Move UnitOrderGenerator to Mods.Common.
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#region Copyright & License Information
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/*
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* Copyright 2007-2022 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Orders
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{
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public class UnitOrderGenerator : IOrderGenerator
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{
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readonly string worldSelectCursor = ChromeMetrics.Get<string>("WorldSelectCursor");
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readonly string worldDefaultCursor = ChromeMetrics.Get<string>("WorldDefaultCursor");
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static Target TargetForInput(World world, CPos cell, int2 worldPixel, MouseInput mi)
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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, 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, mi.Modifiers);
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if (frozen != null)
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return Target.FromFrozenActor(frozen);
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return Target.FromCell(world, cell);
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}
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public virtual IEnumerable<Order> Order(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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var target = TargetForInput(world, cell, worldPixel, mi);
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var orders = world.Selection.Actors
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.Select(a => OrderForUnit(a, target, cell, mi))
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.Where(o => o != null)
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.ToList();
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var actorsInvolved = orders.Select(o => o.Actor).Distinct();
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if (!actorsInvolved.Any())
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yield break;
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// HACK: This is required by the hacky player actions-per-minute calculation
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// TODO: Reimplement APM properly and then remove this
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yield return new Order("CreateGroup", actorsInvolved.First().Owner.PlayerActor, false, actorsInvolved.ToArray());
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foreach (var o in orders)
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yield return CheckSameOrder(o.Order, o.Trait.IssueOrder(o.Actor, o.Order, o.Target, mi.Modifiers.HasModifier(Modifiers.Shift)));
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}
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public virtual void Tick(World world) { }
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public virtual IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
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public virtual IEnumerable<IRenderable> RenderAboveShroud(WorldRenderer wr, World world) { yield break; }
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public virtual IEnumerable<IRenderable> RenderAnnotations(WorldRenderer wr, World world) { yield break; }
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public virtual string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi)
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{
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var target = TargetForInput(world, cell, worldPixel, mi);
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bool useSelect;
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if (Game.Settings.Game.UseClassicMouseStyle && !InputOverridesSelection(world, worldPixel, mi))
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useSelect = target.Type == TargetType.Actor && target.Actor.Info.HasTraitInfo<ISelectableInfo>();
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else
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{
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var ordersWithCursor = world.Selection.Actors
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.Select(a => OrderForUnit(a, target, cell, mi))
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.Where(o => o != null && o.Cursor != null);
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var cursorOrder = ordersWithCursor.MaxByOrDefault(o => o.Order.OrderPriority);
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if (cursorOrder != null)
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return cursorOrder.Cursor;
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useSelect = target.Type == TargetType.Actor && target.Actor.Info.HasTraitInfo<ISelectableInfo>() &&
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(mi.Modifiers.HasModifier(Modifiers.Shift) || !world.Selection.Actors.Any());
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}
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return useSelect ? worldSelectCursor : worldDefaultCursor;
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}
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public void Deactivate() { }
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bool IOrderGenerator.HandleKeyPress(KeyInput e) { return false; }
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// Used for classic mouse orders, determines whether or not action at xy is move or select
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public virtual bool InputOverridesSelection(World world, int2 xy, MouseInput mi)
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{
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var actor = world.ScreenMap.ActorsAtMouse(xy)
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.Where(a => !a.Actor.IsDead && a.Actor.Info.HasTraitInfo<ISelectableInfo>() && (a.Actor.Owner.IsAlliedWith(world.RenderPlayer) || !world.FogObscures(a.Actor)))
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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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var target = Target.FromActor(actor);
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var cell = world.Map.CellContaining(target.CenterPosition);
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var actorsAt = world.ActorMap.GetActorsAt(cell).ToList();
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var modifiers = TargetModifiers.None;
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if (mi.Modifiers.HasModifier(Modifiers.Ctrl))
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modifiers |= TargetModifiers.ForceAttack;
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if (mi.Modifiers.HasModifier(Modifiers.Shift))
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modifiers |= TargetModifiers.ForceQueue;
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if (mi.Modifiers.HasModifier(Modifiers.Alt))
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modifiers |= TargetModifiers.ForceMove;
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foreach (var a in world.Selection.Actors)
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{
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var o = OrderForUnit(a, target, cell, mi);
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if (o != null && o.Order.TargetOverridesSelection(a, target, actorsAt, cell, modifiers))
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return true;
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}
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return false;
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}
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public virtual void SelectionChanged(World world, IEnumerable<Actor> selected) { }
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/// <summary>
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/// Returns the most appropriate order for a given actor and target.
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/// First priority is given to orders that interact with the given actors.
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/// Second priority is given to actors in the given cell.
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/// </summary>
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static UnitOrderResult OrderForUnit(Actor self, Target target, CPos xy, MouseInput mi)
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{
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if (mi.Button != Game.Settings.Game.MouseButtonPreference.Action)
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return null;
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if (self.Owner != self.World.LocalPlayer)
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return null;
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if (self.World.IsGameOver)
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return null;
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if (self.Disposed || !target.IsValidFor(self))
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return null;
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var modifiers = TargetModifiers.None;
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if (mi.Modifiers.HasModifier(Modifiers.Ctrl))
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modifiers |= TargetModifiers.ForceAttack;
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if (mi.Modifiers.HasModifier(Modifiers.Shift))
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modifiers |= TargetModifiers.ForceQueue;
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if (mi.Modifiers.HasModifier(Modifiers.Alt))
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modifiers |= TargetModifiers.ForceMove;
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// The Select(x => x) is required to work around an issue on mono 5.0
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// where calling OrderBy* on SelectManySingleSelectorIterator can in some
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// circumstances (which we were unable to identify) replace entries in the
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// enumeration with duplicates of other entries.
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// Other action that replace the SelectManySingleSelectorIterator with a
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// different enumerator type (e.g. .Where(true) or .ToList()) also work.
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var orders = self.TraitsImplementing<IIssueOrder>()
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.SelectMany(trait => trait.Orders.Select(x => new { Trait = trait, Order = x }))
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.Select(x => x)
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.OrderByDescending(x => x.Order.OrderPriority);
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for (var i = 0; i < 2; i++)
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{
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foreach (var o in orders)
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{
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var localModifiers = modifiers;
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string cursor = null;
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if (o.Order.CanTarget(self, target, ref localModifiers, ref cursor))
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return new UnitOrderResult(self, o.Order, o.Trait, cursor, target);
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}
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// No valid orders, so check for orders against the cell
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target = Target.FromCell(self.World, xy);
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}
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return null;
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}
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static Order CheckSameOrder(IOrderTargeter iot, Order order)
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{
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if (order == null && iot.OrderID != null)
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TextNotificationsManager.Debug("BUG: in order targeter - decided on {0} but then didn't order", iot.OrderID);
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else if (order != null && iot.OrderID != order.OrderString)
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TextNotificationsManager.Debug("BUG: in order targeter - decided on {0} but ordered {1}", iot.OrderID, order.OrderString);
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return order;
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}
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class UnitOrderResult
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{
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public readonly Actor Actor;
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public readonly IOrderTargeter Order;
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public readonly IIssueOrder Trait;
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public readonly string Cursor;
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public ref readonly Target Target => ref target;
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readonly Target target;
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public UnitOrderResult(Actor actor, IOrderTargeter order, IIssueOrder trait, string cursor, in Target target)
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{
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Actor = actor;
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Order = order;
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Trait = trait;
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Cursor = cursor;
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this.target = target;
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}
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}
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public virtual bool ClearSelectionOnLeftClick => true;
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}
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}
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