Files
OpenRA/OpenRA.Mods.Common/Traits/World/CreateMPPlayers.cs
2015-04-20 03:33:46 +12:00

99 lines
2.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Network;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Attach this to the world actor.")]
public class CreateMPPlayersInfo : TraitInfo<CreateMPPlayers> { }
public class CreateMPPlayers : ICreatePlayers
{
public void CreatePlayers(World w)
{
// 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, null, kv.Value);
w.AddPlayer(player);
if (kv.Value.OwnsWorld)
w.WorldActor.Owner = player;
}
// create the players which are bound through slots.
foreach (var kv in w.LobbyInfo.Slots)
{
var client = w.LobbyInfo.ClientInSlot(kv.Key);
if (client == null)
continue;
var player = new Player(w, client, kv.Value, w.Map.Players[kv.Value.PlayerReference]);
w.AddPlayer(player);
if (client.Index == Game.LocalClientId)
w.SetLocalPlayer(player.InternalName);
}
// create a player that is allied with everyone for shared observer shroud
w.AddPlayer(new Player(w, null, null, new PlayerReference
{
Name = "Everyone",
NonCombatant = true,
Spectating = true,
Race = "Random",
Allies = w.Players.Where(p => !p.NonCombatant && p.Playable).Select(p => p.InternalName).ToArray()
}));
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);
}
}
}