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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <algorithm>
#include <cassert>
#include "PlayerHandler.h"
#include "Sim/Misc/GlobalConstants.h"
#include "Game/GameSetup.h"
#include "Game/SelectedUnitsHandler.h"
CR_BIND(CPlayerHandler,)
CR_REG_METADATA(CPlayerHandler, (
CR_MEMBER(players)
))
CPlayerHandler playerHandler;
void CPlayerHandler::ResetState()
{
players.clear();
players.reserve(MAX_PLAYERS);
}
void CPlayerHandler::LoadFromSetup(const CGameSetup* setup)
{
const std::vector<PlayerBase>& playerData = setup->GetPlayerStartingDataCont();
const int oldSize = players.size();
const int newSize = std::max(players.size(), playerData.size());
assert(newSize <= MAX_PLAYERS);
assert(players.capacity() == MAX_PLAYERS);
for (unsigned int i = oldSize; i < newSize; ++i) {
players.emplace_back();
}
for (size_t i = 0; i < playerData.size(); ++i) {
players[i] = playerData[i];
players[i].playerNum = int(i);
players[i].fpsController.SetControllerPlayer(&players[i]);
}
}
int CPlayerHandler::Player(const std::string& name) const
{
const auto pred = [&name](const CPlayer& player) { return (player.name == name); };
const auto iter = std::find_if(players.begin(), players.end(), pred);
if (iter != players.end())
return (iter->playerNum);
return -1;
}
void CPlayerHandler::PlayerLeft(int id, unsigned char reason)
{
Player(id)->active = false;
Player(id)->ping = 0;
}
unsigned int CPlayerHandler::NumActivePlayersInTeam(int teamId) const
{
unsigned int n = 0;
for (const CPlayer& player: players) {
// do not count spectators, or demos will desync
n += (player.active && !player.spectator && player.team == teamId);
}
return n;
}
std::vector<int> CPlayerHandler::ActivePlayersInTeam(int teamId) const
{
std::vector<int> playersInTeam;
for (const CPlayer& player: players) {
// do not count spectators, or demos will desync
if (!player.active)
continue;
if (player.spectator)
continue;
if (player.team != teamId)
continue;
playersInTeam.push_back(player.playerNum);
}
return playersInTeam;
}
void CPlayerHandler::GameFrame(int frameNum)
{
for (CPlayer& player: players) {
player.GameFrame(frameNum);
}
}
void CPlayerHandler::AddPlayer(const CPlayer& player)
{
const int oldSize = players.size();
const int newSize = std::max(oldSize, player.playerNum + 1);
assert(players.capacity() == MAX_PLAYERS);
assert((players.size() + (newSize - oldSize)) <= MAX_PLAYERS);
{
for (unsigned int i = oldSize; i < newSize; ++i) {
// fill gap with stubs
players.emplace_back();
CPlayer& stub = players.back();
stub.name = "unknown";
stub.isFromDemo = false;
stub.spectator = true;
stub.team = 0;
stub.playerNum = (int)i;
selectedUnitsHandler.netSelected.emplace_back();
}
CPlayer* newPlayer = &players[player.playerNum];
*newPlayer = player;
newPlayer->fpsController.SetControllerPlayer(newPlayer);
}
}
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