Fixed regression from last PR.
This commit is contained in:
@@ -156,6 +156,7 @@
|
||||
<Compile Include="Primitives\MergedStream.cs" />
|
||||
<Compile Include="Primitives\SpatiallyPartitioned.cs" />
|
||||
<Compile Include="Primitives\ConcurrentCache.cs" />
|
||||
<Compile Include="SelectableExts.cs" />
|
||||
<Compile Include="Selection.cs" />
|
||||
<Compile Include="Server\Connection.cs" />
|
||||
<Compile Include="Server\Exts.cs" />
|
||||
|
||||
@@ -162,23 +162,4 @@ namespace OpenRA.Orders
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static class SelectableExts
|
||||
{
|
||||
public static int SelectionPriority(this ActorInfo a)
|
||||
{
|
||||
var selectableInfo = a.Traits.GetOrDefault<SelectableInfo>();
|
||||
return selectableInfo != null ? selectableInfo.Priority : int.MinValue;
|
||||
}
|
||||
|
||||
public static Actor WithHighestSelectionPriority(this IEnumerable<Actor> actors)
|
||||
{
|
||||
return actors.MaxByOrDefault(a => a.Info.SelectionPriority());
|
||||
}
|
||||
|
||||
public static FrozenActor WithHighestSelectionPriority(this IEnumerable<FrozenActor> actors)
|
||||
{
|
||||
return actors.MaxByOrDefault(a => a.Info.SelectionPriority());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
67
OpenRA.Game/SelectableExts.cs
Normal file
67
OpenRA.Game/SelectableExts.cs
Normal file
@@ -0,0 +1,67 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2015 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. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace OpenRA.Traits
|
||||
{
|
||||
public static class SelectableExts
|
||||
{
|
||||
public static int SelectionPriority(this ActorInfo a)
|
||||
{
|
||||
var selectableInfo = a.Traits.GetOrDefault<SelectableInfo>();
|
||||
return selectableInfo != null ? selectableInfo.Priority : int.MinValue;
|
||||
}
|
||||
|
||||
const int PriorityRange = 30;
|
||||
|
||||
public static int SelectionPriority(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();
|
||||
}
|
||||
}
|
||||
|
||||
public static Actor WithHighestSelectionPriority(this IEnumerable<Actor> actors)
|
||||
{
|
||||
return actors.MaxByOrDefault(a => a.Info.SelectionPriority());
|
||||
}
|
||||
|
||||
public static FrozenActor WithHighestSelectionPriority(this IEnumerable<FrozenActor> actors)
|
||||
{
|
||||
return actors.MaxByOrDefault(a => a.Info.SelectionPriority());
|
||||
}
|
||||
|
||||
static readonly Actor[] NoActors = { };
|
||||
|
||||
public static IEnumerable<Actor> SubsetWithHighestSelectionPriority(this IEnumerable<Actor> actors)
|
||||
{
|
||||
return actors.GroupBy(x => x.SelectionPriority())
|
||||
.OrderByDescending(g => g.Key)
|
||||
.Select(g => g.AsEnumerable())
|
||||
.DefaultIfEmpty(NoActors)
|
||||
.FirstOrDefault();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user