Files
OpenRA/OpenRA.Mods.RA/Orders/PlaceBuildingOrderGenerator.cs
Paul Chote 805b4b6258 Change IRenderable.WithPos -> OffsetBy.
This is more appropriate for the actual use cases.
Fixes #3621.
2013-08-03 11:16:52 +12:00

119 lines
4.2 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2011 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 COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Orders
{
public class PlaceBuildingOrderGenerator : IOrderGenerator
{
readonly Actor Producer;
readonly string Building;
readonly BuildingInfo BuildingInfo;
IEnumerable<IRenderable> preview;
Sprite buildOk, buildBlocked;
bool initialized = false;
public PlaceBuildingOrderGenerator(Actor producer, string name)
{
Producer = producer;
Building = name;
var tileset = producer.World.TileSet.Id.ToLower();
BuildingInfo = Rules.Info[Building].Traits.Get<BuildingInfo>();
buildOk = SequenceProvider.GetSequence("overlay", "build-valid-{0}".F(tileset)).GetSprite(0);
buildBlocked = SequenceProvider.GetSequence("overlay", "build-invalid").GetSprite(0);
}
public IEnumerable<Order> Order(World world, CPos 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, CPos 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))
{
Sound.PlayNotification(Producer.Owner, "Speech", "BuildingCannotPlaceAudio", Producer.Owner.Country.Race);
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);
var topLeft = position - FootprintUtils.AdjustForBuildingSize(BuildingInfo);
var actorInfo = Rules.Info[Building];
foreach (var dec in actorInfo.Traits.WithInterface<IPlaceBuildingDecoration>())
dec.Render(wr, world, actorInfo, position.CenterPosition); /* hack hack */
var cells = new Dictionary<CPos, 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));
}
else
{
if (!initialized)
{
var rbi = Rules.Info[Building].Traits.Get<RenderBuildingInfo>();
var palette = rbi.Palette ?? (Producer.Owner != null ?
rbi.PlayerPalette + Producer.Owner.InternalName : null);
preview = rbi.RenderPreview(Rules.Info[Building], wr.Palette(palette));
initialized = true;
}
var offset = topLeft.CenterPosition + FootprintUtils.CenterOffset(BuildingInfo) - WPos.Zero;
foreach (var r in preview)
r.OffsetBy(offset).Render(wr);
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) && res.GetResource(t) == null);
}
var pal = wr.Palette("terrain");
foreach (var c in cells)
(c.Value ? buildOk : buildBlocked).DrawAt(c.Key.ToPPos().ToFloat2(), pal);
}
public string GetCursor(World world, CPos xy, MouseInput mi) { return "default"; }
}
}