Files
OpenRA/OpenRA.Mods.Common/Traits/World/MPStartLocations.cs

146 lines
4.7 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Allows the map to have working spawnpoints. Also controls the 'Separate Team Spawns' checkbox in the lobby options.")]
public class MPStartLocationsInfo : ITraitInfo, ILobbyOptions
{
public readonly WDist InitialExploreRange = WDist.FromCells(5);
[Translate]
[Desc("Descriptive label for the spawn positions checkbox in the lobby.")]
public readonly string SeparateTeamSpawnsCheckboxLabel = "Separate Team Spawns";
[Translate]
[Desc("Tooltip description for the spawn positions checkbox in the lobby.")]
public readonly string SeparateTeamSpawnsCheckboxDescription = "Players without assigned spawn points will start as far as possible from enemy players";
[Desc("Default value of the spawn positions checkbox in the lobby.")]
public readonly bool SeparateTeamSpawnsCheckboxEnabled = true;
[Desc("Prevent the spawn positions state from being changed in the lobby.")]
public readonly bool SeparateTeamSpawnsCheckboxLocked = false;
[Desc("Whether to display the spawn positions checkbox in the lobby.")]
public readonly bool SeparateTeamSpawnsCheckboxVisible = true;
[Desc("Display order for the spawn positions checkbox in the lobby.")]
public readonly int SeparateTeamSpawnsCheckboxDisplayOrder = 0;
public virtual object Create(ActorInitializer init) { return new MPStartLocations(this); }
IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(Ruleset rules)
{
yield return new LobbyBooleanOption(
"separateteamspawns",
SeparateTeamSpawnsCheckboxLabel,
SeparateTeamSpawnsCheckboxDescription,
SeparateTeamSpawnsCheckboxVisible,
SeparateTeamSpawnsCheckboxDisplayOrder,
SeparateTeamSpawnsCheckboxEnabled,
SeparateTeamSpawnsCheckboxLocked);
}
}
public class MPStartLocations : IWorldLoaded, INotifyCreated
{
readonly MPStartLocationsInfo info;
public readonly Dictionary<Player, CPos> Start = new Dictionary<Player, CPos>();
bool separateTeamSpawns;
public MPStartLocations(MPStartLocationsInfo info)
{
this.info = info;
}
void INotifyCreated.Created(Actor self)
{
separateTeamSpawns = self.World.LobbyInfo.GlobalSettings
.OptionOrDefault("separateteamspawns", info.SeparateTeamSpawnsCheckboxEnabled);
}
public void WorldLoaded(World world, WorldRenderer wr)
{
var spawns = world.Actors.Where(a => a.Info.Name == "mpspawn")
.Select(a => a.Location)
.ToArray();
var taken = world.LobbyInfo.Clients.Where(c => c.SpawnPoint != 0 && c.Slot != null)
.Select(c => spawns[c.SpawnPoint - 1]).ToList();
var available = spawns.Except(taken).ToList();
// Set spawn
foreach (var kv in world.LobbyInfo.Slots)
{
var player = FindPlayerInSlot(world, kv.Key);
if (player == null) continue;
var client = world.LobbyInfo.ClientInSlot(kv.Key);
var spid = (client == null || client.SpawnPoint == 0)
? ChooseSpawnPoint(world, available, taken)
: spawns[client.SpawnPoint - 1];
Start.Add(player, spid);
player.SpawnPoint = (client == null || client.SpawnPoint == 0)
? spawns.IndexOf(spid) + 1
: client.SpawnPoint;
}
// Explore allied shroud
var map = world.Map;
foreach (var p in Start.Keys)
{
var cells = Shroud.ProjectedCellsInRange(map, Start[p], info.InitialExploreRange);
foreach (var q in world.Players)
if (p.IsAlliedWith(q))
q.Shroud.ExploreProjectedCells(world, cells);
}
// Set viewport
if (world.LocalPlayer != null && Start.ContainsKey(world.LocalPlayer))
wr.Viewport.Center(map.CenterOfCell(Start[world.LocalPlayer]));
}
static Player FindPlayerInSlot(World world, string pr)
{
return world.Players.FirstOrDefault(p => p.PlayerReference.Name == pr);
}
CPos ChooseSpawnPoint(World world, List<CPos> available, List<CPos> taken)
{
if (available.Count == 0)
throw new InvalidOperationException("No free spawnpoint.");
var n = taken.Count == 0 || !separateTeamSpawns
? world.SharedRandom.Next(available.Count)
: available // pick the most distant spawnpoint from everyone else
.Select((k, i) => Pair.New(k, i))
.MaxBy(a => taken.Sum(t => (t - a.First).LengthSquared)).Second;
var sp = available[n];
available.RemoveAt(n);
taken.Add(sp);
return sp;
}
}
}