Files
OpenRA/OpenRA.Mods.RA/CreateMPPlayers.cs
Paul Chote d2df5722b5 Fix the lobby slots.
- 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
2011-06-20 22:50:27 +12:00

88 lines
2.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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.FileFormats;
using OpenRA.Network;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
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 && kv.Value.Bot == null)
continue;
var player = new Player(w, client, kv.Value, w.Map.Players[kv.Value.PlayerReference]);
w.AddPlayer(player);
if (client != null && client.Index == Game.LocalClientId)
w.SetLocalPlayer(player.InternalName);
}
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;
var pc = GetClientForPlayer(p);
var qc = GetClientForPlayer(q);
if (p.World.LobbyInfo.Slots.Count > 0)
{
if (p.PlayerRef == null) return Stance.Ally;
if (q.PlayerRef == null) return Stance.Ally;
}
// Stances set via the player reference
if (p.PlayerRef.Allies.Contains(q.InternalName))
return Stance.Ally;
if (p.PlayerRef.Enemies.Contains(q.InternalName))
return Stance.Enemy;
// Otherwise, default to neutral for map-players
if (!p.PlayerRef.Playable || !q.PlayerRef.Playable) return Stance.Neutral;
// or enemy for bot vs human
if (p.IsBot ^ q.IsBot) return Stance.Enemy;
return pc.Team != 0 && pc.Team == qc.Team
? Stance.Ally : Stance.Enemy;
}
static Session.Client GetClientForPlayer(Player p)
{
return p.World.LobbyInfo.ClientWithIndex(p.ClientIndex);
}
}
}