153 lines
5.0 KiB
C#
153 lines
5.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Traits;
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using OpenRA.FileFormats;
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namespace OpenRA.Orders
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{
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class UnitOrderGenerator : IOrderGenerator
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{
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public IEnumerable<Order> Order( World world, int2 xy, MouseInput mi )
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{
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var underCursor = world.FindUnitsAtMouse(mi.Location)
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.Where(a => a.Info.Traits.Contains<TargetableInfo>())
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.OrderByDescending(a => a.Info.Traits.Contains<SelectableInfo>() ? a.Info.Traits.Get<SelectableInfo>().Priority : int.MinValue)
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.FirstOrDefault();
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var orders = world.Selection.Actors
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.Select(a => OrderForUnit(a, xy, mi, underCursor))
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.Where(o => o != null)
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.ToArray();
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var actorsInvolved = orders.Select(o => o.self).Distinct();
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if (actorsInvolved.Any())
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yield return new Order("CreateGroup", actorsInvolved.First().Owner.PlayerActor,
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string.Join(",", actorsInvolved.Select(a => a.ActorID.ToString()).ToArray()));
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foreach( var o in orders )
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yield return CheckSameOrder( o.iot, o.trait.IssueOrder( o.self, o.iot, o.target ) );
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}
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public void Tick( World world ) {}
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public void RenderBeforeWorld(World world)
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{
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foreach (var a in world.Selection.Actors)
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if (!a.Destroyed)
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foreach (var t in a.TraitsImplementing<IPreRenderSelection>())
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t.RenderBeforeWorld(a);
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Game.Renderer.Flush();
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}
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public void RenderAfterWorld( World world )
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{
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foreach (var a in world.Selection.Actors)
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if (!a.Destroyed)
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foreach (var t in a.TraitsImplementing<IPostRenderSelection>())
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t.RenderAfterWorld(a);
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Game.Renderer.Flush();
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}
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public string GetCursor( World world, int2 xy, MouseInput mi )
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{
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var underCursor = world.FindUnitsAtMouse(mi.Location)
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.Where(a => a.Info.Traits.Contains<TargetableInfo>())
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.OrderByDescending(a => a.Info.Traits.Contains<SelectableInfo>() ? a.Info.Traits.Get<SelectableInfo>().Priority : int.MinValue)
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.FirstOrDefault();
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if( mi.Modifiers.HasModifier( Modifiers.Shift ) || !world.Selection.Actors.Any() )
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if( underCursor != null )
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return "select";
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var orders = world.Selection.Actors
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.Select(a => OrderForUnit(a, xy, mi, underCursor))
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.Where(o => o != null)
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.ToArray();
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if( orders.Length == 0 ) return "default";
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return orders[ 0 ].cursor ?? "default";
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}
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static UnitOrderResult OrderForUnit( Actor self, int2 xy, MouseInput mi, Actor underCursor )
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{
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if (self.Owner != self.World.LocalPlayer)
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return null;
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if (!self.World.Map.IsInMap(xy.X, xy.Y))
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return null;
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if (self.Destroyed)
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return null;
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//var old = self.TraitsImplementing<IIssueOrder>()
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// .OrderByDescending( x => x.OrderPriority( self, xy, mi, underCursor ) )
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// .Select( x => x.IssueOrder( self, xy, mi, underCursor ) )
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// .FirstOrDefault( x => x != null );
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//if( old != null )
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// return old;
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if( mi.Button == MouseButton.Right )
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{
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var uim = self.World.WorldActor.Trait<UnitInfluence>();
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foreach( var o in self.TraitsImplementing<IIssueOrder>()
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.SelectMany( trait => trait.Orders
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.Select( x => new { Trait = trait, Order = x } ) )
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.OrderByDescending( x => x.Order.OrderPriority ) )
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{
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var actorsAt = uim.GetUnitsAt( xy ).ToList();
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string cursor = null;
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if( underCursor != null )
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if( o.Order.CanTargetUnit( self, underCursor, mi.Modifiers.HasModifier( Modifiers.Ctrl ), mi.Modifiers.HasModifier( Modifiers.Alt ), ref cursor ) )
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return new UnitOrderResult( self, o.Order, o.Trait, cursor, Target.FromActor( underCursor ) );
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if( o.Order.CanTargetLocation( self, xy, actorsAt, mi.Modifiers.HasModifier( Modifiers.Ctrl ), mi.Modifiers.HasModifier( Modifiers.Alt ), ref cursor ) )
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return new UnitOrderResult( self, o.Order, o.Trait, cursor, Target.FromCell( xy ) );
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}
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}
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return null;
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}
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static Order CheckSameOrder( IOrderTargeter iot, Order order )
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{
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if( order == null && iot.OrderID != null )
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Game.Debug( "BUG: in order targeter - decided on {0} but then didn't order", iot.OrderID );
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else if( iot.OrderID != order.OrderString )
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Game.Debug( "BUG: in order targeter - decided on {0} but ordered {1}", iot.OrderID, order.OrderString );
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return order;
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}
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class UnitOrderResult
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{
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public readonly Actor self;
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public readonly IOrderTargeter iot;
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public readonly IIssueOrder trait;
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public readonly string cursor;
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public readonly Target target;
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public UnitOrderResult( Actor self, IOrderTargeter iot, IIssueOrder trait, string cursor, Target target )
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{
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this.self = self;
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this.iot = iot;
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this.trait = trait;
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this.cursor = cursor;
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this.target = target;
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}
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}
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}
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}
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