Files
OpenRA/OpenRA.Game/Orders/UnitOrderGenerator.cs

179 lines
6.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Orders
{
public class UnitOrderGenerator : IOrderGenerator
{
static Target TargetForInput(World world, CPos cell, int2 worldPixel, MouseInput mi)
{
var actor = world.ScreenMap.ActorsAt(mi)
.Where(a => !world.FogObscures(a) && a.Info.HasTraitInfo<ITargetableInfo>())
.WithHighestSelectionPriority(worldPixel);
if (actor != null)
return Target.FromActor(actor);
var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
.Where(a => a.Info.HasTraitInfo<ITargetableInfo>() && a.Visible && a.HasRenderables)
.WithHighestSelectionPriority(worldPixel);
if (frozen != null)
return Target.FromFrozenActor(frozen);
return Target.FromCell(world, cell);
}
public virtual IEnumerable<Order> Order(World world, CPos cell, int2 worldPixel, MouseInput mi)
{
var target = TargetForInput(world, cell, worldPixel, mi);
var actorsAt = world.ActorMap.GetActorsAt(cell).ToList();
var orders = world.Selection.Actors
.Select(a => OrderForUnit(a, target, actorsAt, cell, mi))
.Where(o => o != null)
.ToList();
var actorsInvolved = orders.Select(o => o.Actor).Distinct();
if (!actorsInvolved.Any())
yield break;
yield return new Order("CreateGroup", actorsInvolved.First().Owner.PlayerActor, false)
{
TargetString = actorsInvolved.Select(a => a.ActorID).JoinWith(",")
};
foreach (var o in orders)
yield return CheckSameOrder(o.Order, o.Trait.IssueOrder(o.Actor, o.Order, o.Target, mi.Modifiers.HasModifier(Modifiers.Shift)));
}
public virtual void Tick(World world) { }
public virtual IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
public virtual IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr, World world) { yield break; }
public virtual string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi)
{
var useSelect = false;
var target = TargetForInput(world, cell, worldPixel, mi);
var actorsAt = world.ActorMap.GetActorsAt(cell).ToList();
if (target.Type == TargetType.Actor && target.Actor.Info.HasTraitInfo<SelectableInfo>() &&
(mi.Modifiers.HasModifier(Modifiers.Shift) || !world.Selection.Actors.Any()))
useSelect = true;
var ordersWithCursor = world.Selection.Actors
.Select(a => OrderForUnit(a, target, actorsAt, cell, mi))
.Where(o => o != null && o.Cursor != null);
var cursorOrder = ordersWithCursor.MaxByOrDefault(o => o.Order.OrderPriority);
return cursorOrder != null ? cursorOrder.Cursor : (useSelect ? "select" : "default");
}
// Used for classic mouse orders, determines whether or not action at xy is move or select
public static bool InputOverridesSelection(World world, int2 xy, MouseInput mi)
{
var actor = world.ScreenMap.ActorsAt(xy).WithHighestSelectionPriority(xy);
if (actor == null)
return true;
var target = Target.FromActor(actor);
var cell = world.Map.CellContaining(target.CenterPosition);
var actorsAt = world.ActorMap.GetActorsAt(cell).ToList();
var underCursor = world.Selection.Actors.WithHighestSelectionPriority(xy);
var o = OrderForUnit(underCursor, target, actorsAt, cell, mi);
if (o != null && o.Order.OverrideSelection)
return false;
return true;
}
/// <summary>
/// Returns the most appropriate order for a given actor and target.
/// First priority is given to orders that interact with the given actors.
/// Second priority is given to actors in the given cell.
/// </summary>
static UnitOrderResult OrderForUnit(Actor self, Target target, List<Actor> actorsAt, CPos xy, MouseInput mi)
{
if (mi.Button != Game.Settings.Game.MouseButtonPreference.Action)
return null;
if (self.Owner != self.World.LocalPlayer)
return null;
if (self.World.IsGameOver)
return null;
if (self.Disposed || !target.IsValidFor(self))
return null;
var modifiers = TargetModifiers.None;
if (mi.Modifiers.HasModifier(Modifiers.Ctrl))
modifiers |= TargetModifiers.ForceAttack;
if (mi.Modifiers.HasModifier(Modifiers.Shift))
modifiers |= TargetModifiers.ForceQueue;
if (mi.Modifiers.HasModifier(Modifiers.Alt))
modifiers |= TargetModifiers.ForceMove;
var orders = self.TraitsImplementing<IIssueOrder>()
.SelectMany(trait => trait.Orders.Select(x => new { Trait = trait, Order = x }))
.OrderByDescending(x => x.Order.OrderPriority);
for (var i = 0; i < 2; i++)
{
foreach (var o in orders)
{
var localModifiers = modifiers;
string cursor = null;
if (o.Order.CanTarget(self, target, actorsAt, ref localModifiers, ref cursor))
return new UnitOrderResult(self, o.Order, o.Trait, cursor, target);
}
// No valid orders, so check for orders against the cell
target = Target.FromCell(self.World, xy);
}
return null;
}
static Order CheckSameOrder(IOrderTargeter iot, Order order)
{
if (order == null && iot.OrderID != null)
Game.Debug("BUG: in order targeter - decided on {0} but then didn't order", iot.OrderID);
else if (order != null && iot.OrderID != order.OrderString)
Game.Debug("BUG: in order targeter - decided on {0} but ordered {1}", iot.OrderID, order.OrderString);
return order;
}
class UnitOrderResult
{
public readonly Actor Actor;
public readonly IOrderTargeter Order;
public readonly IIssueOrder Trait;
public readonly string Cursor;
public readonly Target Target;
public UnitOrderResult(Actor actor, IOrderTargeter order, IIssueOrder trait, string cursor, Target target)
{
Actor = actor;
Order = order;
Trait = trait;
Cursor = cursor;
Target = target;
}
}
}
}