Move ShroudPalette, ShroudRenderer and StartGameNotification to Common
Move World into Traits folder
This commit is contained in:
97
OpenRA.Mods.Common/Traits/World/CreateMPPlayers.cs
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97
OpenRA.Mods.Common/Traits/World/CreateMPPlayers.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Linq;
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using OpenRA.Network;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common
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{
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[Desc("Attach this to the world actor.")]
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public class CreateMPPlayersInfo : TraitInfo<CreateMPPlayers> { }
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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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// 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, null, null, kv.Value);
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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 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, kv.Value, w.Map.Players[kv.Value.PlayerReference]);
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w.AddPlayer(player);
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if (client.Index == Game.LocalClientId)
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w.SetLocalPlayer(player.InternalName);
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}
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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, 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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Allies = w.Players.Where(p => !p.NonCombatant && p.Playable).Select(p => p.InternalName).ToArray()
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}));
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foreach (var p 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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p.Stances[q] = ChooseInitialStance(p, q);
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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)
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return Stance.Ally;
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if (q.Spectating && !p.NonCombatant && p.Playable)
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return Stance.Ally;
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// Stances set via PlayerReference
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if (p.PlayerReference.Allies.Contains(q.InternalName))
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return Stance.Ally;
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if (p.PlayerReference.Enemies.Contains(q.InternalName))
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return Stance.Enemy;
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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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return pc.Team != 0 && pc.Team == qc.Team
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? Stance.Ally : Stance.Enemy;
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}
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// Otherwise, default to neutral
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return Stance.Neutral;
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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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