Files
OpenRA/OpenRA.Game/Orders/PlaceBuildingOrderGenerator.cs
2010-07-26 20:14:35 +12:00

74 lines
2.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see LICENSE.
*/
#endregion
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<BuildingInfo>(); } }
public PlaceBuildingOrderGenerator(Actor producer, string name)
{
Producer = producer;
Building = name;
}
public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Right)
world.CancelInputMode();
return InnerOrder(world, xy, mi);
}
IEnumerable<Order> 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.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
Sound.Play(eva.BuildingCannotPlaceAudio);
yield break;
}
if (Rules.Info[ Building ].Traits.Contains<LineBuildInfo>())
yield return new Order("LineBuild", Producer.Owner.PlayerActor, topLeft, Building);
else
yield return new Order("PlaceBuilding", Producer.Owner.PlayerActor, topLeft, Building);
}
}
public void Tick( World world )
{
var producing = Producer.traits.Get<Traits.ProductionQueue>().CurrentItem( Rules.Info[ Building ].Category );
if (producing == null || producing.Item != Building || producing.RemainingTime != 0)
world.CancelInputMode();
}
public void RenderAfterWorld( World world ) {}
public void RenderBeforeWorld(World world)
{
world.WorldRenderer.uiOverlay.DrawBuildingGrid(world, Building, BuildingInfo);
}
public string GetCursor(World world, int2 xy, MouseInput mi) { return "default"; }
}
}