Trait-based units. Any unit/building without sequences will cause a crash when built.

This commit is contained in:
Bob
2009-10-10 00:31:16 +13:00
parent a08bcd9a17
commit 3181b055aa
18 changed files with 1377 additions and 1182 deletions

View File

@@ -1,90 +1,97 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using IjwFramework.Types;
using System.Drawing;
namespace OpenRa.Game
{
class Controller
{
Game game;
public IOrderGenerator orderGenerator;
public Controller(Game game)
{
this.game = game;
}
float2 GetWorldPos(MouseInput mi)
{
return (1 / 24.0f) * (new float2(mi.Location.X, mi.Location.Y) + game.viewport.Location);
}
float2? dragStart, dragEnd;
public void HandleMouseInput(MouseInput mi)
{
var xy = GetWorldPos(mi);
if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Down)
{
if (!(orderGenerator is PlaceBuilding))
dragStart = dragEnd = xy;
}
if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Move)
if (dragEnd != null)
dragEnd = GetWorldPos(mi);
if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Up)
{
if (!(orderGenerator is PlaceBuilding))
{
if (dragStart.HasValue && !(dragStart.Value == GetWorldPos(mi)))
orderGenerator = FindUnit(dragStart.Value, xy); /* band-box select */
else
orderGenerator = FindUnit(xy, xy); /* click select */
}
dragStart = dragEnd = null;
}
if (mi.Button == MouseButtons.None && mi.Event == MouseInputEvent.Move)
{
/* update the cursor to reflect the thing under us - note this
* needs to also happen when the *thing* changes, so per-frame hook */
}
if( mi.Button == MouseButtons.Right && mi.Event == MouseInputEvent.Down )
if( orderGenerator != null )
foreach( var order in orderGenerator.Order( game, new int2( (int)xy.X, (int)xy.Y ) ) )
order.Apply( game );
}
public Unit FindUnit(float2 a, float2 b)
{
return FindUnits(game, 24 * a, 24 * b).FirstOrDefault();
}
public static IEnumerable<Unit> FindUnits(Game game, float2 a, float2 b)
{
var min = new float2(Math.Min(a.X, b.X), Math.Min(a.Y, b.Y));
var max = new float2(Math.Max(a.X, b.X), Math.Max(a.Y, b.Y));
var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y);
return game.world.Actors.OfType<Unit>()
.Where(x => (x.owner == game.LocalPlayer) && (x.Bounds.IntersectsWith(rect)));
}
public Pair<float2, float2>? SelectionBox()
{
if (dragStart == null || dragEnd == null)
return null;
return Pair.New(24 * dragStart.Value, 24 * dragEnd.Value);
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using IjwFramework.Types;
using System.Drawing;
namespace OpenRa.Game
{
class Controller
{
Game game;
public IOrderGenerator orderGenerator;
public Controller(Game game)
{
this.game = game;
}
float2 GetWorldPos(MouseInput mi)
{
return (1 / 24.0f) * (new float2(mi.Location.X, mi.Location.Y) + game.viewport.Location);
}
float2? dragStart, dragEnd;
public void HandleMouseInput(MouseInput mi)
{
var xy = GetWorldPos(mi);
if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Down)
{
if (!(orderGenerator is PlaceBuilding))
dragStart = dragEnd = xy;
}
if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Move)
if (dragEnd != null)
dragEnd = GetWorldPos(mi);
if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Up)
{
if (!(orderGenerator is PlaceBuilding))
{
if (dragStart.HasValue && !(dragStart.Value == GetWorldPos(mi)))
orderGenerator = new UnitOrderGenerator( FindUnits( game, 24 * dragStart.Value, 24 * xy ) ); /* band-box select */
else
orderGenerator = new UnitOrderGenerator( FindUnits( game, 24 * xy, 24 * xy ) ); /* click select */
}
dragStart = dragEnd = null;
}
if (mi.Button == MouseButtons.None && mi.Event == MouseInputEvent.Move)
{
/* update the cursor to reflect the thing under us - note this
* needs to also happen when the *thing* changes, so per-frame hook */
}
if( mi.Button == MouseButtons.Right && mi.Event == MouseInputEvent.Down )
if( orderGenerator != null )
foreach( var order in orderGenerator.Order( game, new int2( (int)xy.X, (int)xy.Y ) ) )
order.Apply( game );
}
public Actor FindUnit(float2 a, float2 b)
{
return FindUnits(game, 24 * a, 24 * b).FirstOrDefault();
}
public static IEnumerable<Actor> FindUnits(Game game, float2 a, float2 b)
{
var min = new float2(Math.Min(a.X, b.X), Math.Min(a.Y, b.Y));
var max = new float2(Math.Max(a.X, b.X), Math.Max(a.Y, b.Y));
var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y);
return game.world.Actors
.Where(x => (x.Owner == game.LocalPlayer) && (UnitBounds(x).IntersectsWith(rect)));
}
public static RectangleF UnitBounds( Actor actor )
{
var size = actor.SelectedSize;
var loc = actor.CenterLocation - 0.5f * size;
return new System.Drawing.RectangleF( loc.X, loc.Y, size.X, size.Y );
}
public Pair<float2, float2>? SelectionBox()
{
if (dragStart == null || dragEnd == null)
return null;
return Pair.New(24 * dragStart.Value, 24 * dragEnd.Value);
}
}
}