Rewrite spawn point assignment logic.
This commit is contained in:
@@ -122,7 +122,7 @@ namespace OpenRA
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Team = client.Team,
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SpawnPoint = runtimePlayer.SpawnPoint,
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IsRandomFaction = runtimePlayer.Faction.InternalName != client.Faction,
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IsRandomSpawnPoint = runtimePlayer.SpawnPoint != client.SpawnPoint,
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IsRandomSpawnPoint = runtimePlayer.DisplaySpawnPoint == 0,
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Fingerprint = client.Fingerprint
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};
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@@ -32,7 +32,19 @@ namespace OpenRA
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public bool LockColor = false;
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public Color Color = Game.ModData.Manifest.Get<DefaultPlayer>().Color;
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/// <summary>
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/// Sets the "Home" location, which can be used by traits and scripts to e.g. set the initial camera
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/// location or choose the map edge for reinforcements.
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/// This will usually be overridden for client (lobby slot) players with a location based on the Spawn index
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/// </summary>
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public CPos HomeLocation = CPos.Zero;
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public bool LockSpawn = false;
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/// <summary>
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/// Sets the initial spawn point index that is used to override the "Home" location for client (lobby slot) players.
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/// Map players always ignore this and use HomeLocation directly.
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/// </summary>
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public int Spawn = 0;
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public bool LockTeam = false;
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@@ -56,6 +56,7 @@ namespace OpenRA
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public readonly bool NonCombatant = false;
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public readonly bool Playable = true;
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public readonly int ClientIndex;
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public readonly CPos HomeLocation;
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public readonly PlayerReference PlayerReference;
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public readonly bool IsBot;
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public readonly string BotType;
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@@ -65,8 +66,13 @@ namespace OpenRA
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/// <summary>The faction (including Random, etc) that was selected in the lobby.</summary>
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public readonly FactionInfo DisplayFaction;
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/// <summary>The spawn point index that was assigned for client-based players.</summary>
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public readonly int SpawnPoint;
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/// <summary>The spawn point index (including 0 for Random) that was selected in the lobby for client-based players.</summary>
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public readonly int DisplaySpawnPoint;
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public WinState WinState = WinState.Undefined;
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public int SpawnPoint;
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public bool HasObjectives = false;
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public bool Spectating;
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@@ -153,6 +159,11 @@ namespace OpenRA
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BotType = client.Bot;
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Faction = ChooseFaction(world, client.Faction, !pr.LockFaction);
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DisplayFaction = ChooseDisplayFaction(world, client.Faction);
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var assignSpawnPoints = world.WorldActor.TraitOrDefault<IAssignSpawnPoints>();
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HomeLocation = assignSpawnPoints?.AssignHomeLocation(world, client) ?? pr.HomeLocation;
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SpawnPoint = assignSpawnPoints?.SpawnPointForPlayer(this) ?? client.SpawnPoint;
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DisplaySpawnPoint = client.SpawnPoint;
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}
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else
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{
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@@ -166,6 +177,8 @@ namespace OpenRA
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BotType = pr.Bot;
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Faction = ChooseFaction(world, pr.Faction, false);
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DisplayFaction = ChooseDisplayFaction(world, pr.Faction);
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HomeLocation = pr.HomeLocation;
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SpawnPoint = DisplaySpawnPoint = 0;
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}
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if (!Spectating)
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@@ -373,6 +373,13 @@ namespace OpenRA.Traits
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void CreateServerPlayers(MapPreview map, Session lobbyInfo, List<GameInformation.Player> players);
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}
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[RequireExplicitImplementation]
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public interface IAssignSpawnPoints
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{
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CPos AssignHomeLocation(World world, Session.Client client);
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int SpawnPointForPlayer(Player player);
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}
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public interface IBotInfo : ITraitInfoInterface
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{
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string Type { get; }
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@@ -314,6 +314,7 @@ namespace OpenRA
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using (new PerfTimer(iwl.GetType().Name + ".WorldLoaded"))
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iwl.WorldLoaded(this, wr);
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var assignSpawnLocations = WorldActor.TraitOrDefault<IAssignSpawnPoints>();
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gameInfo.StartTimeUtc = DateTime.UtcNow;
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foreach (var player in Players)
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gameInfo.AddPlayer(player, OrderManager.LobbyInfo);
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@@ -45,7 +45,7 @@ namespace OpenRA.Mods.Common.Scripting
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get
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{
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var c = Player.World.LobbyInfo.Clients.FirstOrDefault(i => i.Index == Player.ClientIndex);
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return c != null ? c.Team : 0;
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return c?.Team ?? 0;
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}
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}
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@@ -51,19 +51,17 @@ namespace OpenRA.Mods.Common.Traits
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var owner = self.Owner;
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var map = owner.World.Map;
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var aircraftInfo = self.World.Map.Rules.Actors[info.ActorType].TraitInfo<AircraftInfo>();
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var mpStart = owner.World.WorldActor.TraitOrDefault<MPStartLocations>();
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CPos startPos;
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CPos endPos;
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WAngle spawnFacing;
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if (info.BaselineSpawn && mpStart != null)
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if (info.BaselineSpawn)
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{
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var spawn = mpStart.Start[owner];
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var bounds = map.Bounds;
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var center = new MPos(bounds.Left + bounds.Width / 2, bounds.Top + bounds.Height / 2).ToCPos(map);
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var spawnVec = spawn - center;
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startPos = spawn + spawnVec * (Exts.ISqrt((bounds.Height * bounds.Height + bounds.Width * bounds.Width) / (4 * spawnVec.LengthSquared)));
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var spawnVec = owner.HomeLocation - center;
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startPos = owner.HomeLocation + spawnVec * (Exts.ISqrt((bounds.Height * bounds.Height + bounds.Width * bounds.Width) / (4 * spawnVec.LengthSquared)));
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endPos = startPos;
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var spawnDirection = new WVec((self.Location - startPos).X, (self.Location - startPos).Y, 0);
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spawnFacing = spawnDirection.Yaw;
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@@ -9,11 +9,10 @@
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Network;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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@@ -58,13 +57,13 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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public class MPStartLocations : IWorldLoaded, INotifyCreated
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public class MPStartLocations : IWorldLoaded, INotifyCreated, IAssignSpawnPoints
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{
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readonly MPStartLocationsInfo info;
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public readonly Dictionary<Player, CPos> Start = new Dictionary<Player, CPos>();
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readonly Dictionary<int, Session.Client> occupiedSpawnPoints = new Dictionary<int, Session.Client>();
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bool separateTeamSpawns;
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CPos[] spawnLocations;
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List<int> availableSpawnPoints;
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public MPStartLocations(MPStartLocationsInfo info)
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{
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@@ -75,71 +74,69 @@ namespace OpenRA.Mods.Common.Traits
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{
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separateTeamSpawns = self.World.LobbyInfo.GlobalSettings
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.OptionOrDefault("separateteamspawns", info.SeparateTeamSpawnsCheckboxEnabled);
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var spawns = new List<CPos>();
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foreach (var n in self.World.Map.ActorDefinitions)
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if (n.Value.Value == "mpspawn")
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spawns.Add(new ActorReference(n.Key, n.Value.ToDictionary()).GetValue<LocationInit, CPos>());
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spawnLocations = spawns.ToArray();
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// Initialize the list of unoccupied spawn points for AssignSpawnLocations to pick from
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availableSpawnPoints = Enumerable.Range(1, spawnLocations.Length).ToList();
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foreach (var kv in self.World.LobbyInfo.Slots)
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{
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var client = self.World.LobbyInfo.ClientInSlot(kv.Key);
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if (client == null || client.SpawnPoint == 0)
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continue;
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availableSpawnPoints.Remove(client.SpawnPoint);
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occupiedSpawnPoints.Add(client.SpawnPoint, client);
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}
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}
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public void WorldLoaded(World world, WorldRenderer wr)
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CPos IAssignSpawnPoints.AssignHomeLocation(World world, Session.Client client)
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{
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var spawns = world.Actors.Where(a => a.Info.Name == "mpspawn")
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.Select(a => a.Location)
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.ToArray();
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if (client.SpawnPoint > 0 && client.SpawnPoint <= spawnLocations.Length)
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return spawnLocations[client.SpawnPoint - 1];
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var taken = world.LobbyInfo.Clients.Where(c => c.SpawnPoint != 0 && c.Slot != null)
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.Select(c => spawns[c.SpawnPoint - 1]).ToList();
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var available = spawns.Except(taken).ToList();
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var spawnPoint = occupiedSpawnPoints.Count == 0 || !separateTeamSpawns
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? availableSpawnPoints.Random(world.SharedRandom)
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: availableSpawnPoints // pick the most distant spawnpoint from everyone else
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.Select(s => (Cell: spawnLocations[s - 1], Index: s))
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.MaxBy(s => occupiedSpawnPoints.Sum(kv => (spawnLocations[kv.Key - 1] - s.Cell).LengthSquared)).Index;
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// Set spawn
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foreach (var kv in world.LobbyInfo.Slots)
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availableSpawnPoints.Remove(spawnPoint);
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occupiedSpawnPoints.Add(spawnPoint, client);
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return spawnLocations[spawnPoint - 1];
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}
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int IAssignSpawnPoints.SpawnPointForPlayer(Player player)
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{
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foreach (var kv in occupiedSpawnPoints)
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if (kv.Value.Index == player.ClientIndex)
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return kv.Key;
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return 0;
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}
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void IWorldLoaded.WorldLoaded(World world, WorldRenderer wr)
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{
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foreach (var p in world.Players)
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{
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var player = FindPlayerInSlot(world, kv.Key);
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if (player == null) continue;
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if (!p.Playable)
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continue;
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var client = world.LobbyInfo.ClientInSlot(kv.Key);
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var spid = (client == null || client.SpawnPoint == 0)
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? ChooseSpawnPoint(world, available, taken)
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: spawns[client.SpawnPoint - 1];
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if (p == world.LocalPlayer)
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wr.Viewport.Center(world.Map.CenterOfCell(p.HomeLocation));
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Start.Add(player, spid);
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var cells = Shroud.ProjectedCellsInRange(world.Map, p.HomeLocation, info.InitialExploreRange)
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.ToList();
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player.SpawnPoint = (client == null || client.SpawnPoint == 0)
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? spawns.IndexOf(spid) + 1
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: client.SpawnPoint;
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}
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// Explore allied shroud
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var map = world.Map;
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foreach (var p in Start.Keys)
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{
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var cells = Shroud.ProjectedCellsInRange(map, Start[p], info.InitialExploreRange);
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foreach (var q in world.Players)
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if (p.IsAlliedWith(q))
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q.Shroud.ExploreProjectedCells(world, cells);
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}
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// Set viewport
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if (world.LocalPlayer != null && Start.ContainsKey(world.LocalPlayer))
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wr.Viewport.Center(map.CenterOfCell(Start[world.LocalPlayer]));
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}
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static Player FindPlayerInSlot(World world, string pr)
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{
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return world.Players.FirstOrDefault(p => p.PlayerReference.Name == pr);
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}
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CPos ChooseSpawnPoint(World world, List<CPos> available, List<CPos> 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 || !separateTeamSpawns
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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) => (Cell: k, Index: i))
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.MaxBy(a => taken.Sum(t => (t - a.Cell).LengthSquared)).Index;
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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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@@ -19,7 +19,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Spawn base actor at the spawnpoint and support units in an annulus around the base actor. Both are defined at MPStartUnits. Attach this to the world actor.")]
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public class SpawnMPUnitsInfo : TraitInfo, Requires<MPStartLocationsInfo>, Requires<MPStartUnitsInfo>, ILobbyOptions
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public class SpawnMPUnitsInfo : TraitInfo, Requires<MPStartUnitsInfo>, ILobbyOptions
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{
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public readonly string StartingUnitsClass = "none";
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@@ -67,11 +67,12 @@ namespace OpenRA.Mods.Common.Traits
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public void WorldLoaded(World world, WorldRenderer wr)
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{
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foreach (var s in world.WorldActor.Trait<MPStartLocations>().Start)
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SpawnUnitsForPlayer(world, s.Key, s.Value);
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foreach (var p in world.Players)
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if (p.Playable)
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SpawnUnitsForPlayer(world, p);
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}
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void SpawnUnitsForPlayer(World w, Player p, CPos sp)
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void SpawnUnitsForPlayer(World w, Player p)
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{
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var spawnClass = p.PlayerReference.StartingUnitsClass ?? w.LobbyInfo.GlobalSettings
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.OptionOrDefault("startingunits", info.StartingUnitsClass);
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@@ -88,7 +89,7 @@ namespace OpenRA.Mods.Common.Traits
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var facing = unitGroup.BaseActorFacing.HasValue ? unitGroup.BaseActorFacing.Value : new WAngle(w.SharedRandom.Next(1024));
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w.CreateActor(unitGroup.BaseActor.ToLowerInvariant(), new TypeDictionary
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{
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new LocationInit(sp + unitGroup.BaseActorOffset),
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new LocationInit(p.HomeLocation + unitGroup.BaseActorOffset),
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new OwnerInit(p),
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new SkipMakeAnimsInit(),
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new FacingInit(facing),
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@@ -98,7 +99,7 @@ namespace OpenRA.Mods.Common.Traits
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if (!unitGroup.SupportActors.Any())
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return;
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var supportSpawnCells = w.Map.FindTilesInAnnulus(sp, unitGroup.InnerSupportRadius + 1, unitGroup.OuterSupportRadius);
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var supportSpawnCells = w.Map.FindTilesInAnnulus(p.HomeLocation, unitGroup.InnerSupportRadius + 1, unitGroup.OuterSupportRadius);
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foreach (var s in unitGroup.SupportActors)
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{
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