#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.Linq; using OpenRA.Network; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Attach this to the world actor.")] public class CreateMPPlayersInfo : TraitInfo { } public class CreateMPPlayers : ICreatePlayers { public void CreatePlayers(World w) { var players = new MapPlayers(w.Map.PlayerDefinitions).Players; // 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, null, kv.Value); w.AddPlayer(player); if (kv.Value.OwnsWorld) w.WorldActor.Owner = player; } // Create the players which are bound through slots. foreach (var kv in w.LobbyInfo.Slots) { var client = w.LobbyInfo.ClientInSlot(kv.Key); if (client == null) continue; var player = new Player(w, client, kv.Value, players[kv.Value.PlayerReference]); w.AddPlayer(player); if (client.Index == Game.LocalClientId) w.SetLocalPlayer(player.InternalName); } // create a player that is allied with everyone for shared observer shroud w.AddPlayer(new Player(w, null, null, new PlayerReference { Name = "Everyone", NonCombatant = true, Spectating = true, Race = "Random", Allies = w.Players.Where(p => !p.NonCombatant && p.Playable).Select(p => p.InternalName).ToArray() })); foreach (var p in w.Players) foreach (var q in w.Players) if (!p.Stances.ContainsKey(q)) p.Stances[q] = ChooseInitialStance(p, q); } static Stance ChooseInitialStance(Player p, Player q) { if (p == q) return Stance.Ally; if (q.Spectating && !p.NonCombatant && p.Playable) return Stance.Ally; // Stances set via PlayerReference if (p.PlayerReference.Allies.Contains(q.InternalName)) return Stance.Ally; if (p.PlayerReference.Enemies.Contains(q.InternalName)) return Stance.Enemy; // 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) return pc.Team != 0 && pc.Team == qc.Team ? Stance.Ally : Stance.Enemy; } // Otherwise, default to neutral return Stance.Neutral; } static Session.Client GetClientForPlayer(Player p) { return p.World.LobbyInfo.ClientWithIndex(p.ClientIndex); } } }