Split a UnitCommandWidget from WorldCommandWidget
This commit is contained in:
@@ -559,6 +559,7 @@
|
||||
<Compile Include="UtilityCommands\ExtractSettingsDocsCommand.cs" />
|
||||
<Compile Include="UtilityCommands\ExtractTraitDocsCommand.cs" />
|
||||
<Compile Include="Widgets\Logic\Ingame\MusicControllerLogic.cs" />
|
||||
<Compile Include="Widgets\UnitCommandWidget.cs" />
|
||||
<Compile Include="WorldExtensions.cs" />
|
||||
<Compile Include="UtilityCommands\GetMapHashCommand.cs" />
|
||||
<Compile Include="UtilityCommands\Glob.cs" />
|
||||
|
||||
178
OpenRA.Mods.Common/Widgets/UnitCommandWidget.cs
Normal file
178
OpenRA.Mods.Common/Widgets/UnitCommandWidget.cs
Normal file
@@ -0,0 +1,178 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2016 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, either version 3 of
|
||||
* the License, or (at your option) any later version. For more
|
||||
* information, see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Mods.Common.Orders;
|
||||
using OpenRA.Mods.Common.Traits;
|
||||
using OpenRA.Orders;
|
||||
using OpenRA.Primitives;
|
||||
using OpenRA.Widgets;
|
||||
|
||||
namespace OpenRA.Mods.Common.Widgets
|
||||
{
|
||||
/// <summary> Contains all functions that are unit-specific. </summary>
|
||||
public class UnitCommandWidget : Widget
|
||||
{
|
||||
readonly World world;
|
||||
|
||||
[ObjectCreator.UseCtor]
|
||||
public UnitCommandWidget(World world, WorldRenderer worldRenderer)
|
||||
{
|
||||
this.world = world;
|
||||
}
|
||||
|
||||
public override string GetCursor(int2 pos) { return null; }
|
||||
public override Rectangle GetEventBounds() { return Rectangle.Empty; }
|
||||
|
||||
public override bool HandleKeyPress(KeyInput e)
|
||||
{
|
||||
if (world == null)
|
||||
return false;
|
||||
|
||||
// Put all functions that are valid for observers/spectators inside WorldCommandWidget.
|
||||
if (world.LocalPlayer == null || world.LocalPlayer.Spectating)
|
||||
return false;
|
||||
|
||||
if (world.IsGameOver || !world.Selection.Actors.Any())
|
||||
return false;
|
||||
|
||||
return ProcessInput(e);
|
||||
}
|
||||
|
||||
bool ProcessInput(KeyInput e)
|
||||
{
|
||||
if (e.Event == KeyInputEvent.Down)
|
||||
{
|
||||
var key = Hotkey.FromKeyInput(e);
|
||||
var ks = Game.Settings.Keys;
|
||||
|
||||
if (key == ks.AttackMoveKey)
|
||||
return PerformAttackMove();
|
||||
|
||||
if (key == ks.StopKey)
|
||||
return PerformStop();
|
||||
|
||||
if (key == ks.ScatterKey)
|
||||
return PerformScatter();
|
||||
|
||||
if (key == ks.DeployKey)
|
||||
return PerformDeploy();
|
||||
|
||||
if (key == ks.StanceCycleKey)
|
||||
return PerformStanceCycle();
|
||||
|
||||
if (key == ks.GuardKey)
|
||||
return PerformGuard();
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// TODO: take ALL this garbage and route it through the OrderTargeter stuff.
|
||||
bool PerformAttackMove()
|
||||
{
|
||||
var actors = world.Selection.Actors
|
||||
.Where(a => a.Owner == world.LocalPlayer)
|
||||
.ToArray();
|
||||
|
||||
if (actors.Any(a => a.Info.HasTraitInfo<AttackMoveInfo>() && a.Info.HasTraitInfo<AutoTargetInfo>()))
|
||||
world.OrderGenerator = new GenericSelectTarget(actors,
|
||||
"AttackMove", "attackmove", Game.Settings.Game.MouseButtonPreference.Action);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void PerformKeyboardOrderOnSelection(Func<Actor, Order> f)
|
||||
{
|
||||
var orders = world.Selection.Actors
|
||||
.Where(a => a.Owner == world.LocalPlayer && !a.Disposed)
|
||||
.Select(f)
|
||||
.ToArray();
|
||||
|
||||
foreach (var o in orders)
|
||||
world.IssueOrder(o);
|
||||
|
||||
world.PlayVoiceForOrders(orders);
|
||||
}
|
||||
|
||||
bool PerformStop()
|
||||
{
|
||||
PerformKeyboardOrderOnSelection(a => new Order("Stop", a, false));
|
||||
return true;
|
||||
}
|
||||
|
||||
bool PerformScatter()
|
||||
{
|
||||
PerformKeyboardOrderOnSelection(a => new Order("Scatter", a, false));
|
||||
return true;
|
||||
}
|
||||
|
||||
bool PerformDeploy()
|
||||
{
|
||||
// HACK: multiple orders here
|
||||
PerformKeyboardOrderOnSelection(a => new Order("ReturnToBase", a, false));
|
||||
PerformKeyboardOrderOnSelection(a => new Order("DeployTransform", a, false));
|
||||
PerformKeyboardOrderOnSelection(a => new Order("Unload", a, false));
|
||||
PerformKeyboardOrderOnSelection(a => new Order("Detonate", a, false));
|
||||
PerformKeyboardOrderOnSelection(a => new Order("DeployToUpgrade", a, false));
|
||||
return true;
|
||||
}
|
||||
|
||||
bool PerformStanceCycle()
|
||||
{
|
||||
var actor = world.Selection.Actors
|
||||
.Where(a => a.Owner == world.LocalPlayer && !a.Disposed)
|
||||
.Select(a => Pair.New(a, a.TraitOrDefault<AutoTarget>()))
|
||||
.FirstOrDefault(a => a.Second != null);
|
||||
|
||||
if (actor.First == null)
|
||||
return true;
|
||||
|
||||
var ati = actor.First.Info.TraitInfoOrDefault<AutoTargetInfo>();
|
||||
if (ati == null || !ati.EnableStances)
|
||||
return false;
|
||||
|
||||
var stances = Enum<UnitStance>.GetValues();
|
||||
var nextStance = stances.Concat(stances)
|
||||
.SkipWhile(s => s != actor.Second.PredictedStance)
|
||||
.Skip(1)
|
||||
.First();
|
||||
|
||||
PerformKeyboardOrderOnSelection(a =>
|
||||
{
|
||||
var at = a.TraitOrDefault<AutoTarget>();
|
||||
if (at != null)
|
||||
at.PredictedStance = nextStance;
|
||||
|
||||
return new Order("SetUnitStance", a, false) { ExtraData = (uint)nextStance };
|
||||
});
|
||||
|
||||
Game.Debug("Unit stance set to: {0}".F(nextStance));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool PerformGuard()
|
||||
{
|
||||
var actors = world.Selection.Actors
|
||||
.Where(a => !a.Disposed && a.Owner == world.LocalPlayer);
|
||||
|
||||
if (actors.Any(a => a.Info.HasTraitInfo<GuardInfo>() && a.Info.HasTraitInfo<AutoTargetInfo>()))
|
||||
world.OrderGenerator = new GuardOrderGenerator(actors,
|
||||
"Guard", "guard", Game.Settings.Game.MouseButtonPreference.Action);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -13,15 +13,13 @@ using System;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Mods.Common.Orders;
|
||||
using OpenRA.Mods.Common.Traits;
|
||||
using OpenRA.Orders;
|
||||
using OpenRA.Primitives;
|
||||
using OpenRA.Traits;
|
||||
using OpenRA.Widgets;
|
||||
|
||||
namespace OpenRA.Mods.Common.Widgets
|
||||
{
|
||||
/// <summary> Contains all functions that are valid for players and observers/spectators. </summary>
|
||||
public class WorldCommandWidget : Widget
|
||||
{
|
||||
readonly World world;
|
||||
@@ -65,133 +63,11 @@ namespace OpenRA.Mods.Common.Widgets
|
||||
|
||||
if (key == ks.ToSelectionKey)
|
||||
return ToSelection();
|
||||
|
||||
// Put all functions that are valid for observers/spectators above this line.
|
||||
if (world.LocalPlayer == null || world.LocalPlayer.Spectating)
|
||||
return false;
|
||||
|
||||
// Put all functions that aren't unit-specific before this line!
|
||||
if (!world.Selection.Actors.Any() || world.IsGameOver)
|
||||
return false;
|
||||
|
||||
if (key == ks.AttackMoveKey)
|
||||
return PerformAttackMove();
|
||||
|
||||
if (key == ks.StopKey)
|
||||
return PerformStop();
|
||||
|
||||
if (key == ks.ScatterKey)
|
||||
return PerformScatter();
|
||||
|
||||
if (key == ks.DeployKey)
|
||||
return PerformDeploy();
|
||||
|
||||
if (key == ks.StanceCycleKey)
|
||||
return PerformStanceCycle();
|
||||
|
||||
if (key == ks.GuardKey)
|
||||
return PerformGuard();
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// TODO: take ALL this garbage and route it through the OrderTargeter stuff.
|
||||
bool PerformAttackMove()
|
||||
{
|
||||
var actors = world.Selection.Actors
|
||||
.Where(a => a.Owner == world.LocalPlayer)
|
||||
.ToArray();
|
||||
|
||||
if (actors.Any(a => a.Info.HasTraitInfo<AttackMoveInfo>() && a.Info.HasTraitInfo<AutoTargetInfo>()))
|
||||
world.OrderGenerator = new GenericSelectTarget(actors,
|
||||
"AttackMove", "attackmove", Game.Settings.Game.MouseButtonPreference.Action);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void PerformKeyboardOrderOnSelection(Func<Actor, Order> f)
|
||||
{
|
||||
var orders = world.Selection.Actors
|
||||
.Where(a => a.Owner == world.LocalPlayer && !a.Disposed)
|
||||
.Select(f)
|
||||
.ToArray();
|
||||
|
||||
foreach (var o in orders)
|
||||
world.IssueOrder(o);
|
||||
|
||||
world.PlayVoiceForOrders(orders);
|
||||
}
|
||||
|
||||
bool PerformStop()
|
||||
{
|
||||
PerformKeyboardOrderOnSelection(a => new Order("Stop", a, false));
|
||||
return true;
|
||||
}
|
||||
|
||||
bool PerformScatter()
|
||||
{
|
||||
PerformKeyboardOrderOnSelection(a => new Order("Scatter", a, false));
|
||||
return true;
|
||||
}
|
||||
|
||||
bool PerformDeploy()
|
||||
{
|
||||
// HACK: multiple orders here
|
||||
PerformKeyboardOrderOnSelection(a => new Order("ReturnToBase", a, false));
|
||||
PerformKeyboardOrderOnSelection(a => new Order("DeployTransform", a, false));
|
||||
PerformKeyboardOrderOnSelection(a => new Order("Unload", a, false));
|
||||
PerformKeyboardOrderOnSelection(a => new Order("Detonate", a, false));
|
||||
PerformKeyboardOrderOnSelection(a => new Order("DeployToUpgrade", a, false));
|
||||
return true;
|
||||
}
|
||||
|
||||
bool PerformStanceCycle()
|
||||
{
|
||||
var actor = world.Selection.Actors
|
||||
.Where(a => a.Owner == world.LocalPlayer && !a.Disposed)
|
||||
.Select(a => Pair.New(a, a.TraitOrDefault<AutoTarget>()))
|
||||
.FirstOrDefault(a => a.Second != null);
|
||||
|
||||
if (actor.First == null)
|
||||
return true;
|
||||
|
||||
var ati = actor.First.Info.TraitInfoOrDefault<AutoTargetInfo>();
|
||||
if (ati == null || !ati.EnableStances)
|
||||
return false;
|
||||
|
||||
var stances = Enum<UnitStance>.GetValues();
|
||||
var nextStance = stances.Concat(stances)
|
||||
.SkipWhile(s => s != actor.Second.PredictedStance)
|
||||
.Skip(1)
|
||||
.First();
|
||||
|
||||
PerformKeyboardOrderOnSelection(a =>
|
||||
{
|
||||
var at = a.TraitOrDefault<AutoTarget>();
|
||||
if (at != null)
|
||||
at.PredictedStance = nextStance;
|
||||
|
||||
return new Order("SetUnitStance", a, false) { ExtraData = (uint)nextStance };
|
||||
});
|
||||
|
||||
Game.Debug("Unit stance set to: {0}".F(nextStance));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool PerformGuard()
|
||||
{
|
||||
var actors = world.Selection.Actors
|
||||
.Where(a => !a.Disposed && a.Owner == world.LocalPlayer);
|
||||
|
||||
if (actors.Any(a => a.Info.HasTraitInfo<GuardInfo>() && a.Info.HasTraitInfo<AutoTargetInfo>()))
|
||||
world.OrderGenerator = new GuardOrderGenerator(actors,
|
||||
"Guard", "guard", Game.Settings.Game.MouseButtonPreference.Action);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CycleBases()
|
||||
{
|
||||
var player = world.RenderPlayer ?? world.LocalPlayer;
|
||||
|
||||
@@ -235,6 +235,9 @@ Container@PLAYER_WIDGETS:
|
||||
LogicKeyListener@CONTROLGROUP_KEYHANDLER:
|
||||
Logic: ControlGroupLogic
|
||||
LogicTicker@SIDEBAR_TICKER:
|
||||
UnitCommand:
|
||||
Width: WINDOW_RIGHT
|
||||
Height: WINDOW_BOTTOM
|
||||
Container@SUPPORT_POWERS:
|
||||
Logic: SupportPowerBinLogic
|
||||
X: 10
|
||||
|
||||
@@ -3,6 +3,9 @@ Container@PLAYER_WIDGETS:
|
||||
LogicKeyListener@CONTROLGROUP_KEYHANDLER:
|
||||
Logic: ControlGroupLogic
|
||||
LogicTicker@SIDEBAR_TICKER:
|
||||
UnitCommand:
|
||||
Width: WINDOW_RIGHT
|
||||
Height: WINDOW_BOTTOM
|
||||
Container@SUPPORT_POWERS:
|
||||
Logic: SupportPowerBinLogic
|
||||
X: 10
|
||||
|
||||
@@ -3,6 +3,9 @@ Container@PLAYER_WIDGETS:
|
||||
LogicKeyListener@CONTROLGROUP_KEYHANDLER:
|
||||
Logic: ControlGroupLogic
|
||||
LogicTicker@SIDEBAR_TICKER:
|
||||
UnitCommand:
|
||||
Width: WINDOW_RIGHT
|
||||
Height: WINDOW_BOTTOM
|
||||
Container@SUPPORT_POWERS:
|
||||
Logic: SupportPowerBinLogic
|
||||
X: 10
|
||||
|
||||
Reference in New Issue
Block a user