water-bound structures can now be placed only in water

This commit is contained in:
Chris Forbes
2009-10-22 23:24:55 +13:00
parent 45139015c5
commit b73e5a62bb
2 changed files with 8 additions and 3 deletions

View File

@@ -20,7 +20,10 @@ namespace OpenRa.Game
public IEnumerable<Order> Order(int2 xy) public IEnumerable<Order> Order(int2 xy)
{ {
// todo: check that space is free // todo: check that space is free
if (Footprint.Tiles(Rules.UnitInfo[Name], xy).Any(t => !Game.IsCellBuildable(t, UnitMovementType.Wheel))) var bi = (UnitInfo.BuildingInfo)Rules.UnitInfo[Name];
if (Footprint.Tiles(bi, xy).Any(
t => !Game.IsCellBuildable(t,
bi.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel)))
yield break; yield break;
yield return new PlaceBuildingOrder(this, xy); yield return new PlaceBuildingOrder(this, xy);

View File

@@ -35,8 +35,10 @@ namespace OpenRa.Game
if (!hasOverlay) if (!hasOverlay)
return; return;
foreach( var t in Footprint.Tiles( Rules.UnitInfo[ name ], position ) ) var bi = (UnitInfo.BuildingInfo)Rules.UnitInfo[name];
spriteRenderer.DrawSprite( Game.IsCellBuildable( t, UnitMovementType.Wheel ) foreach( var t in Footprint.Tiles( bi, position ) )
spriteRenderer.DrawSprite( Game.IsCellBuildable( t, bi.WaterBound
? UnitMovementType.Float : UnitMovementType.Wheel )
? buildOk : buildBlocked, Game.CellSize * t, 0 ); ? buildOk : buildBlocked, Game.CellSize * t, 0 );
spriteRenderer.Flush(); spriteRenderer.Flush();