Allow selection priority to be modified using a hotkey
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committed by
teinarss
parent
3e39ada304
commit
c1fc0c1b74
@@ -18,17 +18,19 @@ namespace OpenRA.Traits
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{
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public static class SelectableExts
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{
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public static int SelectionPriority(this ActorInfo a)
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public static int SelectionPriority(this ActorInfo a, Modifiers modifiers)
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{
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var selectableInfo = a.TraitInfoOrDefault<SelectableInfo>();
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return selectableInfo != null ? selectableInfo.Priority : int.MinValue;
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return selectableInfo != null ? BaseSelectionPriority(selectableInfo, modifiers) : int.MinValue;
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}
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const int PriorityRange = 30;
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public static int SelectionPriority(this Actor a)
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public static int SelectionPriority(this Actor a, Modifiers modifiers)
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{
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var basePriority = a.Info.TraitInfo<SelectableInfo>().Priority;
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var info = a.Info.TraitInfo<SelectableInfo>();
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var basePriority = BaseSelectionPriority(info, modifiers);
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var lp = a.World.LocalPlayer;
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if (a.Owner == lp || lp == null)
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@@ -45,37 +47,50 @@ namespace OpenRA.Traits
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}
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}
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public static Actor WithHighestSelectionPriority(this IEnumerable<ActorBoundsPair> actors, int2 selectionPixel)
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static int BaseSelectionPriority(SelectableInfo info, Modifiers modifiers)
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{
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var priority = info.Priority;
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if (modifiers.HasModifier(Modifiers.Ctrl) && !modifiers.HasModifier(Modifiers.Alt) && info.PriorityModifiers.HasFlag(SelectionPriorityModifiers.Ctrl))
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priority = int.MaxValue;
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if (modifiers.HasModifier(Modifiers.Alt) && !modifiers.HasModifier(Modifiers.Ctrl) && info.PriorityModifiers.HasFlag(SelectionPriorityModifiers.Alt))
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priority = int.MaxValue;
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return priority;
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}
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public static Actor WithHighestSelectionPriority(this IEnumerable<ActorBoundsPair> actors, int2 selectionPixel, Modifiers modifiers)
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{
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if (!actors.Any())
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return null;
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return actors.MaxBy(a => CalculateActorSelectionPriority(a.Actor.Info, a.Bounds, selectionPixel)).Actor;
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return actors.MaxBy(a => CalculateActorSelectionPriority(a.Actor.Info, a.Bounds, selectionPixel, modifiers)).Actor;
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}
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public static FrozenActor WithHighestSelectionPriority(this IEnumerable<FrozenActor> actors, int2 selectionPixel)
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public static FrozenActor WithHighestSelectionPriority(this IEnumerable<FrozenActor> actors, int2 selectionPixel, Modifiers modifiers)
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{
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return actors.MaxByOrDefault(a => CalculateActorSelectionPriority(a.Info, a.MouseBounds, selectionPixel));
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return actors.MaxByOrDefault(a => CalculateActorSelectionPriority(a.Info, a.MouseBounds, selectionPixel, modifiers));
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}
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static long CalculateActorSelectionPriority(ActorInfo info, Rectangle bounds, int2 selectionPixel)
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static long CalculateActorSelectionPriority(ActorInfo info, Rectangle bounds, int2 selectionPixel, Modifiers modifiers)
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{
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if (bounds.IsEmpty)
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return info.SelectionPriority();
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return info.SelectionPriority(modifiers);
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var centerPixel = new int2(
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bounds.Left + bounds.Size.Width / 2,
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bounds.Top + bounds.Size.Height / 2);
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var pixelDistance = (centerPixel - selectionPixel).Length;
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return ((long)-pixelDistance << 32) + info.SelectionPriority();
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return ((long)-pixelDistance << 32) + info.SelectionPriority(modifiers);
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}
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static readonly Actor[] NoActors = { };
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public static IEnumerable<Actor> SubsetWithHighestSelectionPriority(this IEnumerable<Actor> actors)
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public static IEnumerable<Actor> SubsetWithHighestSelectionPriority(this IEnumerable<Actor> actors, Modifiers modifiers)
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{
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return actors.GroupBy(x => x.SelectionPriority())
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return actors.GroupBy(x => x.SelectionPriority(modifiers))
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.OrderByDescending(g => g.Key)
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.Select(g => g.AsEnumerable())
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.DefaultIfEmpty(NoActors)
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