Expose Player.BotType and make fields readonly.
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@@ -47,12 +47,13 @@ namespace OpenRA
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public readonly bool Playable = true;
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public readonly int ClientIndex;
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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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/// <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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public WinState WinState = WinState.Undefined;
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public bool IsBot;
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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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@@ -94,8 +95,6 @@ namespace OpenRA
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public Player(World world, Session.Client client, PlayerReference pr)
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{
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string botType;
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World = world;
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InternalName = pr.Name;
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PlayerReference = pr;
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@@ -113,7 +112,7 @@ namespace OpenRA
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else
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PlayerName = client.Name;
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botType = client.Bot;
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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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}
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@@ -126,7 +125,7 @@ namespace OpenRA
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NonCombatant = pr.NonCombatant;
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Playable = pr.Playable;
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Spectating = pr.Spectating;
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botType = pr.Bot;
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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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}
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@@ -137,12 +136,12 @@ namespace OpenRA
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fogVisibilities = PlayerActor.TraitsImplementing<IFogVisibilityModifier>().ToArray();
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// Enable the bot logic on the host
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IsBot = botType != null;
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IsBot = BotType != null;
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if (IsBot && Game.IsHost)
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{
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var logic = PlayerActor.TraitsImplementing<IBot>().FirstOrDefault(b => b.Info.Name == botType);
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var logic = PlayerActor.TraitsImplementing<IBot>().FirstOrDefault(b => b.Info.Name == BotType);
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if (logic == null)
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Log.Write("debug", "Invalid bot type: {0}", botType);
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Log.Write("debug", "Invalid bot type: {0}", BotType);
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else
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logic.Activate(this);
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}
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