Files
OpenRA/OpenRA.Game/Player.cs
Pavlos Touboulidis de0a5ebd43 Improve replay metadata and the replay browser
List of changes:

* Better and more filters with new layout, for both mods.

* Rename/Delete/Detele all functionality.

* Simplified ReplayMetadata class considerably by introducing a new
GameInformation data object. The new GameInformation class contains
more information than previously available so the new solution is not
compatible with old replays, meaning it can't read old replays.

* Better and cleaner game information gathering in order to be written
at the end of the replay file.

* Revert changes to ReplayConnection, no longer necessary.

* Better exception message on missing sprites and fonts.

* New "SpawnOccupant" class that holds all the information needed by the
MapPreviewWidget to visualize a spawn point. It was using Session.Client
before and it was necessary to separate it to be able to show information
not available at lobby time.

* Fix keyboard focus UI bug when closing a window would not remove focus.
2014-05-22 21:54:14 +03:00

146 lines
3.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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;
using System.Collections.Generic;
using System.Linq;
using Eluant;
using Eluant.ObjectBinding;
using OpenRA.FileFormats;
using OpenRA.Network;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Scripting;
using OpenRA.Traits;
namespace OpenRA
{
public enum PowerState { Normal, Low, Critical };
public enum WinState { Won, Lost, Undefined };
public class Player : IScriptBindable, IScriptNotifyBind, ILuaTableBinding, ILuaEqualityBinding, ILuaToStringBinding
{
public Actor PlayerActor;
public WinState WinState = WinState.Undefined;
public readonly HSLColor Color;
public readonly string PlayerName;
public readonly string InternalName;
public readonly CountryInfo Country;
public readonly bool NonCombatant = false;
public readonly bool Spectating = false;
public readonly bool Playable = true;
public readonly int ClientIndex;
public readonly PlayerReference PlayerReference;
public bool IsBot;
public int SpawnPoint;
public Shroud Shroud;
public World World { get; private set; }
static CountryInfo ChooseCountry(World world, string name)
{
var selectableCountries = world.Map.Rules.Actors["world"].Traits
.WithInterface<CountryInfo>().Where( c => c.Selectable )
.ToArray();
return selectableCountries.FirstOrDefault(c => c.Race == name)
?? selectableCountries.Random(world.SharedRandom);
}
public Player(World world, Session.Client client, Session.Slot slot, PlayerReference pr)
{
World = world;
InternalName = pr.Name;
PlayerReference = pr;
string botType = null;
// Real player or host-created bot
if (client != null)
{
ClientIndex = client.Index;
Color = client.Color;
PlayerName = client.Name;
botType = client.Bot;
Country = ChooseCountry(world, client.Country);
}
else
{
// Map player
ClientIndex = 0; // Owned by the host (TODO: fix this)
Color = pr.Color;
PlayerName = pr.Name;
NonCombatant = pr.NonCombatant;
Playable = pr.Playable;
Spectating = pr.Spectating;
botType = pr.Bot;
Country = ChooseCountry(world, pr.Race);
}
PlayerActor = world.CreateActor("Player", new TypeDictionary { new OwnerInit(this) });
Shroud = PlayerActor.Trait<Shroud>();
// Enable the bot logic on the host
IsBot = botType != null;
if (IsBot && Game.IsHost)
{
var logic = PlayerActor.TraitsImplementing<IBot>()
.FirstOrDefault(b => b.Info.Name == botType);
if (logic == null)
Log.Write("debug", "Invalid bot type: {0}", botType);
else
logic.Activate(this);
}
}
public override string ToString()
{
return "{0} ({1})".F(PlayerName, ClientIndex);
}
public Dictionary<Player, Stance> Stances = new Dictionary<Player, Stance>();
public bool IsAlliedWith(Player p)
{
// Observers are considered as allies
return p == null || Stances[p] == Stance.Ally;
}
#region Scripting interface
Lazy<ScriptPlayerInterface> luaInterface;
public void OnScriptBind(ScriptContext context)
{
luaInterface = Exts.Lazy(() => new ScriptPlayerInterface(context, this));
}
public LuaValue this[LuaRuntime runtime, LuaValue keyValue]
{
get { return luaInterface.Value[runtime, keyValue]; }
set { luaInterface.Value[runtime, keyValue] = value; }
}
public LuaValue Equals (LuaRuntime runtime, LuaValue left, LuaValue right)
{
Player a, b;
if (!left.TryGetClrValue<Player>(out a) || !right.TryGetClrValue<Player>(out b))
return false;
return a == b;
}
public LuaValue ToString(LuaRuntime runtime)
{
return "Player ({0})".F(PlayerName);
}
#endregion
}
}