fixed Building.unitInfo
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@@ -1,17 +1,19 @@
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using System.Collections.Generic;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game.Orders
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{
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class PlaceBuildingOrderGenerator : IOrderGenerator
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{
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readonly Actor Producer;
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readonly LegacyBuildingInfo Building;
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readonly string Building;
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BuildingInfo BuildingInfo { get { return Rules.NewUnitInfo[ 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 = (LegacyBuildingInfo)Rules.UnitInfo[ name ];
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Building = name;
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}
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public IEnumerable<Order> Order(int2 xy, MouseInput mi)
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@@ -26,27 +28,27 @@ namespace OpenRa.Game.Orders
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{
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if (mi.Button == MouseButton.Left)
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{
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if (!Game.CanPlaceBuilding(Building, xy, null, true)
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|| !Game.IsCloseEnoughToBase(Producer.Owner, Building, xy))
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if (!Game.CanPlaceBuilding( Building, BuildingInfo, xy, null, true)
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|| !Game.IsCloseEnoughToBase(Producer.Owner, Building, BuildingInfo, xy))
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{
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Sound.Play("nodeply1.aud");
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yield break;
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}
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yield return new Order("PlaceBuilding", Producer.Owner.PlayerActor, null, xy, Building.Name);
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yield return new Order("PlaceBuilding", Producer.Owner.PlayerActor, null, xy, Building);
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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 = Producer.traits.Get<Traits.ProductionQueue>().CurrentItem( Rules.UnitCategory[ Building.Name ] );
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if (producing == null || producing.Item != Building.Name || producing.RemainingTime != 0)
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var producing = Producer.traits.Get<Traits.ProductionQueue>().CurrentItem( Rules.UnitCategory[ Building ] );
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if (producing == null || producing.Item != Building || producing.RemainingTime != 0)
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Game.controller.CancelInputMode();
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}
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public void Render()
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{
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Game.worldRenderer.uiOverlay.DrawBuildingGrid( Building );
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Game.worldRenderer.uiOverlay.DrawBuildingGrid( Building, BuildingInfo );
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}
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public Cursor GetCursor(int2 xy, MouseInput mi)
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@@ -69,8 +69,8 @@ namespace OpenRa.Game.Orders
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else
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return Cursor.MoveBlocked;
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case "DeployMcv":
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var factBuildingInfo = (LegacyBuildingInfo)Rules.UnitInfo["fact"];
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if (Game.CanPlaceBuilding(factBuildingInfo, a.Location - new int2(1, 1), a, false))
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var factBuildingInfo = Rules.NewUnitInfo["fact"].Traits.Get<BuildingInfo>();
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if (Game.CanPlaceBuilding("fact", factBuildingInfo, a.Location - new int2(1, 1), a, false))
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return Cursor.Deploy;
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else
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return Cursor.DeployBlocked;
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@@ -20,7 +20,7 @@ namespace OpenRa.Game.Orders
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if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 )
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return;
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Game.world.Add( new Actor( order.TargetString, order.TargetLocation - Footprint.AdjustForBuildingSize( (LegacyBuildingInfo)Rules.UnitInfo[ order.TargetString ] ), order.Player ) );
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Game.world.Add( new Actor( order.TargetString, order.TargetLocation - Footprint.AdjustForBuildingSize( Rules.NewUnitInfo[ order.TargetString ].Traits.Get<BuildingInfo>() ), order.Player ) );
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if (order.Player == Game.LocalPlayer)
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{
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Sound.Play("placbldg.aud");
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