115 lines
4.0 KiB
C#
115 lines
4.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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using System.Linq;
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namespace OpenRA.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 string Building;
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BuildingInfo BuildingInfo { get { return Rules.Info[ Building ].Traits.Get<BuildingInfo>(); } }
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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 = name;
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}
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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Game.controller.CancelInputMode();
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return InnerOrder(world, xy, mi);
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}
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IEnumerable<Order> InnerOrder(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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{
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var topLeft = xy - Footprint.AdjustForBuildingSize( BuildingInfo );
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if (!world.CanPlaceBuilding( Building, BuildingInfo, topLeft, null)
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|| !world.IsCloseEnoughToBase(Producer.Owner, Building, BuildingInfo, topLeft))
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{
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var eva = world.LocalPlayer.PlayerActor.Info.Traits.Get<EvaAlertsInfo>();
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Sound.Play(eva.BuildingCannotPlaceAudio);
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yield break;
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}
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yield return new Order("PlaceBuilding", Producer.Owner.PlayerActor, topLeft, Building);
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// Linebuild for walls.
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// Assumes a 1x1 footprint; weird things will happen for other footprints
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if (Rules.Info[ Building ].Traits.Contains<LineBuildInfo>())
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{
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int range = Rules.Info[ Building ].Traits.Get<LineBuildInfo>().Range;
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// Start at place location, search outwards
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// TODO: First make it work, then make it nice
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int[] dirs = {0,0,0,0};
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for (int d = 0; d < 4; d++)
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{
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for (int i = 1; i < range; i++)
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{
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if (dirs[d] != 0)
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continue;
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int2 cell = world.OffsetCell(topLeft,i,d);
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if (world.IsCellBuildable(cell, BuildingInfo.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel,null))
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continue; // Cell is empty; continue search
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// Cell contains an actor. Is it the type we want?
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if (world.Queries.WithTrait<LineBuild>().Any(a => (a.Actor.Info.Name == Building && a.Actor.Location.X == cell.X && a.Actor.Location.Y == cell.Y)))
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dirs[d] = i; // Cell contains actor of correct type
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else
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dirs[d] = -1; // Cell is blocked by another actor type
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}
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// Place intermediate-line sections
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if (dirs[d] > 0)
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for (int i = 1; i < dirs[d]; i++)
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yield return new Order("PlaceBuilding", Producer.Owner.PlayerActor, world.OffsetCell(topLeft,i,d), Building);
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}
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}
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}
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}
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public void Tick( World world )
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{
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var producing = Producer.traits.Get<Traits.ProductionQueue>().CurrentItem( Rules.Info[ Building ].Category );
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if (producing == null || producing.Item != Building || producing.RemainingTime != 0)
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Game.controller.CancelInputMode();
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}
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public void Render( World world )
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{
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world.WorldRenderer.uiOverlay.DrawBuildingGrid( world, Building, BuildingInfo );
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}
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public string GetCursor(World world, int2 xy, MouseInput mi) { return "default"; }
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}
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}
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