Added: Support for not-synced traits (ITraitNotSynced)
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@@ -4,6 +4,7 @@ using System.Linq;
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using System.Text;
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using OpenRA.FileFormats;
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using OpenRA.Support;
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using OpenRA.Traits;
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namespace OpenRA.Network
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{
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@@ -37,6 +38,7 @@ namespace OpenRA.Network
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report.Traits.Clear();
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foreach (var a in orderManager.world.Queries.WithTraitMultiple<object>())
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{
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if (a.Trait is ITraitNotSynced ) continue;
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var sync = Sync.CalculateSyncHash(a.Trait);
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if (sync != 0)
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report.Traits.Add(new TraitReport()
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@@ -190,6 +190,8 @@ namespace OpenRA.Traits
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public interface IPostRenderSelection { void RenderAfterWorld(WorldRenderer wr, Actor self); }
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public interface IPreRenderSelection { void RenderBeforeWorld(WorldRenderer wr, Actor self); }
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public interface ITraitNotSynced{} // Traits marked with NotSynced arent sync-checked
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public struct Target // a target: either an actor, or a fixed location.
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{
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Actor actor;
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@@ -199,7 +199,11 @@ namespace OpenRA
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// hash all the traits that tick
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foreach (var x in traitDict.ActorsWithTraitMultiple<object>(this))
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ret += n++ * (int)x.Actor.ActorID * Sync.CalculateSyncHash(x.Trait);
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{
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if (x.Trait is ITraitNotSynced) continue;
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ret += n++*(int) x.Actor.ActorID*Sync.CalculateSyncHash(x.Trait);
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}
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// Hash the shared rng
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ret += SharedRandom.Last;
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50
OpenRA.Mods.RA/World/WorldGameOver.cs
Normal file
50
OpenRA.Mods.RA/World/WorldGameOver.cs
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@@ -0,0 +1,50 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class WorldGameOverInfo : TraitInfo<WorldGameOver>
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{
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public readonly bool ReturnToLobby = false;
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public readonly int Delay = 30;
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public readonly string EndMessage = "The game will end in {0} seconds.";
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}
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class WorldGameOver : ITick
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{
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public WorldGameOverInfo Info = null;
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int? _delayLeft = null;
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public void Tick(Actor self)
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{
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if (Info == null)
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Info = self.Info.Traits.GetOrDefault<WorldGameOverInfo>();
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if (Info == null || !Info.ReturnToLobby)
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return;
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// See if there is anyone left who hasnt won / lost (if not, means game over)
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if (!self.World.players.Any(p => !p.Value.NonCombatant && p.Value.WinState == WinState.Undefined))
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{
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if (_delayLeft == null)
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{
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_delayLeft = Info.Delay * 25;
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if (Info.EndMessage.Trim() != "" && Info.EndMessage.Contains("{0}"))
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Game.AddChatLine(Color.Green, "",
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Info.EndMessage.Trim().F( ((int)(_delayLeft / 25)) + ""));
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else if (Info.EndMessage.Trim() != "")
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Game.AddChatLine(Color.Green, "",Info.EndMessage.Trim());
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}
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_delayLeft--;
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if (_delayLeft <= 0 )
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Game.RejoinLobby(self.World);
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}
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}
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}
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}
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