Files
OpenRA/OpenRa.Game/Orders/PlaceBuildingOrderGenerator.cs
2010-01-24 12:25:46 +13:00

61 lines
1.7 KiB
C#

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))
{
Sound.Play("nodeply1.aud");
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 Cursor GetCursor(World world, int2 xy, MouseInput mi)
{
return Cursor.Default;
}
}
}