Better bot spawning code; better random color and proper player names.
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@@ -24,7 +24,7 @@ namespace OpenRA.Mods.RA
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// create the unplayable map players -- neutral, shellmap, scripted, etc.
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foreach (var kv in w.Map.Players.Where(p => !p.Value.Playable))
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{
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var player = new Player(w, null, kv.Value);
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var player = new Player(w, null, null, kv.Value);
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w.AddPlayer(player);
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if (kv.Value.OwnsWorld)
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w.WorldActor.Owner = player;
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@@ -34,36 +34,14 @@ namespace OpenRA.Mods.RA
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foreach (var slot in w.LobbyInfo.Slots)
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{
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var client = w.LobbyInfo.Clients.FirstOrDefault(c => c.Slot == slot.Index && slot.MapPlayer != null);
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if (client != null)
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{
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/* spawn a real player in this slot. */
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var player = new Player(w, client, w.Map.Players[slot.MapPlayer]);
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w.AddPlayer(player);
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if (client.Index == Game.LocalClientId)
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w.SetLocalPlayer(player.InternalName); // bind this one to the local player.
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}
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// TODO: This is shit. Merge it up into Player ctor?
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else if (slot.Bot != null && slot.MapPlayer != null)
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{
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/* spawn a bot in this slot, "owned" by the host */
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if (client == null && slot.Bot == null)
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continue;
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/* pick a random color for the bot */
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var hue = (byte)w.SharedRandom.Next(256);
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w.Map.Players[slot.MapPlayer].ColorRamp = new ColorRamp(hue, 255, 180, 25);
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var player = new Player(w, client, slot, w.Map.Players[slot.MapPlayer]);
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w.AddPlayer(player);
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/* todo: pick a random name from the pool */
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var player = new Player(w, null, w.Map.Players[slot.MapPlayer]);
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w.AddPlayer(player);
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/* activate the bot option that's selected! */
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if (Game.IsHost)
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player.PlayerActor.TraitsImplementing<IBot>()
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.Single(b => b.Info.Name == slot.Bot)
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.Activate(player);
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/* a bit of a hack */
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player.IsBot = true;
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}
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if (client != null && client.Index == Game.LocalClientId)
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w.SetLocalPlayer(player.InternalName);
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}
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foreach (var p in w.Players)
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