Files
OpenRA/OpenRA.Mods.Common/Widgets/Logic/Ingame/Hotkeys/CycleBasesHotkeyLogic.cs
2022-05-18 11:42:36 -05:00

76 lines
2.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 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.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Lint;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
using OpenRA.Widgets;
namespace OpenRA.Mods.Common.Widgets.Logic.Ingame
{
[ChromeLogicArgsHotkeys("CycleBasesKey")]
public class CycleBasesHotkeyLogic : SingleHotkeyBaseLogic
{
readonly Viewport viewport;
readonly ISelection selection;
readonly World world;
[ObjectCreator.UseCtor]
public CycleBasesHotkeyLogic(Widget widget, ModData modData, WorldRenderer worldRenderer, World world, Dictionary<string, MiniYaml> logicArgs)
: base(widget, modData, "CycleBasesKey", "WORLD_KEYHANDLER", logicArgs)
{
viewport = worldRenderer.Viewport;
selection = world.Selection;
this.world = world;
}
protected override bool OnHotkeyActivated(KeyInput e)
{
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.Count == 0)
{
var building = world.ActorsHavingTrait<Building>()
.FirstOrDefault(a => a.Owner == player && a.Info.HasTraitInfo<SelectableInfo>());
// No buildings left
if (building == null)
return true;
selection.Combine(world, new Actor[] { building }, false, true);
viewport.Center(selection.Actors);
return true;
}
var next = bases
.SkipWhile(b => !selection.Contains(b))
.Skip(1)
.FirstOrDefault();
if (next == null)
next = bases.First();
selection.Combine(world, new Actor[] { next }, false, true);
viewport.Center(selection.Actors);
return true;
}
}
}