/**
 * Processes clicking on facilities.
 * @param action Pointer to an action.
 */
void PlaceFacilityState::viewClick(Action *)
{
	if (!_view->isPlaceable(_rule))
	{
		_game->pushState(new ErrorMessageState(tr("STR_CANNOT_BUILD_HERE"), _palette, _game->getRuleset()->getInterface("placeFacility")->getElement("errorMessage")->color, "BACK01.SCR", _game->getRuleset()->getInterface("placeFacility")->getElement("errorPalette")->color));
	}
	else if (_game->getSavedGame()->getFunds() < _rule->getBuildCost())
	{
		_game->popState();
		_game->pushState(new ErrorMessageState(tr("STR_NOT_ENOUGH_MONEY"), _palette, _game->getRuleset()->getInterface("placeFacility")->getElement("errorMessage")->color, "BACK01.SCR", _game->getRuleset()->getInterface("placeFacility")->getElement("errorPalette")->color));
	}
	else
	{
		BaseFacility *fac = new BaseFacility(_rule, _base);
		fac->setX(_view->getGridX());
		fac->setY(_view->getGridY());
		fac->setBuildTime(_rule->getBuildTime());
		_base->getFacilities()->push_back(fac);
		if (Options::allowBuildingQueue)
		{
			if (_view->isQueuedBuilding(_rule)) fac->setBuildTime(std::numeric_limits<int>::max());
			_view->reCalcQueuedBuildings();
		}
		_game->getSavedGame()->setFunds(_game->getSavedGame()->getFunds() - _rule->getBuildCost());
		_game->popState();
	}
}
/**
 * Processes clicking on facilities.
 * @param action Pointer to an action.
 */
void PlaceLiftState::viewClick(Action *action)
{
	BaseFacility *fac = new BaseFacility(_game->getRuleset()->getBaseFacility("STR_ACCESS_LIFT"), _base, _view->getGridX(), _view->getGridY());
	fac->setBuildTime(0);
	_base->getFacilities()->push_back(fac);
	_game->popState();
	_game->pushState(new BasescapeState(_game, _base, _globe));
}
/**
 * Processes clicking on facilities.
 * @param action Pointer to an action.
 */
void PlaceFacilityState::viewClick(Action *action)
{
	if (!_view->isPlaceable(_rule))
	{
		_game->popState();
		_game->pushState(new BasescapeErrorState(_game, "STR_CANNOT_BUILD_HERE"));
	}
	else if (_game->getSavedGame()->getFunds() < _rule->getBuildCost())
	{
		_game->popState();
		_game->pushState(new BasescapeErrorState(_game, "STR_NOT_ENOUGH_MONEY"));
	}
	else
	{
		BaseFacility *fac = new BaseFacility(_rule, _base, _view->getGridX(), _view->getGridY());
		fac->setBuildTime(_rule->getBuildTime());
		_base->getFacilities()->push_back(fac);
		_game->getSavedGame()->setFunds(_game->getSavedGame()->getFunds() - _rule->getBuildCost());
		_game->popState();
	}
}
/**
 * Processes clicking on facilities.
 * @param action Pointer to an action.
 */
void PlaceFacilityState::viewClick(Action *action)
{
	if (!_view->isPlaceable(_rule))
	{
		_game->popState();
		_game->pushState(new ErrorMessageState(_game, "STR_CANNOT_BUILD_HERE", Palette::blockOffset(15)+1, "BACK01.SCR", 6));
	}
	else if (_game->getSavedGame()->getFunds() < _rule->getBuildCost())
	{
		_game->popState();
		_game->pushState(new ErrorMessageState(_game, "STR_NOT_ENOUGH_MONEY", Palette::blockOffset(15)+1, "BACK01.SCR", 6));
	}
	else
	{
		BaseFacility *fac = new BaseFacility(_rule, _base);
		fac->setX(_view->getGridX());
		fac->setY(_view->getGridY());
		fac->setBuildTime(_rule->getBuildTime());
		_base->getFacilities()->push_back(fac);
		_game->getSavedGame()->setFunds(_game->getSavedGame()->getFunds() - _rule->getBuildCost());
		_game->popState();
	}
}