#region Copyright & License Information
/*
 * Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
 * This file is part of OpenRA.
 * 
 *  OpenRA is free software: you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation, either version 3 of the License, or
 *  (at your option) any later version.
 * 
 *  OpenRA is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 * 
 *  You should have received a copy of the GNU General Public License
 *  along with OpenRA.  If not, see <http://www.gnu.org/licenses/>.
 */
#endregion

using System.Linq;
using OpenRA.Mods.RA.Effects;
using OpenRA.Orders;
using OpenRA.Traits;

namespace OpenRA.Mods.RA.SupportPowers
{
	class NukePowerInfo : SupportPowerInfo
	{
		public override object Create(Actor self) { return new NukePower(self, this); }
	}
	
	class NukePower : SupportPower, IResolveOrder
	{
		public NukePower(Actor self, NukePowerInfo info) : base(self, info) { }
	
		protected override void OnActivate()
		{
			Game.controller.orderGenerator =
				new GenericSelectTargetWithBuilding<NukeSilo>(Owner.PlayerActor, "NuclearMissile", "nuke");
		}

		public void ResolveOrder(Actor self, Order order)
		{
			if (order.OrderString == "NuclearMissile")
			{
				var silo = self.World.Queries.OwnedBy[self.Owner]
					.Where(a => a.traits.Contains<NukeSilo>())
					.FirstOrDefault();
				if (silo != null)
					silo.traits.Get<RenderBuilding>().PlayCustomAnim(silo, "active");
				
				Owner.World.AddFrameEndTask(w =>
				{
					// Play to everyone but the current player
					if (Owner != Owner.World.LocalPlayer)
						Sound.Play(Info.LaunchSound);

					//FIRE ZE MISSILES
					w.Add(new NukeLaunch(silo, Info.MissileWeapon, order.TargetLocation));
				});
				
				Game.controller.CancelInputMode();
				FinishActivate();
			}
		}
	}

	// tag trait for the building
	class NukeSiloInfo : StatelessTraitInfo<NukeSilo> { }
	class NukeSilo { }
}
