Add Selectable field to Selectable.

There are a bunch of bogus assumptions about
targetable actors being selectable. These aren't
easily fixed, so this add a Selectable field that
can be diabled for things we want to target, but
not select.
This commit is contained in:
Paul Chote
2013-04-15 05:45:41 +12:00
parent e76c746b61
commit e545865599
3 changed files with 20 additions and 5 deletions

View File

@@ -54,9 +54,12 @@ namespace OpenRA.Orders
.OrderByDescending(a => a.SelectionPriority())
.FirstOrDefault();
if (mi.Modifiers.HasModifier(Modifiers.Shift) || !world.Selection.Actors.Any())
if (underCursor != null && underCursor.HasTrait<Selectable>())
if (underCursor != null && (mi.Modifiers.HasModifier(Modifiers.Shift) || !world.Selection.Actors.Any()))
{
var selectable = underCursor.TraitOrDefault<Selectable>();
if (selectable != null && selectable.Info.Selectable)
useSelect = true;
}
var orders = world.Selection.Actors
.Select(a => OrderForUnit(a, xy, mi, underCursor))

View File

@@ -16,21 +16,30 @@ namespace OpenRA.Traits
{
public class SelectableInfo : ITraitInfo
{
public readonly bool Selectable = true;
public readonly int Priority = 10;
public readonly int[] Bounds = null;
[VoiceReference] public readonly string Voice = null;
public object Create(ActorInitializer init) { return new Selectable(init.self); }
public object Create(ActorInitializer init) { return new Selectable(init.self, this); }
}
public class Selectable : IPostRenderSelection
{
public SelectableInfo Info;
Actor self;
public Selectable(Actor self) { this.self = self; }
public Selectable(Actor self, SelectableInfo info)
{
this.self = self;
Info = info;
}
public void RenderAfterWorld(WorldRenderer wr)
{
if (!Info.Selectable)
return;
var bounds = self.Bounds.Value;
var xy = new float2(bounds.Left, bounds.Top);
@@ -44,6 +53,9 @@ namespace OpenRA.Traits
public void DrawRollover(WorldRenderer wr, Actor self)
{
if (!Info.Selectable)
return;
var bounds = self.Bounds.Value;
var xy = new float2(bounds.Left, bounds.Top);

View File

@@ -184,7 +184,7 @@ namespace OpenRA.Widgets
IEnumerable<Actor> SelectActorsInBox(World world, PPos a, PPos b, Func<Actor, bool> cond)
{
return world.FindUnits(a, b)
.Where(x => x.HasTrait<Selectable>() && !world.FogObscures(x) && cond(x))
.Where(x => x.HasTrait<Selectable>() && x.Trait<Selectable>().Info.Selectable && !world.FogObscures(x) && cond(x))
.GroupBy(x => x.GetSelectionPriority())
.OrderByDescending(g => g.Key)
.Select(g => g.AsEnumerable())