Files
OpenRA/OpenRA.Mods.Common/Scripting/Properties/PlayerProperties.cs
2020-08-19 18:11:07 +01:00

115 lines
3.7 KiB
C#

#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.Collections.Generic;
using System.Linq;
using Eluant;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Scripting;
namespace OpenRA.Mods.Common.Scripting
{
[ScriptPropertyGroup("Player")]
public class PlayerProperties : ScriptPlayerProperties
{
public PlayerProperties(ScriptContext context, Player player)
: base(context, player) { }
[Desc("The player's internal name.")]
public string InternalName { get { return Player.InternalName; } }
[Desc("The player's name.")]
public string Name { get { return Player.PlayerName; } }
[Desc("The player's color.")]
public Color Color { get { return Player.Color; } }
[Desc("The player's faction.")]
public string Faction { get { return Player.Faction.InternalName; } }
[Desc("The player's spawnpoint ID.")]
public int Spawn { get { return Player.SpawnPoint; } }
[Desc("The player's team ID.")]
public int Team
{
get
{
var c = Player.World.LobbyInfo.Clients.FirstOrDefault(i => i.Index == Player.ClientIndex);
return c != null ? c.Team : 0;
}
}
[Desc("Returns true if the player is a bot.")]
public bool IsBot { get { return Player.IsBot; } }
[Desc("Returns true if the player is non combatant.")]
public bool IsNonCombatant { get { return Player.NonCombatant; } }
[Desc("Returns true if the player is the local player.")]
public bool IsLocalPlayer { get { return Player == (Player.World.RenderPlayer ?? Player.World.LocalPlayer); } }
[Desc("Returns all living actors staying inside the world for this player.")]
public Actor[] GetActors()
{
return Player.World.Actors.Where(actor => actor.Owner == Player && !actor.IsDead && actor.IsInWorld).ToArray();
}
[Desc("Returns an array of actors representing all ground attack units of this player.")]
public Actor[] GetGroundAttackers()
{
return Player.World.ActorsHavingTrait<AttackBase>()
.Where(a => a.Owner == Player && !a.IsDead && a.IsInWorld && a.Info.HasTraitInfo<MobileInfo>())
.ToArray();
}
[Desc("Returns all living actors of the specified type of this player.")]
public Actor[] GetActorsByType(string type)
{
var result = new List<Actor>();
if (!Context.World.Map.Rules.Actors.TryGetValue(type, out var ai))
throw new LuaException("Unknown actor type '{0}'".F(type));
result.AddRange(Player.World.Actors
.Where(actor => actor.Owner == Player && !actor.IsDead && actor.IsInWorld && actor.Info.Name == ai.Name));
return result.ToArray();
}
[Desc("Returns all living actors of the specified types of this player.")]
public Actor[] GetActorsByTypes(string[] types)
{
var result = new List<Actor>();
foreach (var type in types)
if (!Context.World.Map.Rules.Actors.ContainsKey(type))
throw new LuaException("Unknown actor type '{0}'".F(type));
result.AddRange(Player.World.Actors
.Where(actor => actor.Owner == Player && !actor.IsDead && actor.IsInWorld && types.Contains(actor.Info.Name)));
return result.ToArray();
}
[Desc("Check if the player has these prerequisites available.")]
public bool HasPrerequisites(string[] type)
{
var tt = Player.PlayerActor.TraitOrDefault<TechTree>();
if (tt == null)
throw new LuaException("Missing TechTree trait on player {0}!".F(Player));
return tt.HasPrerequisites(type);
}
}
}