#pragma once

int autocvar_teamplay_mode;

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;
int autocvar_g_balance_teams_skill;
float autocvar_g_balance_teams_skill_unranked_factor;
float autocvar_g_balance_teams_skill_significance_threshold;

string autocvar_g_forced_team_otherwise;

int teamplay_bitmask; ///< The set of currently available teams (AVAILABLE_TEAMS is the number of them).

bool lockteams;
float server_skill_average; ///< Scaled inverse-variance weighted mean of all clients' m_skill_mu, for unranked clients.

.float m_skill_mu; ///< Team: members' inverse-variance weighted skill mean.
.float m_skill_var; ///< Team: members' inverse-variance weighted skill variance (sigma**2).

.int team_forced; ///< Internally forced team/spec, if set this overrides the g_forced_team* cvars


// ========================== Global teams API ================================

/// \brief Finds any team map entities and returns their bitmask, else spawns them.
/// \param[in] ent_classname The gametype-specific entity classname to search for.
/// \param[in] defaultmask The bitmask of the team entities to spawn if the map has none.
/// \return The bitmask of the teams found, == defaultmask if there were none.
int Team_MapEnts_FindOrSpawn(string ent_classname, int defaultmask);

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 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);

// ========================= 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, unless the player is already on one of them
/// in which case that one is returned.
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 and skill ratings.
/// \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 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 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.
/// \note The team entities are temporary so you may write to their fields.
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.
/// \note The team entities are temporary so you may write to their fields.
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] client The entity trying to join a team.
/// \param[in] use_score Whether to take into account team scores and skill ratings.
/// \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_b, entity client, bool use_score);

/// \brief Called when the player changes color with the "color" command.
/// \note 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 client, int team_index);
