Files
OpenRA/OpenRA.Mods.Common/Widgets/WorldCommandWidget.cs
2016-12-31 23:46:13 -06:00

149 lines
3.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
using OpenRA.Widgets;
namespace OpenRA.Mods.Common.Widgets
{
/// <summary> Contains all functions that are valid for players and observers/spectators. </summary>
public class WorldCommandWidget : Widget
{
readonly World world;
readonly WorldRenderer worldRenderer;
readonly RadarPings radarPings;
[ObjectCreator.UseCtor]
public WorldCommandWidget(World world, WorldRenderer worldRenderer)
{
this.world = world;
this.worldRenderer = worldRenderer;
radarPings = world.WorldActor.TraitOrDefault<RadarPings>();
}
public override string GetCursor(int2 pos) { return null; }
public override Rectangle GetEventBounds() { return Rectangle.Empty; }
public override bool HandleKeyPress(KeyInput e)
{
if (world == null)
return false;
return ProcessInput(e);
}
bool ProcessInput(KeyInput e)
{
if (e.Event == KeyInputEvent.Down)
{
var key = Hotkey.FromKeyInput(e);
var ks = Game.Settings.Keys;
if (key == ks.CycleBaseKey)
return CycleBases();
if (key == ks.CycleProductionBuildingsKey)
return CycleProductionBuildings();
if (key == ks.ToLastEventKey)
return ToLastEvent();
if (key == ks.ToSelectionKey)
return ToSelection();
}
return false;
}
bool CycleBases()
{
var player = world.RenderPlayer ?? world.LocalPlayer;
var bases = world.ActorsHavingTrait<BaseBuilding>()
.Where(a => a.Owner == player)
.ToList();
// If no BaseBuilding exist pick the first selectable Building.
if (!bases.Any())
{
var building = world.ActorsHavingTrait<Building>()
.FirstOrDefault(a => a.Owner == player && a.Info.HasTraitInfo<SelectableInfo>());
// No buildings left
if (building == null)
return true;
world.Selection.Combine(world, new Actor[] { building }, false, true);
return ToSelection();
}
var next = bases
.SkipWhile(b => !world.Selection.Contains(b))
.Skip(1)
.FirstOrDefault();
if (next == null)
next = bases.First();
world.Selection.Combine(world, new Actor[] { next }, false, true);
return ToSelection();
}
bool CycleProductionBuildings()
{
var player = world.RenderPlayer ?? world.LocalPlayer;
var facilities = world.ActorsHavingTrait<Production>()
.Where(a => a.Owner == player && !a.Info.HasTraitInfo<BaseBuildingInfo>())
.OrderBy(f => f.Info.TraitInfo<ProductionInfo>().Produces.First())
.ToList();
if (!facilities.Any())
return true;
var next = facilities
.SkipWhile(b => !world.Selection.Contains(b))
.Skip(1)
.FirstOrDefault();
if (next == null)
next = facilities.First();
world.Selection.Combine(world, new Actor[] { next }, false, true);
Game.Sound.PlayNotification(world.Map.Rules, null, "Sounds", "ClickSound", null);
return ToSelection();
}
bool ToLastEvent()
{
if (radarPings == null || radarPings.LastPingPosition == null)
return true;
worldRenderer.Viewport.Center(radarPings.LastPingPosition.Value);
return true;
}
bool ToSelection()
{
worldRenderer.Viewport.Center(world.Selection.Actors);
return true;
}
}
}