Files
OpenRA/OpenRa.Game/Controller.cs
Bob 89f9a96de5 Replay stuff.
FYI: Don't try to replay a game where you built any vehicles. It WILL fail horribly.
2009-10-29 01:57:47 +13:00

124 lines
3.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using IjwFramework.Types;
using System.Drawing;
using OpenRa.Game.Traits;
namespace OpenRa.Game
{
class Controller
{
public IOrderGenerator orderGenerator;
List<Order> recentOrders = new List<Order>();
void ApplyOrders(float2 xy, bool left)
{
var doVoice = null as Actor;
if( orderGenerator != null )
foreach( var order in orderGenerator.Order( xy.ToInt2(), left ) )
{
recentOrders.Add( order );
//UnitOrders.ProcessOrder( order );
if( order.Subject != null && order.Player == Game.LocalPlayer )
doVoice = order.Subject;
}
if( doVoice != null )
Game.PlaySound( Game.SovietVoices.First.GetNext() + GetVoiceSuffix( doVoice ), false );
}
public List<Order> GetRecentOrders()
{
var ret = recentOrders;
recentOrders = new List<Order>();
return ret;
}
static string GetVoiceSuffix( Actor unit )
{
var suffixes = new[] { ".r01", ".r03" };
return suffixes[ unit.traits.Get<Traits.Mobile>().Voice ];
}
float2 dragStart, dragEnd;
public void HandleMouseInput(MouseInput mi)
{
var xy = Game.viewport.ViewToWorld(mi);
if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Down)
{
if (!(orderGenerator is PlaceBuilding))
dragStart = dragEnd = xy;
ApplyOrders(xy, true);
}
if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Move)
dragEnd = xy;
if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Up)
{
if (!(orderGenerator is PlaceBuilding))
{
if (dragStart != xy)
orderGenerator = new UnitOrderGenerator(
Game.SelectUnitsInBox( Game.CellSize * dragStart, Game.CellSize * xy ) );
else
orderGenerator = new UnitOrderGenerator(
Game.SelectUnitOrBuilding( Game.CellSize * xy ) );
}
dragStart = dragEnd = xy;
}
if (mi.Button == MouseButtons.None && mi.Event == MouseInputEvent.Move)
{
/* update the cursor to reflect the thing under us - note this
* needs to also happen when the *thing* changes, so per-frame hook */
dragStart = dragEnd = xy;
}
if (mi.Button == MouseButtons.Right && mi.Event == MouseInputEvent.Down)
ApplyOrders(xy, false);
}
public Pair<float2, float2>? SelectionBox
{
get
{
if (dragStart == dragEnd) return null;
return Pair.New(Game.CellSize * dragStart, Game.CellSize * dragEnd);
}
}
public Cursor ChooseCursor()
{
var uog = orderGenerator as UnitOrderGenerator;
if (uog != null)
uog.selection.RemoveAll(a => a.IsDead);
if (uog != null && uog.selection.Count > 0
&& uog.selection.Any(a => a.traits.Contains<Traits.Mobile>())
&& uog.selection.All( a => a.Owner == Game.LocalPlayer ))
{
var umts = uog.selection.Select(a => a.traits.GetOrDefault<Mobile>())
.Where(m => m != null)
.Select(m => m.GetMovementType())
.Distinct();
if (!umts.Any( umt => Game.IsCellBuildable( dragEnd.ToInt2(), umt ) ))
return Cursor.MoveBlocked;
return Cursor.Move;
}
if (Game.SelectUnitOrBuilding(Game.CellSize * dragEnd).Any())
return Cursor.Select;
return Cursor.Default;
}
}
}