Added two diplomacy functions to lua

...and sneaked into AUTHORS
This commit is contained in:
abcdefg30
2014-10-05 12:24:36 +02:00
parent 8bd64f6a66
commit d7857416b1
4 changed files with 53 additions and 13 deletions

View File

@@ -239,7 +239,7 @@ namespace OpenRA.Network
var targetPlayer = order.Player.World.Players.FirstOrDefault(p => p.InternalName == order.TargetString);
var newStance = (Stance)order.ExtraData;
SetPlayerStance(world, order.Player, targetPlayer, newStance);
order.Player.SetStance(targetPlayer, newStance);
Game.Debug("{0} has set diplomatic stance vs {1} to {2}",
order.Player.PlayerName, targetPlayer.PlayerName, newStance);
@@ -247,7 +247,7 @@ namespace OpenRA.Network
// automatically declare war reciprocally
if (newStance == Stance.Enemy && targetPlayer.Stances[order.Player] == Stance.Ally)
{
SetPlayerStance(world, targetPlayer, order.Player, newStance);
targetPlayer.SetStance(order.Player, newStance);
Game.Debug("{0} has reciprocated",targetPlayer.PlayerName);
}
@@ -275,17 +275,6 @@ namespace OpenRA.Network
}
}
static void SetPlayerStance(World w, Player p, Player target, Stance s)
{
var oldStance = p.Stances[target];
p.Stances[target] = s;
target.Shroud.UpdatePlayerStance(w, p, oldStance, s);
p.Shroud.UpdatePlayerStance(w, target, oldStance, s);
foreach (var nsc in w.ActorsWithTrait<INotifyStanceChanged>())
nsc.Trait.StanceChanged(nsc.Actor, p, target, oldStance, s);
}
static void SetOrderLag(OrderManager o)
{
if (o.FramesAhead != o.LobbyInfo.GlobalSettings.OrderLatency && !o.GameStarted)

View File

@@ -111,6 +111,17 @@ namespace OpenRA
return p == null || Stances[p] == Stance.Ally;
}
public void SetStance(Player target, Stance s)
{
var oldStance = Stances[target];
Stances[target] = s;
target.Shroud.UpdatePlayerStance(World, this, oldStance, s);
Shroud.UpdatePlayerStance(World, target, oldStance, s);
foreach (var nsc in World.ActorsWithTrait<INotifyStanceChanged>())
nsc.Trait.StanceChanged(nsc.Actor, this, target, oldStance, s);
}
#region Scripting interface
Lazy<ScriptPlayerInterface> luaInterface;