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https://github.com/ChocoTaco1/TacoServer.git
synced 2026-01-20 00:24:49 +00:00
Merged into one file
This commit is contained in:
parent
6360d28e51
commit
b0698d3ef0
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@ -1,145 +0,0 @@
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// Team Autobalance Script
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//
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// Determines which team needs players and proceeds to switch them
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// Goon style: At respawn
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//
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// Enable or Disable Autobalance
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// $Host::EnableAutobalance = 1;
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//
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// exec("scripts/autoexec/Autobalance.cs");
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//
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// If it takes too long for specific canidates to die. After a time choose anyone.
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$Autobalance::Fallback = 120000; //60000 is 1 minute
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// Run from TeamBalanceNotify.cs via NotifyUnbalanced
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function Autobalance( %game )
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{
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if(isEventPending($AutoBalanceSchedule))
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cancel($AutoBalanceSchedule);
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if($TBNStatus !$= "NOTIFY") //If Status has changed to EVEN or anything else (GameOver reset).
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return;
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//Difference Variables
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%team1difference = $TeamRank[1, count] - $TeamRank[2, count];
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%team2difference = $TeamRank[2, count] - $TeamRank[1, count];
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//Determine BigTeam
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if( %team1difference >= 2 )
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$BigTeam = 1;
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else if( %team2difference >= 2 )
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$BigTeam = 2;
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else
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return;
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$Autobalance::UseAllMode = 0;
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$Autobalance::FallbackTime = getSimTime();
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%otherTeam = $BigTeam == 1 ? 2 : 1;
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$Autobalance::AMThreshold = mCeil(MissionGroup.CTF_scoreLimit/3) * 100;
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//If BigTeam score is greater than otherteam score + threshold
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if($TeamScore[$BigTeam] > ($TeamScore[%otherTeam] + $Autobalance::AMThreshold) || $TeamRank[%otherTeam, count] $= 0)
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$Autobalance::UseAllMode = 1;
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//If BigTeam Top Players score is greater than otherTeam Top Players score + threshold
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else if($TeamRank[$BigTeam, count] >= 5 && $TeamRank[%otherTeam, count] >= 3)
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{
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%max = mfloor($TeamRank[$BigTeam, count]/2);
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if(%max > $TeamRank[%otherTeam, count])
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%max = $TeamRank[%otherTeam, count];
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%threshold = %max * 100;
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for(%i = 0; %i < %max; %i++)
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{
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%bigTeamTop = %bigTeamTop + $TeamRank[$BigTeam, %i].score;
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%otherTeamTop = %otherTeamTop + $TeamRank[%otherTeam, %i].score;
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}
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if(%bigTeamTop > (%otherTeamTop + %threshold))
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$Autobalance::UseAllMode = 1;
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}
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//echo("Allmode " @ $Autobalance::UseAllMode);
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//Select lower half of team rank as canidates for team change
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if(!$Autobalance::UseAllMode)
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{
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$Autobalance::Max = mFloor($TeamRank[$BigTeam, count]/2);
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for(%i = $Autobalance::Max; %i < $TeamRank[$BigTeam, count]; %i++)
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{
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//echo("[Autobalance]: Selected" SPC $TeamRank[$BigTeam, %i].nameBase @ ", " @ %i);
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$TeamRank[$BigTeam, %i].abCanidate = true;
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}
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%a = " selected";
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}
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if($TeamRank[$BigTeam, count] - $TeamRank[%otherTeam, count] >= 3)
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%s = "s";
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//Warning message
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messageAll('MsgTeamBalanceNotify', '\c1Teams are unbalanced: \c0Autobalance will switch the next%3 respawning player%2 on Team %1.', $TeamName[$BigTeam], %s, %a);
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}
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function ResetABClients()
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{
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for(%i = 0; %i < $TeamRank[$BigTeam, count]; %i++)
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{
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$TeamRank[$BigTeam, %i].abCanidate = false;
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}
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}
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package Autobalance
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{
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function DefaultGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLocation)
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{
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parent::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLocation);
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if($BigTeam !$= "" && %clVictim.team == $BigTeam)
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{
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%otherTeam = $BigTeam == 1 ? 2 : 1;
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if($TeamRank[$BigTeam, count] - $TeamRank[%otherTeam, count] >= 2)
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{
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%fallback = 0;
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if((getSimTime() - $Autobalance::FallbackTime) > $Autobalance::Fallback)
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%fallback = 1;
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//damageType 0: If someone switches to observer or disconnects
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if(%damageType !$= 0 && (%clVictim.abCanidate || $Autobalance::UseAllMode || %fallback))
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{
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echo("[Autobalance]" SPC %clVictim.nameBase @ " has been moved to Team " @ %otherTeam @ " for balancing. [AM:" @ $Autobalance::UseAllMode SPC "#BT:" @ ($TeamRank[$BigTeam, count]-1) SPC "#OT:" @ ($TeamRank[%otherTeam, count]+1) SPC "FB:" @ %fallback @ "]");
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messageClient(%clVictim, 'MsgTeamBalanceNotify', '\c0You were switched to Team %1 for balancing.~wfx/powered/vehicle_screen_on.wav', $TeamName[%otherTeam]);
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messageAllExcept(%clVictim, -1, 'MsgTeamBalanceNotify', '~wfx/powered/vehicle_screen_on.wav');
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Game.clientChangeTeam( %clVictim, %otherTeam, 0 );
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}
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}
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else
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{
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ResetABClients();
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ResetTBNStatus();
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$BigTeam = "";
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}
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}
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}
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function DefaultGame::gameOver(%game)
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{
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Parent::gameOver(%game);
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if($CurrentMissionType $= "CTF" || $CurrentMissionType $= "SCtF")
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{
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//Reset Autobalance
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$BigTeam = "";
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//Reset all clients canidate var
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for (%i = 0; %i < ClientGroup.getCount(); %i++)
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{
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%client = ClientGroup.getObject(%i);
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%client.abCanidate = false;
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}
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}
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}
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};
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// Prevent package from being activated if it is already
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if (!isActivePackage(Autobalance))
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activatePackage(Autobalance);
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@ -1,163 +0,0 @@
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// GetTeamCounts Script
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//
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// GetTeamCounts was made to accurately keep track of how many players
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// are on teams, on the server, on each team, observer, etc.
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// AntiTurrets, Team Balance Notify, AntiCloak, AutoBalance, Base Rape and Base Rape Notify all rely on this.
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// It runs every 5 seconds.
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//
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// Whether or not a portion of the script is run or not depends on
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// if a player has switched teams or not. Or if a team changing event has occurred.
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// This is triggered via various event functions throughout the game.
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//
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// Set reset string
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$GetCountsStatus = "UPDATE";
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package StartTeamCounts
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{
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function CreateServer( %mission, %missionType )
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{
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parent::CreateServer( %mission, %missionType );
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//Call for a GetTeamCount update
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GetTeamCounts(%game);
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// Set when server starts
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// Used to reset timelimit (if voted) when map changes
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$DefaultTimeLimit = $Host::TimeLimit;
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// Prevent package from being activated if it is already
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if (!isActivePackage(TeamCountsTriggers))
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activatePackage(TeamCountsTriggers);
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// Auto Daily Hard Server Restart at a specific time
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// getTimeDif from zDarkTigerStats.cs
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if($dtStats::version)
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schedule(getTimeDif("10\t00\tam"),0,"quit");
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}
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};
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// Prevent package from being activated if it is already
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if (!isActivePackage(StartTeamCounts))
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activatePackage(StartTeamCounts);
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function GetTeamCounts(%game)
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{
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switch$($GetCountsStatus)
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{
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case UPDATE:
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if($countdownStarted && $MatchStarted )
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{
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//Variables
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$TotalTeamPlayerCount = $TeamRank[1, count] + $TeamRank[2, count];
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$AllPlayerCount = $HostGamePlayerCount;
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//Observers
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$Observers = $HostGamePlayerCount - ($TeamRank[1, count] + $TeamRank[2, count]);
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//echo("$PlayerCount[0] " @ $HostGamePlayerCount - ($TeamRank[1, count] + $TeamRank[2, count]));
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//echo("$PlayerCount[1] " @ $TeamRank[1, count]);
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//echo("$PlayerCount[2] " @ $TeamRank[2, count]);
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if( !$Host::TournamentMode )
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{
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if( $CurrentMissionType $= "CTF" )
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{
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NBRStatusNotify(%game);
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CheckAntiPack(%game);
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}
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TeamBalanceNotify(%game);
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}
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//Set so counter wont run when it doesnt need to.
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$GetCountsStatus = "IDLE";
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}
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case IDLE:
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//Do Nothing
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}
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if(isEventPending($GetCountsSchedule))
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cancel($GetCountsSchedule);
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//Call itself again. Every 5 seconds.
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$GetCountsSchedule = schedule(5000, 0, "GetTeamCounts");
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}
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// Triggers a Full run
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function ResetGetCountsStatus()
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{
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$GetCountsStatus = "UPDATE";
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}
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// Proper Overrides
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// Events that determine a TeamGetCounts update
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package TeamCountsTriggers
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{
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function DefaultGame::clientJoinTeam( %game, %client, %team, %respawn )
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{
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Parent::clientJoinTeam( %game, %client, %team, %respawn );
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//Trigger GetCounts
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ResetGetCountsStatus();
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}
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function DefaultGame::clientChangeTeam(%game, %client, %team, %fromObs, %respawned)
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{
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Parent::clientChangeTeam(%game, %client, %team, %fromObs, %respawned);
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//Trigger GetCounts
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ResetGetCountsStatus();
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}
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function DefaultGame::assignClientTeam(%game, %client, %respawn )
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{
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Parent::assignClientTeam(%game, %client, %respawn );
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//Trigger GetCounts
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ResetGetCountsStatus();
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}
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function DefaultGame::onClientEnterObserverMode( %game, %client )
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{
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Parent::onClientEnterObserverMode( %game, %client );
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//Trigger GetCounts
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ResetGetCountsStatus();
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}
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function DefaultGame::AIChangeTeam(%game, %client, %newTeam)
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{
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Parent::AIChangeTeam(%game, %client, %newTeam);
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//Trigger GetCounts
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ResetGetCountsStatus();
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}
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function GameConnection::onConnect(%client, %name, %raceGender, %skin, %voice, %voicePitch)
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{
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Parent::onConnect(%client, %name, %raceGender, %skin, %voice, %voicePitch);
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//Reset GetCounts
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ResetGetCountsStatus();
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}
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function DefaultGame::gameOver(%game)
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{
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Parent::gameOver(%game);
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//Reset GetCounts
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ResetGetCountsStatus();
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}
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function GameConnection::onDrop(%client, %reason)
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{
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Parent::onDrop(%client, %reason);
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//Reset GetCounts
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ResetGetCountsStatus();
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}
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};
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@ -1,61 +0,0 @@
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// No Base Rape Notify Script
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//
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// Notifys clients if NoBase rape is on or off.
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//
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// Enable or Disable
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// $Host::EnableNoBaseRapeNotify = 1;
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//
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// Called in GetTeamCounts.cs
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function NBRStatusNotify( %game )
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{
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if( $Host::EnableNoBaseRapeNotify && $Host::NoBaseRapeEnabled )
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{
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//On
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if( $Host::NoBaseRapePlayerCount > $TotalTeamPlayerCount )
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{
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if( $NBRStatus !$= "PLAYEDON" )
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$NBRStatus = "ON";
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}
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//Off
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else
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{
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if( $NBRStatus !$= "PLAYEDOFF" )
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$NBRStatus = "OFF";
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}
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switch$($NBRStatus)
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{
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case ON:
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messageAll('MsgNoBaseRapeNotify', '\c1No Base Rape: \c0Enabled.');
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$NBRStatus = "PLAYEDON";
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case OFF:
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messageAll('MsgNoBaseRapeNotify', '\c1No Base Rape: \c0Disabled.~wfx/misc/diagnostic_on.wav');
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$NBRStatus = "PLAYEDOFF";
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case PLAYEDON:
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//Do Nothing
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case PLAYEDOFF:
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//Do Nothing
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}
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}
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}
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// Reset gameover
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package ResetNBRNotify
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{
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function DefaultGame::gameOver(%game)
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{
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Parent::gameOver(%game);
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//Reset NoBaseRapeNotify
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$NBRStatus = "IDLE";
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}
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};
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// Prevent package from being activated if it is already
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if (!isActivePackage(ResetNBRNotify))
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activatePackage(ResetNBRNotify);
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@ -1,120 +0,0 @@
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// Team Balance Notify Script
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//
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// Give the client a notification on the current state of balancing
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// Furthermore if Autobalance is enabled. Proceed to Autobalancing
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// Autobalance does not need TeamBalanceNotify to be enabled to run
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//
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// Enable or Disable
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// $Host::EnableTeamBalanceNotify = 1;
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// Enable or Disable Autobalance
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// $Host::EnableAutobalance = 1;
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//
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// Called in GetTeamCounts.cs
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function TeamBalanceNotify(%game)
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{
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if( Game.numTeams > 1 && $TotalTeamPlayerCount !$= 0 )
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{
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//Uneven
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if($TeamRank[1, count] !$= $TeamRank[2, count])
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{
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%team1difference = $TeamRank[1, count] - $TeamRank[2, count];
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%team2difference = $TeamRank[2, count] - $TeamRank[1, count];
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//echo("%Team1Difference " @ %team1difference);
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//echo("%Team2Difference " @ %team2difference);
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if( %team1difference >= 2 || %team2difference >= 2 ) //Teams are unbalanced
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{
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if( $TBNStatus !$= "NOTIFY" ) //Stops any new schedules
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$TBNStatus = "UNBALANCED";
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}
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else
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//Man down. 6vs7, 4vs3 etc
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$TBNStatus = "UNEVEN";
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}
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//Teams are even
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else if($TeamRank[1, count] == $TeamRank[2, count] && $TBNStatus !$= "PLAYEDEVEN" )
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$TBNStatus = "EVEN";
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switch$($TBNStatus)
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{
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case IDLE:
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//Do Nothing
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case UNEVEN:
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//Do Nothing
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case UNBALANCED:
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//Start Schedule to Notify
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$NotifySchedule = schedule(15000, 0, "NotifyUnbalanced", %game );
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$TBNStatus = "NOTIFY";
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case EVEN:
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//messageAll('MsgTeamBalanceNotify', '\c1Teams are balanced.');
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$TBNStatus = "PLAYEDEVEN";
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case PLAYEDEVEN:
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//Do Nothing
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case NOTIFY:
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//Do Nothing
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||||
}
|
||||
}
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//echo($TBNStatus);
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}
|
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//Check to see if teams are still unbalanced
|
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//Fire AutoBalance in 30 sec if enabled
|
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function NotifyUnbalanced( %game )
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{
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if(isEventPending($NotifySchedule))
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cancel($NotifySchedule);
|
||||
|
||||
if( $TBNStatus !$= "NOTIFY" ) //If Status has changed to EVEN or anything else (GameOver reset).
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return;
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//Difference Variables
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%team1difference = $TeamRank[1, count] - $TeamRank[2, count];
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%team2difference = $TeamRank[2, count] - $TeamRank[1, count];
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if( %team1difference >= 2 || %team2difference >= 2 )
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{
|
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//Autobalance Warning
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if( $Host::EnableAutobalance )
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||||
{
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||||
messageAll('MsgTeamBalanceNotify', '\c1Teams are unbalanced: \c0Autobalance Initializing.~wgui/vote_nopass.wav');
|
||||
$AutoBalanceSchedule = schedule(30000, 0, "Autobalance", %game );
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}
|
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//If Autobalance is disabled, message only.
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else if( $Host::EnableTeamBalanceNotify )
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||||
{
|
||||
%observers = $HostGamePlayerCount - ($TeamRank[1, count] + $TeamRank[2, count]);
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messageAll('MsgTeamBalanceNotify', '\c1Teams are unbalanced: \c0%1 vs %2 with %3 observers.~wgui/vote_nopass.wav', $TeamRank[1, count], $TeamRank[2, count], %observers );
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schedule(13000, 0, "ResetTBNStatus");
|
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schedule(15000, 0, "ResetGetCountsStatus");
|
||||
}
|
||||
}
|
||||
else
|
||||
ResetTBNStatus();
|
||||
}
|
||||
|
||||
// Reset TBNStatus
|
||||
function ResetTBNStatus()
|
||||
{
|
||||
$TBNStatus = "IDLE";
|
||||
}
|
||||
|
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// Reset every map change
|
||||
package ResetTBNGameOver
|
||||
{
|
||||
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||||
function DefaultGame::gameOver(%game)
|
||||
{
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||||
Parent::gameOver(%game);
|
||||
|
||||
//Reset TBNStatus
|
||||
ResetTBNStatus();
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
// Prevent package from being activated if it is already
|
||||
if (!isActivePackage(ResetTBNGameOver))
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||||
activatePackage(ResetTBNGameOver);
|
||||
432
Classic/scripts/autoexec/TeamManagement.cs
Normal file
432
Classic/scripts/autoexec/TeamManagement.cs
Normal file
|
|
@ -0,0 +1,432 @@
|
|||
// GetTeamCounts Script
|
||||
//
|
||||
// GetTeamCounts was made to accurately keep track of how many players
|
||||
// are on teams, on the server, on each team, observer, etc.
|
||||
// AntiTurrets, Team Balance Notify, AntiCloak, AutoBalance, Base Rape and Base Rape Notify all rely on this.
|
||||
// It runs every 5 seconds.
|
||||
//
|
||||
// Whether or not a portion of the script is run or not depends on
|
||||
// if a player has switched teams or not. Or if a team changing event has occurred.
|
||||
// This is triggered via various event functions throughout the game.
|
||||
//
|
||||
|
||||
// Set reset string
|
||||
$GetCountsStatus = "UPDATE";
|
||||
|
||||
package StartTeamCounts
|
||||
{
|
||||
|
||||
function CreateServer( %mission, %missionType )
|
||||
{
|
||||
parent::CreateServer( %mission, %missionType );
|
||||
//Call for a GetTeamCount update
|
||||
GetTeamCounts(%game);
|
||||
|
||||
// Set when server starts
|
||||
// Used to reset timelimit (if voted) when map changes
|
||||
$DefaultTimeLimit = $Host::TimeLimit;
|
||||
|
||||
// Prevent package from being activated if it is already
|
||||
if (!isActivePackage(TeamCountsTriggers))
|
||||
activatePackage(TeamCountsTriggers);
|
||||
|
||||
// Auto Daily Hard Server Restart at a specific time
|
||||
// getTimeDif from zDarkTigerStats.cs
|
||||
if($dtStats::version)
|
||||
schedule(getTimeDif("10\t00\tam"),0,"quit");
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
// Prevent package from being activated if it is already
|
||||
if (!isActivePackage(StartTeamCounts))
|
||||
activatePackage(StartTeamCounts);
|
||||
|
||||
function GetTeamCounts(%game)
|
||||
{
|
||||
switch$($GetCountsStatus)
|
||||
{
|
||||
case UPDATE:
|
||||
if($countdownStarted && $MatchStarted )
|
||||
{
|
||||
//Variables
|
||||
$TotalTeamPlayerCount = $TeamRank[1, count] + $TeamRank[2, count];
|
||||
$AllPlayerCount = $HostGamePlayerCount;
|
||||
|
||||
//Observers
|
||||
$Observers = $HostGamePlayerCount - ($TeamRank[1, count] + $TeamRank[2, count]);
|
||||
|
||||
//echo("$PlayerCount[0] " @ $HostGamePlayerCount - ($TeamRank[1, count] + $TeamRank[2, count]));
|
||||
//echo("$PlayerCount[1] " @ $TeamRank[1, count]);
|
||||
//echo("$PlayerCount[2] " @ $TeamRank[2, count]);
|
||||
|
||||
if( !$Host::TournamentMode )
|
||||
{
|
||||
if( $CurrentMissionType $= "CTF" )
|
||||
{
|
||||
NBRStatusNotify(%game);
|
||||
CheckAntiPack(%game);
|
||||
}
|
||||
TeamBalanceNotify(%game);
|
||||
}
|
||||
|
||||
//Set so counter wont run when it doesnt need to.
|
||||
$GetCountsStatus = "IDLE";
|
||||
}
|
||||
case IDLE:
|
||||
//Do Nothing
|
||||
}
|
||||
|
||||
if(isEventPending($GetCountsSchedule))
|
||||
cancel($GetCountsSchedule);
|
||||
|
||||
//Call itself again. Every 5 seconds.
|
||||
$GetCountsSchedule = schedule(5000, 0, "GetTeamCounts");
|
||||
}
|
||||
|
||||
|
||||
// Triggers a Full run
|
||||
function ResetGetCountsStatus()
|
||||
{
|
||||
$GetCountsStatus = "UPDATE";
|
||||
}
|
||||
|
||||
// Proper Overrides
|
||||
// Events that determine a TeamGetCounts update
|
||||
package TeamCountsTriggers
|
||||
{
|
||||
|
||||
function DefaultGame::clientJoinTeam( %game, %client, %team, %respawn )
|
||||
{
|
||||
Parent::clientJoinTeam( %game, %client, %team, %respawn );
|
||||
|
||||
//Trigger GetCounts
|
||||
ResetGetCountsStatus();
|
||||
}
|
||||
|
||||
function DefaultGame::clientChangeTeam(%game, %client, %team, %fromObs, %respawned)
|
||||
{
|
||||
Parent::clientChangeTeam(%game, %client, %team, %fromObs, %respawned);
|
||||
|
||||
//Trigger GetCounts
|
||||
ResetGetCountsStatus();
|
||||
}
|
||||
|
||||
function DefaultGame::assignClientTeam(%game, %client, %respawn )
|
||||
{
|
||||
Parent::assignClientTeam(%game, %client, %respawn );
|
||||
|
||||
//Trigger GetCounts
|
||||
ResetGetCountsStatus();
|
||||
}
|
||||
|
||||
function DefaultGame::onClientEnterObserverMode( %game, %client )
|
||||
{
|
||||
Parent::onClientEnterObserverMode( %game, %client );
|
||||
|
||||
//Trigger GetCounts
|
||||
ResetGetCountsStatus();
|
||||
}
|
||||
|
||||
function DefaultGame::AIChangeTeam(%game, %client, %newTeam)
|
||||
{
|
||||
Parent::AIChangeTeam(%game, %client, %newTeam);
|
||||
|
||||
//Trigger GetCounts
|
||||
ResetGetCountsStatus();
|
||||
}
|
||||
|
||||
function GameConnection::onConnect(%client, %name, %raceGender, %skin, %voice, %voicePitch)
|
||||
{
|
||||
Parent::onConnect(%client, %name, %raceGender, %skin, %voice, %voicePitch);
|
||||
|
||||
//Reset GetCounts
|
||||
ResetGetCountsStatus();
|
||||
}
|
||||
|
||||
function DefaultGame::gameOver(%game)
|
||||
{
|
||||
Parent::gameOver(%game);
|
||||
|
||||
//Reset GetCounts
|
||||
ResetGetCountsStatus();
|
||||
}
|
||||
|
||||
function GameConnection::onDrop(%client, %reason)
|
||||
{
|
||||
Parent::onDrop(%client, %reason);
|
||||
|
||||
//Reset GetCounts
|
||||
ResetGetCountsStatus();
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
||||
// Team Balance Notify Script
|
||||
//
|
||||
// Give the client a notification on the current state of balancing
|
||||
// Furthermore if Autobalance is enabled. Proceed to Autobalancing
|
||||
// Autobalance does not need TeamBalanceNotify to be enabled to run
|
||||
//
|
||||
// Enable or Disable
|
||||
// $Host::EnableTeamBalanceNotify = 1;
|
||||
// Enable or Disable Autobalance
|
||||
// $Host::EnableAutobalance = 1;
|
||||
//
|
||||
|
||||
|
||||
// Called in GetTeamCounts
|
||||
function TeamBalanceNotify(%game)
|
||||
{
|
||||
if( Game.numTeams > 1 && $TotalTeamPlayerCount !$= 0 )
|
||||
{
|
||||
//Uneven
|
||||
if($TeamRank[1, count] !$= $TeamRank[2, count])
|
||||
{
|
||||
%team1difference = $TeamRank[1, count] - $TeamRank[2, count];
|
||||
%team2difference = $TeamRank[2, count] - $TeamRank[1, count];
|
||||
|
||||
//echo("%Team1Difference " @ %team1difference);
|
||||
//echo("%Team2Difference " @ %team2difference);
|
||||
|
||||
if( %team1difference >= 2 || %team2difference >= 2 ) //Teams are unbalanced
|
||||
{
|
||||
if( $TBNStatus !$= "NOTIFY" ) //Stops any new schedules
|
||||
$TBNStatus = "UNBALANCED";
|
||||
}
|
||||
else
|
||||
//Man down. 6vs7, 4vs3 etc
|
||||
$TBNStatus = "UNEVEN";
|
||||
}
|
||||
//Teams are even
|
||||
else if($TeamRank[1, count] == $TeamRank[2, count] && $TBNStatus !$= "PLAYEDEVEN" )
|
||||
$TBNStatus = "EVEN";
|
||||
|
||||
switch$($TBNStatus)
|
||||
{
|
||||
case IDLE:
|
||||
//Do Nothing
|
||||
case UNEVEN:
|
||||
//Do Nothing
|
||||
case UNBALANCED:
|
||||
//Start Schedule to Notify
|
||||
$NotifySchedule = schedule(15000, 0, "NotifyUnbalanced", %game );
|
||||
$TBNStatus = "NOTIFY";
|
||||
case EVEN:
|
||||
//messageAll('MsgTeamBalanceNotify', '\c1Teams are balanced.');
|
||||
$TBNStatus = "PLAYEDEVEN";
|
||||
case PLAYEDEVEN:
|
||||
//Do Nothing
|
||||
case NOTIFY:
|
||||
//Do Nothing
|
||||
}
|
||||
}
|
||||
//echo($TBNStatus);
|
||||
}
|
||||
|
||||
//Check to see if teams are still unbalanced
|
||||
//Fire AutoBalance in 30 sec if enabled
|
||||
function NotifyUnbalanced( %game )
|
||||
{
|
||||
if(isEventPending($NotifySchedule))
|
||||
cancel($NotifySchedule);
|
||||
|
||||
if( $TBNStatus !$= "NOTIFY" ) //If Status has changed to EVEN or anything else (GameOver reset).
|
||||
return;
|
||||
|
||||
//Difference Variables
|
||||
%team1difference = $TeamRank[1, count] - $TeamRank[2, count];
|
||||
%team2difference = $TeamRank[2, count] - $TeamRank[1, count];
|
||||
|
||||
if( %team1difference >= 2 || %team2difference >= 2 )
|
||||
{
|
||||
//Autobalance Warning
|
||||
if( $Host::EnableAutobalance )
|
||||
{
|
||||
messageAll('MsgTeamBalanceNotify', '\c1Teams are unbalanced: \c0Autobalance Initializing.~wgui/vote_nopass.wav');
|
||||
$AutoBalanceSchedule = schedule(30000, 0, "Autobalance", %game );
|
||||
}
|
||||
//If Autobalance is disabled, message only.
|
||||
else if( $Host::EnableTeamBalanceNotify )
|
||||
{
|
||||
%observers = $HostGamePlayerCount - ($TeamRank[1, count] + $TeamRank[2, count]);
|
||||
messageAll('MsgTeamBalanceNotify', '\c1Teams are unbalanced: \c0%1 vs %2 with %3 observers.~wgui/vote_nopass.wav', $TeamRank[1, count], $TeamRank[2, count], %observers );
|
||||
schedule(13000, 0, "ResetTBNStatus");
|
||||
schedule(15000, 0, "ResetGetCountsStatus");
|
||||
}
|
||||
}
|
||||
else
|
||||
ResetTBNStatus();
|
||||
}
|
||||
|
||||
// Reset TBNStatus
|
||||
function ResetTBNStatus()
|
||||
{
|
||||
$TBNStatus = "IDLE";
|
||||
}
|
||||
|
||||
// Reset every map change
|
||||
package ResetTBNGameOver
|
||||
{
|
||||
|
||||
function DefaultGame::gameOver(%game)
|
||||
{
|
||||
Parent::gameOver(%game);
|
||||
|
||||
//Reset TBNStatus
|
||||
ResetTBNStatus();
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
// Prevent package from being activated if it is already
|
||||
if (!isActivePackage(ResetTBNGameOver))
|
||||
activatePackage(ResetTBNGameOver);
|
||||
|
||||
|
||||
// Team Autobalance Script
|
||||
//
|
||||
// Determines which team needs players and proceeds to switch them
|
||||
// Goon style: At respawn
|
||||
//
|
||||
// Enable or Disable Autobalance
|
||||
// $Host::EnableAutobalance = 1;
|
||||
//
|
||||
// exec("scripts/autoexec/Autobalance.cs");
|
||||
//
|
||||
// If it takes too long for specific canidates to die. After a time choose anyone.
|
||||
$Autobalance::Fallback = 120000; //60000 is 1 minute
|
||||
|
||||
// Run from TeamBalanceNotify via NotifyUnbalanced
|
||||
function Autobalance( %game )
|
||||
{
|
||||
if(isEventPending($AutoBalanceSchedule))
|
||||
cancel($AutoBalanceSchedule);
|
||||
|
||||
if($TBNStatus !$= "NOTIFY") //If Status has changed to EVEN or anything else (GameOver reset).
|
||||
return;
|
||||
|
||||
//Difference Variables
|
||||
%team1difference = $TeamRank[1, count] - $TeamRank[2, count];
|
||||
%team2difference = $TeamRank[2, count] - $TeamRank[1, count];
|
||||
|
||||
//Determine BigTeam
|
||||
if( %team1difference >= 2 )
|
||||
$BigTeam = 1;
|
||||
else if( %team2difference >= 2 )
|
||||
$BigTeam = 2;
|
||||
else
|
||||
return;
|
||||
|
||||
$Autobalance::UseAllMode = 0;
|
||||
$Autobalance::FallbackTime = getSimTime();
|
||||
%otherTeam = $BigTeam == 1 ? 2 : 1;
|
||||
$Autobalance::AMThreshold = mCeil(MissionGroup.CTF_scoreLimit/3) * 100;
|
||||
|
||||
//If BigTeam score is greater than otherteam score + threshold
|
||||
if($TeamScore[$BigTeam] > ($TeamScore[%otherTeam] + $Autobalance::AMThreshold) || $TeamRank[%otherTeam, count] $= 0)
|
||||
$Autobalance::UseAllMode = 1;
|
||||
//If BigTeam Top Players score is greater than otherTeam Top Players score + threshold
|
||||
else if($TeamRank[$BigTeam, count] >= 5 && $TeamRank[%otherTeam, count] >= 3)
|
||||
{
|
||||
%max = mfloor($TeamRank[$BigTeam, count]/2);
|
||||
if(%max > $TeamRank[%otherTeam, count])
|
||||
%max = $TeamRank[%otherTeam, count];
|
||||
%threshold = %max * 100;
|
||||
for(%i = 0; %i < %max; %i++)
|
||||
{
|
||||
%bigTeamTop = %bigTeamTop + $TeamRank[$BigTeam, %i].score;
|
||||
%otherTeamTop = %otherTeamTop + $TeamRank[%otherTeam, %i].score;
|
||||
}
|
||||
|
||||
if(%bigTeamTop > (%otherTeamTop + %threshold))
|
||||
$Autobalance::UseAllMode = 1;
|
||||
}
|
||||
//echo("Allmode " @ $Autobalance::UseAllMode);
|
||||
|
||||
//Select lower half of team rank as canidates for team change
|
||||
if(!$Autobalance::UseAllMode)
|
||||
{
|
||||
//Reset clients canidate var
|
||||
ResetABClients();
|
||||
|
||||
$Autobalance::Max = mFloor($TeamRank[$BigTeam, count]/2);
|
||||
for(%i = $Autobalance::Max; %i < $TeamRank[$BigTeam, count]; %i++)
|
||||
{
|
||||
//echo("[Autobalance]: Selected" SPC $TeamRank[$BigTeam, %i].nameBase @ ", " @ %i);
|
||||
$TeamRank[$BigTeam, %i].abCanidate = true;
|
||||
}
|
||||
%a = " selected";
|
||||
}
|
||||
|
||||
if($TeamRank[$BigTeam, count] - $TeamRank[%otherTeam, count] >= 3)
|
||||
%s = "s";
|
||||
|
||||
//Warning message
|
||||
messageAll('MsgTeamBalanceNotify', '\c1Teams are unbalanced: \c0Autobalance will switch the next%3 respawning player%2 on Team %1.', $TeamName[$BigTeam], %s, %a);
|
||||
}
|
||||
|
||||
function ResetABClients()
|
||||
{
|
||||
for(%i = 0; %i < $TeamRank[$BigTeam, count]; %i++)
|
||||
{
|
||||
$TeamRank[$BigTeam, %i].abCanidate = false;
|
||||
}
|
||||
}
|
||||
|
||||
package Autobalance
|
||||
{
|
||||
|
||||
function DefaultGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLocation)
|
||||
{
|
||||
parent::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLocation);
|
||||
|
||||
if($BigTeam !$= "" && %clVictim.team == $BigTeam)
|
||||
{
|
||||
%otherTeam = $BigTeam == 1 ? 2 : 1;
|
||||
if($TeamRank[$BigTeam, count] - $TeamRank[%otherTeam, count] >= 2)
|
||||
{
|
||||
%fallback = 0;
|
||||
if((getSimTime() - $Autobalance::FallbackTime) > $Autobalance::Fallback)
|
||||
%fallback = 1;
|
||||
|
||||
//damageType 0: If someone switches to observer or disconnects
|
||||
if(%damageType !$= 0 && (%clVictim.abCanidate || $Autobalance::UseAllMode || %fallback))
|
||||
{
|
||||
echo("[Autobalance]" SPC %clVictim.nameBase @ " has been moved to Team " @ %otherTeam @ " for balancing. [AM:" @ $Autobalance::UseAllMode SPC "#BT:" @ ($TeamRank[$BigTeam, count]-1) SPC "#OT:" @ ($TeamRank[%otherTeam, count]+1) SPC "FB:" @ %fallback @ "]");
|
||||
messageClient(%clVictim, 'MsgTeamBalanceNotify', '\c0You were switched to Team %1 for balancing.~wfx/powered/vehicle_screen_on.wav', $TeamName[%otherTeam]);
|
||||
messageAllExcept(%clVictim, -1, 'MsgTeamBalanceNotify', '~wfx/powered/vehicle_screen_on.wav');
|
||||
|
||||
Game.clientChangeTeam( %clVictim, %otherTeam, 0 );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ResetABClients();
|
||||
ResetTBNStatus();
|
||||
$BigTeam = "";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function DefaultGame::gameOver(%game)
|
||||
{
|
||||
Parent::gameOver(%game);
|
||||
|
||||
//Reset Autobalance
|
||||
$BigTeam = "";
|
||||
|
||||
//Reset all clients canidate var
|
||||
for (%i = 0; %i < ClientGroup.getCount(); %i++)
|
||||
{
|
||||
%client = ClientGroup.getObject(%i);
|
||||
%client.abCanidate = false;
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
// Prevent package from being activated if it is already
|
||||
if (!isActivePackage(Autobalance))
|
||||
activatePackage(Autobalance);
|
||||
Loading…
Reference in a new issue