Merge pull request #6098 from pchote/select-hotkey
Fix unit selection hotkeys for players.
This commit is contained in:
@@ -200,19 +200,19 @@ namespace OpenRA.Widgets
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if (key == Game.Settings.Keys.PauseKey && World.LocalPlayer != null) // Disable pausing for spectators
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if (key == Game.Settings.Keys.PauseKey && World.LocalPlayer != null) // Disable pausing for spectators
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World.SetPauseState(!World.Paused);
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World.SetPauseState(!World.Paused);
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else if (key == Game.Settings.Keys.SelectAllUnitsKey)
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else if (key == Game.Settings.Keys.SelectAllUnitsKey && World.LocalPlayer != null)
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{
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{
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var ownUnitsOnScreen = SelectActorsInBox(World, worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.BottomRight,
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var ownUnitsOnScreen = SelectActorsInBox(World, worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.BottomRight,
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a => a.Owner == World.RenderPlayer);
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a => a.Owner == World.LocalPlayer);
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World.Selection.Combine(World, ownUnitsOnScreen, false, false);
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World.Selection.Combine(World, ownUnitsOnScreen, false, false);
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}
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}
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else if (key == Game.Settings.Keys.SelectUnitsByTypeKey)
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else if (key == Game.Settings.Keys.SelectUnitsByTypeKey && World.LocalPlayer != null)
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{
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{
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var selectedTypes = World.Selection.Actors
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var selectedTypes = World.Selection.Actors
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.Where(x => x.Owner == World.RenderPlayer)
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.Where(x => x.Owner == World.LocalPlayer)
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.Select(a => a.Info);
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.Select(a => a.Info);
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Func<Actor, bool> cond = a => a.Owner == World.RenderPlayer && selectedTypes.Contains(a.Info);
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Func<Actor, bool> cond = a => a.Owner == World.LocalPlayer && selectedTypes.Contains(a.Info);
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var tl = worldRenderer.Viewport.TopLeft;
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var tl = worldRenderer.Viewport.TopLeft;
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var br = worldRenderer.Viewport.BottomRight;
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var br = worldRenderer.Viewport.BottomRight;
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var newSelection = SelectActorsInBox(World, tl, br, cond);
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var newSelection = SelectActorsInBox(World, tl, br, cond);
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@@ -239,7 +239,7 @@ namespace OpenRA.Widgets
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static IEnumerable<Actor> SelectActorsInBox(World world, int2 a, int2 b, Func<Actor, bool> cond)
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static IEnumerable<Actor> SelectActorsInBox(World world, int2 a, int2 b, Func<Actor, bool> cond)
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{
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{
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return world.ScreenMap.ActorsInBox(a, b)
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return world.ScreenMap.ActorsInBox(a, b)
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.Where(x => x.HasTrait<Selectable>() && x.Trait<Selectable>().Info.Selectable && (x.Owner.IsAlliedWith(world.RenderPlayer) || !world.FogObscures(x)) && cond(x))
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.Where(x => x.HasTrait<Selectable>() && x.Trait<Selectable>().Info.Selectable && (x.Owner.IsAlliedWith(world.LocalPlayer) || !world.FogObscures(x)) && cond(x))
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.GroupBy(x => x.GetSelectionPriority())
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.GroupBy(x => x.GetSelectionPriority())
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.OrderByDescending(g => g.Key)
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.OrderByDescending(g => g.Key)
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.Select(g => g.AsEnumerable())
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.Select(g => g.AsEnumerable())
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