Fall back to target cell if there are no valid orders against the target actor.

This commit is contained in:
Paul Chote
2015-11-26 18:37:40 +00:00
parent fb99a1f3c2
commit 756bec69b3

View File

@@ -41,7 +41,7 @@ namespace OpenRA.Orders
var target = TargetForInput(world, xy, mi);
var actorsAt = world.ActorMap.GetActorsAt(xy).ToList();
var orders = world.Selection.Actors
.Select(a => OrderForUnit(a, target, actorsAt, mi))
.Select(a => OrderForUnit(a, target, actorsAt, xy, mi))
.Where(o => o != null)
.ToList();
@@ -73,7 +73,7 @@ namespace OpenRA.Orders
useSelect = true;
var ordersWithCursor = world.Selection.Actors
.Select(a => OrderForUnit(a, target, actorsAt, mi))
.Select(a => OrderForUnit(a, target, actorsAt, xy, mi))
.Where(o => o != null && o.Cursor != null);
var cursorOrder = ordersWithCursor.MaxByOrDefault(o => o.Order.OrderPriority);
@@ -93,14 +93,19 @@ namespace OpenRA.Orders
var actorsAt = world.ActorMap.GetActorsAt(cell).ToList();
var underCursor = world.Selection.Actors.WithHighestSelectionPriority();
var o = OrderForUnit(underCursor, target, actorsAt, 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, List<Actor> actorsAt, 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;
@@ -122,10 +127,13 @@ namespace OpenRA.Orders
if (mi.Modifiers.HasModifier(Modifiers.Alt))
modifiers |= TargetModifiers.ForceMove;
foreach (var o in self.TraitsImplementing<IIssueOrder>()
.SelectMany(trait => trait.Orders
.Select(x => new { Trait = trait, Order = x }))
.OrderByDescending(x => x.Order.OrderPriority))
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;
@@ -133,6 +141,10 @@ namespace OpenRA.Orders
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;
}