Files
OpenRA/OpenRA.Mods.RA/Orders/PlaceBuildingOrderGenerator.cs
2010-11-24 15:31:29 +13:00

106 lines
3.6 KiB
C#
Executable File

#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 System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Traits;
using OpenRA.Mods.RA.Render;
namespace OpenRA.Mods.RA.Orders
{
public class PlaceBuildingOrderGenerator : IOrderGenerator
{
readonly Actor Producer;
readonly string Building;
readonly IEnumerable<Renderable> Preview;
BuildingInfo BuildingInfo { get { return Rules.Info[ Building ].Traits.Get<BuildingInfo>(); } }
public PlaceBuildingOrderGenerator(Actor producer, string name)
{
Producer = producer;
Building = name;
Preview = Rules.Info[Building].Traits.Get<RenderBuildingInfo>()
.BuildingPreview(Rules.Info[Building], producer.World.Map.Tileset);
}
public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Right)
world.CancelInputMode();
var ret = InnerOrder( world, xy, mi ).ToList();
if (ret.Count > 0)
world.CancelInputMode();
return ret;
}
IEnumerable<Order> InnerOrder(World world, int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Left)
{
var topLeft = xy - FootprintUtils.AdjustForBuildingSize( BuildingInfo );
if (!world.CanPlaceBuilding( Building, BuildingInfo, topLeft, null)
|| !BuildingInfo.IsCloseEnoughToBase(world, Producer.Owner, Building, topLeft))
{
var eva = world.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
Sound.Play(eva.BuildingCannotPlaceAudio);
yield break;
}
var isLineBuild = Rules.Info[ Building ].Traits.Contains<LineBuildInfo>();
yield return new Order(isLineBuild ? "LineBuild" : "PlaceBuilding",
Producer.Owner.PlayerActor, false) { TargetLocation = topLeft, TargetString = Building };
}
}
public void Tick( World world ) {}
public void RenderAfterWorld( WorldRenderer wr, World world ) {}
public void RenderBeforeWorld( WorldRenderer wr, World world )
{
var position = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2();
var topLeft = position - FootprintUtils.AdjustForBuildingSize( BuildingInfo );
var cells = new Dictionary<int2, bool>();
// Linebuild for walls.
// Assumes a 1x1 footprint; weird things will happen for other footprints
if (Rules.Info[Building].Traits.Contains<LineBuildInfo>())
{
foreach( var t in BuildingUtils.GetLineBuildCells( world, topLeft, Building, BuildingInfo ) )
{
cells.Add( t, BuildingInfo.IsCloseEnoughToBase( world, world.LocalPlayer, Building, t ) );
foreach (var r in Preview)
r.Sprite.DrawAt(wr,Game.CellSize*t + r.Pos, r.Palette ?? world.LocalPlayer.Palette);
}
}
else
{
foreach (var r in Preview)
r.Sprite.DrawAt(wr,Game.CellSize*topLeft + r.Pos, r.Palette ?? world.LocalPlayer.Palette);
var res = world.WorldActor.Trait<ResourceLayer>();
var isCloseEnough = BuildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, Building, topLeft);
foreach (var t in FootprintUtils.Tiles(Building, BuildingInfo, topLeft))
cells.Add( t, isCloseEnough && world.IsCellBuildable(t, BuildingInfo.WaterBound) && res.GetResource(t) == null );
}
wr.uiOverlay.DrawGrid( wr, cells );
}
public string GetCursor(World world, int2 xy, MouseInput mi) { return "default"; }
}
}