Allow selection priority to be modified using a hotkey
This commit is contained in:
committed by
teinarss
parent
3e39ada304
commit
c1fc0c1b74
@@ -22,14 +22,14 @@ namespace OpenRA.Orders
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{
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var actor = world.ScreenMap.ActorsAtMouse(mi)
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.Where(a => !a.Actor.IsDead && a.Actor.Info.HasTraitInfo<ITargetableInfo>() && !world.FogObscures(a.Actor))
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.WithHighestSelectionPriority(worldPixel);
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.WithHighestSelectionPriority(worldPixel, mi.Modifiers);
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if (actor != null)
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return Target.FromActor(actor);
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var frozen = world.ScreenMap.FrozenActorsAtMouse(world.RenderPlayer, mi)
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.Where(a => a.Info.HasTraitInfo<ITargetableInfo>() && a.Visible && a.HasRenderables)
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.WithHighestSelectionPriority(worldPixel);
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.WithHighestSelectionPriority(worldPixel, mi.Modifiers);
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if (frozen != null)
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return Target.FromFrozenActor(frozen);
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@@ -93,7 +93,7 @@ namespace OpenRA.Orders
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{
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var actor = world.ScreenMap.ActorsAtMouse(xy)
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.Where(a => !a.Actor.IsDead)
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.WithHighestSelectionPriority(xy);
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.WithHighestSelectionPriority(xy, mi.Modifiers);
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if (actor == null)
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return true;
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@@ -103,7 +103,7 @@ namespace OpenRA.Orders
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var actorsAt = world.ActorMap.GetActorsAt(cell).ToList();
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var underCursor = world.Selection.Actors
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.Select(a => new ActorBoundsPair(a, a.MouseBounds(wr)))
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.WithHighestSelectionPriority(xy);
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.WithHighestSelectionPriority(xy, mi.Modifiers);
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var o = OrderForUnit(underCursor, target, actorsAt, cell, mi);
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if (o != null)
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@@ -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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@@ -9,13 +9,29 @@
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*/
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#endregion
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using System;
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namespace OpenRA.Traits
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{
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[Desc("This actor is selectable. Defines bounds of selectable area, selection class and selection priority.")]
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[Flags]
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public enum SelectionPriorityModifiers
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{
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None = 0,
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Ctrl = 1,
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Alt = 2
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}
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[Desc("This actor is selectable. Defines bounds of selectable area, selection class, selection priority and selection priority modifiers.")]
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public class SelectableInfo : InteractableInfo
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{
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public readonly int Priority = 10;
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[Desc("Allow selection priority to be modified using a hotkey.",
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"Valid values are None (priority is not affected by modifiers)",
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"Ctrl (priority is raised when Ctrl pressed) and",
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"Alt (priority is raised when Alt pressed).")]
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public readonly SelectionPriorityModifiers PriorityModifiers = SelectionPriorityModifiers.None;
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[Desc("All units having the same selection class specified will be selected with select-by-type commands (e.g. double-click). "
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+ "Defaults to the actor name when not defined or inherited.")]
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public readonly string Class = null;
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@@ -218,6 +218,7 @@ namespace OpenRA.Mods.Common.Widgets
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{
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TooltipType = WorldTooltipType.None;
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ActorTooltipExtra = null;
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var modifiers = Game.GetModifierKeys();
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var cell = worldRenderer.Viewport.ViewToWorld(Viewport.LastMousePos);
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if (!world.Map.Contains(cell))
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return;
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@@ -231,7 +232,7 @@ namespace OpenRA.Mods.Common.Widgets
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var worldPixel = worldRenderer.Viewport.ViewToWorldPx(Viewport.LastMousePos);
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var underCursor = world.ScreenMap.ActorsAtMouse(worldPixel)
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.Where(a => a.Actor.Info.HasTraitInfo<ITooltipInfo>() && !world.FogObscures(a.Actor))
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.WithHighestSelectionPriority(worldPixel);
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.WithHighestSelectionPriority(worldPixel, modifiers);
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if (underCursor != null)
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{
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@@ -247,7 +248,7 @@ namespace OpenRA.Mods.Common.Widgets
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var frozen = world.ScreenMap.FrozenActorsAtMouse(world.RenderPlayer, worldPixel)
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.Where(a => a.TooltipInfo != null && a.IsValid && a.Visible && !a.Hidden)
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.WithHighestSelectionPriority(worldPixel);
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.WithHighestSelectionPriority(worldPixel, modifiers);
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if (frozen != null)
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{
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@@ -56,6 +56,7 @@ namespace OpenRA.Mods.Common.Widgets
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public override void Draw()
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{
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var modifiers = Game.GetModifierKeys();
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if (IsValidDragbox)
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{
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// Render actors in the dragbox
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@@ -63,13 +64,13 @@ namespace OpenRA.Mods.Common.Widgets
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var b = new float3(mousePos.X, mousePos.Y, mousePos.Y);
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Game.Renderer.WorldRgbaColorRenderer.DrawRect(a, b,
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1 / worldRenderer.Viewport.Zoom, Color.White);
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foreach (var u in SelectActorsInBoxWithDeadzone(World, dragStart, mousePos))
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foreach (var u in SelectActorsInBoxWithDeadzone(World, dragStart, mousePos, modifiers))
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DrawRollover(u);
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}
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else
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{
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// Render actors under the mouse pointer
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foreach (var u in SelectActorsInBoxWithDeadzone(World, mousePos, mousePos))
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foreach (var u in SelectActorsInBoxWithDeadzone(World, mousePos, mousePos, modifiers))
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DrawRollover(u);
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}
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}
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@@ -125,7 +126,7 @@ namespace OpenRA.Mods.Common.Widgets
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if (multiClick)
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{
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var unit = World.ScreenMap.ActorsAtMouse(mousePos)
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.WithHighestSelectionPriority(mousePos);
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.WithHighestSelectionPriority(mousePos, mi.Modifiers);
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if (unit != null && unit.Owner == (World.RenderPlayer ?? World.LocalPlayer))
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{
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@@ -152,7 +153,7 @@ namespace OpenRA.Mods.Common.Widgets
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*/
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if (isDragging && (!(World.OrderGenerator is GenericSelectTarget) || IsValidDragbox))
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{
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var newSelection = SelectActorsInBoxWithDeadzone(World, dragStart, mousePos);
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var newSelection = SelectActorsInBoxWithDeadzone(World, dragStart, mousePos, mi.Modifiers);
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World.Selection.Combine(World, newSelection, mi.Modifiers.HasModifier(Modifiers.Shift), dragStart == mousePos);
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}
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}
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@@ -251,7 +252,7 @@ namespace OpenRA.Mods.Common.Widgets
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if (SelectAllKey.IsActivatedBy(e) && !World.IsGameOver)
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{
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// Select actors on the screen which belong to the current player
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var ownUnitsOnScreen = SelectActorsOnScreen(World, worldRenderer, null, player).SubsetWithHighestSelectionPriority().ToList();
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var ownUnitsOnScreen = SelectActorsOnScreen(World, worldRenderer, null, player).SubsetWithHighestSelectionPriority(e.Modifiers).ToList();
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// Check if selecting actors on the screen has selected new units
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if (ownUnitsOnScreen.Count > World.Selection.Actors.Count())
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@@ -259,7 +260,7 @@ namespace OpenRA.Mods.Common.Widgets
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else
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{
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// Select actors in the world that have highest selection priority
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ownUnitsOnScreen = SelectActorsInWorld(World, null, player).SubsetWithHighestSelectionPriority().ToList();
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ownUnitsOnScreen = SelectActorsInWorld(World, null, player).SubsetWithHighestSelectionPriority(e.Modifiers).ToList();
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Game.AddSystemLine("Battlefield Control", "Selected across map");
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}
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@@ -321,29 +322,29 @@ namespace OpenRA.Mods.Common.Widgets
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});
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}
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static IEnumerable<Actor> SelectHighestPriorityActorAtPoint(World world, int2 a)
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static IEnumerable<Actor> SelectHighestPriorityActorAtPoint(World world, int2 a, Modifiers modifiers)
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{
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var selected = world.ScreenMap.ActorsAtMouse(a)
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.Where(x => x.Actor.Info.HasTraitInfo<SelectableInfo>() && (x.Actor.Owner.IsAlliedWith(world.RenderPlayer) || !world.FogObscures(x.Actor)))
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.WithHighestSelectionPriority(a);
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.WithHighestSelectionPriority(a, modifiers);
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if (selected != null)
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yield return selected;
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}
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static IEnumerable<Actor> SelectActorsInBoxWithDeadzone(World world, int2 a, int2 b)
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static IEnumerable<Actor> SelectActorsInBoxWithDeadzone(World world, int2 a, int2 b, Modifiers modifiers)
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{
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// For dragboxes that are too small, shrink the dragbox to a single point (point b)
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if ((a - b).Length <= Game.Settings.Game.SelectionDeadzone)
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a = b;
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if (a == b)
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return SelectHighestPriorityActorAtPoint(world, a);
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return SelectHighestPriorityActorAtPoint(world, a, modifiers);
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return world.ScreenMap.ActorsInMouseBox(a, b)
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.Select(x => x.Actor)
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.Where(x => x.Info.HasTraitInfo<SelectableInfo>() && (x.Owner.IsAlliedWith(world.RenderPlayer) || !world.FogObscures(x)))
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.SubsetWithHighestSelectionPriority();
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.SubsetWithHighestSelectionPriority(modifiers);
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}
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}
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}
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