Core: Added trait 'SurrenderOnDisconnect' and the core changes required to make this work
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@@ -13,85 +13,86 @@ using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Network;
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using OpenRA.Traits;
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namespace OpenRA
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{
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public enum PowerState { Normal, Low, Critical };
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public enum WinState { Won, Lost, Undefined };
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public class Player
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{
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public Actor PlayerActor;
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public int Kills;
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using OpenRA.Traits;
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namespace OpenRA
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{
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public enum PowerState { Normal, Low, Critical };
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public enum WinState { Won, Lost, Undefined };
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public class Player
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{
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public Actor PlayerActor;
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public int Kills;
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public int Deaths;
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public WinState WinState = WinState.Undefined;
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public readonly string Palette;
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public readonly Color Color;
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public readonly Color Color2;
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public readonly string PlayerName;
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public readonly string InternalName;
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public readonly CountryInfo Country;
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public readonly int Index;
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public WinState WinState = WinState.Undefined;
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public readonly string Palette;
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public readonly Color Color;
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public readonly Color Color2;
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public readonly string PlayerName;
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public readonly string InternalName;
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public readonly CountryInfo Country;
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public readonly int Index;
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public readonly bool NonCombatant = false;
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public readonly int ClientIndex;
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public readonly PlayerReference PlayerRef;
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public bool IsBot;
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public ShroudRenderer Shroud;
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public World World { get; private set; }
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public Player( World world, PlayerReference pr, int index )
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{
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World = world;
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Shroud = new ShroudRenderer(this, world.Map);
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Index = index;
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Palette = "player"+index;
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Color = pr.Color;
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public bool IsBot;
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public ShroudRenderer Shroud;
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public World World { get; private set; }
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public Player(World world, PlayerReference pr, int index)
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{
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World = world;
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Shroud = new ShroudRenderer(this, world.Map);
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Index = index;
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Palette = "player" + index;
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Color = pr.Color;
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Color2 = pr.Color2;
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ClientIndex = 0; /* it's a map player, "owned" by host */
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PlayerName = InternalName = pr.Name;
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NonCombatant = pr.NonCombatant;
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Country = world.GetCountries()
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ClientIndex = 0; /* it's a map player, "owned" by host */
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PlayerName = InternalName = pr.Name;
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NonCombatant = pr.NonCombatant;
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Country = world.GetCountries()
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.FirstOrDefault(c => pr.Race == c.Race)
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?? world.GetCountries().Random(world.SharedRandom);
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PlayerRef = pr;
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PlayerActor = world.CreateActor("Player", new TypeDictionary{ new OwnerInit( this ) });
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}
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public Player( World world, Session.Client client, PlayerReference pr, int index )
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{
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World = world;
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Shroud = new ShroudRenderer(this, world.Map);
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PlayerRef = pr;
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PlayerActor = world.CreateActor("Player", new TypeDictionary { new OwnerInit(this) });
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}
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public Player(World world, Session.Client client, PlayerReference pr, int index)
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{
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World = world;
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Shroud = new ShroudRenderer(this, world.Map);
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Index = index;
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Palette = "player"+index;
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Color = client.Color1;
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Color2 = client.Color2;
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Palette = "player" + index;
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Color = client.Color1;
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Color2 = client.Color2;
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PlayerName = client.Name;
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InternalName = pr.Name;
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Country = world.GetCountries()
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.FirstOrDefault(c => client != null && client.Country == c.Race )
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InternalName = pr.Name;
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Country = world.GetCountries()
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.FirstOrDefault(c => client != null && client.Country == c.Race)
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?? world.GetCountries().Random(world.SharedRandom);
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ClientIndex = client.Index;
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PlayerRef = pr;
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PlayerActor = world.CreateActor("Player", new TypeDictionary{ new OwnerInit( this ) });
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}
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public void GiveAdvice(string advice)
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{
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Sound.PlayToPlayer(this, advice);
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}
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public Dictionary<Player, Stance> Stances = new Dictionary<Player, Stance>();
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}
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PlayerRef = pr;
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PlayerActor = world.CreateActor("Player", new TypeDictionary { new OwnerInit(this) });
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}
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public void GiveAdvice(string advice)
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{
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Sound.PlayToPlayer(this, advice);
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}
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public Dictionary<Player, Stance> Stances = new Dictionary<Player, Stance>();
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}
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}
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