Better bot spawning code; better random color and proper player names.

This commit is contained in:
Paul Chote
2011-06-17 22:50:05 +12:00
parent 0899916406
commit e934baa6e9
2 changed files with 35 additions and 34 deletions

View File

@@ -39,11 +39,12 @@ namespace OpenRA
public Shroud Shroud { get { return World.LocalShroud; }}
public World World { get; private set; }
public Player(World world, Session.Client client, PlayerReference pr)
public Player(World world, Session.Client client, Session.Slot slot, PlayerReference pr)
{
World = world;
InternalName = pr.Name;
PlayerRef = pr;
string botType = null;
if (client != null)
{
@@ -57,23 +58,45 @@ namespace OpenRA
}
else
{
// Map player or bot
ClientIndex = 0; /* it's a map player, "owned" by host */
ColorRamp = pr.ColorRamp;
PlayerName = pr.Name;
NonCombatant = pr.NonCombatant;
IsBot = pr.Bot != null;
botType = pr.Bot;
Country = world.GetCountries()
.FirstOrDefault(c => pr.Race == c.Race)
?? world.GetCountries().Random(world.SharedRandom);
// Multiplayer bot
if (slot != null && slot.Bot != null)
{
IsBot = true;
botType = pr.Bot;
PlayerName = slot.Bot;
// pick a random color for the bot
var hue = (byte)world.SharedRandom.Next(255);
var sat = (byte)world.SharedRandom.Next(255);
var lum = (byte)world.SharedRandom.Next(51,255);
ColorRamp = new ColorRamp(hue, sat, lum, 10);
}
}
PlayerActor = world.CreateActor("Player", new TypeDictionary { new OwnerInit(this) });
if (IsBot)
PlayerActor.TraitsImplementing<IBot>()
.Single(b => b.Info.Name == pr.Bot)
.Activate(this);
// Enable the bot logic
if (IsBot && Game.IsHost)
{
var logic = PlayerActor.TraitsImplementing<IBot>()
.FirstOrDefault(b => b.Info.Name == botType);
if (logic == null)
Log.Write("debug", "Invalid bot type: {0}", botType);
else
logic.Activate(this);
}
}
public void GiveAdvice(string advice)

View File

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