Files
OpenRA/OpenRA.Mods.Common/Traits/World/CreateMapPlayers.cs
2023-01-11 11:58:54 +02:00

181 lines
5.9 KiB
C#

#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<CreateMapPlayers>, ICreatePlayersInfo
{
/// <summary>
/// Returns a list of GameInformation.Players that matches the indexing of ICreatePlayers.CreatePlayers.
/// Non-playable players appear as null in the list.
/// </summary>
void ICreatePlayersInfo.CreateServerPlayers(MapPreview map, Session lobbyInfo, List<GameInformation.Player> players, MersenneTwister playerRandom)
{
var factions = map.WorldActorInfo.TraitInfos<FactionInfo>().ToArray();
var assignSpawnLocations = map.WorldActorInfo.TraitInfoOrDefault<IAssignSpawnPointsInfo>();
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<IBotInfo>().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<Player>();
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);
}
}
}