Update copyright header. Normalize line endings to LF.
This commit is contained in:
@@ -1,104 +1,104 @@
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#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.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Orders
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{
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public class PlaceBuildingOrderGenerator : IOrderGenerator
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{
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readonly Actor Producer;
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readonly string Building;
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readonly IEnumerable<Renderable> Preview;
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BuildingInfo BuildingInfo { get { return Rules.Info[ Building ].Traits.Get<BuildingInfo>(); } }
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public PlaceBuildingOrderGenerator(Actor producer, string name)
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{
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Producer = producer;
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Building = name;
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Preview = Rules.Info[Building].Traits.Get<RenderBuildingInfo>()
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.RenderPreview(Rules.Info[Building], producer.World.Map.Tileset);
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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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if (mi.Button == MouseButton.Right)
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world.CancelInputMode();
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var ret = InnerOrder( world, xy, mi ).ToList();
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if (ret.Count > 0)
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world.CancelInputMode();
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return ret;
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}
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IEnumerable<Order> InnerOrder(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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{
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var topLeft = xy - FootprintUtils.AdjustForBuildingSize( BuildingInfo );
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if (!world.CanPlaceBuilding( Building, BuildingInfo, topLeft, null)
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|| !BuildingInfo.IsCloseEnoughToBase(world, Producer.Owner, Building, topLeft))
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{
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var eva = world.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
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Sound.Play(eva.BuildingCannotPlaceAudio);
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yield break;
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}
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var isLineBuild = Rules.Info[ Building ].Traits.Contains<LineBuildInfo>();
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yield return new Order(isLineBuild ? "LineBuild" : "PlaceBuilding",
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Producer.Owner.PlayerActor, false) { TargetLocation = topLeft, TargetString = Building };
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}
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}
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public void Tick( World world ) {}
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public void RenderAfterWorld( WorldRenderer wr, World world ) {}
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public void RenderBeforeWorld( WorldRenderer wr, World world )
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{
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var position = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2();
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var topLeft = position - FootprintUtils.AdjustForBuildingSize( BuildingInfo );
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var actorInfo = Rules.Info[Building];
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foreach (var dec in actorInfo.Traits.WithInterface<IPlaceBuildingDecoration>())
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dec.Render(wr, world, actorInfo, Traits.Util.CenterOfCell(position)); /* hack hack */
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var cells = new Dictionary<int2, bool>();
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// Linebuild for walls.
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// Assumes a 1x1 footprint; weird things will happen for other footprints
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if (Rules.Info[Building].Traits.Contains<LineBuildInfo>())
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{
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foreach( var t in BuildingUtils.GetLineBuildCells( world, topLeft, Building, BuildingInfo ) )
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cells.Add( t, BuildingInfo.IsCloseEnoughToBase( world, world.LocalPlayer, Building, t ) );
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}
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else
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{
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foreach (var r in Preview)
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r.Sprite.DrawAt(Game.CellSize*topLeft + r.Pos,
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wr.GetPaletteIndex(r.Palette ?? world.LocalPlayer.Palette),
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r.Scale*r.Sprite.size);
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var res = world.WorldActor.Trait<ResourceLayer>();
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var isCloseEnough = BuildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, Building, topLeft);
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foreach (var t in FootprintUtils.Tiles(Building, BuildingInfo, topLeft))
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cells.Add( t, isCloseEnough && world.IsCellBuildable(t, BuildingInfo.WaterBound) && res.GetResource(t) == null );
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}
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wr.uiOverlay.DrawGrid( wr, cells );
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}
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public string GetCursor(World world, int2 xy, MouseInput mi) { return "default"; }
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}
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}
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 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 COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Orders
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{
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public class PlaceBuildingOrderGenerator : IOrderGenerator
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{
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readonly Actor Producer;
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readonly string Building;
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readonly IEnumerable<Renderable> Preview;
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BuildingInfo BuildingInfo { get { return Rules.Info[ Building ].Traits.Get<BuildingInfo>(); } }
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public PlaceBuildingOrderGenerator(Actor producer, string name)
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{
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Producer = producer;
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Building = name;
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Preview = Rules.Info[Building].Traits.Get<RenderBuildingInfo>()
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.RenderPreview(Rules.Info[Building], producer.World.Map.Tileset);
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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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if (mi.Button == MouseButton.Right)
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world.CancelInputMode();
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var ret = InnerOrder( world, xy, mi ).ToList();
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if (ret.Count > 0)
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world.CancelInputMode();
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return ret;
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}
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IEnumerable<Order> InnerOrder(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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{
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var topLeft = xy - FootprintUtils.AdjustForBuildingSize( BuildingInfo );
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if (!world.CanPlaceBuilding( Building, BuildingInfo, topLeft, null)
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|| !BuildingInfo.IsCloseEnoughToBase(world, Producer.Owner, Building, topLeft))
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{
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var eva = world.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
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Sound.Play(eva.BuildingCannotPlaceAudio);
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yield break;
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}
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var isLineBuild = Rules.Info[ Building ].Traits.Contains<LineBuildInfo>();
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yield return new Order(isLineBuild ? "LineBuild" : "PlaceBuilding",
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Producer.Owner.PlayerActor, false) { TargetLocation = topLeft, TargetString = Building };
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}
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}
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public void Tick( World world ) {}
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public void RenderAfterWorld( WorldRenderer wr, World world ) {}
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public void RenderBeforeWorld( WorldRenderer wr, World world )
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{
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var position = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2();
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var topLeft = position - FootprintUtils.AdjustForBuildingSize( BuildingInfo );
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var actorInfo = Rules.Info[Building];
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foreach (var dec in actorInfo.Traits.WithInterface<IPlaceBuildingDecoration>())
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dec.Render(wr, world, actorInfo, Traits.Util.CenterOfCell(position)); /* hack hack */
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var cells = new Dictionary<int2, bool>();
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// Linebuild for walls.
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// Assumes a 1x1 footprint; weird things will happen for other footprints
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if (Rules.Info[Building].Traits.Contains<LineBuildInfo>())
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{
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foreach( var t in BuildingUtils.GetLineBuildCells( world, topLeft, Building, BuildingInfo ) )
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cells.Add( t, BuildingInfo.IsCloseEnoughToBase( world, world.LocalPlayer, Building, t ) );
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}
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else
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{
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foreach (var r in Preview)
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r.Sprite.DrawAt(Game.CellSize*topLeft + r.Pos,
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wr.GetPaletteIndex(r.Palette ?? world.LocalPlayer.Palette),
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r.Scale*r.Sprite.size);
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var res = world.WorldActor.Trait<ResourceLayer>();
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var isCloseEnough = BuildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, Building, topLeft);
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foreach (var t in FootprintUtils.Tiles(Building, BuildingInfo, topLeft))
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cells.Add( t, isCloseEnough && world.IsCellBuildable(t, BuildingInfo.WaterBound) && res.GetResource(t) == null );
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}
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wr.uiOverlay.DrawGrid( wr, cells );
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}
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public string GetCursor(World world, int2 xy, MouseInput mi) { return "default"; }
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}
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}
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