Apply consistent formatting to PBOG (no code changes).

This commit is contained in:
Paul Chote
2013-02-26 09:32:16 +13:00
parent 6fc4807a10
commit ce39c79477

View File

@@ -41,7 +41,7 @@ namespace OpenRA.Mods.RA.Orders
if (mi.Button == MouseButton.Right)
world.CancelInputMode();
var ret = InnerOrder( world, xy, mi ).ToList();
var ret = InnerOrder(world, xy, mi).ToList();
if (ret.Count > 0)
world.CancelInputMode();
@@ -52,26 +52,26 @@ namespace OpenRA.Mods.RA.Orders
{
if (mi.Button == MouseButton.Left)
{
var topLeft = xy - FootprintUtils.AdjustForBuildingSize( BuildingInfo );
if (!world.CanPlaceBuilding( Building, BuildingInfo, topLeft, null)
var topLeft = xy - FootprintUtils.AdjustForBuildingSize(BuildingInfo);
if (!world.CanPlaceBuilding(Building, BuildingInfo, topLeft, null)
|| !BuildingInfo.IsCloseEnoughToBase(world, Producer.Owner, Building, topLeft))
{
Sound.PlayNotification(Producer.Owner, "Speech", "BuildingCannotPlaceAudio", Producer.Owner.Country.Race);
yield break;
}
var isLineBuild = Rules.Info[ Building ].Traits.Contains<LineBuildInfo>();
var isLineBuild = Rules.Info[Building].Traits.Contains<LineBuildInfo>();
yield return new Order(isLineBuild ? "LineBuild" : "PlaceBuilding",
Producer.Owner.PlayerActor, false) { TargetLocation = topLeft, TargetString = Building };
}
}
public void Tick( World world ) {}
public void RenderAfterWorld( WorldRenderer wr, World world ) {}
public void RenderBeforeWorld( WorldRenderer wr, World world )
public void Tick(World world) {}
public void RenderAfterWorld(WorldRenderer wr, World world) {}
public void RenderBeforeWorld(WorldRenderer wr, World world)
{
var position = Game.viewport.ViewToWorld(Viewport.LastMousePos);
var topLeft = position - FootprintUtils.AdjustForBuildingSize( BuildingInfo );
var topLeft = position - FootprintUtils.AdjustForBuildingSize(BuildingInfo);
var actorInfo = Rules.Info[Building];
foreach (var dec in actorInfo.Traits.WithInterface<IPlaceBuildingDecoration>())
@@ -82,8 +82,8 @@ namespace OpenRA.Mods.RA.Orders
// Assumes a 1x1 footprint; weird things will happen for other footprints
if (Rules.Info[Building].Traits.Contains<LineBuildInfo>())
{
foreach( var t in BuildingUtils.GetLineBuildCells( world, topLeft, Building, BuildingInfo ) )
cells.Add( t, BuildingInfo.IsCloseEnoughToBase( world, world.LocalPlayer, Building, t ) );
foreach (var t in BuildingUtils.GetLineBuildCells(world, topLeft, Building, BuildingInfo))
cells.Add(t, BuildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, Building, t));
}
else
{
@@ -105,11 +105,11 @@ namespace OpenRA.Mods.RA.Orders
var res = world.WorldActor.Trait<ResourceLayer>();
var isCloseEnough = BuildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, Building, topLeft);
foreach (var t in FootprintUtils.Tiles(Building, BuildingInfo, topLeft))
cells.Add( t, isCloseEnough && world.IsCellBuildable(t, BuildingInfo) && res.GetResource(t) == null );
cells.Add(t, isCloseEnough && world.IsCellBuildable(t, BuildingInfo) && res.GetResource(t) == null);
}
foreach( var c in cells )
( c.Value ? buildOk : buildBlocked ).DrawAt(wr, c.Key.ToPPos().ToFloat2(), "terrain" );
foreach (var c in cells)
(c.Value ? buildOk : buildBlocked).DrawAt(wr, c.Key.ToPPos().ToFloat2(), "terrain");
}
public string GetCursor(World world, CPos xy, MouseInput mi) { return "default"; }