73 lines
2.2 KiB
C#
73 lines
2.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Lint;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.Common.Widgets.Logic.Ingame
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{
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[ChromeLogicArgsHotkeys("CycleProductionActorsKey")]
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public class CycleProductionActorsHotkeyLogic : SingleHotkeyBaseLogic
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{
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readonly Viewport viewport;
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readonly ISelection selection;
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readonly World world;
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readonly string clickSound = ChromeMetrics.Get<string>("ClickSound");
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[ObjectCreator.UseCtor]
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public CycleProductionActorsHotkeyLogic(Widget widget, ModData modData, WorldRenderer worldRenderer, World world, Dictionary<string, MiniYaml> logicArgs)
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: base(widget, modData, "CycleProductionActorsKey", "WORLD_KEYHANDLER", logicArgs)
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{
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viewport = worldRenderer.Viewport;
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selection = world.Selection;
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this.world = world;
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if (logicArgs.TryGetValue("ClickSound", out var yaml))
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clickSound = yaml.Value;
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}
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protected override bool OnHotkeyActivated(KeyInput e)
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{
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var player = world.RenderPlayer ?? world.LocalPlayer;
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var facilities = world.ActorsHavingTrait<Production>()
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.Where(a => a.Owner == player && a.OccupiesSpace != null && !a.Info.HasTraitInfo<BaseBuildingInfo>()
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&& a.TraitsImplementing<Production>().Any(t => !t.IsTraitDisabled))
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.OrderBy(f => f.TraitsImplementing<Production>().First(t => !t.IsTraitDisabled).Info.Produces.First())
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.ToList();
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if (facilities.Count == 0)
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return true;
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var next = facilities
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.SkipWhile(b => !selection.Contains(b))
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.Skip(1)
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.FirstOrDefault();
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if (next == null)
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next = facilities.First();
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Game.Sound.PlayNotification(world.Map.Rules, null, "Sounds", clickSound, null);
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selection.Combine(world, new Actor[] { next }, false, true);
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viewport.Center(selection.Actors);
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return true;
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}
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}
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}
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