Remove the Stances dictionary
This commit is contained in:
@@ -229,8 +229,6 @@ namespace OpenRA
|
||||
return "{0} ({1})".F(PlayerName, ClientIndex);
|
||||
}
|
||||
|
||||
public Dictionary<Player, PlayerRelationship> Stances = new Dictionary<Player, PlayerRelationship>();
|
||||
|
||||
public PlayerRelationship RelationshipWith(Player other)
|
||||
{
|
||||
if (this == other)
|
||||
@@ -240,7 +238,13 @@ namespace OpenRA
|
||||
if (other == null || other.Spectating)
|
||||
return NonCombatant ? PlayerRelationship.Neutral : PlayerRelationship.Ally;
|
||||
|
||||
return Stances[other];
|
||||
if (AlliedPlayersMask.Overlaps(other.PlayerMask))
|
||||
return PlayerRelationship.Ally;
|
||||
|
||||
if (EnemyPlayersMask.Overlaps(other.PlayerMask))
|
||||
return PlayerRelationship.Enemy;
|
||||
|
||||
return PlayerRelationship.Neutral;
|
||||
}
|
||||
|
||||
public bool IsAlliedWith(Player p)
|
||||
|
||||
@@ -207,30 +207,13 @@ namespace OpenRA
|
||||
Selection = WorldActor.Trait<ISelection>();
|
||||
OrderValidators = WorldActor.TraitsImplementing<IValidateOrder>().ToArray();
|
||||
|
||||
// Reset mask
|
||||
LongBitSet<PlayerBitMask>.Reset();
|
||||
|
||||
// Add players
|
||||
// Create an isolated RNG to simplify synchronization between client and server player faction/spawn assignments
|
||||
var playerRandom = new MersenneTwister(orderManager.LobbyInfo.GlobalSettings.RandomSeed);
|
||||
foreach (var cmp in WorldActor.TraitsImplementing<ICreatePlayers>())
|
||||
cmp.CreatePlayers(this, playerRandom);
|
||||
|
||||
// Set defaults for any unset stances
|
||||
foreach (var p in Players)
|
||||
{
|
||||
if (!p.Spectating)
|
||||
AllPlayersMask = AllPlayersMask.Union(p.PlayerMask);
|
||||
|
||||
foreach (var q in Players)
|
||||
{
|
||||
SetUpPlayerMask(p, q);
|
||||
|
||||
if (!p.Stances.ContainsKey(q))
|
||||
p.Stances[q] = PlayerRelationship.Neutral;
|
||||
}
|
||||
}
|
||||
|
||||
Game.Sound.SoundVolumeModifier = 1.0f;
|
||||
|
||||
gameInfo = new GameInformation
|
||||
@@ -245,25 +228,6 @@ namespace OpenRA
|
||||
RulesContainTemporaryBlocker = map.Rules.Actors.Any(a => a.Value.HasTraitInfo<ITemporaryBlockerInfo>());
|
||||
}
|
||||
|
||||
void SetUpPlayerMask(Player p, Player q)
|
||||
{
|
||||
if (q.Spectating)
|
||||
return;
|
||||
|
||||
var bitSet = q.PlayerMask;
|
||||
|
||||
switch (p.Stances[q])
|
||||
{
|
||||
case PlayerRelationship.Enemy:
|
||||
case PlayerRelationship.Neutral:
|
||||
p.EnemyPlayersMask = p.EnemyPlayersMask.Union(bitSet);
|
||||
break;
|
||||
case PlayerRelationship.Ally:
|
||||
p.AlliedPlayersMask = p.AlliedPlayersMask.Union(bitSet);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void AddToMaps(Actor self, IOccupySpace ios)
|
||||
{
|
||||
ActorMap.AddInfluence(self, ios);
|
||||
|
||||
@@ -132,23 +132,25 @@ namespace OpenRA.Mods.Common.Traits
|
||||
|
||||
foreach (var p in w.Players)
|
||||
foreach (var q in w.Players)
|
||||
if (!p.Stances.ContainsKey(q))
|
||||
p.Stances[q] = ChooseInitialStance(p, q);
|
||||
SetupPlayerMasks(p, q);
|
||||
}
|
||||
|
||||
static PlayerRelationship ChooseInitialStance(Player p, Player q)
|
||||
static void SetupPlayerMasks(Player p, Player q)
|
||||
{
|
||||
if (p == q)
|
||||
return PlayerRelationship.Ally;
|
||||
if (!p.Spectating)
|
||||
p.World.AllPlayersMask = p.World.AllPlayersMask.Union(p.PlayerMask);
|
||||
|
||||
if (q.Spectating && !p.NonCombatant && p.Playable)
|
||||
return PlayerRelationship.Ally;
|
||||
if (p == q || p.PlayerReference.Allies.Contains(q.InternalName))
|
||||
{
|
||||
p.AlliedPlayersMask = p.AlliedPlayersMask.Union(q.PlayerMask);
|
||||
return;
|
||||
}
|
||||
|
||||
// Stances set via PlayerReference
|
||||
if (p.PlayerReference.Allies.Contains(q.InternalName))
|
||||
return PlayerRelationship.Ally;
|
||||
if (p.PlayerReference.Enemies.Contains(q.InternalName))
|
||||
return PlayerRelationship.Enemy;
|
||||
{
|
||||
p.EnemyPlayersMask = p.EnemyPlayersMask.Union(q.PlayerMask);
|
||||
return;
|
||||
}
|
||||
|
||||
// HACK: Map players share a ClientID with the host, so would
|
||||
// otherwise take the host's team stance instead of being neutral
|
||||
@@ -158,12 +160,13 @@ namespace OpenRA.Mods.Common.Traits
|
||||
var pc = GetClientForPlayer(p);
|
||||
var qc = GetClientForPlayer(q);
|
||||
if (pc != null && qc != null)
|
||||
return pc.Team != 0 && pc.Team == qc.Team
|
||||
? PlayerRelationship.Ally : PlayerRelationship.Enemy;
|
||||
{
|
||||
if (pc.Team != 0 && pc.Team == qc.Team)
|
||||
p.AlliedPlayersMask = p.AlliedPlayersMask.Union(q.PlayerMask);
|
||||
else
|
||||
p.EnemyPlayersMask = p.EnemyPlayersMask.Union(q.PlayerMask);
|
||||
}
|
||||
}
|
||||
|
||||
// Otherwise, default to neutral
|
||||
return PlayerRelationship.Neutral;
|
||||
}
|
||||
|
||||
static Session.Client GetClientForPlayer(Player p)
|
||||
|
||||
Reference in New Issue
Block a user