Merge pull request #10650 from pchote/remove-fragile-diplomacy
Remove fragile diplomacy.
This commit is contained in:
@@ -63,7 +63,6 @@ namespace OpenRA
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public bool? Fog;
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public bool? Shroud;
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public bool? AllyBuildRadius;
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public bool? FragileAlliances;
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public int? StartingCash;
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public string TechLevel;
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public bool ConfigurableStartingUnits = true;
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@@ -86,8 +85,6 @@ namespace OpenRA
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settings.AllyBuildRadius = AllyBuildRadius.Value;
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if (StartingCash.HasValue)
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settings.StartingCash = StartingCash.Value;
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if (FragileAlliances.HasValue)
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settings.FragileAlliances = FragileAlliances.Value;
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if (ShortGame.HasValue)
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settings.ShortGame = ShortGame.Value;
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}
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@@ -179,7 +179,6 @@ namespace OpenRA.Network
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public int Timestep = 40;
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public int OrderLatency = 3; // net tick frames (x 120 = ms)
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public int RandomSeed = 0;
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public bool FragileAlliances = false; // Allow diplomatic stance changes after game start.
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public bool AllowCheats = false;
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public bool AllowSpectators = true;
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public bool Dedicated;
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@@ -265,29 +265,6 @@ namespace OpenRA.Network
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break;
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}
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case "SetStance":
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{
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if (!Game.OrderManager.LobbyInfo.GlobalSettings.FragileAlliances)
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return;
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var targetPlayer = order.Player.World.Players.FirstOrDefault(p => p.InternalName == order.TargetString);
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var newStance = (Stance)order.ExtraData;
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order.Player.SetStance(targetPlayer, newStance);
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Game.Debug("{0} has set diplomatic stance vs {1} to {2}",
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order.Player.PlayerName, targetPlayer.PlayerName, newStance);
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// automatically declare war reciprocally
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if (newStance == Stance.Enemy && targetPlayer.Stances[order.Player] == Stance.Ally)
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{
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targetPlayer.SetStance(order.Player, newStance);
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Game.Debug("{0} has reciprocated", targetPlayer.PlayerName);
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}
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break;
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}
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case "Ping":
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{
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orderManager.IssueOrder(Order.Pong(order.TargetString));
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@@ -157,17 +157,6 @@ namespace OpenRA
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return p == null || Stances[p] == Stance.Ally || (p.Spectating && !NonCombatant);
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}
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public void SetStance(Player target, Stance s)
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{
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var oldStance = Stances[target];
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Stances[target] = s;
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target.Shroud.UpdatePlayerStance(World, this, oldStance, s);
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Shroud.UpdatePlayerStance(World, target, oldStance, s);
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foreach (var nsc in World.ActorsWithTrait<INotifyStanceChanged>())
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nsc.Trait.StanceChanged(nsc.Actor, this, target, oldStance, s);
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}
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public bool CanViewActor(Actor a)
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{
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return a.CanBeViewedByPlayer(this);
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@@ -364,12 +364,6 @@ namespace OpenRA.Traits
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IEnumerable<WPos> TargetablePositions(Actor self);
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}
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public interface INotifyStanceChanged
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{
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void StanceChanged(Actor self, Player a, Player b,
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Stance oldStance, Stance newStance);
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}
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public interface ILintPass { void Run(Action<string> emitError, Action<string> emitWarning); }
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public interface ILintMapPass { void Run(Action<string> emitError, Action<string> emitWarning, Map map); }
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public interface ILintRulesPass { void Run(Action<string> emitError, Action<string> emitWarning, Ruleset rules); }
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