Unstable v0.19.3.0
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@@ -1,5 +1,7 @@
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using Barotrauma.Extensions;
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using Barotrauma.Networking;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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@@ -11,37 +13,37 @@ namespace Barotrauma
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public void AssignTeamIDs(IEnumerable<Client> clients)
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{
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int teamWeight = 0;
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List<Client> randList = new List<Client>(clients);
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for (int i = 0; i < randList.Count; i++)
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int team1Count = 0, team2Count = 0;
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//if a client has a preference, assign them to that team
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List<Client> unassignedClients = new List<Client>(clients);
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for (int i = 0; i < unassignedClients.Count; i++)
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{
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if (randList[i].PreferredTeam == CharacterTeamType.Team1 ||
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randList[i].PreferredTeam == CharacterTeamType.Team2)
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if (unassignedClients[i].PreferredTeam == CharacterTeamType.Team1 ||
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unassignedClients[i].PreferredTeam == CharacterTeamType.Team2)
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{
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randList[i].TeamID = randList[i].PreferredTeam;
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teamWeight += randList[i].PreferredTeam == CharacterTeamType.Team1 ? -1 : 1;
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randList.RemoveAt(i);
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assignTeam(unassignedClients[i], unassignedClients[i].PreferredTeam);
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i--;
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}
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}
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for (int i = 0; i<randList.Count; i++)
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{
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Client a = randList[i];
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int oi = Rand.Range(0, randList.Count - 1);
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Client b = randList[oi];
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randList[i] = b;
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randList[oi] = a;
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}
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int halfPlayers = (randList.Count / 2) + teamWeight;
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for (int i = 0; i < randList.Count; i++)
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//assign the rest of the clients to the team that has the least players
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while (unassignedClients.Any())
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{
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if (i < halfPlayers)
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var randomClient = unassignedClients.GetRandom(Rand.RandSync.Unsynced);
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assignTeam(randomClient, team1Count < team2Count ? CharacterTeamType.Team1 : CharacterTeamType.Team2);
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}
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void assignTeam(Client client, CharacterTeamType team)
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{
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client.TeamID = team;
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unassignedClients.Remove(client);
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if (team == CharacterTeamType.Team1)
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{
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randList[i].TeamID = CharacterTeamType.Team1;
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team1Count++;
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}
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else
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{
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randList[i].TeamID = CharacterTeamType.Team2;
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team2Count++;
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}
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}
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}
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