Exemple #1
0
void IGameController::Tick()
{
	// handle game states
	if(m_GameState != IGS_GAME_RUNNING)
	{
		if(m_GameStateTimer > 0)
			--m_GameStateTimer;

		if(m_GameStateTimer == 0)
		{
			// timer fires
			switch(m_GameState)
			{
			case IGS_WARMUP_USER:
				// end warmup
				SetGameState(IGS_WARMUP_USER, 0);
				break;
			case IGS_START_COUNTDOWN:
				// unpause the game
				SetGameState(IGS_GAME_RUNNING);
				break;
			case IGS_GAME_PAUSED:
				// end pause
				SetGameState(IGS_GAME_PAUSED, 0);
				break;
			case IGS_END_ROUND:
				// check if the match is over otherwise start next round
				DoWincheckMatch();
				if(m_GameState != IGS_END_MATCH)
					StartRound();
				break;
			case IGS_END_MATCH:
				// start next match
				CycleMap();
				m_MatchCount++;
				StartMatch();
				break;
			case IGS_WARMUP_GAME:
			case IGS_GAME_RUNNING:
				// not effected
				break;
			}
		}
		else
		{
			// timer still running
			switch(m_GameState)
 			{
			case IGS_WARMUP_USER:
				// check if player ready mode was disabled and it waits that all players are ready -> end warmup
				if(!g_Config.m_SvPlayerReadyMode && m_GameStateTimer == TIMER_INFINITE)
					SetGameState(IGS_WARMUP_USER, 0);
				break;
			case IGS_START_COUNTDOWN:
			case IGS_GAME_PAUSED:
				// freeze the game
				++m_GameStartTick;
				break;
			case IGS_WARMUP_GAME:
			case IGS_GAME_RUNNING:
			case IGS_END_MATCH:
			case IGS_END_ROUND:
				// not effected
				break;
 			}
		}
	}

	// do team-balancing (skip this in survival, done there when a round starts)
	if(IsTeamplay() && !(m_GameFlags&GAMEFLAG_SURVIVAL))
	{
		switch(m_UnbalancedTick)
		{
		case TBALANCE_CHECK:
			CheckTeamBalance();
			break;
		case TBALANCE_OK:
			break;
		default:
			if(Server()->Tick() > m_UnbalancedTick+g_Config.m_SvTeambalanceTime*Server()->TickSpeed()*60)
				DoTeamBalance();
		}
	}

	// check for inactive players
	DoActivityCheck();

	// win check
	if((m_GameState == IGS_GAME_RUNNING || m_GameState == IGS_GAME_PAUSED) && !GameServer()->m_World.m_ResetRequested)
	{
		if(m_GameFlags&GAMEFLAG_SURVIVAL)
			DoWincheckRound();
		else
			DoWincheckMatch();
	}
}
Exemple #2
0
void IGameController::Tick()
{
	// do warmup
	if(!GameServer()->m_World.m_Paused && 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)
		{
			CycleMap();
			StartRound();
			m_RoundCount++;
		}
	}
	else if(GameServer()->m_World.m_Paused && m_UnpauseTimer)
	{
		--m_UnpauseTimer;
		if(!m_UnpauseTimer)
			GameServer()->m_World.m_Paused = false;
	}

	// game is Paused
	if(GameServer()->m_World.m_Paused)
		++m_RoundStartTick;

	// do team-balancing
	if(IsTeamplay() && m_UnbalancedTick != -1 && Server()->Tick() > m_UnbalancedTick+g_Config.m_SvTeambalanceTime*Server()->TickSpeed()*60)
	{
		GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", "Balancing teams");

		int aT[2] = {0,0};
		float aTScore[2] = {0,0};
		float aPScore[MAX_CLIENTS] = {0.0f};
		for(int i = 0; i < MAX_CLIENTS; i++)
		{
			if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS)
			{
				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?
		if(absolute(aT[0]-aT[1]) >= 2)
		{
			int M = (aT[0] > aT[1]) ? 0 : 1;
			int NumBalance = absolute(aT[0]-aT[1]) / 2;

			do
			{
				CPlayer *pP = 0;
				float 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))
					{
						pP = GameServer()->m_apPlayers[i];
						PD = absolute((aTScore[M^1]+aPScore[i]) - (aTScore[M]-aPScore[i]));
					}
				}

				// move the player to the other team
				int Temp = pP->m_LastActionTick;
				pP->SetTeam(M^1);
				pP->m_LastActionTick = Temp;

				pP->Respawn();
				pP->m_ForceBalanced = true;
			} while (--NumBalance);

			m_ForceBalanced = true;
		}
		m_UnbalancedTick = -1;
	}

	// check for inactive players
	if(g_Config.m_SvInactiveKickTime > 0)
	{
		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()->IsAuthed(i))
			{
				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
							GameServer()->m_apPlayers[i]->SetTeam(TEAM_SPECTATORS);
						}
						break;
					case 1:
						{
							// move player to spectator if the reserved slots aren't filled yet, kick him otherwise
							int Spectators = 0;
							for(int j = 0; j < MAX_CLIENTS; ++j)
								if(GameServer()->m_apPlayers[j] && GameServer()->m_apPlayers[j]->GetTeam() == TEAM_SPECTATORS)
									++Spectators;
							if(Spectators >= g_Config.m_SvSpectatorSlots)
								Server()->Kick(i, "Kicked for inactivity");
							else
								GameServer()->m_apPlayers[i]->SetTeam(TEAM_SPECTATORS);
						}
						break;
					case 2:
						{
							// kick the player
							Server()->Kick(i, "Kicked for inactivity");
						}
					}
				}
			}
		}
	}

	DoWincheck();
}
Exemple #3
0
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)
		{
			CycleMap();
			StartRound();
			m_RoundCount++;
		}
	}
	
	// do team-balancing
	if (IsTeamplay() && m_UnbalancedTick != -1 && Server()->Tick() > m_UnbalancedTick+g_Config.m_SvTeambalanceTime*Server()->TickSpeed()*60)
	{
		dbg_msg("game", "Balancing teams");
		
		int aT[2] = {0,0};
		float aTScore[2] = {0,0};
		float aPScore[MAX_CLIENTS] = {0.0f};
		for(int i = 0; i < MAX_CLIENTS; i++)
		{
			if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != -1)
			{
				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?
		if(absolute(aT[0]-aT[1]) >= 2)
		{
			int M = (aT[0] > aT[1]) ? 0 : 1;
			int NumBalance = absolute(aT[0]-aT[1]) / 2;
			
			do
			{
				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))
					{
						pP = GameServer()->m_apPlayers[i];
						PD = absolute((aTScore[M^1]+aPScore[i]) - (aTScore[M]-aPScore[i]));
					}
				}
				
				// move the player to the other team
				pP->SetTeam(M^1);
				
				pP->Respawn();
				pP->m_ForceBalanced = true;
			} while (--NumBalance);
			
			m_ForceBalanced = true;
		}
		m_UnbalancedTick = -1;
	}
	
	// update browse info
	int Prog = -1;
	if(g_Config.m_SvTimelimit > 0)
		Prog = max(Prog, (Server()->Tick()-m_RoundStartTick) * 100 / (g_Config.m_SvTimelimit*Server()->TickSpeed()*60));

	if(g_Config.m_SvScorelimit)
	{
		if(IsTeamplay())
		{
			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++)
			{
				if(GameServer()->m_apPlayers[i])
					Prog = max(Prog, (GameServer()->m_apPlayers[i]->m_Score*100)/g_Config.m_SvScorelimit);
			}
		}
	}

	if(m_Warmup)
		Prog = -1;
		
	Server()->SetBrowseInfo(m_pGameType, Prog);
}