Rename several MP traits
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179
OpenRA.Mods.Common/Traits/World/CreateMapPlayers.cs
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179
OpenRA.Mods.Common/Traits/World/CreateMapPlayers.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2020 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Network;
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using OpenRA.Support;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Attach this to the world actor.")]
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public class CreateMapPlayersInfo : TraitInfo<CreateMapPlayers>, ICreatePlayersInfo
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{
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/// <summary>
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/// Returns a list of GameInformation.Players that matches the indexing of ICreatePlayers.CreatePlayers.
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/// Non-playable players appear as null in the list.
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/// </summary>
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void ICreatePlayersInfo.CreateServerPlayers(MapPreview map, Session lobbyInfo, List<GameInformation.Player> players, MersenneTwister playerRandom)
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{
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var worldInfo = map.Rules.Actors["world"];
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var factions = worldInfo.TraitInfos<FactionInfo>().ToArray();
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var assignSpawnLocations = worldInfo.TraitInfoOrDefault<IAssignSpawnPointsInfo>();
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var spawnState = assignSpawnLocations?.InitializeState(map, lobbyInfo);
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// Create the unplayable map players -- neutral, shellmap, scripted, etc.
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foreach (var p in map.Players.Players.Where(p => !p.Value.Playable))
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{
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// We need to resolve the faction, even though we don't use it, to match the RNG state with clients
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Player.ResolveFaction(p.Value.Faction, factions, playerRandom, false);
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players.Add(null);
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}
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// Create the regular playable players.
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var bots = map.Rules.Actors["player"].TraitInfos<IBotInfo>().ToArray();
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foreach (var kv in lobbyInfo.Slots)
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{
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var client = lobbyInfo.ClientInSlot(kv.Key);
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if (client == null)
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continue;
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var clientFaction = factions.First(f => client.Faction == f.InternalName);
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var resolvedFaction = Player.ResolveFaction(client.Faction, factions, playerRandom, !kv.Value.LockFaction);
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var resolvedSpawnPoint = assignSpawnLocations?.AssignSpawnPoint(spawnState, lobbyInfo, client, playerRandom) ?? 0;
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var player = new GameInformation.Player
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{
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ClientIndex = client.Index,
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Name = Player.ResolvePlayerName(client, lobbyInfo.Clients, bots),
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IsHuman = client.Bot == null,
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IsBot = client.Bot != null,
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FactionName = resolvedFaction.Name,
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FactionId = resolvedFaction.InternalName,
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DisplayFactionName = clientFaction.Name,
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DisplayFactionId = clientFaction.InternalName,
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Color = client.Color,
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Team = client.Team,
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SpawnPoint = resolvedSpawnPoint,
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IsRandomFaction = clientFaction.RandomFactionMembers.Any(),
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IsRandomSpawnPoint = client.SpawnPoint == 0,
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Fingerprint = client.Fingerprint,
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};
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players.Add(player);
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}
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// Create a player that is allied with everyone for shared observer shroud.
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// We need to resolve the faction, even though we don't use it, to match the RNG state with clients
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Player.ResolveFaction("Random", factions, playerRandom, false);
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players.Add(null);
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}
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}
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public class CreateMapPlayers : ICreatePlayers
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{
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void ICreatePlayers.CreatePlayers(World w, MersenneTwister playerRandom)
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{
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var players = new MapPlayers(w.Map.PlayerDefinitions).Players;
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var worldPlayers = new List<Player>();
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var worldOwnerFound = false;
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// Create the unplayable map players -- neutral, shellmap, scripted, etc.
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foreach (var kv in players.Where(p => !p.Value.Playable))
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{
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var player = new Player(w, null, kv.Value, playerRandom);
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worldPlayers.Add(player);
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if (kv.Value.OwnsWorld)
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{
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worldOwnerFound = true;
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w.SetWorldOwner(player);
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}
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}
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if (!worldOwnerFound)
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throw new InvalidOperationException("Map {0} does not define a player actor owning the world.".F(w.Map.Title));
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Player localPlayer = null;
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// Create the regular playable players.
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foreach (var kv in w.LobbyInfo.Slots)
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{
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var client = w.LobbyInfo.ClientInSlot(kv.Key);
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if (client == null)
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continue;
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var player = new Player(w, client, players[kv.Value.PlayerReference], playerRandom);
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worldPlayers.Add(player);
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if (client.Index == Game.LocalClientId)
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localPlayer = player;
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}
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// Create a player that is allied with everyone for shared observer shroud.
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worldPlayers.Add(new Player(w, null, new PlayerReference
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{
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Name = "Everyone",
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NonCombatant = true,
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Spectating = true,
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Faction = "Random",
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Allies = worldPlayers.Where(p => !p.NonCombatant && p.Playable).Select(p => p.InternalName).ToArray()
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}, playerRandom));
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w.SetPlayers(worldPlayers, localPlayer);
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foreach (var p in w.Players)
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foreach (var q in w.Players)
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SetupPlayerMasks(p, q);
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}
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static void SetupPlayerMasks(Player p, Player q)
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{
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if (!p.Spectating)
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p.World.AllPlayersMask = p.World.AllPlayersMask.Union(p.PlayerMask);
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if (p == q || p.PlayerReference.Allies.Contains(q.InternalName))
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{
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p.AlliedPlayersMask = p.AlliedPlayersMask.Union(q.PlayerMask);
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return;
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}
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if (p.PlayerReference.Enemies.Contains(q.InternalName))
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{
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p.EnemyPlayersMask = p.EnemyPlayersMask.Union(q.PlayerMask);
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return;
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}
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// HACK: Map players share a ClientID with the host, so would
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// otherwise take the host's team stance instead of being neutral
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if (p.PlayerReference.Playable && q.PlayerReference.Playable)
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{
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// Stances set via lobby teams
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var pc = GetClientForPlayer(p);
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var qc = GetClientForPlayer(q);
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if (pc != null && qc != null)
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{
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if (pc.Team != 0 && pc.Team == qc.Team)
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p.AlliedPlayersMask = p.AlliedPlayersMask.Union(q.PlayerMask);
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else
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p.EnemyPlayersMask = p.EnemyPlayersMask.Union(q.PlayerMask);
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}
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}
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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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