#region Copyright & License Information /* * Copyright 2007-2015 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using System.Collections.Generic; using System.Linq; using OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Orders { public class UnitOrderGenerator : IOrderGenerator { static Target TargetForInput(World world, CPos cell, int2 worldPixel, MouseInput mi) { var actor = world.ScreenMap.ActorsAt(mi) .Where(a => !world.FogObscures(a) && a.Info.HasTraitInfo()) .WithHighestSelectionPriority(worldPixel); if (actor != null) return Target.FromActor(actor); var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi) .Where(a => a.Info.HasTraitInfo() && a.Visible && a.HasRenderables) .WithHighestSelectionPriority(worldPixel); if (frozen != null) return Target.FromFrozenActor(frozen); return Target.FromCell(world, cell); } public virtual IEnumerable Order(World world, CPos cell, int2 worldPixel, MouseInput mi) { var target = TargetForInput(world, cell, worldPixel, mi); var actorsAt = world.ActorMap.GetActorsAt(cell).ToList(); var orders = world.Selection.Actors .Select(a => OrderForUnit(a, target, actorsAt, cell, mi)) .Where(o => o != null) .ToList(); var actorsInvolved = orders.Select(o => o.Actor).Distinct(); if (!actorsInvolved.Any()) yield break; yield return new Order("CreateGroup", actorsInvolved.First().Owner.PlayerActor, false) { TargetString = actorsInvolved.Select(a => a.ActorID).JoinWith(",") }; foreach (var o in orders) yield return CheckSameOrder(o.Order, o.Trait.IssueOrder(o.Actor, o.Order, o.Target, mi.Modifiers.HasModifier(Modifiers.Shift))); } public virtual void Tick(World world) { } public virtual IEnumerable Render(WorldRenderer wr, World world) { yield break; } public virtual IEnumerable RenderAfterWorld(WorldRenderer wr, World world) { yield break; } public virtual string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi) { var useSelect = false; var target = TargetForInput(world, cell, worldPixel, mi); var actorsAt = world.ActorMap.GetActorsAt(cell).ToList(); if (target.Type == TargetType.Actor && target.Actor.Info.HasTraitInfo() && (mi.Modifiers.HasModifier(Modifiers.Shift) || !world.Selection.Actors.Any())) useSelect = true; var ordersWithCursor = world.Selection.Actors .Select(a => OrderForUnit(a, target, actorsAt, cell, mi)) .Where(o => o != null && o.Cursor != null); var cursorOrder = ordersWithCursor.MaxByOrDefault(o => o.Order.OrderPriority); return cursorOrder != null ? cursorOrder.Cursor : (useSelect ? "select" : "default"); } // Used for classic mouse orders, determines whether or not action at xy is move or select public static bool InputOverridesSelection(World world, int2 xy, MouseInput mi) { var actor = world.ScreenMap.ActorsAt(xy).WithHighestSelectionPriority(xy); if (actor == null) return true; var target = Target.FromActor(actor); var cell = world.Map.CellContaining(target.CenterPosition); var actorsAt = world.ActorMap.GetActorsAt(cell).ToList(); var underCursor = world.Selection.Actors.WithHighestSelectionPriority(xy); var o = OrderForUnit(underCursor, target, actorsAt, cell, mi); if (o != null && o.Order.OverrideSelection) return false; return true; } /// /// Returns the most appropriate order for a given actor and target. /// First priority is given to orders that interact with the given actors. /// Second priority is given to actors in the given cell. /// static UnitOrderResult OrderForUnit(Actor self, Target target, List actorsAt, CPos xy, MouseInput mi) { if (mi.Button != Game.Settings.Game.MouseButtonPreference.Action) return null; if (self.Owner != self.World.LocalPlayer) return null; if (self.World.IsGameOver) return null; if (self.Disposed || !target.IsValidFor(self)) return null; var modifiers = TargetModifiers.None; if (mi.Modifiers.HasModifier(Modifiers.Ctrl)) modifiers |= TargetModifiers.ForceAttack; if (mi.Modifiers.HasModifier(Modifiers.Shift)) modifiers |= TargetModifiers.ForceQueue; if (mi.Modifiers.HasModifier(Modifiers.Alt)) modifiers |= TargetModifiers.ForceMove; var orders = self.TraitsImplementing() .SelectMany(trait => trait.Orders.Select(x => new { Trait = trait, Order = x })) .OrderByDescending(x => x.Order.OrderPriority); for (var i = 0; i < 2; i++) { foreach (var o in orders) { var localModifiers = modifiers; string cursor = null; if (o.Order.CanTarget(self, target, actorsAt, ref localModifiers, ref cursor)) return new UnitOrderResult(self, o.Order, o.Trait, cursor, target); } // No valid orders, so check for orders against the cell target = Target.FromCell(self.World, xy); } return null; } static Order CheckSameOrder(IOrderTargeter iot, Order order) { if (order == null && iot.OrderID != null) Game.Debug("BUG: in order targeter - decided on {0} but then didn't order", iot.OrderID); else if (order != null && iot.OrderID != order.OrderString) Game.Debug("BUG: in order targeter - decided on {0} but ordered {1}", iot.OrderID, order.OrderString); return order; } class UnitOrderResult { public readonly Actor Actor; public readonly IOrderTargeter Order; public readonly IIssueOrder Trait; public readonly string Cursor; public readonly Target Target; public UnitOrderResult(Actor actor, IOrderTargeter order, IIssueOrder trait, string cursor, Target target) { this.Actor = actor; this.Order = order; this.Trait = trait; this.Cursor = cursor; this.Target = target; } } } }