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