Fixed regression from last PR.

This commit is contained in:
Matija Hustić
2015-06-14 11:19:50 +01:00
parent aa91a8e7de
commit 34d0518b29
4 changed files with 76 additions and 57 deletions

View File

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