#pragma once int autocvar_teamplay_mode; bool autocvar_g_changeteam_banned; bool autocvar_teamplay_lockonrestart; bool autocvar_g_balance_teams; bool autocvar_g_balance_teams_prevent_imbalance; bool autocvar_g_balance_teams_queue; bool autocvar_g_balance_teams_remove; int autocvar_g_balance_teams_remove_wait; string autocvar_g_forced_team_otherwise; bool lockteams; .int team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator // ========================== Global teams API ================================ void Team_InitTeams(); /// \brief Returns the global team entity at the given index. /// \param[in] index Index of the team. /// \return Global team entity at the given index. entity Team_GetTeamFromIndex(int index); /// \brief Returns the global team entity that corresponds to the given TEAM_NUM /// value. /// \param[in] team_num Team value. See TEAM_NUM constants. /// \return Global team entity that corresponds to the given TEAM_NUM value. entity Team_GetTeam(int team_num); // ========================= Team specific API ================================ /// \brief Returns the score of the team. /// \param[in] team_ent Team entity. /// \return Score of the team. float Team_GetTeamScore(entity team_ent); /// \brief Sets the score of the team. /// \param[in,out] team_ent Team entity. /// \param[in] score Score to set. void Team_SetTeamScore(entity team_ent, float score); /// \brief Returns the number of alive players in a team. /// \param[in] team_ent Team entity. /// \return Number of alive players in a team. int Team_GetNumberOfAlivePlayers(entity team_ent); /// \brief Sets the number of alive players in a team. /// \param[in,out] team_ent Team entity. /// \param[in] number Number of players to set. void Team_SetNumberOfAlivePlayers(entity team_ent, int number); /// \brief Returns the winner team. /// \return Winner team or 0 if 2 or more teams have alive players or -1 if no team has any alive players. int Team_GetWinnerAliveTeam(); /// \brief Returns the number of alive teams. /// \return Number of alive teams. int Team_GetNumberOfAliveTeams(); /// \brief Returns the winner team. /// \param[in] min_owned_items Minimum number of items the winner team must have. /// \return Winner team or 0 if 2 or more teams own items or -1 if no team own any items. int Team_GetWinnerTeam_WithOwnedItems(int min_owned_items); /// \brief Returns the number of items owned by a team. /// \param[in] team_ent Team entity. /// \return Number of items owned by a team. int Team_GetNumberOfOwnedItems(entity team_ent); /// \brief Sets the number of items owned by a team. /// \param[in,out] team_ent Team entity. /// \param[in] number Number of items to set. void Team_SetNumberOfOwnedItems(entity team_ent, int number); /// \brief Returns the number of teams that own items. /// \return Number of teams that own items. int Team_GetNumberOfTeamsWithOwnedItems(); // ======================= Entity specific API ================================ void setcolor(entity this, int clr); /// \brief Returns whether the given entity belongs to a valid team. /// \param[in] this Entity to check. /// \return True if entity belongs to a valid team, false otherwise. bool Entity_HasValidTeam(entity this); /// \brief Returns the team index of the given entity. /// \param[in] this Entity to check. /// \return Team index of the entity. int Entity_GetTeamIndex(entity this); /// \brief Returns the team entity of the given entity. /// \param[in] this Entity to check. /// \return Team entity of the given entity or NULL if the entity doesn't belong /// to any team. entity Entity_GetTeam(entity this); void SetPlayerColors(entity player, float _color); /// \brief Sets the team of the player using its index. /// \param[in,out] player Player to adjust. /// \param[in] index Index of the team to set. /// \return True if team switch was successful, false otherwise. bool Player_SetTeamIndex(entity player, int index); enum { TEAM_CHANGE_AUTO = 2, ///< The team was selected by autobalance. TEAM_CHANGE_MANUAL = 3, ///< Player has manually selected their team. TEAM_CHANGE_SPECTATOR = 4 ///< Player is joining spectators. //TODO: Remove? }; bool QueuedPlayersReady(entity this, bool checkspecificteam); /// \brief Sets the team of the player. /// \param[in,out] player Player to adjust. /// \param[in] team_index Index of the team to set. /// \param[in] type Type of the team change. See TEAM_CHANGE constants. /// \return True if team switch was successful, false otherwise. bool SetPlayerTeam(entity player, int team_index, int type); /// \brief Sets the team of the player with all sanity checks. /// \param[in,out] player Player to adjust. /// \param[in] team_index Index of the team to set. void Player_SetTeamIndexChecked(entity player, int team_index); /// \brief Moves player to the specified team. /// \param[in,out] client Client to move. /// \param[in] team_index Index of the team. /// \param[in] type ??? /// \return True on success, false otherwise. bool MoveToTeam(entity client, int team_index, int type); enum { TEAM_FORCE_SPECTATOR = -1, ///< Force the player to spectator team. TEAM_FORCE_DEFAULT = 0 ///< Don't force any team. }; /// \brief Returns whether player has real forced team. Spectator team is /// ignored. /// \param[in] player Player to check. /// \return True if player has real forced team, false otherwise. bool Player_HasRealForcedTeam(entity player); /// \brief Returns the index of the forced team of the given player. /// \param[in] player Player to check. /// \return Index of the forced team. int Player_GetForcedTeamIndex(entity player); /// \brief Sets the index of the forced team of the given player. /// \param[in,out] player Player to adjust. /// \param[in] team_index Index of the team to set. void Player_SetForcedTeamIndex(entity player, int team_index); /// \brief Determines the forced team of the player using current global config. /// \param[in,out] player Player to adjust. void Player_DetermineForcedTeam(entity player); // ========================= Team balance API ================================= /// \brief Assigns the given player to a team that will make the game most /// balanced. /// \param[in,out] player Player to assign. void TeamBalance_JoinBestTeam(entity player); /// \brief Checks whether the player can join teams according to global /// configuration and mutator settings. /// \param[in] for_whom Player to check for. Pass NULL for global rules. /// \return Team balance entity that holds information about teams. This entity /// will be automatically destroyed on the next frame but you are encouraged to /// manually destroy it by calling TeamBalance_Destroy for performance reasons. entity TeamBalance_CheckAllowedTeams(entity for_whom); /// \brief Destroy the team balance entity. /// \param[in,out] balance Team balance entity to destroy. /// \note Team balance entity is allowed to be NULL. void TeamBalance_Destroy(entity balance); /// \brief Returns the bitmask of allowed teams. /// \param[in] balance Team balance entity. /// \return Bitmask of allowed teams. int TeamBalance_GetAllowedTeams(entity balance); /// Returns the size difference between the largest and smallest team (bots included). int TeamBalance_SizeDifference(entity ignore); bool TeamBalance_AreEqual(entity ignore, bool would_leave); void TeamBalance_RemoveExcessPlayers(entity ignore); /** Joins queued player(s) to team(s) with a shortage, * this should be more robust than only replacing the player that left. * Chooses players with a specific team preference first * to increase chances of everyone getting what they want. * Returns true if the teams are now balanced. */ bool TeamBalance_QueuedPlayersTagIn(entity ignore); /// \brief Returns whether the team change to the specified team is allowed. /// \param[in] balance Team balance entity. /// \param[in] index Index of the team. /// \return True if team change to the specified team is allowed, false /// otherwise. bool TeamBalance_IsTeamAllowed(entity balance, int index); /// \brief Counts the number of players and various other information about /// each team. /// \param[in,out] balance Team balance entity. /// \param[in] ignore Player to ignore. This is useful if you plan to switch the /// player's team. Pass NULL for global information. /// \note This function updates the internal state of the team balance entity. void TeamBalance_GetTeamCounts(entity balance, entity ignore); /// \brief Returns the number of players (both humans and bots) in a team. /// \param[in] balance Team balance entity. /// \param[in] index Index of the team. /// \return Number of player (both humans and bots) in a team. /// \note You need to call TeamBalance_GetTeamCounts before calling this /// function. int TeamBalance_GetNumberOfPlayers(entity balance, int index); /// \brief Finds the team that will make the game most balanced if the player /// joins it. /// \param[in] balance Team balance entity. /// \param[in] player Player to check. /// \param[in] ignore_player ??? /// \return Index of the team that will make the game most balanced if the /// player joins it. If there are several equally good teams available, the /// function will pick a random one. int TeamBalance_FindBestTeam(entity balance, entity player, bool ignore_player); /// \brief Returns the bitmask of the teams that will make the game most /// balanced if the player joins any of them. /// \param[in] balance Team balance entity. /// \param[in] player Player to check. /// \param[in] use_score Whether to take into account team scores. /// \return Bitmask of the teams that will make the game most balanced if the /// player joins any of them. /// \note You need to call TeamBalance_GetTeamCounts before calling this /// function. int TeamBalance_FindBestTeams(entity balance, entity player, bool use_score); /// \brief Describes the result of comparing teams. enum { TEAMS_COMPARE_INVALID, ///< One or both teams are invalid. TEAMS_COMPARE_LESS, ///< First team is less than the second one. TEAMS_COMPARE_EQUAL, ///< Both teams are equal. TEAMS_COMPARE_GREATER ///< First team the greater than the second one. }; /// \brief Compares two teams for the purposes of game balance. /// \param[in] balance Team balance entity. /// \param[in] team_index_a Index of the first team. /// \param[in] team_index_b Index of the second team. /// \param[in] player Player to check. /// \param[in] use_score Whether to take into account team scores. /// \return TEAMS_COMPARE value. See above. /// \note You need to call TeamBalance_GetTeamCounts before calling this /// function. int TeamBalance_CompareTeams(entity balance, int team_index_a, int team_index_b, entity player, bool use_score); /// \brief Switches a bot from one team to another if teams are not balanced. void TeamBalance_AutoBalanceBots(); /// \brief Returns the index of the team with most players that is contained in /// the given bitmask of teams. /// \param[in] balance Team balance entity. /// \param[in] teams Bitmask of teams to search in. /// \return Index of the team with most players. int TeamBalance_GetLargestTeamIndex(entity balance, int teams); /// \brief Returns the player who is the most suitable for switching between /// the given teams. /// \param[in] source_team_index Index of the team to search in. /// \param[in] destination_team_index Index of the team to switch to. /// \param[in] is_bot True to search for bot, false for human. /// \return Player who is the most suitable for switching between the given /// teams or NULL if not found. entity TeamBalance_GetPlayerForTeamSwitch(int source_team_index, int destination_team_index, bool is_bot); // ============================ Internal API ================================== void LogTeamChange(float player_id, float team_number, int type); /// \brief Kills player as a result of team change. /// \param[in,out] player Player to kill. void KillPlayerForTeamChange(entity player); /// \brief Returns whether the team change to the specified team is allowed. /// \param[in] balance Team balance entity. /// \param[in] index Index of the team. /// \return True if team change to the specified team is allowed, false /// otherwise. /// \note This function bypasses all the sanity checks. bool TeamBalance_IsTeamAllowedInternal(entity balance, int index); /// \brief Bans team change to all teams except the given one. /// \param[in,out] balance Team balance entity. /// \param[in] index Index of the team. void TeamBalance_BanTeamsExcept(entity balance, int index); /// \brief Returns the team entity of the team balance entity at the given /// index. /// \param[in] balance Team balance entity. /// \param[in] index Index of the team. /// \return Team entity of the team balance entity at the given index. entity TeamBalance_GetTeamFromIndex(entity balance, int index); /// \brief Returns the team entity of the team balance entity that corresponds /// to the given TEAM_NUM value. /// \param[in] balance Team balance entity. /// \param[in] team_num Team value. See TEAM_NUM constants. /// \return Team entity of the team balance entity that corresponds to the given /// TEAM_NUM value. entity TeamBalance_GetTeam(entity balance, int team_num); /// \brief Returns whether the team is allowed. /// \param[in] team_ent Team entity. /// \return True if team is allowed, false otherwise. bool TeamBalanceTeam_IsAllowed(entity team_ent); /// \brief Returns the number of players (both humans and bots) in a team. /// \param[in] team_ent Team entity. /// \return Number of player (both humans and bots) in a team. /// \note You need to call TeamBalance_GetTeamCounts before calling this /// function. int TeamBalanceTeam_GetNumberOfPlayers(entity team_ent); /// \brief Returns the number of bots in a team. /// \param[in] team_ent Team entity. /// \return Number of bots in a team. /// \note You need to call TeamBalance_GetTeamCounts before calling this /// function. int TeamBalanceTeam_GetNumberOfBots(entity team_ent); /// \brief Compares two teams for the purposes of game balance. /// \param[in] team_a First team. /// \param[in] team_b Second team. /// \param[in] player Player to check. /// \param[in] use_score Whether to take into account team scores. /// \return TEAMS_COMPARE value. See above. /// \note You need to call TeamBalance_GetTeamCounts before calling this /// function. int TeamBalance_CompareTeamsInternal(entity team_a, entity team_index_b, entity player, bool use_score); /// \brief Called when the player changes color with the "color" command. /// Note that the "color" command is always called early on player connection /// \param[in,out] player Player that requested a new color. /// \param[in] new_color Requested color. void SV_ChangeTeam(entity player, int new_color); bool QueueNeeded(entity ignore);