big cleanup of Controller mess
This commit is contained in:
@@ -141,63 +141,14 @@ namespace OpenRa.Game
|
||||
|
||||
public Cursor ChooseCursor()
|
||||
{
|
||||
var mods = GetModifierKeys();
|
||||
|
||||
var mi = new MouseInput {
|
||||
Location = (Game.CellSize * dragEnd - Game.viewport.Location).ToInt2(),
|
||||
Button = MouseButton.Right,
|
||||
Modifiers = mods,
|
||||
IsFake = true,
|
||||
var mi = new MouseInput
|
||||
{
|
||||
Location = (Game.CellSize * MousePosition - Game.viewport.Location).ToInt2(),
|
||||
Button = MouseButton.Right,
|
||||
Modifiers = GetModifierKeys(),
|
||||
};
|
||||
|
||||
var c = orderGenerator.Order(dragEnd.ToInt2(), mi)
|
||||
.Where(o => o.Validate())
|
||||
.Select(o => CursorForOrderString(o.OrderString, o.Subject, o.TargetLocation))
|
||||
.FirstOrDefault(a => a != null);
|
||||
|
||||
return c ??
|
||||
(Game.SelectActorsInBox(Game.CellSize * dragEnd, Game.CellSize * dragEnd).Any()
|
||||
? Cursor.Select : Cursor.Default);
|
||||
}
|
||||
|
||||
Cursor CursorForOrderString( string s, Actor a, int2 location )
|
||||
{
|
||||
var movement = a.traits.WithInterface<IMovement>().FirstOrDefault();
|
||||
switch( s )
|
||||
{
|
||||
case "Attack": return Cursor.Attack;
|
||||
case "Heal": return Cursor.Heal;
|
||||
case "C4": return Cursor.C4;
|
||||
case "Move":
|
||||
if (movement.CanEnterCell(location))
|
||||
return Cursor.Move;
|
||||
else
|
||||
return Cursor.MoveBlocked;
|
||||
case "DeployMcv":
|
||||
var factBuildingInfo = (BuildingInfo)Rules.UnitInfo[ "fact" ];
|
||||
if( Game.CanPlaceBuilding( factBuildingInfo, a.Location - new int2( 1, 1 ), a, false ) )
|
||||
return Cursor.Deploy;
|
||||
else
|
||||
return Cursor.DeployBlocked;
|
||||
case "Deploy": return Cursor.Deploy;
|
||||
case "Chronoshift":
|
||||
if (movement.CanEnterCell(location))
|
||||
return Cursor.Chronoshift;
|
||||
else
|
||||
return Cursor.MoveBlocked;
|
||||
case "Enter": return Cursor.Enter;
|
||||
case "Deliver": return Cursor.Enter;
|
||||
case "Infiltrate": return Cursor.Enter;
|
||||
case "Capture": return Cursor.Capture;
|
||||
case "Harvest": return Cursor.Attack; // TODO: special harvest cursor?
|
||||
case "PlaceBuilding": return Cursor.Default;
|
||||
case "Sell": return Cursor.Sell;
|
||||
case "NoSell": return Cursor.SellBlocked;
|
||||
case "Repair": return Cursor.Repair;
|
||||
case "NoRepair": return Cursor.RepairBlocked;
|
||||
default:
|
||||
return null;
|
||||
}
|
||||
return orderGenerator.GetCursor(MousePosition.ToInt2(), mi);
|
||||
}
|
||||
|
||||
Cache<int, List<Actor>> controlGroups = new Cache<int, List<Actor>>(_ => new List<Actor>());
|
||||
@@ -205,9 +156,11 @@ namespace OpenRa.Game
|
||||
public void DoControlGroup(int group, Modifiers mods)
|
||||
{
|
||||
var uog = orderGenerator as UnitOrderGenerator;
|
||||
if (uog == null) return;
|
||||
|
||||
if (mods.HasModifier(Modifiers.Ctrl))
|
||||
{
|
||||
if (uog == null || !uog.selection.Any())
|
||||
if (!uog.selection.Any())
|
||||
return;
|
||||
|
||||
controlGroups[group].Clear();
|
||||
@@ -225,7 +178,6 @@ namespace OpenRa.Game
|
||||
return;
|
||||
}
|
||||
|
||||
if (uog == null) return;
|
||||
CombineSelection(controlGroups[group], mods.HasModifier(Modifiers.Shift), false);
|
||||
}
|
||||
|
||||
|
||||
@@ -200,7 +200,6 @@ namespace OpenRa.Game
|
||||
public int2 Location;
|
||||
public MouseButton Button;
|
||||
public Modifiers Modifiers;
|
||||
public bool IsFake;
|
||||
}
|
||||
|
||||
enum MouseInputEvent { Down, Move, Up };
|
||||
|
||||
@@ -7,5 +7,6 @@ namespace OpenRa.Game
|
||||
IEnumerable<Order> Order( int2 xy, MouseInput mi );
|
||||
void Tick();
|
||||
void Render();
|
||||
Cursor GetCursor(int2 xy, MouseInput mi);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -16,13 +16,14 @@ namespace OpenRa.Game.Orders
|
||||
|
||||
public IEnumerable<Order> Order(int2 xy, MouseInput mi)
|
||||
{
|
||||
if (mi.IsFake)
|
||||
{
|
||||
// this order is never actually issued, but it's used for choosing a cursor
|
||||
yield return new Order("PlaceBuilding", Producer.Owner.PlayerActor, null, xy, Building.Name);
|
||||
yield break;
|
||||
}
|
||||
if (mi.Button == MouseButton.Right)
|
||||
Game.controller.CancelInputMode();
|
||||
|
||||
return InnerOrder(xy, mi);
|
||||
}
|
||||
|
||||
IEnumerable<Order> InnerOrder(int2 xy, MouseInput mi)
|
||||
{
|
||||
if (mi.Button == MouseButton.Left)
|
||||
{
|
||||
if (!Game.CanPlaceBuilding(Building, xy, null, true)
|
||||
@@ -34,8 +35,6 @@ namespace OpenRa.Game.Orders
|
||||
|
||||
yield return new Order("PlaceBuilding", Producer.Owner.PlayerActor, null, xy, Building.Name);
|
||||
}
|
||||
else
|
||||
Game.controller.CancelInputMode();
|
||||
}
|
||||
|
||||
public void Tick()
|
||||
@@ -49,5 +48,10 @@ namespace OpenRa.Game.Orders
|
||||
{
|
||||
Game.worldRenderer.uiOverlay.DrawBuildingGrid( Building );
|
||||
}
|
||||
|
||||
public Cursor GetCursor(int2 xy, MouseInput mi)
|
||||
{
|
||||
return Cursor.Default;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,42 +11,48 @@ namespace OpenRa.Game.Orders
|
||||
{
|
||||
public IEnumerable<Order> Order(int2 xy, MouseInput mi)
|
||||
{
|
||||
if (!mi.IsFake && mi.Button == MouseButton.Right)
|
||||
{
|
||||
if (mi.Button == MouseButton.Right)
|
||||
Game.controller.CancelInputMode();
|
||||
yield break;
|
||||
}
|
||||
|
||||
var loc = mi.Location + Game.viewport.Location;
|
||||
var underCursor = Game.FindUnits(loc, loc)
|
||||
.Where(a => a.Owner == Game.LocalPlayer
|
||||
&& a.traits.Contains<Building>()
|
||||
&& a.Info.Selectable).FirstOrDefault();
|
||||
return OrderInner(xy, mi);
|
||||
}
|
||||
|
||||
var building = underCursor != null ? underCursor.Info as BuildingInfo : null;
|
||||
|
||||
if (building == null || !building.Repairable || underCursor.Health == building.Strength)
|
||||
IEnumerable<Order> OrderInner(int2 xy, MouseInput mi)
|
||||
{
|
||||
if (mi.Button == MouseButton.Left)
|
||||
{
|
||||
yield return new Order("NoRepair", Game.LocalPlayer.PlayerActor, null, int2.Zero, null);
|
||||
yield break;
|
||||
}
|
||||
var loc = mi.Location + Game.viewport.Location;
|
||||
var underCursor = Game.FindUnits(loc, loc)
|
||||
.Where(a => a.Owner == Game.LocalPlayer
|
||||
&& a.traits.Contains<Building>()
|
||||
&& a.Info.Selectable).FirstOrDefault();
|
||||
|
||||
yield return new Order("Repair", underCursor, null, int2.Zero, null);
|
||||
var building = underCursor != null ? underCursor.Info as BuildingInfo : null;
|
||||
|
||||
if (building != null && building.Repairable && underCursor.Health < building.Strength)
|
||||
yield return new Order("Repair", underCursor, null, int2.Zero, null);
|
||||
}
|
||||
}
|
||||
|
||||
public void Tick()
|
||||
{
|
||||
if (Game.Settings.RepairRequiresConyard)
|
||||
{
|
||||
var hasFact = Game.world.Actors
|
||||
.Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains<ConstructionYard>());
|
||||
if (!Game.Settings.RepairRequiresConyard)
|
||||
return;
|
||||
|
||||
var hasFact = Game.world.Actors
|
||||
.Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains<ConstructionYard>());
|
||||
|
||||
if (!hasFact)
|
||||
Game.controller.CancelInputMode();
|
||||
}
|
||||
if (!hasFact)
|
||||
Game.controller.CancelInputMode();
|
||||
}
|
||||
|
||||
|
||||
public void Render() {}
|
||||
|
||||
public Cursor GetCursor(int2 xy, MouseInput mi)
|
||||
{
|
||||
mi.Button = MouseButton.Left;
|
||||
return OrderInner(xy, mi).Any()
|
||||
? Cursor.Repair : Cursor.RepairBlocked;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,30 +11,37 @@ namespace OpenRa.Game.Orders
|
||||
{
|
||||
public IEnumerable<Order> Order(int2 xy, MouseInput mi)
|
||||
{
|
||||
if (!mi.IsFake && mi.Button == MouseButton.Right)
|
||||
{
|
||||
if (mi.Button == MouseButton.Right)
|
||||
Game.controller.CancelInputMode();
|
||||
yield break;
|
||||
}
|
||||
|
||||
var loc = mi.Location + Game.viewport.Location;
|
||||
var underCursor = Game.FindUnits(loc, loc)
|
||||
.Where(a => a.Owner == Game.LocalPlayer
|
||||
&& a.traits.Contains<Building>()
|
||||
&& a.Info.Selectable).FirstOrDefault();
|
||||
return OrderInner(xy, mi);
|
||||
}
|
||||
|
||||
var building = underCursor != null ? underCursor.Info as BuildingInfo : null;
|
||||
|
||||
if (building == null || building.Unsellable)
|
||||
IEnumerable<Order> OrderInner(int2 xy, MouseInput mi)
|
||||
{
|
||||
if (mi.Button == MouseButton.Left)
|
||||
{
|
||||
yield return new Order("NoSell", Game.LocalPlayer.PlayerActor, null, int2.Zero, null);
|
||||
yield break;
|
||||
}
|
||||
var loc = mi.Location + Game.viewport.Location;
|
||||
var underCursor = Game.FindUnits(loc, loc)
|
||||
.Where(a => a.Owner == Game.LocalPlayer
|
||||
&& a.traits.Contains<Building>()
|
||||
&& a.Info.Selectable).FirstOrDefault();
|
||||
|
||||
yield return new Order("Sell", underCursor, null, int2.Zero, null);
|
||||
var building = underCursor != null ? underCursor.Info as BuildingInfo : null;
|
||||
|
||||
if (building != null && !building.Unsellable)
|
||||
yield return new Order("Sell", underCursor, null, int2.Zero, null);
|
||||
}
|
||||
}
|
||||
|
||||
public void Tick() {}
|
||||
public void Render() {}
|
||||
|
||||
public Cursor GetCursor(int2 xy, MouseInput mi)
|
||||
{
|
||||
mi.Button = MouseButton.Left;
|
||||
return OrderInner(xy, mi).Any()
|
||||
? Cursor.Sell : Cursor.SellBlocked;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -31,5 +31,10 @@ namespace OpenRa.Game.Orders
|
||||
{
|
||||
Game.worldRenderer.DrawSelectionBox(self, Color.White, true);
|
||||
}
|
||||
|
||||
public Cursor GetCursor(int2 xy, MouseInput mi)
|
||||
{
|
||||
return Cursor.Chronoshift;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using OpenRa.Game.Traits;
|
||||
using OpenRa.Game.GameRules;
|
||||
|
||||
namespace OpenRa.Game.Orders
|
||||
{
|
||||
@@ -33,5 +35,59 @@ namespace OpenRa.Game.Orders
|
||||
foreach( var a in selection )
|
||||
Game.worldRenderer.DrawSelectionBox( a, Color.White, true );
|
||||
}
|
||||
|
||||
public Cursor GetCursor(int2 xy, MouseInput mi)
|
||||
{
|
||||
return ChooseCursor(mi);
|
||||
}
|
||||
|
||||
Cursor ChooseCursor( MouseInput mi )
|
||||
{
|
||||
var p = Game.controller.MousePosition;
|
||||
var c = Order(p.ToInt2(), mi)
|
||||
.Where(o => o.Validate())
|
||||
.Select(o => CursorForOrderString(o.OrderString, o.Subject, o.TargetLocation))
|
||||
.FirstOrDefault(a => a != null);
|
||||
|
||||
return c ??
|
||||
(Game.SelectActorsInBox(Game.CellSize * p,
|
||||
Game.CellSize * p).Any()
|
||||
? Cursor.Select : Cursor.Default);
|
||||
}
|
||||
|
||||
Cursor CursorForOrderString(string s, Actor a, int2 location)
|
||||
{
|
||||
var movement = a.traits.WithInterface<IMovement>().FirstOrDefault();
|
||||
switch (s)
|
||||
{
|
||||
case "Attack": return Cursor.Attack;
|
||||
case "Heal": return Cursor.Heal;
|
||||
case "C4": return Cursor.C4;
|
||||
case "Move":
|
||||
if (movement.CanEnterCell(location))
|
||||
return Cursor.Move;
|
||||
else
|
||||
return Cursor.MoveBlocked;
|
||||
case "DeployMcv":
|
||||
var factBuildingInfo = (BuildingInfo)Rules.UnitInfo["fact"];
|
||||
if (Game.CanPlaceBuilding(factBuildingInfo, a.Location - new int2(1, 1), a, false))
|
||||
return Cursor.Deploy;
|
||||
else
|
||||
return Cursor.DeployBlocked;
|
||||
case "Deploy": return Cursor.Deploy;
|
||||
case "Chronoshift":
|
||||
if (movement.CanEnterCell(location))
|
||||
return Cursor.Chronoshift;
|
||||
else
|
||||
return Cursor.MoveBlocked;
|
||||
case "Enter": return Cursor.Enter;
|
||||
case "Deliver": return Cursor.Enter;
|
||||
case "Infiltrate": return Cursor.Enter;
|
||||
case "Capture": return Cursor.Capture;
|
||||
case "Harvest": return Cursor.Attack; // TODO: special harvest cursor?
|
||||
default:
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -18,21 +18,20 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
|
||||
{
|
||||
if (mi.Button == MouseButton.Left) return null;
|
||||
|
||||
if( mi.Button == MouseButton.Right && xy == self.Location && remainingChargeTime <= 0 )
|
||||
{
|
||||
if( mi.IsFake )
|
||||
return new Order( "Deploy", self, null, int2.Zero, null );
|
||||
else
|
||||
Game.controller.orderGenerator = new TeleportOrderGenerator( self );
|
||||
}
|
||||
return new Order( "Deploy", self, null, int2.Zero, null );
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public void ResolveOrder(Actor self, Order order)
|
||||
{
|
||||
if (order.OrderString == "Deploy")
|
||||
{
|
||||
Game.controller.orderGenerator = new TeleportOrderGenerator(self);
|
||||
return;
|
||||
}
|
||||
|
||||
var movement = self.traits.WithInterface<IMovement>().FirstOrDefault();
|
||||
if (order.OrderString == "Chronoshift" && movement.CanEnterCell(order.TargetLocation))
|
||||
{
|
||||
@@ -46,6 +45,7 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
public float GetSpeedModifier()
|
||||
{
|
||||
// ARGH! You must not do this, it will desync!
|
||||
return (Game.controller.orderGenerator is TeleportOrderGenerator) ? 0f : 1f;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user