Files
OpenRA/OpenRA.Mods.Common/Widgets/WorldCommandWidget.cs

270 lines
6.7 KiB
C#

#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;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Orders;
using OpenRA.Primitives;
using OpenRA.Traits;
using OpenRA.Widgets;
namespace OpenRA.Mods.Common.Widgets
{
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();
// Put all functions that are valid for observers/spectators above this line.
if (world.LocalPlayer == null || world.LocalPlayer.Spectating)
return false;
// Put all functions that aren't unit-specific before this line!
if (!world.Selection.Actors.Any() || world.IsGameOver)
return false;
if (key == ks.AttackMoveKey)
return PerformAttackMove();
if (key == ks.StopKey)
return PerformStop();
if (key == ks.ScatterKey)
return PerformScatter();
if (key == ks.DeployKey)
return PerformDeploy();
if (key == ks.StanceCycleKey)
return PerformStanceCycle();
if (key == ks.GuardKey)
return PerformGuard();
}
return false;
}
// TODO: take ALL this garbage and route it through the OrderTargeter stuff.
bool PerformAttackMove()
{
var actors = world.Selection.Actors
.Where(a => a.Owner == world.LocalPlayer)
.ToArray();
if (actors.Any())
world.OrderGenerator = new GenericSelectTarget(actors,
"AttackMove", "attackmove", Game.Settings.Game.MouseButtonPreference.Action);
return true;
}
void PerformKeyboardOrderOnSelection(Func<Actor, Order> f)
{
var orders = world.Selection.Actors
.Where(a => a.Owner == world.LocalPlayer && !a.Disposed)
.Select(f)
.ToArray();
foreach (var o in orders)
world.IssueOrder(o);
world.PlayVoiceForOrders(orders);
}
bool PerformStop()
{
PerformKeyboardOrderOnSelection(a => new Order("Stop", a, false));
return true;
}
bool PerformScatter()
{
PerformKeyboardOrderOnSelection(a => new Order("Scatter", a, false));
return true;
}
bool PerformDeploy()
{
// HACK: multiple orders here
PerformKeyboardOrderOnSelection(a => new Order("ReturnToBase", a, false));
PerformKeyboardOrderOnSelection(a => new Order("DeployTransform", a, false));
PerformKeyboardOrderOnSelection(a => new Order("Unload", a, false));
PerformKeyboardOrderOnSelection(a => new Order("Detonate", a, false));
PerformKeyboardOrderOnSelection(a => new Order("DeployToUpgrade", a, false));
return true;
}
bool PerformStanceCycle()
{
var actor = world.Selection.Actors
.Where(a => a.Owner == world.LocalPlayer && !a.Disposed)
.Select(a => Pair.New(a, a.TraitOrDefault<AutoTarget>()))
.FirstOrDefault(a => a.Second != null);
if (actor.First == null)
return true;
var ati = actor.First.Info.TraitInfoOrDefault<AutoTargetInfo>();
if (ati == null || !ati.EnableStances)
return false;
var stances = Enum<UnitStance>.GetValues();
var nextStance = stances.Concat(stances)
.SkipWhile(s => s != actor.Second.PredictedStance)
.Skip(1)
.First();
PerformKeyboardOrderOnSelection(a =>
{
var at = a.TraitOrDefault<AutoTarget>();
if (at != null)
at.PredictedStance = nextStance;
return new Order("SetUnitStance", a, false) { ExtraData = (uint)nextStance };
});
Game.Debug("Unit stance set to: {0}".F(nextStance));
return true;
}
bool PerformGuard()
{
var actors = world.Selection.Actors
.Where(a => !a.Disposed && a.Owner == world.LocalPlayer && a.Info.HasTraitInfo<GuardInfo>());
if (actors.Any())
world.OrderGenerator = new GuardOrderGenerator(actors);
return true;
}
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.Actors.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.Actors.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;
}
}
}