Introduce a Targetable trait; Subs can attack bridges; May introduce subtle bugs due to previous stupid assumption that !selectable == !attackable.
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@@ -14,6 +14,7 @@ using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Orders;
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using OpenRA.Traits;
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using System.Collections.Generic;
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namespace OpenRA.Widgets
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{
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@@ -36,7 +37,7 @@ namespace OpenRA.Widgets
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Game.Renderer.LineRenderer.DrawLine(a + b + c, a + c, Color.White, Color.White);
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Game.Renderer.LineRenderer.DrawLine(a, a + c, Color.White, Color.White);
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foreach (var u in world.SelectActorsInBox(selbox.Value.First, selbox.Value.Second))
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foreach (var u in SelectActorsInBox(world, selbox.Value.First, selbox.Value.Second))
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world.WorldRenderer.DrawSelectionBox(u, Color.Yellow);
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Game.Renderer.LineRenderer.Flush();
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@@ -60,7 +61,7 @@ namespace OpenRA.Widgets
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{
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if (world.OrderGenerator is UnitOrderGenerator)
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{
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var newSelection = Game.world.SelectActorsInBox(Game.CellSize * dragStart, Game.CellSize * xy);
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var newSelection = SelectActorsInBox(world, Game.CellSize * dragStart, Game.CellSize * xy);
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world.Selection.Combine(world, newSelection, mi.Modifiers.HasModifier(Modifiers.Shift), dragStart == xy);
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}
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@@ -170,6 +171,17 @@ namespace OpenRA.Widgets
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Game.viewport.Center(world.Selection.Actors);
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}
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IEnumerable<Actor> SelectActorsInBox(World world, float2 a, float2 b)
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{
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return world.FindUnits(a, b)
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.Where( x => x.traits.Contains<Selectable>() && x.IsVisible() )
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.GroupBy(x => (x.Owner == world.LocalPlayer) ? x.Info.Traits.Get<SelectableInfo>().Priority : 0)
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.OrderByDescending(g => g.Key)
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.Select( g => g.AsEnumerable() )
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.DefaultIfEmpty( new Actor[] {} )
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.FirstOrDefault();
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}
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public override Widget Clone() { return new WorldInteractionControllerWidget(this); }
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}
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}
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