Allow selection priority to be modified using a hotkey

This commit is contained in:
Ivaylo Draganov
2019-05-08 18:12:00 +03:00
committed by teinarss
parent 3e39ada304
commit c1fc0c1b74
5 changed files with 64 additions and 31 deletions

View File

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