moved traits from engine into mod
This commit is contained in:
80
OpenRA.Mods.RA/Orders/PlaceBuildingOrderGenerator.cs
Executable file
80
OpenRA.Mods.RA/Orders/PlaceBuildingOrderGenerator.cs
Executable file
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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.GameRules;
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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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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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}
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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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return InnerOrder(world, xy, mi);
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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 - Footprint.AdjustForBuildingSize( BuildingInfo );
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if (!world.CanPlaceBuilding( Building, BuildingInfo, topLeft, null)
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|| !world.IsCloseEnoughToBase(Producer.Owner, Building, BuildingInfo, 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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if (Rules.Info[ Building ].Traits.Contains<LineBuildInfo>())
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yield return new Order("LineBuild", Producer.Owner.PlayerActor, topLeft, Building);
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else
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yield return new Order("PlaceBuilding", Producer.Owner.PlayerActor, topLeft, Building);
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}
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}
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public void Tick( World world )
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{
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// Find the queue with the target actor
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var queue = Producer.TraitsImplementing<ProductionQueue>()
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.Where(p => p.CurrentItem() != null &&
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p.CurrentItem().Item == Building &&
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p.CurrentItem().RemainingTime == 0)
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.FirstOrDefault();
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if (queue == null)
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world.CancelInputMode();
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}
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public void RenderAfterWorld( World world ) {}
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public void RenderBeforeWorld(World world)
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{
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world.WorldRenderer.uiOverlay.DrawBuildingGrid(world, Building, BuildingInfo);
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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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