Files
OpenRA/OpenRA.Game/Selection.cs

242 lines
6.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 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.Primitives;
using OpenRA.Traits;
namespace OpenRA
{
public class Selection
{
public int Hash { get; private set; }
public IEnumerable<Actor> Actors { get { return actors; } }
readonly HashSet<Actor> actors = new HashSet<Actor>();
readonly INotifySelection[] worldNotifySelection;
internal Selection(IEnumerable<INotifySelection> worldNotifySelection)
{
this.worldNotifySelection = worldNotifySelection.ToArray();
}
void UpdateHash()
{
// Not a real hash, but things checking this only care about checking when the selection has changed
// For this purpose, having a false positive (forcing a refresh when nothing changed) is much better
// than a false negative (selection state mismatch)
Hash += 1;
}
public void Add(Actor a)
{
actors.Add(a);
UpdateHash();
foreach (var sel in a.TraitsImplementing<INotifySelected>())
sel.Selected(a);
foreach (var ns in worldNotifySelection)
ns.SelectionChanged();
}
public void Remove(Actor a)
{
if (actors.Remove(a))
{
UpdateHash();
foreach (var ns in worldNotifySelection)
ns.SelectionChanged();
}
}
internal void OnOwnerChanged(Actor a, Player oldOwner, Player newOwner)
{
if (!actors.Contains(a))
return;
// Remove the actor from the original owners selection
// Call UpdateHash directly for everyone else so watchers can account for the owner change if needed
if (oldOwner == a.World.LocalPlayer)
Remove(a);
else
UpdateHash();
}
public bool Contains(Actor a)
{
return actors.Contains(a);
}
public void Combine(World world, IEnumerable<Actor> newSelection, bool isCombine, bool isClick)
{
if (isClick)
{
var adjNewSelection = newSelection.Take(1); /* TODO: select BEST, not FIRST */
if (isCombine)
actors.SymmetricExceptWith(adjNewSelection);
else
{
actors.Clear();
actors.UnionWith(adjNewSelection);
}
}
else
{
if (isCombine)
actors.UnionWith(newSelection);
else
{
actors.Clear();
actors.UnionWith(newSelection);
}
}
UpdateHash();
foreach (var a in newSelection)
foreach (var sel in a.TraitsImplementing<INotifySelected>())
sel.Selected(a);
foreach (var ns in worldNotifySelection)
ns.SelectionChanged();
if (world.IsGameOver)
return;
// Play the selection voice from one of the selected actors
// TODO: This probably should only be considering the newly selected actors
// TODO: Ship this into an INotifySelection trait to remove the engine dependency on Selectable
foreach (var actor in actors)
{
if (actor.Owner != world.LocalPlayer || !actor.IsInWorld)
continue;
var selectable = actor.Info.TraitInfoOrDefault<SelectableInfo>();
if (selectable == null || !actor.HasVoice(selectable.Voice))
continue;
actor.PlayVoice(selectable.Voice);
break;
}
}
public void Clear()
{
actors.Clear();
UpdateHash();
}
public void Tick(World world)
{
var removed = actors.RemoveWhere(a => !a.IsInWorld || (!a.Owner.IsAlliedWith(world.RenderPlayer) && world.FogObscures(a)));
if (removed > 0)
UpdateHash();
foreach (var cg in controlGroups.Values)
{
// note: NOT `!a.IsInWorld`, since that would remove things that are in transports.
cg.RemoveAll(a => a.Disposed || a.Owner != world.LocalPlayer);
}
}
Cache<int, List<Actor>> controlGroups = new Cache<int, List<Actor>>(_ => new List<Actor>());
public void DoControlGroup(World world, WorldRenderer worldRenderer, int group, Modifiers mods, int multiTapCount)
{
var addModifier = Platform.CurrentPlatform == PlatformType.OSX ? Modifiers.Meta : Modifiers.Ctrl;
if (mods.HasModifier(addModifier))
{
if (actors.Count == 0)
return;
if (!mods.HasModifier(Modifiers.Shift))
controlGroups[group].Clear();
for (var i = 0; i < 10; i++) /* all control groups */
controlGroups[i].RemoveAll(a => actors.Contains(a));
controlGroups[group].AddRange(actors.Where(a => a.Owner == world.LocalPlayer));
return;
}
var groupActors = controlGroups[group].Where(a => !a.IsDead);
if (mods.HasModifier(Modifiers.Alt) || multiTapCount >= 2)
{
worldRenderer.Viewport.Center(groupActors);
return;
}
Combine(world, groupActors, mods.HasModifier(Modifiers.Shift), false);
}
public void AddToControlGroup(Actor a, int group)
{
if (!controlGroups[group].Contains(a))
controlGroups[group].Add(a);
}
public void RemoveFromControlGroup(Actor a)
{
var group = GetControlGroupForActor(a);
if (group.HasValue)
controlGroups[group.Value].Remove(a);
}
public int? GetControlGroupForActor(Actor a)
{
return controlGroups.Where(g => g.Value.Contains(a))
.Select(g => (int?)g.Key)
.FirstOrDefault();
}
public List<MiniYamlNode> Serialize()
{
var groups = controlGroups
.Where(cg => cg.Value.Any())
.Select(cg => new MiniYamlNode(cg.Key.ToString(),
FieldSaver.FormatValue(cg.Value.Select(a => a.ActorID).ToArray())))
.ToList();
return new List<MiniYamlNode>()
{
new MiniYamlNode("Selection", FieldSaver.FormatValue(Actors.Select(a => a.ActorID).ToArray())),
new MiniYamlNode("Groups", new MiniYaml("", groups))
};
}
public void Deserialize(World world, List<MiniYamlNode> data)
{
var selectionNode = data.FirstOrDefault(n => n.Key == "Selection");
if (selectionNode != null)
{
var selected = FieldLoader.GetValue<uint[]>("Selection", selectionNode.Value.Value)
.Select(a => world.GetActorById(a));
Combine(world, selected, false, false);
}
var groupsNode = data.FirstOrDefault(n => n.Key == "Groups");
if (groupsNode != null)
{
foreach (var n in groupsNode.Value.Nodes)
{
var group = FieldLoader.GetValue<uint[]>(n.Key, n.Value.Value)
.Select(a => world.GetActorById(a));
controlGroups[int.Parse(n.Key)].AddRange(group);
}
}
}
}
}