Files
OpenRA/OpenRA.Mods.RA/CreateMPPlayers.cs
geckosoft 030bd4b28d Core: Added basic support for Spectators
TODO: Someone modify the files for cnc (chrome / rules)
2010-10-31 04:03:31 +01:00

114 lines
3.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Network;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class CreateMPPlayersInfo : TraitInfo<CreateMPPlayers> { }
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, 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.
}
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 = (float)w.SharedRandom.NextDouble();
w.Map.Players[slot.MapPlayer].Color = PlayerColorRemap.ColorFromHSL(hue, 1.0f, 0.7f);
w.Map.Players[slot.MapPlayer].Color2 = PlayerColorRemap.ColorFromHSL(hue, 1.0f, 0.2f);
/* todo: pick a random name from the pool */
var player = new Player(w, w.Map.Players[slot.MapPlayer], playerIndex++);
w.AddPlayer(player);
/* todo: only activate the bot option that's selected! */
if (Game.IsHost)
foreach (var bot in player.PlayerActor.TraitsImplementing<IBot>())
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);
}
}
}