private void enforceImmediateMove(PlayerProfile vp) { int dtid = vp.getDelayedTeamId(); int dsid = vp.getDelayedSquadId(); vp.resetDelayedTeamSquad(); DebugWrite("Moving player " + vp + " from ^bTeam(" + TN(vp.getSavedTeamId()) + ").Squad(" + SQN(vp.getSavedSquadId()) + ")^n to ^bDTeam(" + TN(dtid) + ").DSquad(" + SQN(dsid) + ")^n", 3); movePlayer(vp, dtid, dsid); }
private void enforceDelayedMove(PlayerProfile vp) { int dtid = vp.getDelayedTeamId(); int dsid = vp.getDelayedSquadId(); vp.resetDelayedTeamSquad(); /* if player is already in the delayed team, ignore him */ if (dtid == vp.getTeamId()) { DebugWrite("Player " + vp + " is already in to ^bDTeam(" + TN(dtid) + ")^n, will skip", 3); return; } /* if teams are already balanced, ignore this player */ DebugWrite("I will now re-check if teams are balanced", 3); if (teamsBalanced()) { DebugWrite("Teams are balanced, will not move player " + vp, 3); return; } else { /* if teams are not balanced we still have to check direction of inbalancing because of possible manual move or standart balancer work! */ Dictionary<int, int> player_count = getPlayerCount(); int team_sz = serverInfo.MaxPlayerCount / 2; int bigger_team = (player_count[1] > player_count[2]) ? 1 : 2; int smaller_team = (player_count[1] > player_count[2]) ? 2 : 1; if (bigger_team == dtid) { DebugWrite("Teams are unbalanced, but in other direction that was marked for this player. Will not move player " + vp, 3); return; } } DebugWrite("Moving player " + vp + " from ^bTeam(" + TN(vp.getTeamId()) + ").Squad(" + SQN(vp.getSquadId()) + ")^n to ^bDTeam(" + TN(dtid) + ").DSquad(" + SQN(dsid) + ")^n", 3); movePlayer(vp, dtid, dsid); }