), vec2(-32.0f, 0.0f), vec2(0.0f, -32.0f), vec2(32.0f, 0.0f), vec2(0.0f, 32.0f)}; // start, left, up, right, down
int Result = -1;
for(int Index = 0; Index < 5 && Result == -1; ++Index)
{
Result = Index;
if(!GameServer()->m_World.m_Core.m_aTuning[0].m_PlayerCollision)
break;
for(int c = 0; c < Num; ++c)
if(GameServer()->Collision()->CheckPoint(m_aaSpawnPoints[Type][i] + aPositions[Index]) ||
distance(apEnts[c]->m_Pos, m_aaSpawnPoints[Type][i] + aPositions[Index]) <= apEnts[c]->GetProximityRadius())
{
Result = -1;
break;
}
}
if(Result == -1)
continue; // try next spawn point
P += aPositions[Result];
}
float S = EvaluateSpawnPos(pEval, P, DDTeam);
if(!pEval->m_Got || (j == 0 && pEval->m_Score > S))
{
pEval->m_Got = true;
pEval->m_Score = S;
pEval->m_Pos = P;
}
}
}
}
bool IGameController::CanSpawn(int Team, vec2 *pOutPos, int DDTeam)
{
CSpawnEval Eval;
// spectators can't spawn
if(Team == TEAM_SPECTATORS)
return false;
EvaluateSpawnType(&Eval, 0, DDTeam);
EvaluateSpawnType(&Eval, 1, DDTeam);
EvaluateSpawnType(&Eval, 2, DDTeam);
*pOutPos = Eval.m_Pos;
return Eval.m_Got;
}
bool IGameController::OnEntity(int Index, vec2 Pos, int Layer, int Flags, int Number)
{
if(Index < 0)
return false;
int x, y;
x = (Pos.x - 16.0f) / 32.0f;
y = (Pos.y - 16.0f) / 32.0f;
int aSides[8];
aSides[0] = GameServer()->Collision()->Entity(x, y + 1, Layer);
aSides[1] = GameServer()->Collision()->Entity(x + 1, y + 1, Layer);
aSides[2] = GameServer()->Collision()->Entity(x + 1, y, Layer);
aSides[3] = GameServer()->Collision()->Entity(x + 1, y - 1, Layer);
aSides[4] = GameServer()->Collision()->Entity(x, y - 1, Layer);
aSides[5] = GameServer()->Collision()->Entity(x - 1, y - 1, Layer);
aSides[6] = GameServer()->Collision()->Entity(x - 1, y, Layer);
aSides[7] = GameServer()->Collision()->Entity(x - 1, y + 1, Layer);
if(Index >= ENTITY_SPAWN && Index <= ENTITY_SPAWN_BLUE)
{
int Type = Index - ENTITY_SPAWN;
m_aaSpawnPoints[Type][m_aNumSpawnPoints[Type]] = Pos;
m_aNumSpawnPoints[Type] = minimum(m_aNumSpawnPoints[Type] + 1, (int)std::size(m_aaSpawnPoints[0]));
}
else if(Index == ENTITY_DOOR)
{
for(int i = 0; i < 8; i++)
{
if(aSides[i] >= ENTITY_LASER_SHORT && aSides[i] <= ENTITY_LASER_LONG)
{
new CDoor(
&GameServer()->m_World, //GameWorld
Pos, //Pos
pi / 4 * i, //Rotation
32 * 3 + 32 * (aSides[i] - ENTITY_LASER_SHORT) * 3, //Length
Number //Number
);
}
}
}
else if(Index == ENTITY_CRAZY_SHOTGUN_EX)
{
int Dir;
if(!Flags)
Dir = 0;
else if(Flags == ROTATION_90)
Dir = 1;
else if(Flags == ROTATION_180)
Dir = 2;
else
Dir = 3;
float Deg = Dir * (pi / 2);
CProjectile *pBullet = new CProjectile(
&GameServer()->m_World,
WEAPON_SHOTGUN, //Type
-1, //Owner
Pos, //Pos
vec2(sin(Deg), cos(Deg)), //Dir
-2, //Span
true, //Freeze
true, //Explosive
0, //Force
(g_Config.m_SvShotgunBulletSound) ? SOUND_GRENADE_EXPLODE : -1, //SoundImpact
Layer,
Number);
pBullet->SetBouncing(2 - (Dir % 2));
}
else if(Index == ENTITY_CRAZY_SHOTGUN)
{
int Dir;
if(!Flags)
Dir = 0;
else if(Flags == (TILEFLAG_ROTATE))
Dir = 1;
else if(Flags == (TILEFLAG_VFLIP | TILEFLAG_HFLIP))
Dir = 2;
else
Dir = 3;
float Deg = Dir * (pi / 2);
CProjectile *pBullet = new CProjectile(
&GameServer()->m_World,
WEAPON_SHOTGUN, //Type
-1, //Owner
Pos, //Pos
vec2(sin(Deg), cos(Deg)), //Dir
-2, //Span
true, //Freeze
false, //Explosive
0,
SOUND_GRENADE_EXPLODE,
Layer,
Number);
pBullet->SetBouncing(2 - (Dir % 2));
}
int Type = -1;
int SubType = 0;
if(Index == ENTITY_ARMOR_1)
Type = POWERUP_ARMOR;
else if(Index == ENTITY_ARMOR_SHOTGUN)
Type = POWERUP_ARMOR_SHOTGUN;
else if(Index == ENTITY_ARMOR_GRENADE)
Type = POWERUP_ARMOR_GRENADE;
else if(Index == ENTITY_ARMOR_NINJA)
Type = POWERUP_ARMOR_NINJA;
else if(Index == ENTITY_ARMOR_LASER)
Type = POWERUP_ARMOR_LASER;
else if(Index == ENTITY_HEALTH_1)
Type = POWERUP_HEALTH;
else if(Index == ENTITY_WEAPON_SHOTGUN)
{
Type = POWERUP_WEAPON;
SubType = WEAPON_SHOTGUN;
}
else if(Index == ENTITY_WEAPON_GRENADE)
{
Type = POWERUP_WEAPON;
SubType = WEAPON_GRENADE;
}
else if(Index == ENTITY_WEAPON_LASER)
{
Type = POWERUP_WEAPON;
SubType = WEAPON_LASER;
}
else if(Index == ENTITY_POWERUP_NINJA)
{
Type = POWERUP_NINJA;
SubType = WEAPON_NINJA;
}
else if(Index >= ENTITY_LASER_FAST_CCW && Index <= ENTITY_LASER_FAST_CW)
{
int aSides2[8];
aSides2[0] = GameServer()->Collision()->Entity(x, y + 2, Layer);
aSides2[1] = GameServer()->Collision()->Entity(x + 2, y + 2, Layer);
aSides2[2] = GameServer()->Collision()->Entity(x + 2, y, Layer);
aSides2[3] = GameServer()->Collision()->Entity(x + 2, y - 2, Layer);
aSides2[4] = GameServer()->Collision()->Entity(x, y - 2, Layer);
aSides2[5] = GameServer()->Collision()->Entity(x - 2, y - 2, Layer);
aSides2[6] = GameServer()->Collision()->Entity(x - 2, y, Layer);
aSides2[7] = GameServer()->Collision()->Entity(x - 2, y + 2, Layer);
float AngularSpeed = 0.0f;
int Ind = Index - ENTITY_LASER_STOP;
int M;
if(Ind < 0)
{
Ind = -Ind;
M = 1;
}
else if(Ind == 0)
M = 0;
else
M = -1;
if(Ind == 0)
AngularSpeed = 0.0f;
else if(Ind == 1)
AngularSpeed = pi / 360;
else if(Ind == 2)
AngularSpeed = pi / 180;
else if(Ind == 3)
AngularSpeed = pi / 90;
AngularSpeed *= M;
for(int i = 0; i < 8; i++)
{
if(aSides[i] >= ENTITY_LASER_SHORT && aSides[i] <= ENTITY_LASER_LONG)
{
CLight *pLight = new CLight(&GameServer()->m_World, Pos, pi / 4 * i, 32 * 3 + 32 * (aSides[i] - ENTITY_LASER_SHORT) * 3, Layer, Number);
pLight->m_AngularSpeed = AngularSpeed;
if(aSides2[i] >= ENTITY_LASER_C_SLOW && aSides2[i] <= ENTITY_LASER_C_FAST)
{
pLight->m_Speed = 1 + (aSides2[i] - ENTITY_LASER_C_SLOW) * 2;
pLight->m_CurveLength = pLight->m_Length;
}
else if(aSides2[i] >= ENTITY_LASER_O_SLOW && aSides2[i] <= ENTITY_LASER_O_FAST)
{
pLight->m_Speed = 1 + (aSides2[i] - ENTITY_LASER_O_SLOW) * 2;
pLight->m_CurveLength = 0;
}
else
pLight->m_CurveLength = pLight->m_Length;
}
}
}
else if(Index >= ENTITY_DRAGGER_WEAK && Index <= ENTITY_DRAGGER_STRONG)
{
new CDragger(&GameServer()->m_World, Pos, Index - ENTITY_DRAGGER_WEAK + 1, false, Layer, Number);
}
else if(Index >= ENTITY_DRAGGER_WEAK_NW && Index <= ENTITY_DRAGGER_STRONG_NW)
{
new CDragger(&GameServer()->m_World, Pos, Index - ENTITY_DRAGGER_WEAK_NW + 1, true, Layer, Number);
}
else if(Index == ENTITY_PLASMAE)
{
new CGun(&GameServer()->m_World, Pos, false, true, Layer, Number);
}
else if(Index == ENTITY_PLASMAF)
{
new CGun(&GameServer()->m_World, Pos, true, false, Layer, Number);
}
else if(Index == ENTITY_PLASMA)
{
new CGun(&GameServer()->m_World, Pos, true, true, Layer, Number);
}
else if(Index == ENTITY_PLASMAU)
{
new CGun(&GameServer()->m_World, Pos, false, false, Layer, Number);
}
if(Type != -1)
{
CPickup *pPickup = new CPickup(&GameServer()->m_World, Type, SubType, Layer, Number);
pPickup->m_Pos = Pos;
return true;
}
return false;
}
void IGameController::OnPlayerConnect(CPlayer *pPlayer)
{
int ClientID = pPlayer->GetCID();
pPlayer->Respawn();
if(!Server()->ClientPrevIngame(ClientID))
{
char aBuf[128];
str_format(aBuf, sizeof(aBuf), "team_join player='%d:%s' team=%d", ClientID, Server()->ClientName(ClientID), pPlayer->GetTeam());
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
}
}
void IGameController::OnPlayerDisconnect(class CPlayer *pPlayer, const char *pReason)
{
pPlayer->OnDisconnect();
int ClientID = pPlayer->GetCID();
if(Server()->ClientIngame(ClientID))
{
char aBuf[512];
if(pReason && *pReason)
str_format(aBuf, sizeof(aBuf), "'%s' has left the game (%s)", Server()->ClientName(ClientID), pReason);
else
str_format(aBuf, sizeof(aBuf), "'%s' has left the game", Server()->ClientName(ClientID));
GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf, -1, CGameContext::CHAT_SIX);
str_format(aBuf, sizeof(aBuf), "leave player='%d:%s'", ClientID, Server()->ClientName(ClientID));
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "game", aBuf);
}
}
void IGameController::EndRound()
{
if(m_Warmup) // game can't end when we are running warmup
return;
GameServer()->m_World.m_Paused = true;
m_GameOverTick = Server()->Tick();
m_SuddenDeath = 0;
}
void IGameController::ResetGame()
{
GameServer()->m_World.m_ResetRequested = true;
}
const char *IGameController::GetTeamName(int Team)
{
if(Team == 0)
return "game";
return "spectators";
}
//static bool IsSeparator(char c) { return c == ';' || c == ' ' || c == ',' || c == '\t'; }
void IGameController::StartRound()
{
ResetGame();
m_RoundStartTick = Server()->Tick();
m_SuddenDeath = 0;
m_GameOverTick = -1;
GameServer()->m_World.m_Paused = false;
m_ForceBalanced = false;
Server()->DemoRecorder_HandleAutoStart();
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "start round type='%s' teamplay='%d'", m_pGameType, m_GameFlags & GAMEFLAG_TEAMS);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
}
void IGameController::ChangeMap(const char *pToMap)
{
Server()->ChangeMap(pToMap);
}
void IGameController::OnReset()
{
for(auto &pPlayer : GameServer()->m_apPlayers)
if(pPlayer)
pPlayer->Respawn();
}
int IGameController::OnCharacterDeath(class CCharacter *pVictim, class CPlayer *pKiller, int Weapon)
{
return 0;
}
void IGameController::OnCharacterSpawn(class CCharacter *pChr)
{
// default health
pChr->IncreaseHealth(10);
// give default weapons
pChr->GiveWeapon(WEAPON_HAMMER);
pChr->GiveWeapon(WEAPON_GUN);
}
void IGameController::HandleCharacterTiles(CCharacter *pChr, int MapIndex)
{
// Do nothing by default
}
void IGameController::DoWarmup(int Seconds)
{
if(Seconds < 0)
m_Warmup = 0;
else
m_Warmup = Seconds * Server()->TickSpeed();
}
bool IGameController::IsForceBalanced()
{
return false;
}
bool IGameController::CanBeMovedOnBalance(int ClientID)
{
return true;
}
void IGameController::Tick()
{
// do warmup
if(m_Warmup)
{
m_Warmup--;
if(!m_Warmup)
StartRound();
}
if(m_GameOverTick != -1)
{
// game over.. wait for restart
if(Server()->Tick() > m_GameOverTick + Server()->TickSpeed() * 10)
{
StartRound();
m_RoundCount++;
}
}
DoActivityCheck();
}
void IGameController::Snap(int SnappingClient)
{
CNetObj_GameInfo *pGameInfoObj = (CNetObj_GameInfo *)Server()->SnapNewItem(NETOBJTYPE_GAMEINFO, 0, sizeof(CNetObj_GameInfo));
if(!pGameInfoObj)
return;
pGameInfoObj->m_GameFlags = m_GameFlags;
pGameInfoObj->m_GameStateFlags = 0;
if(m_GameOverTick != -1)
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_GAMEOVER;
if(m_SuddenDeath)
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_SUDDENDEATH;
if(GameServer()->m_World.m_Paused)
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_PAUSED;
pGameInfoObj->m_RoundStartTick = m_RoundStartTick;
pGameInfoObj->m_WarmupTimer = m_Warmup;
pGameInfoObj->m_RoundNum = 0;
pGameInfoObj->m_RoundCurrent = m_RoundCount + 1;
CCharacter *pChr;
CPlayer *pPlayer = SnappingClient != SERVER_DEMO_CLIENT ? GameServer()->m_apPlayers[SnappingClient] : 0;
CPlayer *pPlayer2;
if(pPlayer && (pPlayer->m_TimerType == CPlayer::TIMERTYPE_GAMETIMER || pPlayer->m_TimerType == CPlayer::TIMERTYPE_GAMETIMER_AND_BROADCAST) && pPlayer->GetClientVersion() >= VERSION_DDNET_GAMETICK)
{
if((pPlayer->GetTeam() == TEAM_SPECTATORS || pPlayer->IsPaused()) && pPlayer->m_SpectatorID != SPEC_FREEVIEW && (pPlayer2 = GameServer()->m_apPlayers[pPlayer->m_SpectatorID]))
{
if((pChr = pPlayer2->GetCharacter()) && pChr->m_DDRaceState == DDRACE_STARTED)
{
pGameInfoObj->m_WarmupTimer = -pChr->m_StartTime;
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_RACETIME;
}
}
else if((pChr = pPlayer->GetCharacter()) && pChr->m_DDRaceState == DDRACE_STARTED)
{
pGameInfoObj->m_WarmupTimer = -pChr->m_StartTime;
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_RACETIME;
}
}
CNetObj_GameInfoEx *pGameInfoEx = (CNetObj_GameInfoEx *)Server()->SnapNewItem(NETOBJTYPE_GAMEINFOEX, 0, sizeof(CNetObj_GameInfoEx));
if(!pGameInfoEx)
return;
pGameInfoEx->m_Flags =
GAMEINFOFLAG_TIMESCORE |
GAMEINFOFLAG_GAMETYPE_RACE |
GAMEINFOFLAG_GAMETYPE_DDRACE |
GAMEINFOFLAG_GAMETYPE_DDNET |
GAMEINFOFLAG_UNLIMITED_AMMO |
GAMEINFOFLAG_RACE_RECORD_MESSAGE |
GAMEINFOFLAG_ALLOW_EYE_WHEEL |
GAMEINFOFLAG_ALLOW_HOOK_COLL |
GAMEINFOFLAG_ALLOW_ZOOM |
GAMEINFOFLAG_BUG_DDRACE_GHOST |
GAMEINFOFLAG_BUG_DDRACE_INPUT |
GAMEINFOFLAG_PREDICT_DDRACE |
GAMEINFOFLAG_PREDICT_DDRACE_TILES |
GAMEINFOFLAG_ENTITIES_DDNET |
GAMEINFOFLAG_ENTITIES_DDRACE |
GAMEINFOFLAG_ENTITIES_RACE |
GAMEINFOFLAG_RACE;
pGameInfoEx->m_Flags2 = GAMEINFOFLAG2_HUD_DDRACE;
pGameInfoEx->m_Version = GAMEINFO_CURVERSION;
if(Server()->IsSixup(SnappingClient))
{
protocol7::CNetObj_GameData *pGameData = static_cast<protocol7::CNetObj_GameData *>(Server()->SnapNewItem(-protocol7::NETOBJTYPE_GAMEDATA, 0, sizeof(protocol7::CNetObj_GameData)));
if(!pGameData)
return;
pGameData->m_GameStartTick = m_RoundStartTick;
pGameData->m_GameStateFlags = 0;
if(m_GameOverTick != -1)
pGameData->m_GameStateFlags |= protocol7::GAMESTATEFLAG_GAMEOVER;
if(m_SuddenDeath)
pGameData->m_GameStateFlags |= protocol7::GAMESTATEFLAG_SUDDENDEATH;
if(GameServer()->m_World.m_Paused)
pGameData->m_GameStateFlags |= protocol7::GAMESTATEFLAG_PAUSED;
pGameData->m_GameStateEndTick = 0;
protocol7::CNetObj_GameDataRace *pRaceData = static_cast<protocol7::CNetObj_GameDataRace *>(Server()->SnapNewItem(-protocol7::NETOBJTYPE_GAMEDATARACE, 0, sizeof(protocol7::CNetObj_GameDataRace)));
if(!pRaceData)
return;
pRaceData->m_BestTime = round_to_int(m_CurrentRecord * 1000);
pRaceData->m_Precision = 0;
pRaceData->m_RaceFlags = protocol7::RACEFLAG_HIDE_KILLMSG | protocol7::RACEFLAG_KEEP_WANTED_WEAPON;
}
if(!GameServer()->Switchers().empty())
{
int Team = pPlayer && pPlayer->GetCharacter() ? pPlayer->GetCharacter()->Team() : 0;
if(pPlayer && (pPlayer->GetTeam() == TEAM_SPECTATORS || pPlayer->IsPaused()) && pPlayer->m_SpectatorID != SPEC_FREEVIEW && GameServer()->m_apPlayers[pPlayer->m_SpectatorID] && GameServer()->m_apPlayers[pPlayer->m_SpectatorID]->GetCharacter())
Team = GameServer()->m_apPlayers[pPlayer->m_SpectatorID]->GetCharacter()->Team();
if(Team == TEAM_SUPER)
return;
CNetObj_SwitchState *pSwitchState = static_cast<CNetObj_SwitchState *>(Server()->SnapNewItem(NETOBJTYPE_SWITCHSTATE, Team, sizeof(CNetObj_SwitchState)));
if(!pSwitchState)
return;
pSwitchState->m_HighestSwitchNumber = clamp((int)GameServer()->Switchers().size() - 1, 0, 255);
mem_zero(pSwitchState->m_aStatus, sizeof(pSwitchState->m_aStatus));
std::vector<std::pair<int, int>> vEndTicks; // <EndTick, SwitchNumber>
for(int i = 0; i <= pSwitchState->m_HighestSwitchNumber; i++)
{
int Status = (int)GameServer()->Switchers()[i].m_aStatus[Team];
pSwitchState->m_aStatus[i / 32] |= (Status << (i % 32));
int EndTick = GameServer()->Switchers()[i].m_aEndTick[Team];
if(EndTick > 0 && EndTick < Server()->Tick() + 3 * Server()->TickSpeed() && GameServer()->Switchers()[i].m_aLastUpdateTick[Team] < Server()->Tick())
{
// only keep track of EndTicks that have less than three second left and are not currently being updated by a player being present on a switch tile, to limit how often these are sent
vEndTicks.emplace_back(std::pair<int, int>(GameServer()->Switchers()[i].m_aEndTick[Team], i));
}
}
// send the endtick of switchers that are about to toggle back (up to four, prioritizing those with the earliest endticks)
mem_zero(pSwitchState->m_aSwitchNumbers, sizeof(pSwitchState->m_aSwitchNumbers));
mem_zero(pSwitchState->m_aEndTicks, sizeof(pSwitchState->m_aEndTicks));
std::sort(vEndTicks.begin(), vEndTicks.end());
const int NumTimedSwitchers = minimum((int)vEndTicks.size(), (int)std::size(pSwitchState->m_aEndTicks));
for(int i = 0; i < NumTimedSwitchers; i++)
{
pSwitchState->m_aSwitchNumbers[i] = vEndTicks[i].second;
pSwitchState->m_aEndTicks[i] = vEndTicks[i].first;
}
}
}
int IGameController::GetAutoTeam(int NotThisID)
{
// this will force the auto balancer to work overtime as well
#ifdef CONF_DEBUG
if(g_Config.m_DbgStress)
return 0;
#endif
int aNumplayers[2] = {0, 0};
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(GameServer()->m_apPlayers[i] && i != NotThisID)
{
if(GameServer()->m_apPlayers[i]->GetTeam() >= TEAM_RED && GameServer()->m_apPlayers[i]->GetTeam() <= TEAM_BLUE)
aNumplayers[GameServer()->m_apPlayers[i]->GetTeam()]++;
}
}
int Team = 0;
if(CanJoinTeam(Team, NotThisID))
return Team;
return -1;
}
bool IGameController::CanJoinTeam(int Team, int NotThisID)
{
if(Team == TEAM_SPECTATORS || (GameServer()->m_apPlayers[NotThisID] && GameServer()->m_apPlayers[NotThisID]->GetTeam() != TEAM_SPECTATORS))
return true;
int aNumplayers[2] = {0, 0};
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(GameServer()->m_apPlayers[i] && i != NotThisID)
{
if(GameServer()->m_apPlayers[i]->GetTeam() >= TEAM_RED && GameServer()->m_apPlayers[i]->GetTeam() <= TEAM_BLUE)
aNumplayers[GameServer()->m_apPlayers[i]->GetTeam()]++;
}
}
return (aNumplayers[0] + aNumplayers[1]) < Server()->MaxClients() - g_Config.m_SvSpectatorSlots;
}
int IGameController::ClampTeam(int Team)
{
if(Team < 0)
return TEAM_SPECTATORS;
return 0;
}
int64_t IGameController::GetMaskForPlayerWorldEvent(int Asker, int ExceptID)
{
// Send all world events to everyone by default
return CmaskAllExceptOne(ExceptID);
}
void IGameController::DoTeamChange(CPlayer *pPlayer, int Team, bool DoChatMsg)
{
Team = ClampTeam(Team);
if(Team == pPlayer->GetTeam())
return;
pPlayer->SetTeam(Team);
int ClientID = pPlayer->GetCID();
char aBuf[128];
DoChatMsg = false;
if(DoChatMsg)
{
str_format(aBuf, sizeof(aBuf), "'%s' joined the %s", Server()->ClientName(ClientID), GameServer()->m_pController->GetTeamName(Team));
GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
}
str_format(aBuf, sizeof(aBuf), "team_join player='%d:%s' m_Team=%d", ClientID, Server()->ClientName(ClientID), Team);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
// OnPlayerInfoChange(pPlayer);
}