Fixed regression from last PR.
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@@ -8,7 +8,6 @@
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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@@ -22,8 +21,6 @@ namespace OpenRA.Widgets
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{
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public class WorldInteractionControllerWidget : Widget
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{
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static readonly Actor[] NoActors = { };
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protected readonly World World;
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readonly WorldRenderer worldRenderer;
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int2? dragStart, dragEnd;
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@@ -238,7 +235,7 @@ namespace OpenRA.Widgets
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else if (key == Game.Settings.Keys.SelectAllUnitsKey)
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{
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// Select actors on the screen which belong to the current player
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var ownUnitsOnScreen = SelectActorsOnScreen(World, worldRenderer, null, player);
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var ownUnitsOnScreen = SelectActorsOnScreen(World, worldRenderer, null, player).SubsetWithHighestSelectionPriority();
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World.Selection.Combine(World, ownUnitsOnScreen, false, false);
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}
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else if (key == Game.Settings.Keys.SelectUnitsByTypeKey)
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@@ -275,23 +272,24 @@ namespace OpenRA.Widgets
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static IEnumerable<Actor> SelectActorsOnScreen(World world, WorldRenderer wr, IEnumerable<string> selectionClasses, Player player)
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{
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return SelectActorsByPlayerByClass(world.ScreenMap.ActorsInBox(wr.Viewport.TopLeft, wr.Viewport.BottomRight), selectionClasses, player);
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return SelectActorsByOwnerAndSelectionClass(world.ScreenMap.ActorsInBox(wr.Viewport.TopLeft, wr.Viewport.BottomRight), player, selectionClasses);
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}
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static IEnumerable<Actor> SelectActorsInWorld(World world, IEnumerable<string> selectionClasses, Player player)
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{
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return SelectActorsByPlayerByClass(world.ActorMap.ActorsInWorld(), selectionClasses, player);
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return SelectActorsByOwnerAndSelectionClass(world.ActorMap.ActorsInWorld(), player, selectionClasses);
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}
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static IEnumerable<Actor> SelectActorsByPlayerByClass(IEnumerable<Actor> actors, IEnumerable<string> selectionClasses, Player player)
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static IEnumerable<Actor> SelectActorsByOwnerAndSelectionClass(IEnumerable<Actor> actors, Player owner, IEnumerable<string> selectionClasses)
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{
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return actors.Where(a =>
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{
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if (a.Owner != player)
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if (a.Owner != owner)
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return false;
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var s = a.TraitOrDefault<Selectable>();
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// sc == null means that units, that meet all other criteria, get selected
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// selectionClasses == null means that units, that meet all other criteria, get selected
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return s != null && (selectionClasses == null || selectionClasses.Contains(s.Class));
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});
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}
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@@ -304,11 +302,7 @@ namespace OpenRA.Widgets
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return world.ScreenMap.ActorsInBox(a, b)
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.Where(x => x.HasTrait<Selectable>() && (x.Owner.IsAlliedWith(world.RenderPlayer) || !world.FogObscures(x)))
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.GroupBy(x => x.GetSelectionPriority())
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.OrderByDescending(g => g.Key)
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.Select(g => g.AsEnumerable())
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.DefaultIfEmpty(NoActors)
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.FirstOrDefault();
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.SubsetWithHighestSelectionPriority();
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}
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bool ToggleStatusBars()
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@@ -324,28 +318,4 @@ namespace OpenRA.Widgets
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return true;
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}
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}
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static class PriorityExts
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{
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const int PriorityRange = 30;
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public static int GetSelectionPriority(this Actor a)
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{
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var basePriority = a.Info.Traits.Get<SelectableInfo>().Priority;
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var lp = a.World.LocalPlayer;
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if (a.Owner == lp || lp == null)
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return basePriority;
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switch (lp.Stances[a.Owner])
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{
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case Stance.Ally: return basePriority - PriorityRange;
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case Stance.Neutral: return basePriority - 2 * PriorityRange;
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case Stance.Enemy: return basePriority - 3 * PriorityRange;
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default:
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throw new InvalidOperationException();
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}
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}
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}
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}
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