mirror of
https://github.com/ChocoTaco1/TacoServer.git
synced 2026-01-20 00:24:49 +00:00
101 lines
3.6 KiB
C#
101 lines
3.6 KiB
C#
// GetCounts was made to accurately keep track of how many players
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// are on teams, on the server, on each team, spectator, etc.
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// It runs every 5 seconds.
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// It has since evolved into the place to inject other services
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// and aspects within the server.
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//
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//
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// To control whether the server auto resets when empty
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// $Host::EmptyServerReset = 0;
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package StartTeamCounts
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{
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function CreateServer( %mission, %missionType )
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{
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parent::CreateServer( %mission, %missionType );
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//Call for a GetTeamCount update
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GetTeamCounts( %game, %client, %respawn );
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//Make sure teamchange variable is set
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ResetClientChangedTeams();
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//Whether the server auto restarts when empty or not
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$Host::Dedicated = $Host::EmptyServerReset;
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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, %client, %respawn )
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{
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//Check pug password
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CheckPUGpassword();
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//Get teamcounts
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if( $GetCountsClientTeamChange && $countdownStarted && $MatchStarted )
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{
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//Generate random to get random client for autobalance
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%team1random = getRandom(1,$PlayerCount[1]); if(%team1random $= 0 || %team1random > $PlayerCount[1]) %team1random = 1;
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%team2random = getRandom(1,$PlayerCount[2]); if(%team2random $= 0 || %team2random > $PlayerCount[2]) %team2random = 1;
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//echo("team1random " @ %team1random); echo("team2random " @ %team2random);
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//Team Count code by Keen
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$PlayerCount[0] = 0;
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$PlayerCount[1] = 0;
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$PlayerCount[2] = 0;
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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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//Pick a random client for autobalance
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if( %client.team == 1 && %team1random == $PlayerCount[1] ) $team1canidate = %client;
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if( %client.team == 2 && %team2random == $PlayerCount[2] ) $team2canidate = %client;
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//if(!%client.isAIControlled())
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$PlayerCount[%client.team]++;
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}
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//echo ("$PlayerCount[0] " @ $PlayerCount[0]);
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//echo ("$PlayerCount[1] " @ $PlayerCount[1]);
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//echo ("$PlayerCount[2] " @ $PlayerCount[2]);
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//Amount of players on teams
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$TotalTeamPlayerCount = $PlayerCount[1] + $PlayerCount[2];
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//Amount of all players including observers
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$AllPlayerCount = $PlayerCount[1] + $PlayerCount[2] + $PlayerCount[0];
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//Difference Variables
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$Team1Difference = $PlayerCount[1] - $PlayerCount[2];
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$Team2Difference = $PlayerCount[2] - $PlayerCount[1];
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//Start Base Rape Notify
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schedule(500, 0, "NBRStatusNotify", %game);
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//Start Team Balance Notify
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schedule(1000, 0, "TeamBalanceNotify", %game );
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//Start AntiCloak
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schedule(1500, 0, "ActivateAntiCloak", %game);
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//Set so counter wont run when it doesnt need to.
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$GetCountsClientTeamChange = false;
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}
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//Call itself again. Every 5 seconds.
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schedule(5000, 0, "GetTeamCounts");
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}
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//Run at DefaultGame::clientJoinTeam, DefaultGame::clientChangeTeam, DefaultGame::assignClientTeam in evo defaultgame.ovl
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//Also Run at DefaultGame::onClientEnterObserverMode, DefaultGame::AIChangeTeam, DefaultGame::onClientLeaveGame, DefaultGame::forceObserver in evo defaultgame.ovl
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//And finally GameConnection::onConnect in evo server.ovl
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//Added so the bulk of GetCounts doesnt run when it doesnt need to causing unnecessary latency that may or may not have existed, but probably is good practice.
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//GetCounts still runs every 5 seconds as it did, but whether or not someone has changed teams, joined obs, left, etc etc will decide whether or not the bulk of it runs.
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//Let GetTeamCounts run if there is a Teamchange.
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function ResetClientChangedTeams()
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{
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$GetCountsClientTeamChange = true;
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}
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