Refactor player setup.
Tweak how players in a world are created. Change the collection to be an array to more strongly imply it will not change during a game.
This commit is contained in:
@@ -38,9 +38,14 @@ namespace OpenRA
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public readonly MersenneTwister SharedRandom;
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public readonly MersenneTwister SharedRandom;
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public readonly List<Player> Players = new List<Player>();
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public Player[] Players = new Player[0];
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public void SetPlayers(IEnumerable<Player> players, Player localPlayer)
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{
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Players = players.ToArray();
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SetLocalPlayer(localPlayer);
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}
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public void AddPlayer(Player p) { Players.Add(p); }
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public Player LocalPlayer { get; private set; }
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public Player LocalPlayer { get; private set; }
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public event Action GameOver = () => { };
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public event Action GameOver = () => { };
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@@ -82,12 +87,18 @@ namespace OpenRA
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get { return LobbyInfo.GlobalSettings.AllowCheats || LobbyInfo.IsSinglePlayer; }
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get { return LobbyInfo.GlobalSettings.AllowCheats || LobbyInfo.IsSinglePlayer; }
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}
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}
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public void SetLocalPlayer(string pr)
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void SetLocalPlayer(Player localPlayer)
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{
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{
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if (localPlayer == null)
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return;
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if (!Players.Contains(localPlayer))
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throw new ArgumentException("The local player must be one of the players in the world.", "localPlayer");
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if (IsReplay)
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if (IsReplay)
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return;
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return;
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LocalPlayer = Players.FirstOrDefault(p => p.InternalName == pr);
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LocalPlayer = localPlayer;
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RenderPlayer = LocalPlayer;
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RenderPlayer = LocalPlayer;
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}
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}
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@@ -8,6 +8,7 @@
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*/
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*/
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#endregion
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using OpenRA.Network;
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using OpenRA.Network;
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using OpenRA.Traits;
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using OpenRA.Traits;
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@@ -22,16 +23,19 @@ namespace OpenRA.Mods.Common.Traits
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public void CreatePlayers(World w)
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public void CreatePlayers(World w)
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{
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{
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var players = new MapPlayers(w.Map.PlayerDefinitions).Players;
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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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// Create the unplayable map players -- neutral, shellmap, scripted, etc.
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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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foreach (var kv in players.Where(p => !p.Value.Playable))
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{
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{
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var player = new Player(w, null, kv.Value);
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var player = new Player(w, null, kv.Value);
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w.AddPlayer(player);
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worldPlayers.Add(player);
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if (kv.Value.OwnsWorld)
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if (kv.Value.OwnsWorld)
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w.WorldActor.Owner = player;
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w.WorldActor.Owner = player;
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}
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}
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Player localPlayer = null;
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// Create the regular playable players.
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// Create the regular playable players.
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foreach (var kv in w.LobbyInfo.Slots)
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foreach (var kv in w.LobbyInfo.Slots)
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{
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{
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@@ -40,22 +44,24 @@ namespace OpenRA.Mods.Common.Traits
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continue;
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continue;
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var player = new Player(w, client, players[kv.Value.PlayerReference]);
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var player = new Player(w, client, players[kv.Value.PlayerReference]);
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w.AddPlayer(player);
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worldPlayers.Add(player);
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if (client.Index == Game.LocalClientId)
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if (client.Index == Game.LocalClientId)
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w.SetLocalPlayer(player.InternalName);
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localPlayer = player;
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}
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}
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// Create a player that is allied with everyone for shared observer shroud.
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// Create a player that is allied with everyone for shared observer shroud.
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w.AddPlayer(new Player(w, null, new PlayerReference
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worldPlayers.Add(new Player(w, null, new PlayerReference
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{
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{
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Name = "Everyone",
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Name = "Everyone",
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NonCombatant = true,
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NonCombatant = true,
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Spectating = true,
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Spectating = true,
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Faction = "Random",
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Faction = "Random",
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Allies = w.Players.Where(p => !p.NonCombatant && p.Playable).Select(p => p.InternalName).ToArray()
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Allies = worldPlayers.Where(p => !p.NonCombatant && p.Playable).Select(p => p.InternalName).ToArray()
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}));
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}));
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w.SetPlayers(worldPlayers, localPlayer);
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foreach (var p in w.Players)
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foreach (var p in w.Players)
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foreach (var q in w.Players)
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foreach (var q in w.Players)
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if (!p.Stances.ContainsKey(q))
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if (!p.Stances.ContainsKey(q))
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@@ -164,10 +164,7 @@ namespace OpenRA.Mods.Common.Traits
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var index = int.Parse(name.Substring(5));
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var index = int.Parse(name.Substring(5));
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if (index >= newCount)
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if (index >= newCount)
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{
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Players.Players.Remove(name);
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Players.Players.Remove(name);
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worldRenderer.World.Players.RemoveAll(pp => pp.InternalName == name);
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}
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}
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}
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for (var index = 0; index < newCount; index++)
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for (var index = 0; index < newCount; index++)
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