#region Copyright & License Information /* * Copyright 2007-2020 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, 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.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Attach this to the world actor.")] public class CreateMPPlayersInfo : 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) { // Create the unplayable map players -- neutral, shellmap, scripted, etc. foreach (var p in map.Players.Players.Where(p => !p.Value.Playable)) players.Add(null); // Create the regular playable players. var factions = map.Rules.Actors["world"].TraitInfos().ToArray(); var bots = map.Rules.Actors["player"].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); // TODO: Resolve random SpawnPoint and Faction to real values var player = new GameInformation.Player { ClientIndex = client.Index, Name = Player.ResolvePlayerName(client, lobbyInfo.Clients, bots), IsHuman = client.Bot == null, IsBot = client.Bot != null, FactionName = clientFaction.Name, FactionId = clientFaction.InternalName, Color = client.Color, Team = client.Team, SpawnPoint = client.SpawnPoint, IsRandomFaction = clientFaction.RandomFactionMembers.Any(), IsRandomSpawnPoint = client.SpawnPoint == 0, Fingerprint = client.Fingerprint, }; players.Add(player); } // Create a player that is allied with everyone for shared observer shroud. players.Add(null); } } public class CreateMPPlayers : ICreatePlayers { void ICreatePlayers.CreatePlayers(World w) { 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); worldPlayers.Add(player); if (kv.Value.OwnsWorld) { worldOwnerFound = true; w.SetWorldOwner(player); } } if (!worldOwnerFound) throw new InvalidOperationException("Map {0} does not define a player actor owning the world.".F(w.Map.Title)); 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]); 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() })); w.SetPlayers(worldPlayers, localPlayer); 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); } } }