#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Linq; using OpenRA.Network; using OpenRA.Support; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [TraitLocation(SystemActors.World)] [Desc("Attach this to the world actor.")] public class CreateMapPlayersInfo : TraitInfo, ICreatePlayersInfo { /// /// Returns a list of GameInformation.Players that matches the indexing of ICreatePlayers.CreatePlayers. /// Non-playable players appear as null in the list. /// void ICreatePlayersInfo.CreateServerPlayers(MapPreview map, Session lobbyInfo, List players, MersenneTwister playerRandom) { var factions = map.WorldActorInfo.TraitInfos().ToArray(); var assignSpawnLocations = map.WorldActorInfo.TraitInfoOrDefault(); var spawnState = assignSpawnLocations?.InitializeState(map, lobbyInfo); // Create the unplayable map players -- neutral, shellmap, scripted, etc. foreach (var p in map.Players.Players.Where(p => !p.Value.Playable)) { // We need to resolve the faction, even though we don't use it, to match the RNG state with clients Player.ResolveFaction(p.Value.Faction, factions, playerRandom, false); players.Add(null); } // Create the regular playable players. var bots = map.PlayerActorInfo.TraitInfos().ToArray(); foreach (var kv in lobbyInfo.Slots) { var client = lobbyInfo.ClientInSlot(kv.Key); if (client == null) continue; var clientFaction = factions.First(f => client.Faction == f.InternalName); var resolvedFaction = Player.ResolveFaction(client.Faction, factions, playerRandom, !kv.Value.LockFaction); var resolvedSpawnPoint = assignSpawnLocations?.AssignSpawnPoint(spawnState, lobbyInfo, client, playerRandom) ?? 0; var player = new GameInformation.Player { ClientIndex = client.Index, Name = Player.ResolvePlayerName(client, lobbyInfo.Clients, bots), IsHuman = client.Bot == null, IsBot = client.Bot != null, FactionName = resolvedFaction.Name, FactionId = resolvedFaction.InternalName, DisplayFactionName = clientFaction.Name, DisplayFactionId = clientFaction.InternalName, Color = client.Color, Team = client.Team, Handicap = client.Handicap, SpawnPoint = resolvedSpawnPoint, IsRandomFaction = clientFaction.RandomFactionMembers.Count > 0, IsRandomSpawnPoint = client.SpawnPoint == 0, Fingerprint = client.Fingerprint, }; players.Add(player); } // Create a player that is allied with everyone for shared observer shroud. // We need to resolve the faction, even though we don't use it, to match the RNG state with clients Player.ResolveFaction("Random", factions, playerRandom, false); players.Add(null); } } public class CreateMapPlayers : ICreatePlayers { void ICreatePlayers.CreatePlayers(World w, MersenneTwister playerRandom) { var players = new MapPlayers(w.Map.PlayerDefinitions).Players; var worldPlayers = new List(); var worldOwnerFound = false; // Create the unplayable map players -- neutral, shellmap, scripted, etc. foreach (var kv in players.Where(p => !p.Value.Playable)) { var player = new Player(w, null, kv.Value, playerRandom); worldPlayers.Add(player); if (kv.Value.OwnsWorld) { worldOwnerFound = true; w.SetWorldOwner(player); } } if (!worldOwnerFound) throw new InvalidOperationException($"Map {w.Map.Title} does not define a player actor owning the world."); Player localPlayer = null; // Create the regular playable players. foreach (var kv in w.LobbyInfo.Slots) { var client = w.LobbyInfo.ClientInSlot(kv.Key); if (client == null) continue; var player = new Player(w, client, players[kv.Value.PlayerReference], playerRandom); worldPlayers.Add(player); if (client.Index == Game.LocalClientId) localPlayer = player; } // Create a player that is allied with everyone for shared observer shroud. worldPlayers.Add(new Player(w, null, new PlayerReference { Name = "Everyone", NonCombatant = true, Spectating = true, Faction = "Random", Allies = worldPlayers.Where(p => !p.NonCombatant && p.Playable).Select(p => p.InternalName).ToArray() }, playerRandom)); w.SetPlayers(worldPlayers, localPlayer); foreach (var p in w.Players) foreach (var q in w.Players) SetupPlayerMasks(p, q); } static void SetupPlayerMasks(Player p, Player q) { if (!p.Spectating) p.World.AllPlayersMask = p.World.AllPlayersMask.Union(p.PlayerMask); if (p == q || p.PlayerReference.Allies.Contains(q.InternalName)) { p.AlliedPlayersMask = p.AlliedPlayersMask.Union(q.PlayerMask); return; } if (p.PlayerReference.Enemies.Contains(q.InternalName)) { 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 if (p.PlayerReference.Playable && q.PlayerReference.Playable) { // Stances set via lobby teams var pc = GetClientForPlayer(p); var qc = GetClientForPlayer(q); if (pc != null && qc != null) { if (pc.Team != 0 && pc.Team == qc.Team) p.AlliedPlayersMask = p.AlliedPlayersMask.Union(q.PlayerMask); else p.EnemyPlayersMask = p.EnemyPlayersMask.Union(q.PlayerMask); } } } static Session.Client GetClientForPlayer(Player p) { return p.World.LobbyInfo.ClientWithIndex(p.ClientIndex); } } }