Files
OpenRA/OpenRA.Game/Orders/UnitOrderGenerator.cs
Oliver Brakmann 59d22a2ff0 Fix AttackMove not working properly under certain conditions
This fixes the issue where AttackMove (and possibly other order modes) would not work properly when people were clicking their mouse buttons at the same time. A move order (the default order mode) would be issued instead.
2015-12-13 14:16:06 +01:00

179 lines
5.9 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.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Orders
{
public class UnitOrderGenerator : IOrderGenerator
{
static Target TargetForInput(World world, CPos xy, MouseInput mi)
{
var actor = world.ScreenMap.ActorsAt(mi)
.Where(a => !world.FogObscures(a) && a.Info.HasTraitInfo<ITargetableInfo>())
.WithHighestSelectionPriority();
if (actor != null)
return Target.FromActor(actor);
var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
.Where(a => a.Info.HasTraitInfo<ITargetableInfo>() && a.Visible && a.HasRenderables)
.WithHighestSelectionPriority();
if (frozen != null)
return Target.FromFrozenActor(frozen);
return Target.FromCell(world, xy);
}
public virtual IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
{
var target = TargetForInput(world, xy, mi);
var actorsAt = world.ActorMap.GetActorsAt(xy).ToList();
var orders = world.Selection.Actors
.Select(a => OrderForUnit(a, target, actorsAt, xy, 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<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
public virtual IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr, World world) { yield break; }
public virtual string GetCursor(World world, CPos xy, MouseInput mi)
{
var useSelect = false;
var target = TargetForInput(world, xy, mi);
var actorsAt = world.ActorMap.GetActorsAt(xy).ToList();
if (target.Type == TargetType.Actor && target.Actor.Info.HasTraitInfo<SelectableInfo>() &&
(mi.Modifiers.HasModifier(Modifiers.Shift) || !world.Selection.Actors.Any()))
useSelect = true;
var ordersWithCursor = world.Selection.Actors
.Select(a => OrderForUnit(a, target, actorsAt, xy, 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();
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();
var o = OrderForUnit(underCursor, target, actorsAt, cell, mi);
if (o != null && o.Order.OverrideSelection)
return false;
return true;
}
/// <summary>
/// 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.
/// </summary>
static UnitOrderResult OrderForUnit(Actor self, Target target, List<Actor> 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<IIssueOrder>()
.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;
}
}
}
}