Resolve random players and spawn points in server replays.

This commit is contained in:
Paul Chote
2020-10-19 11:33:20 +01:00
committed by abcdefg30
parent 7b75a78e38
commit 6b6b1e56e6
8 changed files with 120 additions and 35 deletions

View File

@@ -13,6 +13,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Network;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
@@ -24,14 +25,22 @@ namespace OpenRA.Mods.Common.Traits
/// Returns a list of GameInformation.Players that matches the indexing of ICreatePlayers.CreatePlayers.
/// Non-playable players appear as null in the list.
/// </summary>
void ICreatePlayersInfo.CreateServerPlayers(MapPreview map, Session lobbyInfo, List<GameInformation.Player> players)
void ICreatePlayersInfo.CreateServerPlayers(MapPreview map, Session lobbyInfo, List<GameInformation.Player> players, MersenneTwister playerRandom)
{
var worldInfo = map.Rules.Actors["world"];
var factions = worldInfo.TraitInfos<FactionInfo>().ToArray();
var assignSpawnLocations = worldInfo.TraitInfoOrDefault<IAssignSpawnPointsInfo>();
var spawnState = assignSpawnLocations?.InitializeState(map, lobbyInfo);
// Create the unplayable map players -- neutral, shellmap, scripted, etc.
foreach (var p in map.Players.Players.Where(p => !p.Value.Playable))
{
// We need to resolve the faction, even though we don't use it, to match the RNG state with clients
Player.ResolveFaction(p.Value.Faction, factions, playerRandom, false);
players.Add(null);
}
// Create the regular playable players.
var factions = map.Rules.Actors["world"].TraitInfos<FactionInfo>().ToArray();
var bots = map.Rules.Actors["player"].TraitInfos<IBotInfo>().ToArray();
foreach (var kv in lobbyInfo.Slots)
@@ -41,19 +50,19 @@ namespace OpenRA.Mods.Common.Traits
continue;
var clientFaction = factions.First(f => client.Faction == f.InternalName);
// TODO: Resolve random SpawnPoint and Faction to real values
var resolvedFaction = Player.ResolveFaction(client.Faction, factions, playerRandom, !kv.Value.LockFaction);
var resolvedSpawnPoint = assignSpawnLocations?.AssignSpawnPoint(spawnState, lobbyInfo, client, playerRandom) ?? 0;
var player = new GameInformation.Player
{
ClientIndex = client.Index,
Name = Player.ResolvePlayerName(client, lobbyInfo.Clients, bots),
IsHuman = client.Bot == null,
IsBot = client.Bot != null,
FactionName = clientFaction.Name,
FactionId = clientFaction.InternalName,
FactionName = resolvedFaction.Name,
FactionId = resolvedFaction.InternalName,
Color = client.Color,
Team = client.Team,
SpawnPoint = client.SpawnPoint,
SpawnPoint = resolvedSpawnPoint,
IsRandomFaction = clientFaction.RandomFactionMembers.Any(),
IsRandomSpawnPoint = client.SpawnPoint == 0,
Fingerprint = client.Fingerprint,
@@ -63,13 +72,15 @@ namespace OpenRA.Mods.Common.Traits
}
// Create a player that is allied with everyone for shared observer shroud.
// We need to resolve the faction, even though we don't use it, to match the RNG state with clients
Player.ResolveFaction("Random", factions, playerRandom, false);
players.Add(null);
}
}
public class CreateMPPlayers : ICreatePlayers
{
void ICreatePlayers.CreatePlayers(World w)
void ICreatePlayers.CreatePlayers(World w, MersenneTwister playerRandom)
{
var players = new MapPlayers(w.Map.PlayerDefinitions).Players;
var worldPlayers = new List<Player>();
@@ -78,7 +89,7 @@ namespace OpenRA.Mods.Common.Traits
// Create the unplayable map players -- neutral, shellmap, scripted, etc.
foreach (var kv in players.Where(p => !p.Value.Playable))
{
var player = new Player(w, null, kv.Value);
var player = new Player(w, null, kv.Value, playerRandom);
worldPlayers.Add(player);
if (kv.Value.OwnsWorld)
@@ -100,7 +111,7 @@ namespace OpenRA.Mods.Common.Traits
if (client == null)
continue;
var player = new Player(w, client, players[kv.Value.PlayerReference]);
var player = new Player(w, client, players[kv.Value.PlayerReference], playerRandom);
worldPlayers.Add(player);
if (client.Index == Game.LocalClientId)
@@ -115,7 +126,7 @@ namespace OpenRA.Mods.Common.Traits
Spectating = true,
Faction = "Random",
Allies = worldPlayers.Where(p => !p.NonCombatant && p.Playable).Select(p => p.InternalName).ToArray()
}));
}, playerRandom));
w.SetPlayers(worldPlayers, localPlayer);