#region Copyright & License Information /* * Copyright 2007-2015 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Linq; using Eluant; using Eluant.ObjectBinding; using OpenRA.Graphics; using OpenRA.Network; using OpenRA.Primitives; using OpenRA.Scripting; using OpenRA.Traits; namespace OpenRA { public enum PowerState { Normal, Low, Critical } public enum WinState { Undefined, Won, Lost } public class Player : IScriptBindable, IScriptNotifyBind, ILuaTableBinding, ILuaEqualityBinding, ILuaToStringBinding { public readonly Actor PlayerActor; public readonly HSLColor Color; public readonly string PlayerName; public readonly string InternalName; public readonly FactionInfo Faction; public readonly bool NonCombatant = false; public readonly bool Playable = true; public readonly int ClientIndex; public readonly PlayerReference PlayerReference; /// The faction (including Random, etc) that was selected in the lobby. public readonly FactionInfo DisplayFaction; public WinState WinState = WinState.Undefined; public bool IsBot; public int SpawnPoint; public bool HasObjectives = false; public bool Spectating; public Shroud Shroud; public World World { get; private set; } readonly IFogVisibilityModifier[] fogVisibilities; static FactionInfo ChooseFaction(World world, string name, bool requireSelectable = true) { var selectableFactions = world.Map.Rules.Actors["world"].TraitInfos() .Where(f => !requireSelectable || f.Selectable) .ToList(); var selected = selectableFactions.FirstOrDefault(f => f.InternalName == name) ?? selectableFactions.Random(world.SharedRandom); // Don't loop infinite for (var i = 0; i <= 10 && selected.RandomFactionMembers.Any(); i++) { var faction = selected.RandomFactionMembers.Random(world.SharedRandom); selected = selectableFactions.FirstOrDefault(f => f.InternalName == faction); if (selected == null) throw new YamlException("Unknown faction: {0}".F(faction)); } return selected; } static FactionInfo ChooseDisplayFaction(World world, string factionName) { var factions = world.Map.Rules.Actors["world"].TraitInfos().ToArray(); return factions.FirstOrDefault(f => f.InternalName == factionName) ?? factions.First(); } public Player(World world, Session.Client client, PlayerReference pr) { string botType; World = world; InternalName = pr.Name; PlayerReference = pr; // Real player or host-created bot if (client != null) { ClientIndex = client.Index; Color = client.Color; PlayerName = client.Name; botType = client.Bot; Faction = ChooseFaction(world, client.Faction, !pr.LockFaction); DisplayFaction = ChooseDisplayFaction(world, client.Faction); } else { // Map player ClientIndex = 0; // Owned by the host (TODO: fix this) Color = pr.Color; PlayerName = pr.Name; NonCombatant = pr.NonCombatant; Playable = pr.Playable; Spectating = pr.Spectating; botType = pr.Bot; Faction = ChooseFaction(world, pr.Faction, false); DisplayFaction = ChooseDisplayFaction(world, pr.Faction); } PlayerActor = world.CreateActor("Player", new TypeDictionary { new OwnerInit(this) }); Shroud = PlayerActor.Trait(); fogVisibilities = PlayerActor.TraitsImplementing().ToArray(); // Enable the bot logic on the host IsBot = botType != null; if (IsBot && Game.IsHost) { var logic = PlayerActor.TraitsImplementing().FirstOrDefault(b => b.Info.Name == botType); if (logic == null) Log.Write("debug", "Invalid bot type: {0}", botType); else logic.Activate(this); } } public override string ToString() { return "{0} ({1})".F(PlayerName, ClientIndex); } public Dictionary Stances = new Dictionary(); public bool IsAlliedWith(Player p) { // Observers are considered allies to active combatants return p == null || Stances[p] == Stance.Ally || (p.Spectating && !NonCombatant); } public void SetStance(Player target, Stance s) { var oldStance = Stances[target]; Stances[target] = s; target.Shroud.UpdatePlayerStance(World, this, oldStance, s); Shroud.UpdatePlayerStance(World, target, oldStance, s); foreach (var nsc in World.ActorsWithTrait()) nsc.Trait.StanceChanged(nsc.Actor, this, target, oldStance, s); } public bool CanViewActor(Actor a) { return a.CanBeViewedByPlayer(this); } public bool CanTargetActor(Actor a) { if (HasFogVisibility && fogVisibilities.Any(f => f.IsVisible(a))) return true; return CanViewActor(a); } public bool HasFogVisibility { get { return fogVisibilities.Any(f => f.HasFogVisibility()); } } #region Scripting interface Lazy luaInterface; public void OnScriptBind(ScriptContext context) { if (luaInterface == null) luaInterface = Exts.Lazy(() => new ScriptPlayerInterface(context, this)); } public LuaValue this[LuaRuntime runtime, LuaValue keyValue] { get { return luaInterface.Value[runtime, keyValue]; } set { luaInterface.Value[runtime, keyValue] = value; } } public LuaValue Equals(LuaRuntime runtime, LuaValue left, LuaValue right) { Player a, b; if (!left.TryGetClrValue(out a) || !right.TryGetClrValue(out b)) return false; return a == b; } public LuaValue ToString(LuaRuntime runtime) { return "Player ({0})".F(PlayerName); } #endregion } }