Reorganize PlayerReference loading to enable upgrade rules for them.
The PlayerReference definitions are now stored as raw MiniYamlNodes in the map.
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75
OpenRA.Game/Map/MapPlayers.cs
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75
OpenRA.Game/Map/MapPlayers.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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 COPYING.
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*/
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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 OpenRA.Traits;
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namespace OpenRA
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{
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public class MapPlayers
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{
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public readonly Dictionary<string, PlayerReference> Players;
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public MapPlayers() : this(new List<MiniYamlNode>()) { }
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public MapPlayers(IEnumerable<MiniYamlNode> playerDefinitions)
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{
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Players = playerDefinitions.Select(pr => new PlayerReference(new MiniYaml(pr.Key, pr.Value.Nodes)))
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.ToDictionary(player => player.Name);
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}
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public MapPlayers(Ruleset rules, int playerCount)
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{
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var firstRace = rules.Actors["world"].Traits
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.WithInterface<CountryInfo>().First(c => c.Selectable).Race;
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Players = new Dictionary<string, PlayerReference>
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{
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{
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"Neutral", new PlayerReference
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{
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Name = "Neutral",
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Race = firstRace,
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OwnsWorld = true,
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NonCombatant = true
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}
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},
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{
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"Creeps", new PlayerReference
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{
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Name = "Creeps",
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Race = firstRace,
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NonCombatant = true,
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Enemies = Exts.MakeArray(playerCount, i => "Multi{0}".F(i))
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}
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}
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};
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for (var index = 0; index < playerCount; index++)
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{
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var p = new PlayerReference
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{
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Name = "Multi{0}".F(index),
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Race = "Random",
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Playable = true,
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Enemies = new[] { "Creeps" }
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};
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Players.Add(p.Name, p);
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}
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}
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public List<MiniYamlNode> ToMiniYaml()
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{
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return Players.Select(p => new MiniYamlNode("PlayerReference@{0}".F(p.Key),
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FieldSaver.SaveDifferences(p.Value, new PlayerReference()))).ToList();
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}
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}
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}
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