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lua/includes/modules/team.lua
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221
lua/includes/modules/team.lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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module( "team", package.seeall )
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local TeamInfo = {}
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local DefaultColor = Color(255, 255, 100, 255)
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TeamInfo[TEAM_CONNECTING] = { Name = "Joining/Connecting", Color = DefaultColor, Score = 0, Joinable = false }
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TeamInfo[TEAM_UNASSIGNED] = { Name = "Unassigned", Color = DefaultColor, Score = 0, Joinable = false }
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TeamInfo[TEAM_SPECTATOR] = { Name = "Spectator", Color = DefaultColor, Score = 0, Joinable = true }
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--[[------------------------------------------------------------
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Call this to set up your team. It should be called in
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a shared file. This system assumes that your teams are
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static. If you want to have dynamic teams you need to
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code this yourself.
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id should be a number. It's best to do something like
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TEAM_TERRORISTS = 2
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at the top of your code somewhere so you can reference
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teams via a variable rather than a number.
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--------------------------------------------------------------]]
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function SetUp( id, name, color, joinable )
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if ( joinable == nil ) then joinable = true end
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TeamInfo[id] = { Name = name, Color = color, Score = 0, Joinable = joinable }
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end
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function GetAllTeams()
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return TeamInfo -- copyof?
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end
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function Valid( id )
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if ( !TeamInfo[id] ) then return false end
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return true
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end
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function Joinable( id )
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if ( !TeamInfo[id] ) then return false end
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return TeamInfo[id].Joinable
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end
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function GetSpawnPoint( id )
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if ( !TeamInfo[id] ) then return end
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return TeamInfo[id].SpawnPointTable
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end
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function GetSpawnPoints( id )
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if ( IsTableOfEntitiesValid( TeamInfo[id].SpawnPoints ) ) then return TeamInfo[id].SpawnPoints end
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local SpawnPointTable = team.GetSpawnPoint( id )
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if ( !SpawnPointTable ) then return end
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TeamInfo[id].SpawnPoints = {}
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for k, entname in pairs( SpawnPointTable ) do
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TeamInfo[id].SpawnPoints = table.Add( TeamInfo[id].SpawnPoints, ents.FindByClass( entname ) )
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end
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return TeamInfo[id].SpawnPoints
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end
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function SetSpawnPoint( id, ent_name )
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if ( !TeamInfo[id] ) then return end
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if ( !istable( ent_name ) ) then ent_name = {ent_name} end
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TeamInfo[id].SpawnPointTable = ent_name
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end
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function SetClass( id, classtable )
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if ( !TeamInfo[id] ) then return end
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if ( !istable( classtable ) ) then classtable = {classtable} end
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TeamInfo[id].SelectableClasses = classtable
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end
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function GetClass( id )
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if ( !TeamInfo[id] ) then return end
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return TeamInfo[id].SelectableClasses
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end
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function TotalDeaths(index)
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local score = 0
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for id,pl in ipairs( player.GetAll() ) do
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if (pl:Team() == index) then
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score = score + pl:Deaths()
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end
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end
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return score
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end
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function TotalFrags(index)
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local score = 0
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for id,pl in ipairs( player.GetAll() ) do
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if (pl:Team() == index) then
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score = score + pl:Frags()
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end
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end
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return score
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end
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function NumPlayers(index)
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return #GetPlayers(index)
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end
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function GetPlayers(index)
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local TeamPlayers = {}
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for id,pl in ipairs( player.GetAll() ) do
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if (IsValid(pl) and pl:Team() == index) then
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table.insert(TeamPlayers, pl)
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end
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end
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return TeamPlayers
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end
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function GetScore(index)
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return GetGlobalInt( "Team."..tostring(index)..".Score", 0 )
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end
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function GetName( index )
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if (!TeamInfo[index]) then return "" end
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return TeamInfo[index].Name
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end
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function SetColor( index, color )
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if ( !TeamInfo[ index ] ) then return false; end
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TeamInfo[ index ].Color = color
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return color
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end
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function GetColor( index )
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if (!TeamInfo[index]) then return DefaultColor end
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return table.Copy( TeamInfo[index].Color )
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end
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function SetScore(index, score)
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return SetGlobalInt( "Team."..tostring(index)..".Score", score )
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end
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function AddScore(index, score)
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SetScore( index, GetScore( index ) + score )
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end
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function BestAutoJoinTeam()
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local SmallestTeam = TEAM_UNASSIGNED
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local SmallestPlayers = 1000
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for id, tm in pairs( team.GetAllTeams() ) do
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if ( id != TEAM_SPECTATOR && id != TEAM_UNASSIGNED && id != TEAM_CONNECTING && tm.Joinable ) then
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local PlayerCount = team.NumPlayers( id )
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if ( PlayerCount < SmallestPlayers || (PlayerCount == SmallestPlayers && id < SmallestTeam ) ) then
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SmallestPlayers = PlayerCount
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SmallestTeam = id
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end
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end
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end
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return SmallestTeam
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end
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