using System.Collections.Generic; using OpenRa.GameRules; using OpenRa.Traits; namespace OpenRa.Orders { class PlaceBuildingOrderGenerator : IOrderGenerator { readonly Actor Producer; readonly string Building; BuildingInfo BuildingInfo { get { return Rules.Info[ Building ].Traits.Get(); } } public PlaceBuildingOrderGenerator(Actor producer, string name) { Producer = producer; Building = name; } public IEnumerable Order(World world, int2 xy, MouseInput mi) { if (mi.Button == MouseButton.Right) Game.controller.CancelInputMode(); return InnerOrder(world, xy, mi); } IEnumerable InnerOrder(World world, int2 xy, MouseInput mi) { if (mi.Button == MouseButton.Left) { var topLeft = xy - Footprint.AdjustForBuildingSize( BuildingInfo ); if (!world.CanPlaceBuilding( Building, BuildingInfo, topLeft, null) || !world.IsCloseEnoughToBase(Producer.Owner, Building, BuildingInfo, topLeft)) { Sound.Play("nodeply1.aud"); yield break; } yield return new Order("PlaceBuilding", Producer.Owner.PlayerActor, topLeft, Building); } } public void Tick( World world ) { var producing = Producer.traits.Get().CurrentItem( Rules.Info[ Building ].Category ); if (producing == null || producing.Item != Building || producing.RemainingTime != 0) Game.controller.CancelInputMode(); } public void Render( World world ) { world.WorldRenderer.uiOverlay.DrawBuildingGrid( world, Building, BuildingInfo ); } public Cursor GetCursor(World world, int2 xy, MouseInput mi) { return Cursor.Default; } } }