59 lines
1.5 KiB
C#
59 lines
1.5 KiB
C#
using System.Collections.Generic;
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using OpenRa.Game.GameRules;
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namespace OpenRa.Game.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 BuildingInfo Building;
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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 = (BuildingInfo)Rules.UnitInfo[ 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.IsFake)
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{
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// this order is never actually issued, but it's used for choosing a cursor
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yield return new Order("PlaceBuilding", Producer.Owner.PlayerActor, null, xy, Building.Name);
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yield break;
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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, xy, null, true))
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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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if (!Game.IsCloseEnoughToBase(Producer.Owner, Building, 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.Name);
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}
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else
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Game.controller.CancelInputMode();
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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.UnitCategory[ Building.Name ] );
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if (producing == null || producing.Item != Building.Name || 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.worldRenderer.uiOverlay.DrawBuildingGrid( Building );
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}
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}
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}
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