Make bots first-class players.
- Bots have their own Clients, with unique ClientIDs - Hosts can set bot team/color in the lobby - Bots are kicked when switching to a smaller map without enough slots - Order validator assumes that only client 0 has permission to issue bot orders
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@@ -46,11 +46,13 @@ namespace OpenRA
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PlayerRef = pr;
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string botType = null;
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// Real player or host-created bot
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if (client != null)
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{
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ClientIndex = client.Index;
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ColorRamp = client.ColorRamp;
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PlayerName = client.Name;
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botType = client.Bot;
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Country = world.GetCountries()
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.FirstOrDefault(c => client.Country == c.Race)
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@@ -58,36 +60,21 @@ namespace OpenRA
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}
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else
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{
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// Map player or bot
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// Map player
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ClientIndex = 0; /* it's a map player, "owned" by host */
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ColorRamp = pr.ColorRamp;
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PlayerName = pr.Name;
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NonCombatant = pr.NonCombatant;
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IsBot = pr.Bot != null;
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botType = pr.Bot;
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Country = world.GetCountries()
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.FirstOrDefault(c => pr.Race == c.Race)
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?? world.GetCountries().Random(world.SharedRandom);
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// Multiplayer bot
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if (slot != null && slot.Bot != null)
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{
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IsBot = true;
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botType = slot.Bot;
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PlayerName = slot.Bot;
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// pick a random color for the bot
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var hue = (byte)world.SharedRandom.Next(255);
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var sat = (byte)world.SharedRandom.Next(255);
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var lum = (byte)world.SharedRandom.Next(51,255);
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ColorRamp = new ColorRamp(hue, sat, lum, 10);
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}
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}
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PlayerActor = world.CreateActor("Player", new TypeDictionary { new OwnerInit(this) });
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// Enable the bot logic
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// Enable the bot logic on the host
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IsBot = botType != null;
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if (IsBot && Game.IsHost)
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{
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var logic = PlayerActor.TraitsImplementing<IBot>()
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