Files
OpenRA/OpenRA.Game/SelectableExts.cs
2019-06-29 20:46:12 +02:00

101 lines
3.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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.Collections.Generic;
using System.Linq;
using OpenRA.Primitives;
namespace OpenRA.Traits
{
public static class SelectableExts
{
public static int SelectionPriority(this ActorInfo a, Modifiers modifiers)
{
var selectableInfo = a.TraitInfoOrDefault<SelectableInfo>();
return selectableInfo != null ? BaseSelectionPriority(selectableInfo, modifiers) : int.MinValue;
}
const int PriorityRange = 30;
public static int SelectionPriority(this Actor a, Modifiers modifiers)
{
var info = a.Info.TraitInfo<SelectableInfo>();
var basePriority = BaseSelectionPriority(info, modifiers);
var lp = a.World.LocalPlayer;
if (a.Owner == lp || lp == null)
return basePriority;
switch (lp.Stances[a.Owner])
{
case Stance.Ally: return basePriority - PriorityRange;
case Stance.Neutral: return basePriority - 2 * PriorityRange;
case Stance.Enemy: return basePriority - 3 * PriorityRange;
default:
throw new InvalidOperationException();
}
}
static int BaseSelectionPriority(SelectableInfo info, Modifiers modifiers)
{
var priority = info.Priority;
if (modifiers.HasModifier(Modifiers.Ctrl) && !modifiers.HasModifier(Modifiers.Alt) && info.PriorityModifiers.HasFlag(SelectionPriorityModifiers.Ctrl))
priority = int.MaxValue;
if (modifiers.HasModifier(Modifiers.Alt) && !modifiers.HasModifier(Modifiers.Ctrl) && info.PriorityModifiers.HasFlag(SelectionPriorityModifiers.Alt))
priority = int.MaxValue;
return priority;
}
public static Actor WithHighestSelectionPriority(this IEnumerable<ActorBoundsPair> actors, int2 selectionPixel, Modifiers modifiers)
{
if (!actors.Any())
return null;
return actors.MaxBy(a => CalculateActorSelectionPriority(a.Actor.Info, a.Bounds, selectionPixel, modifiers)).Actor;
}
public static FrozenActor WithHighestSelectionPriority(this IEnumerable<FrozenActor> actors, int2 selectionPixel, Modifiers modifiers)
{
return actors.MaxByOrDefault(a => CalculateActorSelectionPriority(a.Info, a.MouseBounds, selectionPixel, modifiers));
}
static long CalculateActorSelectionPriority(ActorInfo info, Rectangle bounds, int2 selectionPixel, Modifiers modifiers)
{
if (bounds.IsEmpty)
return info.SelectionPriority(modifiers);
var centerPixel = new int2(
bounds.Left + bounds.Size.Width / 2,
bounds.Top + bounds.Size.Height / 2);
var pixelDistance = (centerPixel - selectionPixel).Length;
return ((long)-pixelDistance << 32) + info.SelectionPriority(modifiers);
}
static readonly Actor[] NoActors = { };
public static IEnumerable<Actor> SubsetWithHighestSelectionPriority(this IEnumerable<Actor> actors, Modifiers modifiers)
{
return actors.GroupBy(x => x.SelectionPriority(modifiers))
.OrderByDescending(g => g.Key)
.Select(g => g.AsEnumerable())
.DefaultIfEmpty(NoActors)
.FirstOrDefault();
}
}
}