Files
OpenRA/OpenRA.Mods.RA/Widgets/WorldCommandWidget.cs

123 lines
3.2 KiB
C#

using System;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Network;
using OpenRA.Orders;
using OpenRA.Widgets;
namespace OpenRA.Mods.RA.Widgets
{
public class WorldCommandWidget : Widget
{
public World World { get { return OrderManager.world; } }
public string AttackMoveKey = "a";
public string StopKey = "s";
public string ScatterKey = "x";
public string DeployKey = "f";
public string BaseCycleKey = "backspace";
public readonly OrderManager OrderManager;
[ObjectCreator.UseCtor]
public WorldCommandWidget([ObjectCreator.Param] OrderManager orderManager )
{
OrderManager = orderManager;
}
public override void DrawInner() { }
public override string GetCursor(int2 pos) { return null; }
public override bool HandleKeyPressInner(KeyInput e)
{
if (World == null) return false;
if (World.LocalPlayer == null) return false;
return ProcessInput(e);
}
bool ProcessInput(KeyInput e)
{
if (e.Modifiers == Modifiers.None)
{
if (e.KeyName == BaseCycleKey)
return CycleBases();
if (!World.Selection.Actors.Any())
return false;
if (e.KeyName == AttackMoveKey)
return PerformAttackMove();
if (e.KeyName == StopKey)
return PerformStop();
if (e.KeyName == ScatterKey)
return PerformScatter();
if (e.KeyName == DeployKey)
return PerformDeploy();
}
return false;
}
// todo: take ALL this garbage and route it through the OrderTargeter stuff.
bool PerformAttackMove()
{
World.OrderGenerator = new GenericSelectTarget(World.Selection.Actors, "AttackMove",
"attackmove", MouseButton.Right);
return true;
}
void PerformKeyboardOrderOnSelection(Func<Actor, Order> f)
{
var orders = World.Selection.Actors.Select(f).ToArray();
foreach (var o in orders) World.IssueOrder(o);
World.PlayVoiceForOrders(orders);
}
bool PerformStop()
{
PerformKeyboardOrderOnSelection(a => new Order("Stop", a, false));
return true;
}
bool PerformScatter()
{
PerformKeyboardOrderOnSelection(a => new Order("Scatter", a, false));
return true;
}
bool PerformDeploy()
{
/* hack: two orders here -- DeployTransform and Unload. */
PerformKeyboardOrderOnSelection(a => new Order("DeployTransform", a, false));
PerformKeyboardOrderOnSelection(a => new Order("Unload", a, false));
return true;
}
bool CycleBases()
{
var bases = World.ActorsWithTrait<BaseBuilding>()
.Where( a => a.Actor.Owner == World.LocalPlayer ).ToArray();
if (!bases.Any()) return true;
var next = bases
.Select(b => b.Actor)
.SkipWhile(b => !World.Selection.Actors.Contains(b))
.Skip(1)
.FirstOrDefault();
if (next == null)
next = bases.Select(b => b.Actor).First();
World.Selection.Combine(World, new Actor[] { next }, false, true);
Game.viewport.Center(World.Selection.Actors);
return true;
}
}
}