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

172 lines
5.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2013 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
{
class UnitOrderGenerator : IOrderGenerator
{
public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
{
var underCursor = world.ScreenMap.ActorsAt(mi)
.Where(a => !world.FogObscures(a) && a.HasTrait<ITargetable>())
.WithHighestSelectionPriority();
Target target;
if (underCursor != null)
target = Target.FromActor(underCursor);
else
{
var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
.Where(a => a.Info.Traits.Contains<ITargetableInfo>() && !a.Footprint.All(c => world.ShroudObscures(c)))
.WithHighestSelectionPriority();
target = frozen != null ? Target.FromFrozenActor(frozen) : Target.FromCell(world, xy);
}
var orders = world.Selection.Actors
.Select(a => OrderForUnit(a, target, mi))
.Where(o => o != null)
.ToArray();
var actorsInvolved = orders.Select(o => o.Actor).Distinct();
if (actorsInvolved.Any())
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 void Tick(World world) { }
public IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
public void RenderAfterWorld(WorldRenderer wr, World world) { }
public string GetCursor(World world, CPos xy, MouseInput mi)
{
var useSelect = false;
var underCursor = world.ScreenMap.ActorsAt(mi)
.Where(a => !world.FogObscures(a) && a.HasTrait<ITargetable>())
.WithHighestSelectionPriority();
if (underCursor != null && (mi.Modifiers.HasModifier(Modifiers.Shift) || !world.Selection.Actors.Any()))
{
var selectable = underCursor.TraitOrDefault<Selectable>();
if (selectable != null && selectable.Info.Selectable)
useSelect = true;
}
Target target;
if (underCursor != null)
target = Target.FromActor(underCursor);
else
{
var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
.Where(a => a.Info.Traits.Contains<ITargetableInfo>() && !a.Footprint.All(c => world.ShroudObscures(c)))
.WithHighestSelectionPriority();
target = frozen != null ? Target.FromFrozenActor(frozen) : Target.FromCell(world, xy);
}
var orders = world.Selection.Actors
.Select(a => OrderForUnit(a, target, mi))
.Where(o => o != null)
.ToArray();
var cursorName = orders.Select(o => o.Cursor).FirstOrDefault();
return cursorName ?? (useSelect ? "select" : "default");
}
static UnitOrderResult OrderForUnit(Actor self, Target target, MouseInput mi)
{
if (self.Owner != self.World.LocalPlayer)
return null;
if (self.Destroyed || !target.IsValidFor(self))
return null;
if (mi.Button == Game.mouseButtonPreference.Action)
{
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 = self.World.ActorMap.GetUnitsAt(self.World.Map.CellContaining(target.CenterPosition)).ToList();
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;
string cursor = null;
if (o.Order.CanTarget(self, target, actorsAt, modifiers, ref cursor))
return new UnitOrderResult(self, o.Order, o.Trait, cursor, target);
}
}
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 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)
{
this.Actor = actor;
this.Order = order;
this.Trait = trait;
this.Cursor = cursor;
this.Target = target;
}
}
}
public static class SelectableExts
{
public static int SelectionPriority(this ActorInfo a)
{
var selectableInfo = a.Traits.GetOrDefault<SelectableInfo>();
return selectableInfo != null ? selectableInfo.Priority : int.MinValue;
}
public static Actor WithHighestSelectionPriority(this IEnumerable<Actor> actors)
{
return actors.MaxByOrDefault(a => a.Info.SelectionPriority());
}
public static FrozenActor WithHighestSelectionPriority(this IEnumerable<FrozenActor> actors)
{
return actors.MaxByOrDefault(a => a.Info.SelectionPriority());
}
}
}