Restructuring orders.
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@@ -1,53 +1,53 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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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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// todo: check that space is free
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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 new PlaceBuildingOrder( this, xy );
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}
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else // rmb
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{
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Game.world.AddFrameEndTask( _ =>
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{
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Game.controller.orderGenerator = null;
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Game.worldRenderer.uiOverlay.KillOverlay();
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} );
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}
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}
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public void PrepareOverlay(int2 xy)
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{
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Game.worldRenderer.uiOverlay.SetCurrentOverlay(xy, Name);
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}
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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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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// todo: check that space is free
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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( _ =>
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{
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Game.controller.orderGenerator = null;
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Game.worldRenderer.uiOverlay.KillOverlay();
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} );
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}
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}
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public void PrepareOverlay(int2 xy)
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{
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Game.worldRenderer.uiOverlay.SetCurrentOverlay(xy, Name);
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}
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}
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}
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