Files
OpenRA/OpenRA.Mods.Common/Widgets/UnitCommandWidget.cs
2016-09-18 14:55:59 +02:00

179 lines
4.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 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.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Orders;
using OpenRA.Mods.Common.Traits;
using OpenRA.Orders;
using OpenRA.Primitives;
using OpenRA.Widgets;
namespace OpenRA.Mods.Common.Widgets
{
/// <summary> Contains all functions that are unit-specific. </summary>
public class UnitCommandWidget : Widget
{
readonly World world;
[ObjectCreator.UseCtor]
public UnitCommandWidget(World world, WorldRenderer worldRenderer)
{
this.world = world;
}
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;
// Put all functions that are valid for observers/spectators inside WorldCommandWidget.
if (world.LocalPlayer == null || world.LocalPlayer.Spectating)
return false;
if (world.IsGameOver || !world.Selection.Actors.Any())
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.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(a => a.Info.HasTraitInfo<AttackMoveInfo>() && a.Info.HasTraitInfo<AutoTargetInfo>()))
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);
if (actors.Any(a => a.Info.HasTraitInfo<GuardInfo>() && a.Info.HasTraitInfo<AutoTargetInfo>()))
world.OrderGenerator = new GuardOrderGenerator(actors,
"Guard", "guard", Game.Settings.Game.MouseButtonPreference.Action);
return true;
}
}
}