Files
OpenRA/OpenRA.Game/Orders/UnitOrderGenerator.cs
2010-10-07 22:07:13 +13:00

153 lines
5.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Traits;
using OpenRA.FileFormats;
namespace OpenRA.Orders
{
class UnitOrderGenerator : IOrderGenerator
{
public IEnumerable<Order> Order( World world, int2 xy, MouseInput mi )
{
var underCursor = world.FindUnitsAtMouse(mi.Location)
.Where(a => a.Info.Traits.Contains<TargetableInfo>())
.OrderByDescending(a => a.Info.Traits.Contains<SelectableInfo>() ? a.Info.Traits.Get<SelectableInfo>().Priority : int.MinValue)
.FirstOrDefault();
var orders = world.Selection.Actors
.Select(a => OrderForUnit(a, xy, mi, underCursor))
.Where(o => o != null)
.ToArray();
var actorsInvolved = orders.Select(o => o.self).Distinct();
if (actorsInvolved.Any())
yield return new Order("CreateGroup", actorsInvolved.First().Owner.PlayerActor,
string.Join(",", actorsInvolved.Select(a => a.ActorID.ToString()).ToArray()));
foreach( var o in orders )
yield return CheckSameOrder( o.iot, o.trait.IssueOrder( o.self, o.iot, o.target ) );
}
public void Tick( World world ) {}
public void RenderBeforeWorld(World world)
{
foreach (var a in world.Selection.Actors)
if (!a.Destroyed)
foreach (var t in a.TraitsImplementing<IPreRenderSelection>())
t.RenderBeforeWorld(a);
Game.Renderer.Flush();
}
public void RenderAfterWorld( World world )
{
foreach (var a in world.Selection.Actors)
if (!a.Destroyed)
foreach (var t in a.TraitsImplementing<IPostRenderSelection>())
t.RenderAfterWorld(a);
Game.Renderer.Flush();
}
public string GetCursor( World world, int2 xy, MouseInput mi )
{
var underCursor = world.FindUnitsAtMouse(mi.Location)
.Where(a => a.Info.Traits.Contains<TargetableInfo>())
.OrderByDescending(a => a.Info.Traits.Contains<SelectableInfo>() ? a.Info.Traits.Get<SelectableInfo>().Priority : int.MinValue)
.FirstOrDefault();
if( mi.Modifiers.HasModifier( Modifiers.Shift ) || !world.Selection.Actors.Any() )
if( underCursor != null )
return "select";
var orders = world.Selection.Actors
.Select(a => OrderForUnit(a, xy, mi, underCursor))
.Where(o => o != null)
.ToArray();
if( orders.Length == 0 ) return "default";
return orders[ 0 ].cursor ?? "default";
}
static UnitOrderResult OrderForUnit( Actor self, int2 xy, MouseInput mi, Actor underCursor )
{
if (self.Owner != self.World.LocalPlayer)
return null;
if (!self.World.Map.IsInMap(xy.X, xy.Y))
return null;
if (self.Destroyed)
return null;
//var old = self.TraitsImplementing<IIssueOrder>()
// .OrderByDescending( x => x.OrderPriority( self, xy, mi, underCursor ) )
// .Select( x => x.IssueOrder( self, xy, mi, underCursor ) )
// .FirstOrDefault( x => x != null );
//if( old != null )
// return old;
if( mi.Button == MouseButton.Right )
{
var uim = self.World.WorldActor.Trait<UnitInfluence>();
foreach( var o in self.TraitsImplementing<IIssueOrder>()
.SelectMany( trait => trait.Orders
.Select( x => new { Trait = trait, Order = x } ) )
.OrderByDescending( x => x.Order.OrderPriority ) )
{
var actorsAt = uim.GetUnitsAt( xy ).ToList();
string cursor = null;
if( underCursor != null )
if( o.Order.CanTargetUnit( self, underCursor, mi.Modifiers.HasModifier( Modifiers.Ctrl ), mi.Modifiers.HasModifier( Modifiers.Alt ), ref cursor ) )
return new UnitOrderResult( self, o.Order, o.Trait, cursor, Target.FromActor( underCursor ) );
if( o.Order.CanTargetLocation( self, xy, actorsAt, mi.Modifiers.HasModifier( Modifiers.Ctrl ), mi.Modifiers.HasModifier( Modifiers.Alt ), ref cursor ) )
return new UnitOrderResult( self, o.Order, o.Trait, cursor, Target.FromCell( 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( 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 self;
public readonly IOrderTargeter iot;
public readonly IIssueOrder trait;
public readonly string cursor;
public readonly Target target;
public UnitOrderResult( Actor self, IOrderTargeter iot, IIssueOrder trait, string cursor, Target target )
{
this.self = self;
this.iot = iot;
this.trait = trait;
this.cursor = cursor;
this.target = target;
}
}
}
}