2012-01-02 02:14:57 +00:00
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/**
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Constructor
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Library for objects which are able to construct structures.
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@author Maikel
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*/
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public func IsConstructor() { return true; }
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public func ControlUseStart(object clonk, int x, int y)
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{
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// Is the clonk able to construct?
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if(clonk->GetProcedure() != "WALK")
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{
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clonk->CancelUse();
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return true;
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}
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// Is the clonk at an construction site?
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var structure = FindObject(Find_Category(C4D_Structure), Find_Or(Find_Distance(20), Find_AtPoint()), Find_Layer(GetObjectLayer()));
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if (structure)
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{
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if (structure->GetCon() < 100)
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{
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Construct(clonk, structure);
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return true;
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}
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if (structure->GetDamage() > 0)
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{
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Repair(clonk, structure);
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return true;
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}
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}
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// Otherwise create a menu with possible structures to build.
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clonk->CreateConstructionMenu(this);
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clonk->CancelUse();
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return true;
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}
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public func HoldingEnabled() { return true; }
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public func ControlUseHolding(object clonk, int x, int y)
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{
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// Is the clonk still able to construct?
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if (clonk->GetProcedure() != "WALK")
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{
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clonk->CancelUse();
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return true;
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}
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// Is the clonk still at an construction site?
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var structure = FindObject(Find_Category(C4D_Structure), Find_Or(Find_Distance(20), Find_AtPoint()), Find_Layer(GetObjectLayer()));
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if (structure)
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{
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if (structure->GetCon() < 100)
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{
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Construct(clonk, structure);
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return true;
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}
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if (structure->GetDamage() > 0)
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{
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Repair(clonk, structure);
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return true;
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}
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}
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clonk->CancelUse();
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return true;
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}
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private func Construct(object clonk, object structure)
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{
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// Look for missing components.
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var structure_id = structure->GetID();
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var con = structure->GetCon();
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var comp, index = 0;
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2012-01-08 14:22:26 +00:00
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var can_construct = true;
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2012-01-02 02:14:57 +00:00
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while (comp = structure->GetComponent(nil, index))
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{
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var max_amount = GetComponent(comp, nil, nil, structure_id);
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2012-01-08 14:22:26 +00:00
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// Try to transfer components from constructing clonk to the structure.
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for (var i = 0; i < max_amount - structure->GetComponent(comp); i++)
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2012-01-02 02:14:57 +00:00
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{
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var content = FindObject(Find_Container(clonk), Find_ID(comp));
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2012-01-08 14:22:26 +00:00
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if (content)
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2012-01-02 02:14:57 +00:00
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{
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2012-01-08 14:22:26 +00:00
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clonk->Message("Used {{%i}}", comp);
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content->RemoveObject();
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structure->SetComponent(comp, structure->GetComponent(comp) + 1);
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2012-01-02 02:14:57 +00:00
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}
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2012-01-08 14:22:26 +00:00
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}
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// Check if there now is enough material for current con, if so the construction can continue.
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if (100 * structure->GetComponent(comp) / max_amount < con)
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can_construct = false;
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index++;
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}
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// Continue construction if possible.
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if (can_construct)
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{
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structure->DoCon(1);
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clonk->Message("Constructing %d%", structure->GetCon());
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}
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// Otherwise show missing construction materials.
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else
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{
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ShowConstructionMaterial(clonk, structure);
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clonk->CancelUse();
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}
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return;
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}
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private func ShowConstructionMaterial(object clonk, object structure)
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{
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var mat_msg = "Construction needs ";
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var structure_id = structure->GetID();
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var comp, index = 0;
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while (comp = structure->GetComponent(nil, index))
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{
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var current_amount = structure->GetComponent(comp);
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var max_amount = GetComponent(comp, nil, nil, structure_id);
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mat_msg = Format("%s %dx{{%i}}", mat_msg, Max(0, max_amount - current_amount), comp);
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2012-01-02 02:14:57 +00:00
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index++;
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}
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2012-01-08 14:22:26 +00:00
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clonk->Message(mat_msg);
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2012-01-02 02:14:57 +00:00
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return;
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}
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private func Repair(object clonk, object structure)
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{
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}
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/** Gives a list of ids of the players knowledge.
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*/
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public func GetConstructionPlans(int plr)
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{
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var construction_plans = [];
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var construct_id, index = 0;
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while (construct_id = GetPlrKnowledge(plr, 0, index++, C4D_Structure))
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construction_plans[index-1] = construct_id;
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return construction_plans;
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}
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2012-03-27 18:10:44 +00:00
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/* Construction preview */
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func ShowConstructionPreview(object clonk, id structure_id)
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{
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AddEffect("ControlConstructionPreview", clonk, 1, 0, this, nil, structure_id, clonk);
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SetPlayerControlEnabled(clonk->GetOwner(), CON_Aim, true);
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return true;
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}
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func FxControlConstructionPreviewStart(object clonk, effect, int temp, id structure_id, object clonk)
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{
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if (temp) return;
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effect.structure = structure_id;
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effect.preview = CreateObject(ConstructionPreviewer, AbsX(clonk->GetX()), AbsY(clonk->GetY()), clonk->GetOwner());
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effect.preview->Set(structure_id, clonk);
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}
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// Called by Control2Effect
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func FxControlConstructionPreviewControl(object clonk, effect, int ctrl, int x, int y, int strength, bool repeat, bool release)
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{
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if (ctrl != CON_Aim)
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{
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2012-03-28 17:39:00 +00:00
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// CON_Use is accept
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2012-03-27 18:10:44 +00:00
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if (ctrl == CON_Use)
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CreateConstructionSite(clonk, effect.structure, AbsX(effect.preview->GetX()), AbsY(effect.preview->GetY() + effect.preview.dimension_y/2));
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2012-03-28 17:39:00 +00:00
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// movement is allowed
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else if(ctrl == CON_Left || ctrl == CON_Right || ctrl == CON_Up || ctrl == CON_Down || ctrl == CON_Jump)
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return false;
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// everything else declines
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2012-03-27 18:10:44 +00:00
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RemoveEffect("ControlConstructionPreview", clonk, effect);
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return true;
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}
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2012-03-28 17:39:00 +00:00
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2012-03-27 18:10:44 +00:00
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effect.preview->Reposition(x, y);
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return true;
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}
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func FxControlConstructionPreviewStop(object target, effect, int reason, bool temp)
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{
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if (temp) return;
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effect.preview->RemoveObject();
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}
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/* Construction */
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func CreateConstructionSite(object clonk, id structure_id, int x, int y)
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2012-01-02 02:14:57 +00:00
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{
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// Only when the clonk is standing and outdoors
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if (clonk->GetAction() != "Walk")
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return false;
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if (clonk->Contained())
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return false;
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// Check if the building can be build here
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2012-03-27 18:10:44 +00:00
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if (structure_id->~RejectConstruction(x, y, clonk))
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2012-01-02 02:14:57 +00:00
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return false;
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// Set owner for CreateConstruction
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SetOwner(clonk->GetOwner());
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// Create construction site
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var site;
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2012-03-27 18:10:44 +00:00
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if (!(site = CreateConstruction(structure_id, x, y, Contained()->GetOwner(), 1, 1, 1)))
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2012-01-02 02:14:57 +00:00
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return false;
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// Message
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clonk->Message("$TxtConstructions$", site->GetName());
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return true;
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}
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