Update copyright header. Normalize line endings to LF.
This commit is contained in:
@@ -1,16 +1,16 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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* see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Network;
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#endregion
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Network;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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@@ -20,53 +20,53 @@ namespace OpenRA.Mods.RA
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public class CreateMPPlayers : ICreatePlayers
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{
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public void CreatePlayers(World w)
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{
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var playerIndex = 0;
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var mapPlayerIndex = -1; // todo: unhack this, but people still rely on it.
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// create the unplayable map players -- neutral, shellmap, scripted, etc.
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foreach (var kv in w.Map.Players.Where(p => !p.Value.Playable))
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{
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var player = new Player(w, kv.Value, mapPlayerIndex--);
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w.AddPlayer(player);
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if (kv.Value.OwnsWorld)
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w.WorldActor.Owner = player;
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}
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// create the players which are bound through slots.
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foreach (var slot in w.LobbyInfo.Slots)
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{
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var client = w.LobbyInfo.Clients.FirstOrDefault(c => c.Slot == slot.Index && slot.MapPlayer != null);
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if (client != null)
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{
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/* spawn a real player in this slot. */
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var player = new Player(w, client, w.Map.Players[slot.MapPlayer], playerIndex++);
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w.AddPlayer(player);
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if (client.Index == Game.LocalClientId)
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w.SetLocalPlayer(player.Index); // bind this one to the local player.
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}
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else if (slot.Bot != null && slot.MapPlayer != null)
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{
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/* spawn a bot in this slot, "owned" by the host */
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/* pick a random color for the bot */
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var hue = (byte)w.SharedRandom.Next(256);
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w.Map.Players[slot.MapPlayer].ColorRamp = new ColorRamp(hue, 255, 180, 25);
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/* todo: pick a random name from the pool */
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var player = new Player(w, w.Map.Players[slot.MapPlayer], playerIndex++);
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w.AddPlayer(player);
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/* activate the bot option that's selected! */
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if (Game.IsHost)
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player.PlayerActor.TraitsImplementing<IBot>()
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.Single(b => b.Info.Name == slot.Bot)
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.Activate(player);
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/* a bit of a hack */
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player.IsBot = true;
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}
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{
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var playerIndex = 0;
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var mapPlayerIndex = -1; // todo: unhack this, but people still rely on it.
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// create the unplayable map players -- neutral, shellmap, scripted, etc.
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foreach (var kv in w.Map.Players.Where(p => !p.Value.Playable))
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{
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var player = new Player(w, kv.Value, mapPlayerIndex--);
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w.AddPlayer(player);
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if (kv.Value.OwnsWorld)
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w.WorldActor.Owner = player;
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}
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// create the players which are bound through slots.
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foreach (var slot in w.LobbyInfo.Slots)
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{
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var client = w.LobbyInfo.Clients.FirstOrDefault(c => c.Slot == slot.Index && slot.MapPlayer != null);
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if (client != null)
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{
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/* spawn a real player in this slot. */
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var player = new Player(w, client, w.Map.Players[slot.MapPlayer], playerIndex++);
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w.AddPlayer(player);
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if (client.Index == Game.LocalClientId)
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w.SetLocalPlayer(player.Index); // bind this one to the local player.
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}
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else if (slot.Bot != null && slot.MapPlayer != null)
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{
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/* spawn a bot in this slot, "owned" by the host */
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/* pick a random color for the bot */
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var hue = (byte)w.SharedRandom.Next(256);
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w.Map.Players[slot.MapPlayer].ColorRamp = new ColorRamp(hue, 255, 180, 25);
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/* todo: pick a random name from the pool */
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var player = new Player(w, w.Map.Players[slot.MapPlayer], playerIndex++);
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w.AddPlayer(player);
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/* activate the bot option that's selected! */
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if (Game.IsHost)
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player.PlayerActor.TraitsImplementing<IBot>()
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.Single(b => b.Info.Name == slot.Bot)
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.Activate(player);
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/* a bit of a hack */
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player.IsBot = true;
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}
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}
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foreach (var p in w.players.Values)
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@@ -75,39 +75,39 @@ namespace OpenRA.Mods.RA
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if (!p.Stances.ContainsKey(q))
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p.Stances[q] = ChooseInitialStance(p, q);
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}
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}
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static Stance ChooseInitialStance(Player p, Player q)
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{
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if (p == q) return Stance.Ally;
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var pc = GetClientForPlayer(p);
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var qc = GetClientForPlayer(q);
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if (p.World.LobbyInfo.Slots.Count > 0)
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{
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if (p.World.LobbyInfo.Slots[pc.Slot].Spectator) return Stance.Ally;
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if (p.World.LobbyInfo.Slots[qc.Slot].Spectator) return Stance.Ally;
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}
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if (p.PlayerRef.Allies.Contains(q.InternalName))
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return Stance.Ally;
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if (p.PlayerRef.Enemies.Contains(q.InternalName))
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return Stance.Enemy;
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// Hack: All map players are neutral wrt everyone else
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if (p.Index < 0 || q.Index < 0) return Stance.Neutral;
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if (p.IsBot ^ q.IsBot)
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return Stance.Enemy; // bots and humans hate each other
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return pc.Team != 0 && pc.Team == qc.Team
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? Stance.Ally : Stance.Enemy;
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}
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static Session.Client GetClientForPlayer(Player p)
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{
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return p.World.LobbyInfo.ClientWithIndex(p.ClientIndex);
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}
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static Stance ChooseInitialStance(Player p, Player q)
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{
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if (p == q) return Stance.Ally;
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var pc = GetClientForPlayer(p);
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var qc = GetClientForPlayer(q);
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if (p.World.LobbyInfo.Slots.Count > 0)
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{
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if (p.World.LobbyInfo.Slots[pc.Slot].Spectator) return Stance.Ally;
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if (p.World.LobbyInfo.Slots[qc.Slot].Spectator) return Stance.Ally;
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}
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if (p.PlayerRef.Allies.Contains(q.InternalName))
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return Stance.Ally;
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if (p.PlayerRef.Enemies.Contains(q.InternalName))
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return Stance.Enemy;
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// Hack: All map players are neutral wrt everyone else
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if (p.Index < 0 || q.Index < 0) return Stance.Neutral;
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if (p.IsBot ^ q.IsBot)
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return Stance.Enemy; // bots and humans hate each other
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return pc.Team != 0 && pc.Team == qc.Team
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? Stance.Ally : Stance.Enemy;
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}
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static Session.Client GetClientForPlayer(Player p)
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{
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return p.World.LobbyInfo.ClientWithIndex(p.ClientIndex);
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}
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}
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}
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