using System; using System.Collections.Generic; using System.Linq; using System.Text; using OpenRa.Game.GameRules; namespace OpenRa.Game { class PlaceBuilding : IOrderGenerator { public readonly Player Owner; public readonly string Name; public PlaceBuilding(Player owner, string name) { Owner = owner; Name = name; } public IEnumerable Order(int2 xy, bool lmb) { if( lmb ) { // todo: check that space is free 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; var maxDistance = bi.Adjacent + 2; /* real-ra is weird. this is 1 GAP. */ if( !Footprint.Tiles( bi, xy ).Any( t => Game.GetDistanceToBase( t, Owner ) < maxDistance ) ) yield break; yield return OpenRa.Game.Order.PlaceBuilding( Owner, xy, Name ); } else // rmb { Game.world.AddFrameEndTask( _ => { Game.controller.orderGenerator = null; Game.worldRenderer.uiOverlay.KillOverlay(); } ); } } public void PrepareOverlay(int2 xy) { Game.worldRenderer.uiOverlay.SetCurrentOverlay(xy, Name); } public void Tick() { } } }