Beispiel #1
0
void C4TeamList::RecheckTeams()
{
	// automatic team distributions only
	if (!IsRandomTeam()) return;
	// host decides random teams
	if (!::Control.isCtrlHost())
	{
		// Still make sure that we have the right number of teams on the clients as well so that
		// GetTeamCount() does not report inconsistent values.
		EnsureTeamCount();
		return;
	}
	// random teams in auto generate mode? Make sure there are exactly two teams
	if (IsAutoGenerateTeams() && GetTeamCount() != 2)
		{
		ReassignAllTeams();
		return;
		}
	// redistribute players of largest team that has relocatable players left towards smaller teams
	for (;;)
	{
		C4Team *pLowestTeam = GetRandomSmallestTeam();
		if (!pLowestTeam) break; // no teams: Nothing to re-distribute.
		// get largest team that has relocateable players
		C4Team *pLargestTeam = nullptr;
		C4Team **ppCheck=ppList; int32_t iCnt=iTeamCount;
		for (; iCnt--; ++ppCheck) if (!pLargestTeam || pLargestTeam->GetPlayerCount() > (*ppCheck)->GetPlayerCount())
				if ((*ppCheck)->GetFirstUnjoinedPlayerID())
					pLargestTeam = *ppCheck;
		// no team can redistribute?
		if (!pLargestTeam) break;
		// redistribution won't help much?
		if (pLargestTeam->GetPlayerCount() - pLowestTeam->GetPlayerCount() <= 1) break;
		// okay; redistribute one player!
		int32_t idRedistPlayer = pLargestTeam->GetFirstUnjoinedPlayerID();
		C4PlayerInfo *pInfo = Game.PlayerInfos.GetPlayerInfoByID(idRedistPlayer);
		assert(pInfo);
		if (!pInfo) break; // umn...serious problems
		pLargestTeam->RemovePlayerByID(idRedistPlayer);
		pLowestTeam->AddPlayer(*pInfo, true);
		C4ClientPlayerInfos *pClrInfo = Game.PlayerInfos.GetClientInfoByPlayerID(idRedistPlayer);
		assert(pClrInfo);
		// player info change: mark updated to remote clients get information
		if (pClrInfo)
		{
			pClrInfo->SetUpdated();
		}
	}
}
Beispiel #2
0
void C4TeamList::SetTeamDistribution(TeamDist eToVal)
{
	if (!Inside(eToVal, TEAMDIST_First, TEAMDIST_Last)) { assert(false); return; }
	eTeamDist = eToVal;
	// team distribution mode changed: Host may beed to redistribute
	if (::Control.isCtrlHost())
	{
		// if a random team mode was set, reassign all teams so it's really random.
		// Also reassign in no-team-mode so enough teams for all players exist
		if (IsRandomTeam() || eTeamDist==TEAMDIST_None)
			ReassignAllTeams();
		else
		{
			// otherwise, it's sufficient to just reassign any teams that are incorrect for the current mode
			RecheckTeams();
		}
		// send updates to other clients and reset flags
		if (::Network.isEnabled())
		{
			::Network.Players.SendUpdatedPlayers();
		}
	}
}