BUGFIX: with PlaceBuilding active, you could cancel the current production, then place the (canceled) building.
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@@ -1,45 +1,50 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Text;
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using System.Text;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.GameRules;
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namespace OpenRa.Game
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{
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class PlaceBuilding : IOrderGenerator
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{
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public readonly Player Owner;
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public readonly string Name;
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public PlaceBuilding(Player owner, string name)
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{
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Owner = owner;
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Name = name;
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}
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public IEnumerable<Order> Order(int2 xy, bool lmb)
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{
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if( lmb )
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{
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var bi = (UnitInfo.BuildingInfo)Rules.UnitInfo[ Name ];
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if( Footprint.Tiles( bi, xy ).Any(
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t => !Game.IsCellBuildable( t,
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bi.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel ) ) )
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yield break;
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var maxDistance = bi.Adjacent + 2; /* real-ra is weird. this is 1 GAP. */
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if( !Footprint.Tiles( bi, xy ).Any(
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t => Game.GetDistanceToBase( t, Owner ) < maxDistance ) )
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yield break;
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yield return OpenRa.Game.Order.PlaceBuilding( Owner, xy, Name );
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}
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else // rmb
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{
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Game.world.AddFrameEndTask( _ => { Game.controller.orderGenerator = null; } );
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}
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}
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public void Tick() { }
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namespace OpenRa.Game
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}
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{
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}
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class PlaceBuilding : IOrderGenerator
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{
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public readonly Player Owner;
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public readonly string Name;
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public PlaceBuilding(Player owner, string name)
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{
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Owner = owner;
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Name = name;
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}
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public IEnumerable<Order> Order(int2 xy, bool lmb)
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{
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if( lmb )
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{
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var bi = (UnitInfo.BuildingInfo)Rules.UnitInfo[ Name ];
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if( Footprint.Tiles( bi, xy ).Any(
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t => !Game.IsCellBuildable( t,
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bi.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel ) ) )
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yield break;
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var maxDistance = bi.Adjacent + 2; /* real-ra is weird. this is 1 GAP. */
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if( !Footprint.Tiles( bi, xy ).Any(
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t => Game.GetDistanceToBase( t, Owner ) < maxDistance ) )
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yield break;
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yield return OpenRa.Game.Order.PlaceBuilding( Owner, xy, Name );
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}
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else // rmb
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{
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Game.world.AddFrameEndTask( _ => { Game.controller.orderGenerator = null; } );
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}
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}
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public void Tick()
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{
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var producing = Owner.Producing( "Building" );
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if( producing == null || producing.Item != Name || producing.RemainingTime != 0 )
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Game.world.AddFrameEndTask( _ => { Game.controller.orderGenerator = null; } );
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}
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}
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}
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@@ -69,13 +69,14 @@ namespace OpenRa.Game
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Game.world.AddFrameEndTask( _ =>
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Game.world.AddFrameEndTask( _ =>
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{
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{
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var building = Rules.UnitInfo[ order.TargetString ];
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var building = Rules.UnitInfo[ order.TargetString ];
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var producing = order.Player.Producing( "Building" );
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if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 )
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return;
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Log.Write( "Player \"{0}\" builds {1}", order.Player.PlayerName, building.Name );
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Log.Write( "Player \"{0}\" builds {1}", order.Player.PlayerName, building.Name );
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//Adjust placement for cursor to be in middle
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Game.world.Add( new Actor( building.Name, order.TargetLocation - GameRules.Footprint.AdjustForBuildingSize( building.Name ), order.Player ) );
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Game.world.Add( new Actor( building.Name, order.TargetLocation - GameRules.Footprint.AdjustForBuildingSize( building.Name ), order.Player ) );
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Game.controller.orderGenerator = null;
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order.Player.FinishProduction(Rules.UnitCategory[building.Name]);
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order.Player.FinishProduction(Rules.UnitCategory[building.Name]);
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} );
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} );
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break;
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break;
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