101 lines
3.2 KiB
C#
101 lines
3.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using Eluant;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Scripting;
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namespace OpenRA.Mods.Common.Scripting
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{
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[ScriptPropertyGroup("Player")]
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public class PlayerProperties : ScriptPlayerProperties
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{
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public PlayerProperties(ScriptContext context, Player player)
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: base(context, player) { }
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[Desc("The player's internal name.")]
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public string InternalName { get { return Player.InternalName; } }
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[Desc("The player's name.")]
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public string Name { get { return Player.PlayerName; } }
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[Desc("The player's color.")]
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public HSLColor Color { get { return Player.Color; } }
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[Desc("The player's faction.")]
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public string Faction { get { return Player.Faction.InternalName; } }
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[Desc("The player's spawnpoint ID.")]
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public int Spawn { get { return Player.SpawnPoint; } }
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[Desc("The player's team ID.")]
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public int Team
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{
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get
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{
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var c = Player.World.LobbyInfo.Clients.FirstOrDefault(i => i.Index == Player.ClientIndex);
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return c != null ? c.Team : 0;
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}
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}
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[Desc("Returns true if the player is a bot.")]
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public bool IsBot { get { return Player.IsBot; } }
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[Desc("Returns true if the player is non combatant.")]
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public bool IsNonCombatant { get { return Player.NonCombatant; } }
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[Desc("Returns true if the player is the local player.")]
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public bool IsLocalPlayer { get { return Player == (Player.World.RenderPlayer ?? Player.World.LocalPlayer); } }
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[Desc("Returns all living actors staying inside the world for this player.")]
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public Actor[] GetActors()
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{
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return Player.World.Actors.Where(actor => actor.Owner == Player && !actor.IsDead && actor.IsInWorld).ToArray();
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}
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[Desc("Returns an array of actors representing all ground attack units of this player.")]
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public Actor[] GetGroundAttackers()
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{
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return Player.World.ActorsHavingTrait<AttackBase>()
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.Where(a => a.Owner == Player && !a.IsDead && a.IsInWorld && a.Info.HasTraitInfo<MobileInfo>())
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.ToArray();
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}
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[Desc("Returns all living actors of the specified type of this player.")]
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public Actor[] GetActorsByType(string type)
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{
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var result = new List<Actor>();
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ActorInfo ai;
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if (!Context.World.Map.Rules.Actors.TryGetValue(type, out ai))
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throw new LuaException("Unknown actor type '{0}'".F(type));
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result.AddRange(Player.World.Actors
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.Where(actor => actor.Owner == Player && !actor.IsDead && actor.IsInWorld && actor.Info.Name == ai.Name));
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return result.ToArray();
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}
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[Desc("Check if the player has these prerequisites available.")]
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public bool HasPrerequisites(string[] type)
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{
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var tt = Player.PlayerActor.TraitOrDefault<TechTree>();
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if (tt == null)
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throw new LuaException("Missing TechTree trait on player {0}!".F(Player));
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return tt.HasPrerequisites(type);
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}
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}
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}
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