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); }
//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"); } } } } }