#region Copyright & License Information /* * Copyright 2007-2011 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.FileFormats; using OpenRA.Network; using OpenRA.Traits; namespace OpenRA.Mods.RA { public class CreateMPPlayersInfo : TraitInfo { } public class CreateMPPlayers : ICreatePlayers { public void CreatePlayers(World w) { var playerIndex = 0; var mapPlayerIndex = -1; // todo: unhack this, but people still rely on it. // create the unplayable map players -- neutral, shellmap, scripted, etc. foreach (var kv in w.Map.Players.Where(p => !p.Value.Playable)) { var player = new Player(w, null, kv.Value, mapPlayerIndex--); w.AddPlayer(player); if (kv.Value.OwnsWorld) w.WorldActor.Owner = player; } // create the players which are bound through slots. foreach (var slot in w.LobbyInfo.Slots) { var client = w.LobbyInfo.Clients.FirstOrDefault(c => c.Slot == slot.Index && slot.MapPlayer != null); if (client != null) { /* spawn a real player in this slot. */ var player = new Player(w, client, w.Map.Players[slot.MapPlayer], playerIndex++); w.AddPlayer(player); if (client.Index == Game.LocalClientId) w.SetLocalPlayer(player.Index); // bind this one to the local player. } // TODO: This is shit. Merge it up into Player ctor? else if (slot.Bot != null && slot.MapPlayer != null) { /* spawn a bot in this slot, "owned" by the host */ /* pick a random color for the bot */ var hue = (byte)w.SharedRandom.Next(256); w.Map.Players[slot.MapPlayer].ColorRamp = new ColorRamp(hue, 255, 180, 25); /* todo: pick a random name from the pool */ var player = new Player(w, null, w.Map.Players[slot.MapPlayer], playerIndex++); w.AddPlayer(player); /* activate the bot option that's selected! */ if (Game.IsHost) player.PlayerActor.TraitsImplementing() .Single(b => b.Info.Name == slot.Bot) .Activate(player); /* a bit of a hack */ player.IsBot = true; } } foreach (var p in w.players.Values) foreach (var q in w.players.Values) { if (!p.Stances.ContainsKey(q)) p.Stances[q] = ChooseInitialStance(p, q); } } static Stance ChooseInitialStance(Player p, Player q) { if (p == q) return Stance.Ally; var pc = GetClientForPlayer(p); var qc = GetClientForPlayer(q); if (p.World.LobbyInfo.Slots.Count > 0) { if (p.World.LobbyInfo.Slots[pc.Slot].Spectator) return Stance.Ally; if (p.World.LobbyInfo.Slots[qc.Slot].Spectator) return Stance.Ally; } if (p.PlayerRef.Allies.Contains(q.InternalName)) return Stance.Ally; if (p.PlayerRef.Enemies.Contains(q.InternalName)) return Stance.Enemy; // Hack: All map players are neutral wrt everyone else if (p.Index < 0 || q.Index < 0) return Stance.Neutral; if (p.IsBot ^ q.IsBot) return Stance.Enemy; // bots and humans hate each other return pc.Team != 0 && pc.Team == qc.Team ? Stance.Ally : Stance.Enemy; } static Session.Client GetClientForPlayer(Player p) { return p.World.LobbyInfo.ClientWithIndex(p.ClientIndex); } } }