Remove UnitCommandWidget.
This commit is contained in:
@@ -555,7 +555,6 @@
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<Compile Include="UtilityCommands\ExtractTraitDocsCommand.cs" />
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<Compile Include="UtilityCommands\ExtractWeaponDocsCommand.cs" />
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<Compile Include="Widgets\Logic\Ingame\MusicControllerLogic.cs" />
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<Compile Include="Widgets\UnitCommandWidget.cs" />
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<Compile Include="WorldExtensions.cs" />
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<Compile Include="UtilityCommands\GetMapHashCommand.cs" />
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<Compile Include="UtilityCommands\Glob.cs" />
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@@ -1,161 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Orders;
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using OpenRA.Primitives;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.Common.Widgets
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{
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/// <summary> Contains all functions that are unit-specific. </summary>
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public class UnitCommandWidget : Widget
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{
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readonly World world;
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[ObjectCreator.UseCtor]
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public UnitCommandWidget(World world, WorldRenderer worldRenderer)
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{
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this.world = world;
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}
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public override string GetCursor(int2 pos) { return null; }
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public override Rectangle GetEventBounds() { return Rectangle.Empty; }
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public override bool HandleKeyPress(KeyInput e)
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{
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if (world == null)
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return false;
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// Put all functions that are valid for observers/spectators inside WorldCommandWidget.
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if (world.LocalPlayer == null || world.LocalPlayer.Spectating)
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return false;
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if (world.IsGameOver || !world.Selection.Actors.Any())
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return false;
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return ProcessInput(e);
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}
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bool ProcessInput(KeyInput e)
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{
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if (e.Event == KeyInputEvent.Down)
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{
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var key = Hotkey.FromKeyInput(e);
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var ks = Game.Settings.Keys;
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if (key == ks.AttackMoveKey)
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return PerformAttackMove();
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if (key == ks.StopKey)
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return PerformStop();
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if (key == ks.ScatterKey)
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return PerformScatter();
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if (key == ks.DeployKey)
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return PerformDeploy();
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var stanceKeyIdx = new Hotkey[] { ks.StanceHoldFireKey, ks.StanceReturnFireKey, ks.StanceDefendKey, ks.StanceAttackAnythingKey }.IndexOf(key);
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if (stanceKeyIdx > -1)
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return SetUnitStance((UnitStance)stanceKeyIdx);
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if (key == ks.GuardKey)
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return PerformGuard();
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}
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return false;
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}
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// TODO: take ALL this garbage and route it through the OrderTargeter stuff.
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bool PerformAttackMove()
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{
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var actors = world.Selection.Actors
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.Where(a => a.Owner == world.LocalPlayer)
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.ToArray();
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if (actors.Any(a => a.Info.HasTraitInfo<AttackMoveInfo>() && a.Info.HasTraitInfo<AutoTargetInfo>()))
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world.OrderGenerator = new GenericSelectTarget(actors,
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"AttackMove", "attackmove", Game.Settings.Game.MouseButtonPreference.Action);
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return true;
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}
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void PerformKeyboardOrderOnSelection(Func<Actor, Order> f)
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{
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var orders = world.Selection.Actors
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.Where(a => a.Owner == world.LocalPlayer && !a.Disposed)
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.Select(f)
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.ToArray();
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foreach (var o in orders)
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world.IssueOrder(o);
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world.PlayVoiceForOrders(orders);
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}
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bool PerformStop()
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{
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PerformKeyboardOrderOnSelection(a => new Order("Stop", a, false));
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return true;
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}
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bool PerformScatter()
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{
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PerformKeyboardOrderOnSelection(a => new Order("Scatter", a, false));
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return true;
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}
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bool PerformDeploy()
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{
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// HACK: multiple orders here
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PerformKeyboardOrderOnSelection(a => new Order("ReturnToBase", a, false));
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PerformKeyboardOrderOnSelection(a => new Order("DeployTransform", a, false));
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PerformKeyboardOrderOnSelection(a => new Order("Unload", a, false));
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PerformKeyboardOrderOnSelection(a => new Order("Detonate", a, false));
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PerformKeyboardOrderOnSelection(a => new Order("GrantConditionOnDeploy", a, false));
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return true;
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}
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bool SetUnitStance(UnitStance unitStance)
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{
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PerformKeyboardOrderOnSelection(a =>
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{
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var at = a.TraitOrDefault<AutoTarget>();
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if (at != null)
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at.PredictedStance = unitStance;
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return new Order("SetUnitStance", a, false) { ExtraData = (uint)unitStance };
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});
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Game.AddChatLine(Color.White, "Battlefield Control", "Unit stance set to: {0}".F(unitStance));
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return true;
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}
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bool PerformGuard()
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{
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var actors = world.Selection.Actors
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.Where(a => !a.Disposed && a.Owner == world.LocalPlayer);
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if (actors.Any(a => a.Info.HasTraitInfo<GuardInfo>() && a.Info.HasTraitInfo<AutoTargetInfo>()))
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world.OrderGenerator = new GuardOrderGenerator(actors,
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"Guard", "guard", Game.Settings.Game.MouseButtonPreference.Action);
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return true;
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}
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}
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}
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