Merge pull request #8661 from penev92/bleed_renameCountry

Rename the Country trait to Faction
This commit is contained in:
Oliver Brakmann
2015-07-14 21:05:52 +02:00
59 changed files with 187 additions and 168 deletions

View File

@@ -31,14 +31,14 @@ namespace OpenRA
public readonly string PlayerName;
public readonly string InternalName;
public readonly CountryInfo Country;
public readonly FactionInfo Country;
public readonly bool NonCombatant = false;
public readonly bool Playable = true;
public readonly int ClientIndex;
public readonly PlayerReference PlayerReference;
// The country (including Random, etc) that was selected in the lobby
public readonly CountryInfo DisplayCountry;
public readonly FactionInfo DisplayCountry;
public WinState WinState = WinState.Undefined;
public bool IsBot;
@@ -51,20 +51,20 @@ namespace OpenRA
readonly IFogVisibilityModifier[] fogVisibilities;
CountryInfo ChooseCountry(World world, string name, bool requireSelectable = true)
FactionInfo ChooseCountry(World world, string name, bool requireSelectable = true)
{
var selectableCountries = world.Map.Rules.Actors["world"].Traits
.WithInterface<CountryInfo>().Where(c => !requireSelectable || c.Selectable)
.WithInterface<FactionInfo>().Where(f => !requireSelectable || f.Selectable)
.ToList();
var selected = selectableCountries.FirstOrDefault(c => c.Race == name)
var selected = selectableCountries.FirstOrDefault(f => f.InternalName == name)
?? selectableCountries.Random(world.SharedRandom);
// Don't loop infinite
for (var i = 0; i <= 10 && selected.RandomRaceMembers.Any(); i++)
for (var i = 0; i <= 10 && selected.RandomFactionMembers.Any(); i++)
{
var race = selected.RandomRaceMembers.Random(world.SharedRandom);
selected = selectableCountries.FirstOrDefault(c => c.Race == race);
var race = selected.RandomFactionMembers.Random(world.SharedRandom);
selected = selectableCountries.FirstOrDefault(f => f.InternalName == race);
if (selected == null)
throw new YamlException("Unknown race: {0}".F(race));
@@ -73,12 +73,12 @@ namespace OpenRA
return selected;
}
CountryInfo ChooseDisplayCountry(World world, string race)
FactionInfo ChooseDisplayCountry(World world, string race)
{
var countries = world.Map.Rules.Actors["world"].Traits
.WithInterface<CountryInfo>();
.WithInterface<FactionInfo>().ToArray();
return countries.FirstOrDefault(c => c.Race == race) ?? countries.First();
return countries.FirstOrDefault(f => f.InternalName == race) ?? countries.First();
}
public Player(World world, Session.Client client, Session.Slot slot, PlayerReference pr)