Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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101
OpenRA.Game/SelectableExts.cs
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101
OpenRA.Game/SelectableExts.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Primitives;
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namespace OpenRA.Traits
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{
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public static class SelectableExts
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{
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public static int SelectionPriority(this ActorInfo a, Modifiers modifiers)
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{
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var selectableInfo = a.TraitInfoOrDefault<ISelectableInfo>();
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return selectableInfo != null ? BaseSelectionPriority(selectableInfo, modifiers) : int.MinValue;
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}
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const int PriorityRange = 30;
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public static int SelectionPriority(this Actor a, Modifiers modifiers)
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{
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var info = a.Info.TraitInfo<ISelectableInfo>();
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var basePriority = BaseSelectionPriority(info, modifiers);
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var viewer = (a.World.LocalPlayer == null || a.World.LocalPlayer.Spectating) ? a.World.RenderPlayer : a.World.LocalPlayer;
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if (a.Owner == viewer || viewer == null)
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return basePriority;
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switch (viewer.RelationshipWith(a.Owner))
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{
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case PlayerRelationship.Ally: return basePriority - PriorityRange;
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case PlayerRelationship.Neutral: return basePriority - 2 * PriorityRange;
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case PlayerRelationship.Enemy: return basePriority - 3 * PriorityRange;
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default:
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throw new InvalidOperationException();
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}
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}
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static int BaseSelectionPriority(ISelectableInfo info, Modifiers modifiers)
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{
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var priority = info.Priority;
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if (modifiers.HasModifier(Modifiers.Ctrl) && !modifiers.HasModifier(Modifiers.Alt) && info.PriorityModifiers.HasFlag(SelectionPriorityModifiers.Ctrl))
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priority = int.MaxValue;
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if (modifiers.HasModifier(Modifiers.Alt) && !modifiers.HasModifier(Modifiers.Ctrl) && info.PriorityModifiers.HasFlag(SelectionPriorityModifiers.Alt))
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priority = int.MaxValue;
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return priority;
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}
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public static Actor WithHighestSelectionPriority(this IEnumerable<ActorBoundsPair> actors, int2 selectionPixel, Modifiers modifiers)
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{
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return actors.MaxByOrDefault(a => CalculateActorSelectionPriority(a.Actor.Info, a.Bounds, selectionPixel, modifiers)).Actor;
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}
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public static FrozenActor WithHighestSelectionPriority(this IEnumerable<FrozenActor> actors, int2 selectionPixel, Modifiers modifiers)
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{
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return actors.MaxByOrDefault(a => CalculateActorSelectionPriority(a.Info, a.MouseBounds, selectionPixel, modifiers));
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}
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static long CalculateActorSelectionPriority(ActorInfo info, in Polygon bounds, int2 selectionPixel, Modifiers modifiers)
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{
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if (bounds.IsEmpty)
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return info.SelectionPriority(modifiers);
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// Assume that the center of the polygon is the same as the center of the bounding box
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// This isn't necessarily true for arbitrary polygons, but is fine for the hexagonal and diamond
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// shapes that are currently implemented
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var br = bounds.BoundingRect;
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var centerPixel = new int2(
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br.Left + br.Size.Width / 2,
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br.Top + br.Size.Height / 2);
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var pixelDistance = (centerPixel - selectionPixel).Length;
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return info.SelectionPriority(modifiers) - (long)pixelDistance << 16;
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}
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static readonly Actor[] NoActors = [];
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public static IEnumerable<Actor> SubsetWithHighestSelectionPriority(this IEnumerable<Actor> actors, Modifiers modifiers)
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{
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return actors.GroupBy(x => x.SelectionPriority(modifiers))
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.OrderByDescending(g => g.Key)
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.Select(g => g.AsEnumerable())
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.DefaultIfEmpty(NoActors)
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.FirstOrDefault();
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}
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}
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}
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