- lobbyInfo.Slots is now a dictionary, keyed by the name of the PlayerReference that the slot is tied to. - LockRace/Color/Team is now specified on the slot, avoiding map lookups in the lobby - Observers are no longer tied to slots -> players will join as observers instead of crashing the game if there are no available slots - Observers are able to change their name and color
110 lines
2.9 KiB
C#
110 lines
2.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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. For more information,
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* 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 OpenRA.FileFormats;
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using OpenRA.Network;
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using OpenRA.Traits;
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namespace OpenRA
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{
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public enum PowerState { Normal, Low, Critical };
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public enum WinState { Won, Lost, Undefined };
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public class Player
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{
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public Actor PlayerActor;
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public int Kills;
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public int Deaths;
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public WinState WinState = WinState.Undefined;
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public readonly ColorRamp ColorRamp;
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public readonly string PlayerName;
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public readonly string InternalName;
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public readonly CountryInfo Country;
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public readonly bool NonCombatant = false;
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public readonly int ClientIndex;
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public readonly PlayerReference PlayerRef;
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public bool IsBot;
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public Shroud Shroud { get { return World.LocalShroud; }}
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public World World { get; private set; }
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public Player(World world, Session.Client client, Session.Slot slot, PlayerReference pr)
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{
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World = world;
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InternalName = pr.Name;
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PlayerRef = pr;
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string botType = null;
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if (client != null)
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{
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ClientIndex = client.Index;
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ColorRamp = client.ColorRamp;
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PlayerName = client.Name;
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Country = world.GetCountries()
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.FirstOrDefault(c => client.Country == c.Race)
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?? world.GetCountries().Random(world.SharedRandom);
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}
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else
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{
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// Map player or bot
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ClientIndex = 0; /* it's a map player, "owned" by host */
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ColorRamp = pr.ColorRamp;
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PlayerName = pr.Name;
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NonCombatant = pr.NonCombatant;
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IsBot = pr.Bot != null;
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botType = pr.Bot;
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Country = world.GetCountries()
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.FirstOrDefault(c => pr.Race == c.Race)
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?? world.GetCountries().Random(world.SharedRandom);
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// Multiplayer bot
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if (slot != null && slot.Bot != null)
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{
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IsBot = true;
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botType = slot.Bot;
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PlayerName = slot.Bot;
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// pick a random color for the bot
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var hue = (byte)world.SharedRandom.Next(255);
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var sat = (byte)world.SharedRandom.Next(255);
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var lum = (byte)world.SharedRandom.Next(51,255);
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ColorRamp = new ColorRamp(hue, sat, lum, 10);
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}
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}
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PlayerActor = world.CreateActor("Player", new TypeDictionary { new OwnerInit(this) });
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// Enable the bot logic
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if (IsBot && Game.IsHost)
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{
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var logic = PlayerActor.TraitsImplementing<IBot>()
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.FirstOrDefault(b => b.Info.Name == botType);
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if (logic == null)
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Log.Write("debug", "Invalid bot type: {0}", botType);
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else
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logic.Activate(this);
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}
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}
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public void GiveAdvice(string advice)
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{
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Sound.PlayToPlayer(this, advice);
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}
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public Dictionary<Player, Stance> Stances = new Dictionary<Player, Stance>();
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}
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}
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