mirror of
https://git.ngram.ca/OpenJam/rc-servers
synced 2026-08-23 23:08:52 +00:00
Allow client AIs to run on non-teammates when there are no teammates available, fix/answer #42
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@@ -28,7 +28,7 @@ impl super::config::SelfValidator for BattleConfig {
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// TODO votes
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// TODO games
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is_ok &= self.singleplayer.validate_in(info, ctx, "singleplayer");
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is_ok &= self.rotation.validate_in(info, ctx, "rotation");
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is_ok &= self.rotation.validate_in(info, self, "rotation");
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// TODO multiplayer
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// TODO maps
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// TODO energy
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@@ -134,7 +134,7 @@ pub struct GameEventSequence {
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}
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impl super::config::SelfValidator for GameEventSequence {
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type Context = crate::ConfigImpl;
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type Context = BattleConfig;
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fn validate(&self, info: &mut super::config::ValidationInfo, ctx: &Self::Context) -> bool {
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// TODO
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let mut is_ok = true;
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@@ -168,11 +168,11 @@ pub struct GameEvents {
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}
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impl super::config::SelfValidator for GameEvents {
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type Context = crate::ConfigImpl;
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fn validate(&self, info: &mut super::config::ValidationInfo, _ctx: &Self::Context) -> bool {
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type Context = BattleConfig;
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fn validate(&self, info: &mut super::config::ValidationInfo, ctx: &Self::Context) -> bool {
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// TODO
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let mut is_ok = true;
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if !matches!(self.singleplayer.mode, GameType::SuddenDeath) {
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if !matches!(self.singleplayer.mode, GameType::SuddenDeath | GameType::SinglePlayer) {
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info.warn(crate::persist::config::ValidationMessage {
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path: vec!["singleplayer".to_owned(), "mode".to_owned()],
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message: format!("Singleplayer game mode {:?} will be overidden by the client", self.singleplayer.mode),
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@@ -185,6 +185,23 @@ impl super::config::SelfValidator for GameEvents {
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});
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is_ok = false;
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}
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if matches!(self.multiplayer.mode, GameType::Pit) {
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if ctx.multiplayer.fakes.iter().any(|f| (f.team as usize) < ctx.multiplayer.players_per_game)
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|| ctx.multiplayer.fakes.iter().enumerate()
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.any(|(i, f)| ctx.multiplayer.fakes.iter().enumerate()
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.any(|(i2, f2)| i != i2 && f.team == f2.team)) {
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info.warn(crate::persist::config::ValidationMessage {
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path: vec!["multiplayer".to_owned(), "mode".to_owned()],
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message: format!("Multiplayer game mode {:?} does not work well with more than one player per team", self.multiplayer.mode),
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});
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}
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if ctx.multiplayer.fakes.iter().any(|f| matches!(f.implementation, super::multiplayer::ClientEmulation::ClientAI)) {
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info.warn(crate::persist::config::ValidationMessage {
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path: vec!["multiplayer".to_owned(), "mode".to_owned()],
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message: format!("Multiplayer game mode {:?} does not work well with client-side AI", self.multiplayer.mode),
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});
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}
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}
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is_ok
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}
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}
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@@ -428,7 +445,7 @@ fn default_rotation() -> GameEventSequence {
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multiplayer: GameEvent {
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map: GameMap::Earth1,
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visibility: GameVisibility::Good,
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mode: GameType::TeamDeathmatch,
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mode: GameType::Pit,
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auto_heal: true,
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},
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duration_s: 5*60, // 5 minutes
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@@ -120,7 +120,7 @@ pub(super) fn default_fake_users() -> Vec<FakePlayerConf> {
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implementation: ClientEmulation::Experimental,
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},
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FakePlayerConf {
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team: 0,
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team: 1,
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vehicle: super::garage::PrefabVehicle {
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name: Some("fake1".to_owned()),
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username: "Server1".to_owned(),
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@@ -132,7 +132,7 @@ pub(super) fn default_fake_users() -> Vec<FakePlayerConf> {
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implementation: ClientEmulation::ClientAI,
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},
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FakePlayerConf {
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team: 1,
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team: 2,
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vehicle: super::garage::PrefabVehicle {
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name: Some("fake2".to_owned()),
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username: "Server2".to_owned(),
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