completely moved MP unit spawn (spawnpoint stuff, etc) into a trait; moved trait from Player to World.
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72
OpenRA.Game/Traits/World/SpawnDefaultUnits.cs
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72
OpenRA.Game/Traits/World/SpawnDefaultUnits.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Collections.Generic;
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using System;
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using System.Linq;
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using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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class SpawnDefaultUnitsInfo : StatelessTraitInfo<SpawnDefaultUnits> { }
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class SpawnDefaultUnits : IGameStarted
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{
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public void GameStarted(World world)
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{
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var taken = Game.LobbyInfo.Clients.Where(c => c.SpawnPoint != 0)
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.Select(c => world.Map.SpawnPoints.ElementAt(c.SpawnPoint - 1)).ToList();
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var available = world.Map.SpawnPoints.Except(taken).ToList();
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foreach (var client in Game.LobbyInfo.Clients)
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{
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SpawnUnitsForPlayer(world.players[client.Index],
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(client.SpawnPoint == 0)
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? ChooseSpawnPoint(world, available, taken)
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: world.Map.SpawnPoints.ElementAt(client.SpawnPoint - 1));
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}
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}
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void SpawnUnitsForPlayer(Player p, int2 sp)
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{
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p.World.CreateActor("mcv", sp, p);
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}
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static int2 ChooseSpawnPoint(World world, List<int2> available, List<int2> taken)
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{
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if (available.Count == 0)
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throw new InvalidOperationException("No free spawnpoint.");
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var n = taken.Count == 0
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? world.SharedRandom.Next(available.Count)
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: available // pick the most distant spawnpoint from everyone else
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.Select((k, i) => Pair.New(k, i))
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.OrderByDescending(a => taken.Sum(t => (t - a.First).LengthSquared))
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.Select(a => a.Second)
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.First();
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var sp = available[n];
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available.RemoveAt(n);
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taken.Add(sp);
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return sp;
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}
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}
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}
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