Files
OpenRA/OpenRa.Game/Orders/PlaceBuildingOrderGenerator.cs
Chris Forbes a2a00ae599 shuffling
2010-01-02 12:22:34 +13:00

54 lines
1.5 KiB
C#

using System.Collections.Generic;
using OpenRa.Game.GameRules;
namespace OpenRa.Game.Orders
{
class PlaceBuildingOrderGenerator : IOrderGenerator
{
readonly Actor Producer;
readonly BuildingInfo Building;
public PlaceBuildingOrderGenerator(Actor producer, string name)
{
Producer = producer;
Building = (BuildingInfo)Rules.UnitInfo[ name ];
}
public IEnumerable<Order> Order(int2 xy, MouseInput mi)
{
if( mi.Button == MouseButton.Left )
{
if (!Game.CanPlaceBuilding(Building, xy, null, true))
{
Sound.Play("nodeply1.aud");
yield break;
}
if (!Game.IsCloseEnoughToBase(Producer.Owner, Building, xy))
{
Sound.Play("nodeply1.aud");
yield break;
}
yield return new Order("PlaceBuilding", Producer.Owner.PlayerActor, null, xy, Building.Name);
}
else // rmb
{
Game.world.AddFrameEndTask( _ => { Game.controller.orderGenerator = null; } );
}
}
public void Tick()
{
var producing = Producer.traits.Get<Traits.ProductionQueue>().CurrentItem( Rules.UnitCategory[ Building.Name ] );
if( producing == null || producing.Item != Building.Name || producing.RemainingTime != 0 )
Game.world.AddFrameEndTask( _ => { Game.controller.orderGenerator = null; } );
}
public void Render()
{
Game.worldRenderer.uiOverlay.DrawBuildingGrid( Building );
}
}
}