Files
OpenRA/OpenRA.Game/Orders/PlaceBuildingOrderGenerator.cs
2010-02-27 21:10:22 +13:00

79 lines
2.6 KiB
C#

#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 <http://www.gnu.org/licenses/>.
*/
#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)
Game.controller.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.LocalPlayer.PlayerActor.Info.Traits.Get<EvaAlertsInfo>();
Sound.Play(eva.BuildingCannotPlaceAudio);
yield break;
}
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)
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"; }
}
}