Ejemplo n.º 1
0
    public Player(ServerClient client)
    {
        Diplomacy = new Dictionary <int, DiplomacyFlags>();
        Objects   = new List <MapObject>();

        // this player is always a Human player, i.e. we never set any additional flags on it.
        ID    = MapLogic.Instance.GetFreePlayerID(false);
        Color = ID % 16; // we can have only 16 colors for humans
        // this will later be used for disconnected player timeout.
        // also on the client, network players have this flag, but null NetClient field.
        Flags     = PlayerFlags.NetClient;
        Money     = 0;
        Name      = string.Format("Player {0}", ID);
        NetClient = client;
        // set default diplomacy with AI players based on AI players diplomacy to Self
        Player Self = MapLogic.Instance.GetPlayerByName("Self");

        for (int i = 0; i < 16; i++)
        {
            Player p = MapLogic.Instance.GetPlayerByID(i);
            // skip null or non-AI players (although everything below 16 should be AI, just make sure here)
            if (p == null || ((p.Flags & PlayerFlags.AI) == 0))
            {
                continue;
            }
            DiplomacyFlags dAItoSelf = p.Diplomacy[Self.ID];
            DiplomacyFlags dSelftoAI = Self.Diplomacy[p.ID];
            p.Diplomacy[ID] = dAItoSelf;
            Diplomacy[p.ID] = dSelftoAI;
        }

        // set ally+vision to self
        Diplomacy[ID] = DiplomacyFlags.Ally | DiplomacyFlags.Vision;

        // set nothing to everyone else
        foreach (Player p2 in MapLogic.Instance.Players)
        {
            if ((p2.Flags & PlayerFlags.NetClient) == 0)
            {
                continue;
            }
            Diplomacy[p2.ID] = 0;
            p2.Diplomacy[ID] = 0;
        }

        // make avatar if we're the server. if we're not, we'll be informed of the avatar separately.
        if (NetworkManager.IsServer)
        {
            Avatar = MapLogic.Instance.CreateAvatar(this);
        }
        else
        {
            Avatar = null;
        }
    }
Ejemplo n.º 2
0
    public Player(AllodsMap.AlmPlayer almp)
    {
        Diplomacy = new Dictionary <int, DiplomacyFlags>();
        Objects   = new List <MapObject>();

        // these are only AI players.
        // AI players will have money set at 0 no matter what.
        ID     = MapLogic.Instance.GetFreePlayerID(true);
        Color  = almp.Color;
        Flags |= PlayerFlags.AI;
        if ((almp.Flags & 0x01) == 0)
        {
            Flags |= PlayerFlags.Dormant;
        }
        if ((almp.Flags & 0x02) != 0)
        {
            Flags |= PlayerFlags.QuestKill;
        }
        Money = 0;
        Name  = almp.Name;
        // set diplomacy with other AI players
        for (int i = 0; i < 16; i++)
        {
            DiplomacyFlags df = 0;
            if ((almp.Diplomacy[i] & 0x01) != 0)
            {
                df |= DiplomacyFlags.Enemy;
            }
            if ((almp.Diplomacy[i] & 0x02) != 0)
            {
                df |= DiplomacyFlags.Ally;
            }
            if ((almp.Diplomacy[i] & 0x10) != 0)
            {
                df |= DiplomacyFlags.Vision;
            }
            Diplomacy[i] = df;
        }
    }