예제 #1
0
void IGameController::DoTeamBalance()
{
	if(!IsTeamplay() || !g_Config.m_SvTeambalanceTime || absolute(m_aTeamSize[TEAM_RED]-m_aTeamSize[TEAM_BLUE]) < NUM_TEAMS)
		return;

	GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", "Balancing teams");

	float aTeamScore[NUM_TEAMS] = {0};
	float aPlayerScore[MAX_CLIENTS] = {0.0f};

	// gather stats
	for(int i = 0; i < MAX_CLIENTS; i++)
	{
		if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS)
		{
			aPlayerScore[i] = GameServer()->m_apPlayers[i]->m_Score*Server()->TickSpeed()*60.0f/
				(Server()->Tick()-GameServer()->m_apPlayers[i]->m_ScoreStartTick);
			aTeamScore[GameServer()->m_apPlayers[i]->GetTeam()] += aPlayerScore[i];
		}
	}

	int BiggerTeam = (m_aTeamSize[TEAM_RED] > m_aTeamSize[TEAM_BLUE]) ? TEAM_RED : TEAM_BLUE;
	int NumBalance = absolute(m_aTeamSize[TEAM_RED]-m_aTeamSize[TEAM_BLUE]) / NUM_TEAMS;

	// balance teams
	do
	{
		CPlayer *pPlayer = 0;
		float ScoreDiff = aTeamScore[BiggerTeam];
		for(int i = 0; i < MAX_CLIENTS; i++)
		{
			if(!GameServer()->m_apPlayers[i] || !CanBeMovedOnBalance(i))
				continue;

			// remember the player whom would cause lowest score-difference
			if(GameServer()->m_apPlayers[i]->GetTeam() == BiggerTeam &&
				(!pPlayer || absolute((aTeamScore[BiggerTeam^1]+aPlayerScore[i]) - (aTeamScore[BiggerTeam]-aPlayerScore[i])) < ScoreDiff))
			{
				pPlayer = GameServer()->m_apPlayers[i];
				ScoreDiff = absolute((aTeamScore[BiggerTeam^1]+aPlayerScore[i]) - (aTeamScore[BiggerTeam]-aPlayerScore[i]));
			}
		}

		// move the player to the other team
		if(pPlayer)
		{
			int Temp = pPlayer->m_LastActionTick;
			DoTeamChange(pPlayer, BiggerTeam^1);
			pPlayer->m_LastActionTick = Temp;
			pPlayer->Respawn();
			GameServer()->SendGameMsg(GAMEMSG_TEAM_BALANCE_VICTIM, pPlayer->GetTeam(), pPlayer->GetCID());
		}
	}
	while(--NumBalance);

	m_UnbalancedTick = TBALANCE_OK;
	GameServer()->SendGameMsg(GAMEMSG_TEAM_BALANCE, -1);
}
예제 #2
0
//activity
void IGameController::DoActivityCheck()
{
	if(g_Config.m_SvInactiveKickTime == 0)
		return;

	for(int i = 0; i < MAX_CLIENTS; ++i)
	{
		if(GameServer()->m_apPlayers[i] && !GameServer()->m_apPlayers[i]->IsDummy() && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS &&
			!Server()->IsAuthed(i) && (GameServer()->m_apPlayers[i]->m_InactivityTickCounter > 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(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
						DoTeamChange(GameServer()->m_apPlayers[i], TEAM_SPECTATORS);
				}
				break;
			case 2:
				{
					// kick the player
					Server()->Kick(i, "Kicked for inactivity");
				}
			}
		}
	}
}