Esempio n. 1
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 public PathSearch(Actor self)
 {
     this.self = self;
     world = self.World;
     cellInfo = InitCellInfo();
     mobile = self.Trait<Mobile>();
     queue = new PriorityQueue<PathDistance>();
 }
Esempio n. 2
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        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;
                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);
            }
        }
Esempio n. 3
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		public Player(World world, Session.Client client, PlayerReference pr)
		{
			string botType;

			World = world;
			InternalName = pr.Name;
			PlayerReference = pr;

			// Real player or host-created bot
			if (client != null)
			{
				ClientIndex = client.Index;
				Color = client.Color;
				PlayerName = client.Name;
				botType = client.Bot;
				Faction = ChooseFaction(world, client.Faction, !pr.LockFaction);
				DisplayFaction = ChooseDisplayFaction(world, client.Faction);
			}
			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;
				Faction = ChooseFaction(world, pr.Faction, false);
				DisplayFaction = ChooseDisplayFaction(world, pr.Faction);
			}

			PlayerActor = world.CreateActor("Player", new TypeDictionary { new OwnerInit(this) });
			Shroud = PlayerActor.Trait<Shroud>();

			fogVisibilities = PlayerActor.TraitsImplementing<IFogVisibilityModifier>().ToArray();

			// 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);
			}
		}
Esempio n. 4
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        public bool CanViewActor(Actor a)
        {
            if (a.TraitsImplementing<IVisibilityModifier>().Any(t => !t.IsVisible(a, this)))
                return false;

            return a.Trait<IDefaultVisibility>().IsVisible(a, this);
        }
Esempio n. 5
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        public Player(World world, Session.Client client, PlayerReference pr)
        {
            World           = world;
            InternalName    = pr.Name;
            PlayerReference = pr;

            inMissionMap = world.Map.Visibility.HasFlag(MapVisibility.MissionSelector);

            // Real player or host-created bot
            if (client != null)
            {
                ClientIndex = client.Index;
                Color       = client.Color;
                if (client.Bot != null)
                {
                    var botInfo        = world.Map.Rules.Actors["player"].TraitInfos <IBotInfo>().First(b => b.Type == client.Bot);
                    var botsOfSameType = world.LobbyInfo.Clients.Where(c => c.Bot == client.Bot).ToArray();
                    PlayerName = botsOfSameType.Length == 1 ? botInfo.Name : "{0} {1}".F(botInfo.Name, botsOfSameType.IndexOf(client) + 1);
                }
                else
                {
                    PlayerName = client.Name;
                }

                BotType        = client.Bot;
                Faction        = ChooseFaction(world, client.Faction, !pr.LockFaction);
                DisplayFaction = ChooseDisplayFaction(world, client.Faction);
            }
            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;
                Faction        = ChooseFaction(world, pr.Faction, false);
                DisplayFaction = ChooseDisplayFaction(world, pr.Faction);
            }

            if (!Spectating)
            {
                PlayerMask = new LongBitSet <PlayerBitMask>(InternalName);
            }

            // Set this property before running any Created callbacks on the player actor
            IsBot = BotType != null;

            // Special case handling is required for the Player actor:
            // Since Actor.Created would be called before PlayerActor is assigned here
            // querying player traits in INotifyCreated.Created would crash.
            // Therefore assign the uninitialized actor and run the Created callbacks
            // by calling Initialize ourselves.
            var playerActorType = world.Type == WorldType.Editor ? EditorPlayerActorType : PlayerActorType;

            PlayerActor = new Actor(world, playerActorType, new TypeDictionary {
                new OwnerInit(this)
            });
            PlayerActor.Initialize(true);

            Shroud           = PlayerActor.Trait <Shroud>();
            FrozenActorLayer = PlayerActor.TraitOrDefault <FrozenActorLayer>();

            // Enable the bot logic on the host
            if (IsBot && Game.IsHost)
            {
                var logic = PlayerActor.TraitsImplementing <IBot>().FirstOrDefault(b => b.Info.Type == BotType);
                if (logic == null)
                {
                    Log.Write("debug", "Invalid bot type: {0}", BotType);
                }
                else
                {
                    logic.Activate(this);
                }
            }

            stanceColors.Self     = ChromeMetrics.Get <Color>("PlayerStanceColorSelf");
            stanceColors.Allies   = ChromeMetrics.Get <Color>("PlayerStanceColorAllies");
            stanceColors.Enemies  = ChromeMetrics.Get <Color>("PlayerStanceColorEnemies");
            stanceColors.Neutrals = ChromeMetrics.Get <Color>("PlayerStanceColorNeutrals");

            unlockRenderPlayer = PlayerActor.TraitsImplementing <IUnlocksRenderPlayer>().ToArray();
        }
Esempio n. 6
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        public Player(World world, Session.Client client, PlayerReference pr, MersenneTwister playerRandom)
        {
            World           = world;
            InternalName    = pr.Name;
            PlayerReference = pr;

            inMissionMap = world.Map.Visibility.HasFlag(MapVisibility.MissionSelector);

            // Real player or host-created bot
            if (client != null)
            {
                ClientIndex = client.Index;
                Color       = client.Color;
                PlayerName  = ResolvePlayerName(client, world.LobbyInfo.Clients, world.Map.Rules.Actors[SystemActors.Player].TraitInfos <IBotInfo>());

                BotType        = client.Bot;
                Faction        = ResolveFaction(world, client.Faction, playerRandom, !pr.LockFaction);
                DisplayFaction = ResolveDisplayFaction(world, client.Faction);

                var assignSpawnPoints = world.WorldActor.TraitOrDefault <IAssignSpawnPoints>();
                HomeLocation      = assignSpawnPoints?.AssignHomeLocation(world, client, playerRandom) ?? pr.HomeLocation;
                SpawnPoint        = assignSpawnPoints?.SpawnPointForPlayer(this) ?? client.SpawnPoint;
                DisplaySpawnPoint = client.SpawnPoint;

                Handicap = client.Handicap;
            }
            else
            {
                // Map player
                ClientIndex    = world.LobbyInfo.Clients.FirstOrDefault(c => c.IsAdmin)?.Index ?? 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;
                Faction        = ResolveFaction(world, pr.Faction, playerRandom, false);
                DisplayFaction = ResolveDisplayFaction(world, pr.Faction);
                HomeLocation   = pr.HomeLocation;
                SpawnPoint     = DisplaySpawnPoint = 0;
                Handicap       = pr.Handicap;
            }

            if (!spectating)
            {
                PlayerMask = new LongBitSet <PlayerBitMask>(InternalName);
            }

            // Set this property before running any Created callbacks on the player actor
            IsBot = BotType != null;

            // Special case handling is required for the Player actor:
            // Since Actor.Created would be called before PlayerActor is assigned here
            // querying player traits in INotifyCreated.Created would crash.
            // Therefore assign the uninitialized actor and run the Created callbacks
            // by calling Initialize ourselves.
            var playerActorType = world.Type == WorldType.Editor ? SystemActors.EditorPlayer : SystemActors.Player;

            PlayerActor = new Actor(world, playerActorType.ToString(), new TypeDictionary {
                new OwnerInit(this)
            });
            PlayerActor.Initialize(true);

            Shroud           = PlayerActor.Trait <Shroud>();
            FrozenActorLayer = PlayerActor.TraitOrDefault <FrozenActorLayer>();

            // Enable the bot logic on the host
            if (IsBot && Game.IsHost)
            {
                var logic = PlayerActor.TraitsImplementing <IBot>().FirstOrDefault(b => b.Info.Type == BotType);
                if (logic == null)
                {
                    Log.Write("debug", "Invalid bot type: {0}", BotType);
                }
                else
                {
                    logic.Activate(this);
                }
            }

            stanceColors.Self     = ChromeMetrics.Get <Color>("PlayerStanceColorSelf");
            stanceColors.Allies   = ChromeMetrics.Get <Color>("PlayerStanceColorAllies");
            stanceColors.Enemies  = ChromeMetrics.Get <Color>("PlayerStanceColorEnemies");
            stanceColors.Neutrals = ChromeMetrics.Get <Color>("PlayerStanceColorNeutrals");

            unlockRenderPlayer = PlayerActor.TraitsImplementing <IUnlocksRenderPlayer>().ToArray();
            notifyDisconnected = PlayerActor.TraitsImplementing <INotifyPlayerDisconnected>().ToArray();
        }
Esempio n. 7
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        public Player(World world, Session.Client client, PlayerReference pr)
        {
            World           = world;
            InternalName    = pr.Name;
            PlayerReference = pr;

            inMissionMap = world.Map.Visibility.HasFlag(MapVisibility.MissionSelector);

            // Real player or host-created bot
            if (client != null)
            {
                ClientIndex = client.Index;
                Color       = client.Color;
                if (client.Bot != null)
                {
                    var botInfo        = world.Map.Rules.Actors["player"].TraitInfos <IBotInfo>().First(b => b.Type == client.Bot);
                    var botsOfSameType = world.LobbyInfo.Clients.Where(c => c.Bot == client.Bot).ToArray();
                    PlayerName = botsOfSameType.Length == 1 ? botInfo.Name : "{0} {1}".F(botInfo.Name, botsOfSameType.IndexOf(client) + 1);
                }
                else
                {
                    PlayerName = client.Name;
                }

                BotType        = client.Bot;
                Faction        = ChooseFaction(world, client.Faction, !pr.LockFaction);
                DisplayFaction = ChooseDisplayFaction(world, client.Faction);
            }
            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;
                Faction        = ChooseFaction(world, pr.Faction, false);
                DisplayFaction = ChooseDisplayFaction(world, pr.Faction);
            }

            if (!Spectating)
            {
                PlayerMask = new LongBitSet <PlayerBitMask>(InternalName);
            }

            var playerActorType = world.Type == WorldType.Editor ? "EditorPlayer" : "Player";

            PlayerActor = world.CreateActor(playerActorType, new TypeDictionary {
                new OwnerInit(this)
            });
            Shroud           = PlayerActor.Trait <Shroud>();
            FrozenActorLayer = PlayerActor.TraitOrDefault <FrozenActorLayer>();

            // Enable the bot logic on the host
            IsBot = BotType != null;
            if (IsBot && Game.IsHost)
            {
                var logic = PlayerActor.TraitsImplementing <IBot>().FirstOrDefault(b => b.Info.Type == BotType);
                if (logic == null)
                {
                    Log.Write("debug", "Invalid bot type: {0}", BotType);
                }
                else
                {
                    logic.Activate(this);
                }
            }

            stanceColors.Self     = ChromeMetrics.Get <Color>("PlayerStanceColorSelf");
            stanceColors.Allies   = ChromeMetrics.Get <Color>("PlayerStanceColorAllies");
            stanceColors.Enemies  = ChromeMetrics.Get <Color>("PlayerStanceColorEnemies");
            stanceColors.Neutrals = ChromeMetrics.Get <Color>("PlayerStanceColorNeutrals");

            unlockRenderPlayer = PlayerActor.TraitsImplementing <IUnlocksRenderPlayer>().ToArray();
        }
Esempio n. 8
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        internal World(ModData modData, Map map, OrderManager orderManager, WorldType type)
        {
            Type           = type;
            OrderManager   = orderManager;
            orderGenerator = new UnitOrderGenerator();
            Map            = map;
            Timestep       = orderManager.LobbyInfo.GlobalSettings.Timestep;
            SharedRandom   = new MersenneTwister(orderManager.LobbyInfo.GlobalSettings.RandomSeed);
            LocalRandom    = new MersenneTwister();

            ModelCache = modData.ModelSequenceLoader.CacheModels(map, modData, map.Rules.ModelSequences);

            var worldActorType = type == WorldType.Editor ? "EditorWorld" : "World";

            WorldActor      = CreateActor(worldActorType, new TypeDictionary());
            ActorMap        = WorldActor.Trait <IActorMap>();
            ScreenMap       = WorldActor.Trait <ScreenMap>();
            Selection       = WorldActor.Trait <ISelection>();
            OrderValidators = WorldActor.TraitsImplementing <IValidateOrder>().ToArray();

            // Reset mask
            LongBitSet <PlayerBitMask> .Reset();

            // Add players
            // Create an isolated RNG to simplify synchronization between client and server player faction/spawn assignments
            var playerRandom = new MersenneTwister(orderManager.LobbyInfo.GlobalSettings.RandomSeed);

            foreach (var cmp in WorldActor.TraitsImplementing <ICreatePlayers>())
            {
                cmp.CreatePlayers(this, playerRandom);
            }

            // Set defaults for any unset stances
            foreach (var p in Players)
            {
                if (!p.Spectating)
                {
                    AllPlayersMask = AllPlayersMask.Union(p.PlayerMask);
                }

                foreach (var q in Players)
                {
                    SetUpPlayerMask(p, q);

                    if (!p.Stances.ContainsKey(q))
                    {
                        p.Stances[q] = Stance.Neutral;
                    }
                }
            }

            Game.Sound.SoundVolumeModifier = 1.0f;

            gameInfo = new GameInformation
            {
                Mod     = Game.ModData.Manifest.Id,
                Version = Game.ModData.Manifest.Metadata.Version,

                MapUid   = Map.Uid,
                MapTitle = Map.Title
            };

            RulesContainTemporaryBlocker = map.Rules.Actors.Any(a => a.Value.HasTraitInfo <ITemporaryBlockerInfo>());
        }