(gecko) Add support for custom order generators
This commit is contained in:
@@ -18,10 +18,24 @@ namespace OpenRA.Orders
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class UnitOrderGenerator : IOrderGenerator
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class UnitOrderGenerator : IOrderGenerator
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{
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{
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public IEnumerable<Order> Order( World world, int2 xy, MouseInput mi )
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public IEnumerable<Order> Order( World world, int2 xy, MouseInput mi )
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{
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var custom = world.WorldActor.TraitOrDefault<ICustomUnitOrderGenerator>();
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if (custom != null)
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{
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var customOrders = custom.Order(world, xy, mi);
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foreach (var o in customOrders)
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yield return o;
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}
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else
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{
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{
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var underCursor = world.FindUnitsAtMouse(mi.Location)
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var underCursor = world.FindUnitsAtMouse(mi.Location)
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.Where(a => a.Info.Traits.Contains<TargetableInfo>())
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.Where(a => a.Info.Traits.Contains<TargetableInfo>())
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.OrderByDescending(a => a.Info.Traits.Contains<SelectableInfo>() ? a.Info.Traits.Get<SelectableInfo>().Priority : int.MinValue)
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.OrderByDescending(
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a =>
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a.Info.Traits.Contains<SelectableInfo>()
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? a.Info.Traits.Get<SelectableInfo>().Priority
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: int.MinValue)
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.FirstOrDefault();
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.FirstOrDefault();
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var orders = world.Selection.Actors
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var orders = world.Selection.Actors
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@@ -32,16 +46,32 @@ namespace OpenRA.Orders
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var actorsInvolved = orders.Select(o => o.self).Distinct();
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var actorsInvolved = orders.Select(o => o.self).Distinct();
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if (actorsInvolved.Any())
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if (actorsInvolved.Any())
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yield return new Order("CreateGroup", actorsInvolved.First().Owner.PlayerActor,
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yield return new Order("CreateGroup", actorsInvolved.First().Owner.PlayerActor,
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string.Join(",", actorsInvolved.Select(a => a.ActorID.ToString()).ToArray()));
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string.Join(",", actorsInvolved.Select(a => a.ActorID.ToString()).ToArray()))
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;
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foreach( var o in orders )
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foreach (var o in orders)
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yield return CheckSameOrder( o.iot, o.trait.IssueOrder( o.self, o.iot, o.target ) );
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yield return CheckSameOrder(o.iot, o.trait.IssueOrder(o.self, o.iot, o.target));
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}
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}
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}
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public void Tick( World world ) {}
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public void Tick( World world )
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{
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var custom = world.WorldActor.TraitOrDefault<ICustomUnitOrderGenerator>();
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if (custom != null)
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{
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custom.Tick(world);
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}
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}
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public void RenderBeforeWorld( WorldRenderer wr, World world )
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public void RenderBeforeWorld( WorldRenderer wr, World world )
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{
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{
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var custom = world.WorldActor.TraitOrDefault<ICustomUnitOrderGenerator>();
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if (custom != null)
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{
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custom.RenderBeforeWorld(wr, world);
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return;
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}
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foreach (var a in world.Selection.Actors)
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foreach (var a in world.Selection.Actors)
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if (!a.Destroyed)
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if (!a.Destroyed)
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foreach (var t in a.TraitsImplementing<IPreRenderSelection>())
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foreach (var t in a.TraitsImplementing<IPreRenderSelection>())
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@@ -52,6 +82,13 @@ namespace OpenRA.Orders
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public void RenderAfterWorld( WorldRenderer wr, World world )
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public void RenderAfterWorld( WorldRenderer wr, World world )
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{
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{
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var custom = world.WorldActor.TraitOrDefault<ICustomUnitOrderGenerator>();
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if (custom != null)
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{
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custom.RenderAfterWorld(wr, world);
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return;
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}
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foreach (var a in world.Selection.Actors)
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foreach (var a in world.Selection.Actors)
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if (!a.Destroyed)
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if (!a.Destroyed)
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foreach (var t in a.TraitsImplementing<IPostRenderSelection>())
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foreach (var t in a.TraitsImplementing<IPostRenderSelection>())
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@@ -62,6 +99,12 @@ namespace OpenRA.Orders
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public string GetCursor( World world, int2 xy, MouseInput mi )
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public string GetCursor( World world, int2 xy, MouseInput mi )
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{
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{
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var custom = world.WorldActor.TraitOrDefault<ICustomUnitOrderGenerator>();
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if (custom != null)
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{
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return custom.GetCursor(world, xy, mi);
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}
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var underCursor = world.FindUnitsAtMouse(mi.Location)
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var underCursor = world.FindUnitsAtMouse(mi.Location)
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.Where(a => a.Info.Traits.Contains<TargetableInfo>())
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.Where(a => a.Info.Traits.Contains<TargetableInfo>())
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.OrderByDescending(a => a.Info.Traits.Contains<SelectableInfo>() ? a.Info.Traits.Get<SelectableInfo>().Priority : int.MinValue)
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.OrderByDescending(a => a.Info.Traits.Contains<SelectableInfo>() ? a.Info.Traits.Get<SelectableInfo>().Priority : int.MinValue)
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@@ -51,7 +51,7 @@ namespace OpenRA.Traits
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}
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}
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public interface IOrderCursor { string CursorForOrder(Actor self, Order order); }
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public interface IOrderCursor { string CursorForOrder(Actor self, Order order); }
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public interface IOrderVoice { string VoicePhraseForOrder(Actor self, Order order); }
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public interface IOrderVoice { string VoicePhraseForOrder(Actor self, Order order); }
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public interface ICustomUnitOrderGenerator : IOrderGenerator {};
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public interface INotifySold { void Selling( Actor self ); void Sold( Actor self ); }
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public interface INotifySold { void Selling( Actor self ); void Sold( Actor self ); }
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public interface INotifyDamage { void Damaged(Actor self, AttackInfo e); }
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public interface INotifyDamage { void Damaged(Actor self, AttackInfo e); }
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public interface INotifyBuildComplete { void BuildingComplete(Actor self); }
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public interface INotifyBuildComplete { void BuildingComplete(Actor self); }
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