Merge pull request #10118 from pchote/rework-order-targets

Rework order targeting crazyness.
This commit is contained in:
RoosterDragon
2015-12-10 20:09:57 +00:00
2 changed files with 69 additions and 59 deletions

View File

@@ -17,30 +17,38 @@ namespace OpenRA.Orders
{
class UnitOrderGenerator : IOrderGenerator
{
public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
static Target TargetForInput(World world, CPos xy, MouseInput mi)
{
var underCursor = world.ScreenMap.ActorsAt(mi)
var actor = world.ScreenMap.ActorsAt(mi)
.Where(a => !world.FogObscures(a) && a.Info.HasTraitInfo<ITargetableInfo>())
.WithHighestSelectionPriority();
Target target;
if (underCursor != null)
target = Target.FromActor(underCursor);
else
{
if (actor != null)
return Target.FromActor(actor);
var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
.Where(a => a.Info.HasTraitInfo<ITargetableInfo>() && a.Visible && a.HasRenderables)
.WithHighestSelectionPriority();
target = frozen != null ? Target.FromFrozenActor(frozen) : Target.FromCell(world, xy);
if (frozen != null)
return Target.FromFrozenActor(frozen);
return Target.FromCell(world, xy);
}
public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
{
var target = TargetForInput(world, xy, mi);
var actorsAt = world.ActorMap.GetActorsAt(xy).ToList();
var orders = world.Selection.Actors
.Select(a => OrderForUnit(a, target, mi))
.Select(a => OrderForUnit(a, target, actorsAt, xy, mi))
.Where(o => o != null)
.ToList();
var actorsInvolved = orders.Select(o => o.Actor).Distinct();
if (actorsInvolved.Any())
if (!actorsInvolved.Any())
yield break;
yield return new Order("CreateGroup", actorsInvolved.First().Owner.PlayerActor, false)
{
TargetString = actorsInvolved.Select(a => a.ActorID).JoinWith(",")
@@ -57,29 +65,15 @@ namespace OpenRA.Orders
public string GetCursor(World world, CPos xy, MouseInput mi)
{
var useSelect = false;
var underCursor = world.ScreenMap.ActorsAt(mi)
.Where(a => !world.FogObscures(a) && a.Info.HasTraitInfo<ITargetableInfo>())
.WithHighestSelectionPriority();
var target = TargetForInput(world, xy, mi);
var actorsAt = world.ActorMap.GetActorsAt(xy).ToList();
if (underCursor != null && (mi.Modifiers.HasModifier(Modifiers.Shift) || !world.Selection.Actors.Any()))
{
if (underCursor.Info.HasTraitInfo<SelectableInfo>())
if (target.Type == TargetType.Actor && target.Actor.Info.HasTraitInfo<SelectableInfo>() &&
(mi.Modifiers.HasModifier(Modifiers.Shift) || !world.Selection.Actors.Any()))
useSelect = true;
}
Target target;
if (underCursor != null)
target = Target.FromActor(underCursor);
else
{
var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
.Where(a => a.Info.HasTraitInfo<ITargetableInfo>() && a.Visible && a.HasRenderables)
.WithHighestSelectionPriority();
target = frozen != null ? Target.FromFrozenActor(frozen) : Target.FromCell(world, xy);
}
var ordersWithCursor = world.Selection.Actors
.Select(a => OrderForUnit(a, target, mi))
.Select(a => OrderForUnit(a, target, actorsAt, xy, mi))
.Where(o => o != null && o.Cursor != null);
var cursorOrder = ordersWithCursor.MaxByOrDefault(o => o.Order.OrderPriority);
@@ -90,19 +84,32 @@ namespace OpenRA.Orders
// Used for classic mouse orders, determines whether or not action at xy is move or select
public static bool InputOverridesSelection(World world, int2 xy, MouseInput mi)
{
var target = Target.FromActor(world.ScreenMap.ActorsAt(xy).WithHighestSelectionPriority());
var actor = world.ScreenMap.ActorsAt(xy).WithHighestSelectionPriority();
if (actor == null)
return true;
var target = Target.FromActor(actor);
var cell = world.Map.CellContaining(target.CenterPosition);
var actorsAt = world.ActorMap.GetActorsAt(cell).ToList();
var underCursor = world.Selection.Actors.WithHighestSelectionPriority();
var o = OrderForUnit(underCursor, target, mi);
var o = OrderForUnit(underCursor, target, actorsAt, cell, mi);
if (o != null && o.Order.OverrideSelection)
return false;
return true;
}
static UnitOrderResult OrderForUnit(Actor self, Target target, MouseInput mi)
/// <summary>
/// Returns the most appropriate order for a given actor and target.
/// First priority is given to orders that interact with the given actors.
/// Second priority is given to actors in the given cell.
/// </summary>
static UnitOrderResult OrderForUnit(Actor self, Target target, List<Actor> actorsAt, CPos xy, MouseInput mi)
{
if (mi.Button != Game.Settings.Game.MouseButtonPreference.Action)
return null;
if (self.Owner != self.World.LocalPlayer)
return null;
@@ -112,15 +119,6 @@ namespace OpenRA.Orders
if (self.Disposed || !target.IsValidFor(self))
return null;
if (mi.Button == Game.Settings.Game.MouseButtonPreference.Action)
{
foreach (var o in self.TraitsImplementing<IIssueOrder>()
.SelectMany(trait => trait.Orders
.Select(x => new { Trait = trait, Order = x }))
.OrderByDescending(x => x.Order.OrderPriority))
{
var actorsAt = self.World.ActorMap.GetActorsAt(self.World.Map.CellContaining(target.CenterPosition)).ToList();
var modifiers = TargetModifiers.None;
if (mi.Modifiers.HasModifier(Modifiers.Ctrl))
modifiers |= TargetModifiers.ForceAttack;
@@ -129,10 +127,22 @@ namespace OpenRA.Orders
if (mi.Modifiers.HasModifier(Modifiers.Alt))
modifiers |= TargetModifiers.ForceMove;
var orders = self.TraitsImplementing<IIssueOrder>()
.SelectMany(trait => trait.Orders.Select(x => new { Trait = trait, Order = x }))
.OrderByDescending(x => x.Order.OrderPriority);
for (var i = 0; i < 2; i++)
{
foreach (var o in orders)
{
var localModifiers = modifiers;
string cursor = null;
if (o.Order.CanTarget(self, target, actorsAt, ref modifiers, ref cursor))
if (o.Order.CanTarget(self, target, actorsAt, ref localModifiers, ref cursor))
return new UnitOrderResult(self, o.Order, o.Trait, cursor, target);
}
// No valid orders, so check for orders against the cell
target = Target.FromCell(self.World, xy);
}
return null;

View File

@@ -709,7 +709,7 @@ namespace OpenRA.Mods.Common.Traits
public bool CanTarget(Actor self, Target target, List<Actor> othersAtTarget, ref TargetModifiers modifiers, ref string cursor)
{
if (rejectMove || !target.IsValidFor(self))
if (rejectMove || target.Type != TargetType.Terrain)
return false;
var location = self.World.Map.CellContaining(target.CenterPosition);