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
This commit is contained in:
Paul Chote
2011-06-19 02:39:34 +12:00
parent 0c9190a1af
commit 4f172d7ed8
12 changed files with 159 additions and 178 deletions

View File

@@ -82,8 +82,7 @@ namespace OpenRA.Mods.RA.Server
}
var slot = server.lobbyInfo.Slots[s];
if (slot.Closed || slot.Bot != null ||
server.lobbyInfo.ClientInSlot(s) != null)
if (slot.Closed || server.lobbyInfo.ClientInSlot(s) != null)
return false;
client.Slot = s;
@@ -119,17 +118,20 @@ namespace OpenRA.Mods.RA.Server
var occupant = server.lobbyInfo.ClientInSlot(s);
if (occupant != null)
{
var occupantConn = server.conns.FirstOrDefault( c => c.PlayerIndex == occupant.Index );
if (occupantConn != null)
if (occupant.Bot != null)
server.lobbyInfo.Clients.Remove(occupant);
else
{
server.SendOrderTo(occupantConn, "ServerError", "Your slot was closed by the host");
server.DropClient(occupantConn);
var occupantConn = server.conns.FirstOrDefault( c => c.PlayerIndex == occupant.Index );
if (occupantConn != null)
{
server.SendOrderTo(occupantConn, "ServerError", "Your slot was closed by the host");
server.DropClient(occupantConn);
}
}
}
var slot = server.lobbyInfo.Slots[s];
slot.Closed = true;
slot.Bot = null;
server.lobbyInfo.Slots[s].Closed = true;
server.SyncLobbyInfo();
return true;
}},
@@ -150,7 +152,11 @@ namespace OpenRA.Mods.RA.Server
var slot = server.lobbyInfo.Slots[s];
slot.Closed = false;
slot.Bot = null;
// Slot may have a bot in it
var occupant = server.lobbyInfo.ClientInSlot(s);
if (occupant != null && occupant.Bot != null)
server.lobbyInfo.Clients.Remove(occupant);
server.SyncLobbyInfo();
return true;
@@ -178,10 +184,30 @@ namespace OpenRA.Mods.RA.Server
return true;
}
var botType = string.Join(" ", parts.Skip(1).ToArray() );
var slot = server.lobbyInfo.Slots[parts[0]];
slot.Bot = string.Join(" ", parts.Skip(1).ToArray() );
slot.Closed = false;
var bot = new Session.Client()
{
Index = server.ChooseFreePlayerIndex(),
Name = botType,
Bot = botType,
Slot = parts[0],
Country = "random",
SpawnPoint = 0,
Team = 0,
State = Session.ClientState.NotReady
};
// pick a random color for the bot
var hue = (byte)Game.CosmeticRandom.Next(255);
var sat = (byte)Game.CosmeticRandom.Next(255);
var lum = (byte)Game.CosmeticRandom.Next(51,255);
bot.ColorRamp = new ColorRamp(hue, sat, lum, 10);
S.SyncClientToPlayerReference(client, server.Map.Players[parts[0]]);
server.lobbyInfo.Clients.Add(bot);
server.SyncLobbyInfo();
return true;
}},
@@ -193,20 +219,29 @@ namespace OpenRA.Mods.RA.Server
server.SendChatTo( conn, "Only the host can change the map" );
return true;
}
server.lobbyInfo.GlobalSettings.Map = s;
server.lobbyInfo.GlobalSettings.Map = s;
var oldSlots = server.lobbyInfo.Slots.Keys.ToArray();
LoadMap(server);
// Reassign players into slots
// Reassign players into new slots based on their old slots:
// - Observers remain as observers
// - Players who now lack a slot are made observers
// - Bots who now lack a slot are dropped
var slots = server.lobbyInfo.Slots.Keys.ToArray();
int i = 0;
foreach(var c in server.lobbyInfo.Clients)
foreach (var os in oldSlots)
{
var c = server.lobbyInfo.ClientInSlot(os);
if (c == null)
continue;
c.SpawnPoint = 0;
c.State = Session.ClientState.NotReady;
c.Slot = c.Slot == null || i >= server.lobbyInfo.Slots.Count ?
null : server.lobbyInfo.Slots.ElementAt(i++).Key;
c.Slot = i < slots.Length ? slots[i++] : null;
if (c.Slot != null)
S.SyncClientToPlayerReference(c, server.Map.Players[c.Slot]);
else if (c.Bot != null)
server.lobbyInfo.Clients.Remove(c);
}
server.SyncLobbyInfo();
@@ -282,7 +317,6 @@ namespace OpenRA.Mods.RA.Server
return new Session.Slot
{
PlayerReference = pr.Name,
Bot = null,
Closed = false,
AllowBots = pr.AllowBots,
LockRace = pr.LockRace,