Convert lobby checkboxes to new options backend.
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@@ -191,20 +191,12 @@ namespace OpenRA.Network
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public int Timestep = 40;
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public int OrderLatency = 3; // net tick frames (x 120 = ms)
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public int RandomSeed = 0;
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public bool AllowCheats = false;
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public bool AllowSpectators = true;
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public bool Dedicated;
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public string Difficulty;
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public bool Crates = true;
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public bool Creeps = true;
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public bool Shroud = true;
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public bool Fog = true;
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public bool AllyBuildRadius = true;
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public int StartingCash = 5000;
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public string TechLevel;
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public string StartingUnitsClass;
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public string GameSpeedType = "default";
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public bool ShortGame = true;
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public bool AllowVersionMismatch;
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public string GameUid;
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public bool DisableSingleplayer;
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@@ -149,7 +149,6 @@ namespace OpenRA.Server
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RandomSeed = randomSeed,
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Map = settings.Map,
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ServerName = settings.Name,
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Dedicated = dedicated,
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DisableSingleplayer = settings.DisableSinglePlayer,
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}
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};
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@@ -9,10 +9,12 @@
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*/
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#endregion
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using System.Collections.Generic;
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namespace OpenRA.Traits
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{
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[Desc("Attach this to the player actor.")]
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public class DeveloperModeInfo : ITraitInfo
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public class DeveloperModeInfo : ITraitInfo, ILobbyOptions
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{
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[Desc("Default value of the developer mode checkbox in the lobby.")]
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public bool Enabled = false;
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@@ -56,6 +58,11 @@ namespace OpenRA.Traits
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[Desc("Enable the actor tags overlay by default.")]
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public bool ShowActorTags;
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IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(Ruleset rules)
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{
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yield return new LobbyBooleanOption("cheats", "Debug Menu", Enabled, Locked);
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}
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public object Create(ActorInitializer init) { return new DeveloperMode(this); }
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}
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@@ -106,7 +113,8 @@ namespace OpenRA.Traits
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void INotifyCreated.Created(Actor self)
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{
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Enabled = self.World.LobbyInfo.GlobalSettings.AllowCheats || self.World.LobbyInfo.IsSinglePlayer;
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Enabled = self.World.LobbyInfo.IsSinglePlayer || self.World.LobbyInfo.GlobalSettings
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.OptionOrDefault("cheats", info.Enabled);
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}
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public void ResolveOrder(Actor self, Order order)
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@@ -12,11 +12,12 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Network;
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namespace OpenRA.Traits
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{
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[Desc("Required for shroud and fog visibility checks. Add this to the player actor.")]
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public class ShroudInfo : ITraitInfo
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public class ShroudInfo : ITraitInfo, ILobbyOptions
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{
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[Desc("Default value of the fog checkbox in the lobby.")]
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public bool FogEnabled = true;
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@@ -30,7 +31,13 @@ namespace OpenRA.Traits
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[Desc("Prevent the explore map enabled state from being changed in the lobby.")]
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public bool ExploredMapLocked = false;
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public object Create(ActorInitializer init) { return new Shroud(init.Self); }
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IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(Ruleset rules)
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{
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yield return new LobbyBooleanOption("explored", "Explored Map", ExploredMapEnabled, ExploredMapLocked);
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yield return new LobbyBooleanOption("fog", "Fog of War", FogEnabled, FogLocked);
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}
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public object Create(ActorInitializer init) { return new Shroud(init.Self, this); }
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}
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public class Shroud : ISync, INotifyCreated
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@@ -38,6 +45,7 @@ namespace OpenRA.Traits
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public event Action<IEnumerable<PPos>> CellsChanged;
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readonly Actor self;
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readonly ShroudInfo info;
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readonly Map map;
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readonly CellLayer<short> visibleCount;
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@@ -72,9 +80,10 @@ namespace OpenRA.Traits
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public int Hash { get; private set; }
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public Shroud(Actor self)
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public Shroud(Actor self, ShroudInfo info)
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{
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this.self = self;
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this.info = info;
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map = self.World.Map;
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visibleCount = new CellLayer<short>(map);
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@@ -84,9 +93,11 @@ namespace OpenRA.Traits
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void INotifyCreated.Created(Actor self)
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{
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fogEnabled = self.World.LobbyInfo.GlobalSettings.Fog;
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var shroudEnabled = self.World.LobbyInfo.GlobalSettings.Shroud;
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if (!shroudEnabled)
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var gs = self.World.LobbyInfo.GlobalSettings;
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fogEnabled = gs.OptionOrDefault("fog", info.FogEnabled);
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var exploreMap = gs.OptionOrDefault("explored", info.ExploredMapEnabled);
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if (exploreMap)
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self.World.AddFrameEndTask(w => ExploreAll());
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}
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