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 UnitInfo.BuildingInfo Building; public PlaceBuilding(Player owner, string name) { Owner = owner; Building = (UnitInfo.BuildingInfo)Rules.UnitInfo[ name ]; } public IEnumerable Order(int2 xy, bool lmb) { if( lmb ) { if( !Game.CanPlaceBuilding( Building, xy, true ) ) yield break; if (!Game.IsCloseEnoughToBase(Owner, Building, xy)) yield break; yield return OpenRa.Game.Order.PlaceBuilding( Owner, xy, Building.Name ); } else // rmb { Game.world.AddFrameEndTask( _ => { Game.controller.orderGenerator = null; } ); } } public void Tick() { var producing = Owner.Producing( Rules.UnitCategory[ Building.Name ] ); if( producing == null || producing.Item != Building.Name || producing.RemainingTime != 0 ) Game.world.AddFrameEndTask( _ => { Game.controller.orderGenerator = null; } ); } public void Render() { Game.worldRenderer.uiOverlay.DrawBuildingGrid( Building ); } } }