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Merge branch 'make-way-bots' into 'master'
Kick CPU players to make room for human players that are waiting to play See merge request KartKrew/Kart!2259
This commit is contained in:
commit
c9bd088c13
2 changed files with 69 additions and 10 deletions
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@ -4043,10 +4043,27 @@ static void HandleConnect(SINT8 node)
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UINT8 maxplayers = min((dedicated ? MAXPLAYERS-1 : MAXPLAYERS), cv_maxconnections.value);
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UINT8 connectedplayers = 0;
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for (i = dedicated ? 1 : 0; i < MAXPLAYERS; i++)
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if (playernode[i] != UINT8_MAX) // We use this to count players because it is affected by SV_AddWaitingPlayers when more than one client joins on the same tic, unlike playeringame and D_NumPlayers. UINT8_MAX denotes no node for that player
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{
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// We use this to count players because it is affected by SV_AddWaitingPlayers when
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// more than one client joins on the same tic, unlike playeringame and D_NumPlayers.
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// UINT8_MAX denotes no node for that player.
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if (playernode[i] != UINT8_MAX)
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{
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// Sal: This hack sucks, but it should be safe.
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// playeringame is set for bots immediately; they are deterministic instead of a netxcmd.
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// If a bot is added with netxcmd in the future, then the node check is still here too.
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// So at worst, a theoretical netxcmd added bot will block real joiners for the time
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// it takes for the command to process, but not cause any horrifying player overwriting.
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if (playeringame[i] && players[i].bot)
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{
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continue;
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}
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connectedplayers++;
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}
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}
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banrecord_t *ban = SV_GetBanByAddress(node);
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if (ban == NULL)
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58
src/k_kart.c
58
src/k_kart.c
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@ -13569,6 +13569,7 @@ void K_CheckSpectateStatus(boolean considermapreset)
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{
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UINT8 respawnlist[MAXPLAYERS];
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UINT8 i, j, numingame = 0, numjoiners = 0;
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UINT8 numhumans = 0, numbots = 0;
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// Maintain spectate wait timer
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for (i = 0; i < MAXPLAYERS; i++)
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@ -13581,6 +13582,16 @@ void K_CheckSpectateStatus(boolean considermapreset)
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if (!players[i].spectator)
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{
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numingame++;
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if (players[i].bot)
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{
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numbots++;
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}
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else
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{
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numhumans++;
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}
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players[i].spectatewait = 0;
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players[i].spectatorReentry = 0;
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continue;
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@ -13610,7 +13621,7 @@ void K_CheckSpectateStatus(boolean considermapreset)
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return;
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// DON'T allow if you've hit the in-game player cap
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if (cv_maxplayers.value && numingame >= cv_maxplayers.value)
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if (cv_maxplayers.value && numhumans >= cv_maxplayers.value)
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return;
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// Get the number of players in game, and the players to be de-spectated.
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@ -13694,16 +13705,47 @@ void K_CheckSpectateStatus(boolean considermapreset)
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}
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}
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const UINT8 previngame = numingame;
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INT16 removeBotID = MAXPLAYERS - 1;
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// Finally, we can de-spectate everyone!
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for (i = 0; i < numjoiners; i++)
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{
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//CONS_Printf("player %s is joining on tic %d\n", player_names[respawnlist[i]], leveltime);
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P_SpectatorJoinGame(&players[respawnlist[i]]);
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// Hit the in-game player cap while adding people?
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if (cv_maxplayers.value && numingame+i >= cv_maxplayers.value)
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break;
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if (cv_maxplayers.value && numingame >= cv_maxplayers.value)
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{
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if (numbots > 0)
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{
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// Find a bot to kill to make room
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while (removeBotID >= 0)
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{
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if (playeringame[removeBotID] && players[removeBotID].bot)
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{
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//CONS_Printf("bot %s kicked to make room on tic %d\n", player_names[removeBotID], leveltime);
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CL_RemovePlayer(removeBotID, KR_LEAVE);
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numbots--;
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numingame--;
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break;
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}
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removeBotID--;
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}
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if (removeBotID < 0)
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{
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break;
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}
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}
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else
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{
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break;
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}
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}
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//CONS_Printf("player %s is joining on tic %d\n", player_names[respawnlist[i]], leveltime);
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P_SpectatorJoinGame(&players[respawnlist[i]]);
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numhumans++;
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numingame++;
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}
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if (considermapreset == false)
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@ -13712,7 +13754,7 @@ void K_CheckSpectateStatus(boolean considermapreset)
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// Reset the match when 2P joins 1P, DUEL mode
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// Reset the match when 3P joins 1P and 2P, DUEL mode must be disabled
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extern consvar_t cv_debugnewchallenger;
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if (i > 0 && !mapreset && gamestate == GS_LEVEL && (numingame < 3 && numingame+i >= 2) && !cv_debugnewchallenger.value)
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if (i > 0 && !mapreset && gamestate == GS_LEVEL && (previngame < 3 && numingame >= 2) && !cv_debugnewchallenger.value)
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{
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Music_Play("comeon"); // COME ON
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mapreset = 3*TICRATE; // Even though only the server uses this for game logic, set for everyone for HUD
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