priority-based selection

This commit is contained in:
Chris Forbes
2009-11-26 21:07:27 +13:00
parent 1948e16a3f
commit 54074de6cf
6 changed files with 94 additions and 17 deletions

View File

@@ -262,15 +262,14 @@ namespace OpenRa.Game
yield return new int2(i, j);
}
public static IEnumerable<Actor> SelectUnitsInBox(float2 a, float2 b)
public static IEnumerable<Actor> SelectActorsInBox(float2 a, float2 b)
{
return FindUnits(a, b).Where(x => x.Owner == LocalPlayer && x.traits.Contains<Traits.Unit>());
}
public static IEnumerable<Actor> SelectUnitOrBuilding(float2 a)
{
var q = FindUnits(a, a);
return q.Where(x => x.traits.Contains<Traits.Unit>()).Concat(q).Take(1);
return FindUnits(a, b)
.GroupBy(x => (x.Owner == LocalPlayer) ? x.unitInfo.SelectionPriority : 0)
.OrderByDescending(g => g.Key)
.Select( g => g.AsEnumerable() )
.DefaultIfEmpty( new Actor[] {} )
.FirstOrDefault();
}
public static int GetDistanceToBase(int2 b, Player p)