Move MapVisibility to MapPreview.

This commit is contained in:
Paul Chote
2016-02-05 08:23:16 +00:00
parent 6aac8c5f70
commit 7a5678ec39
6 changed files with 9 additions and 6 deletions

View File

@@ -445,7 +445,7 @@ namespace OpenRA
static string ChooseShellmap()
{
var shellmaps = ModData.MapCache
.Where(m => m.Status == MapStatus.Available && m.Map.Visibility.HasFlag(MapVisibility.Shellmap))
.Where(m => m.Status == MapStatus.Available && m.Visibility.HasFlag(MapVisibility.Shellmap))
.Select(m => m.Uid);
if (!shellmaps.Any())

View File

@@ -68,6 +68,7 @@ namespace OpenRA
public Map Map { get; private set; }
public MapStatus Status { get; private set; }
public MapClassification Class { get; private set; }
public MapVisibility Visibility { get; private set; }
public bool SuitableForInitialMap { get; private set; }
public MapRuleStatus RuleStatus { get; private set; }
@@ -111,6 +112,7 @@ namespace OpenRA
GridType = gridType;
Status = MapStatus.Unavailable;
Class = MapClassification.Unknown;
Visibility = MapVisibility.Lobby;
}
public void UpdateFromMap(Map m, MapClassification classification)
@@ -126,6 +128,7 @@ namespace OpenRA
CustomPreview = m.CustomPreview;
Status = MapStatus.Available;
Class = classification;
Visibility = m.Visibility;
var players = new MapPlayers(m.PlayerDefinitions).Players;
PlayerCount = players.Count(x => x.Value.Playable);
@@ -135,7 +138,7 @@ namespace OpenRA
bool EvaluateUserFriendliness(Dictionary<string, PlayerReference> players)
{
if (Status != MapStatus.Available || !Map.Visibility.HasFlag(MapVisibility.Lobby))
if (Status != MapStatus.Available || !Visibility.HasFlag(MapVisibility.Lobby))
return false;
// Other map types may have confusing settings or gameplay

View File

@@ -255,7 +255,7 @@ namespace OpenRA.Widgets
if (string.IsNullOrEmpty(initialUid) || Game.ModData.MapCache[initialUid].Status != MapStatus.Available)
{
var selected = Game.ModData.MapCache.Where(x => x.SuitableForInitialMap).RandomOrDefault(Game.CosmeticRandom) ??
Game.ModData.MapCache.First(m => m.Status == MapStatus.Available && m.Map.Visibility.HasFlag(MapVisibility.Lobby));
Game.ModData.MapCache.First(m => m.Status == MapStatus.Available && m.Visibility.HasFlag(MapVisibility.Lobby));
return selected.Uid;
}