Misc changes
* Use Pair instead of KeyValuePair * double -> var * Butcher XML comments * Change WinState default to Undefined and use it instead of the new GameOutcome * Other changes
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@@ -16,62 +16,30 @@ using OpenRA.Network;
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namespace OpenRA
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{
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/// <summary>
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/// Contains information about a finished game
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/// </summary>
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public class GameInformation
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{
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/// <summary>The map identifier.</summary>
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public string MapUid;
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/// <summary>The map title.</summary>
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public string MapTitle;
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/// <summary>Game start timestamp.</summary>
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public DateTime StartTimeUtc;
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/// <summary>Game end timestamp (when the recoding stopped).</summary>
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// Game end timestamp (when the recoding stopped).
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public DateTime EndTimeUtc;
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/// <summary>
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/// Gets the game's duration, from the time the game started until the
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/// replay recording stopped.
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/// </summary>
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/// <value>The game's duration.</value>
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// Gets the game's duration, from the time the game started until the
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// replay recording stopped.
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public TimeSpan Duration { get { return EndTimeUtc > StartTimeUtc ? EndTimeUtc - StartTimeUtc : TimeSpan.Zero; } }
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/// <summary>
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/// Gets the list of players.
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/// </summary>
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/// <value>The players.</value>
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public IList<Player> Players { get; private set; }
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/// <summary>
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/// Gets the map preview, using <see cref="Game.modData.MapCache"/> and the <see cref="MapUid"/>.
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/// </summary>
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/// <value>The map preview.</value>
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public MapPreview MapPreview { get { return Game.modData.MapCache[MapUid]; } }
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/// <summary>
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/// Gets the human players.
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/// </summary>
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/// <value>The human players.</value>
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public IEnumerable<Player> HumanPlayers { get { return Players.Where(p => p.IsHuman); } }
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/// <summary>
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/// Gets a value indicating whether this instance has just one human player.
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/// </summary>
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/// <value><c>true</c> if this instance has just one human player; otherwise, <c>false</c>.</value>
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public bool IsSinglePlayer { get { return HumanPlayers.Count() == 1; } }
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Dictionary<OpenRA.Player, Player> playersByRuntime;
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/// <summary>
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/// Initializes a new instance of the class.
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/// </summary>
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public GameInformation()
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{
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Players = new List<Player>();
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playersByRuntime = new Dictionary<OpenRA.Player, Player>();
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}
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/// <summary>
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/// Deserialize the specified data into a new instance.
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/// </summary>
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/// <param name="data">Data.</param>
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public static GameInformation Deserialize(string data)
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{
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try
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@@ -104,9 +72,6 @@ namespace OpenRA
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}
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}
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/// <summary>
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/// Serialize this instance.
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/// </summary>
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public string Serialize()
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{
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var nodes = new List<MiniYamlNode>();
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@@ -119,11 +84,7 @@ namespace OpenRA
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return nodes.WriteToString();
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}
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/// <summary>
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/// Adds the start-up player information.
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/// </summary>
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/// <param name="runtimePlayer">Runtime player.</param>
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/// <param name="lobbyInfo">Lobby info.</param>
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// Adds the player information at start-up.
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public void AddPlayer(OpenRA.Player runtimePlayer, Session lobbyInfo)
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{
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if (runtimePlayer == null)
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@@ -160,11 +121,7 @@ namespace OpenRA
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Players.Add(player);
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}
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/// <summary>
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/// Gets the player information for the specified runtime player instance.
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/// </summary>
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/// <returns>The player, or <c>null</c>.</returns>
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/// <param name="runtimePlayer">Runtime player.</param>
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// Gets the player information for the specified runtime player instance.
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public Player GetPlayer(OpenRA.Player runtimePlayer)
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{
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Player player;
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@@ -174,56 +131,37 @@ namespace OpenRA
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return player;
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}
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/// <summary>Specifies whether the player was defeated, victorious, or there was no outcome defined.</summary>
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public enum GameOutcome
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{
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/// <summary>Unknown outcome.</summary>
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Undefined,
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/// <summary>The player was defeated</summary>
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Defeat,
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/// <summary>The player was victorious</summary>
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Victory
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}
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///<summary>
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/// Information about a player
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/// </summary>
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public class Player
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{
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//
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// Start-up information
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//
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/// <summary>The client index.</summary>
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public int ClientIndex;
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/// <summary>The player name, not guaranteed to be unique.</summary>
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// The player name, not guaranteed to be unique.
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public string Name;
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/// <summary><c>true</c> if the player is a human player; otherwise, <c>false</c>.</summary>
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public bool IsHuman;
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/// <summary><c>true</c> if the player is a bot; otherwise, <c>false</c>.</summary>
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public bool IsBot;
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/// <summary>The faction name (aka Country).</summary>
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// The faction name (aka Country)
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public string FactionName;
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/// <summary>The faction id (aka Country, aka Race).</summary>
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// The faction id (aka Country, aka Race)
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public string FactionId;
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/// <summary>The color used by the player in the game.</summary>
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public HSLColor Color;
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/// <summary>The team id on start-up, or 0 if the player is not part of the team.</summary>
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// The team id on start-up, or 0 if the player is not part of the team.
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public int Team;
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/// <summary>The index of the spawn point on the map, or 0 if the player is not part of the team.</summary>
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public int SpawnPoint;
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/// <summary><c>true</c> if the faction was chosen at random; otherwise, <c>false</c>.</summary>
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// True if the faction was chosen at random; otherwise, false
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public bool IsRandomFaction;
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/// <summary><c>true</c> if the spawn point was chosen at random; otherwise, <c>false</c>.</summary>
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// True if the spawn point was chosen at random; otherwise, false.</summary>
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public bool IsRandomSpawnPoint;
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//
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// Information gathered at a later stage
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//
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/// <summary>The game outcome for this player.</summary>
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public GameOutcome Outcome;
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/// <summary>The time when this player won or lost the game.</summary>
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// The game outcome for this player
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public WinState Outcome;
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// The time when this player won or lost the game
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public DateTime OutcomeTimestampUtc;
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}
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}
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