#region Copyright & License Information /* * Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford. * This file is part of OpenRA. * * OpenRA is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * OpenRA is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with OpenRA. If not, see . */ #endregion using System.Collections.Generic; using OpenRA.GameRules; using OpenRA.Traits; using System.Linq; 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)) { var eva = world.LocalPlayer.PlayerActor.Info.Traits.Get(); Sound.Play(eva.BuildingCannotPlaceAudio); yield break; } yield return new Order("PlaceBuilding", Producer.Owner.PlayerActor, topLeft, Building); // Linebuild for walls. // Assumes a 1x1 footprint; weird things will happen for other footprints if (Rules.Info[ Building ].Traits.Contains()) { int range = Rules.Info[ Building ].Traits.Get().Range; // Start at place location, search outwards // TODO: First make it work, then make it nice int[] dirs = {0,0,0,0}; for (int d = 0; d < 4; d++) { for (int i = 1; i < range; i++) { if (dirs[d] != 0) continue; int2 cell = world.OffsetCell(topLeft,i,d); if (world.IsCellBuildable(cell, BuildingInfo.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel,null)) continue; // Cell is empty; continue search // Cell contains an actor. Is it the type we want? if (world.Queries.WithTrait().Any(a => (a.Actor.Info.Name == Building && a.Actor.Location.X == cell.X && a.Actor.Location.Y == cell.Y))) dirs[d] = i; // Cell contains actor of correct type else dirs[d] = -1; // Cell is blocked by another actor type } // Place intermediate-line sections if (dirs[d] > 0) for (int i = 1; i < dirs[d]; i++) yield return new Order("PlaceBuilding", Producer.Owner.PlayerActor, world.OffsetCell(topLeft,i,d), 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 string GetCursor(World world, int2 xy, MouseInput mi) { return "default"; } } }