Everything is now OpenRA, not OpenRa
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OpenRA.Mods.Aftermath/ChronoshiftDeploy.cs
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111
OpenRA.Mods.Aftermath/ChronoshiftDeploy.cs
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#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.Mods.Aftermath.Orders;
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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namespace OpenRA.Mods.Aftermath
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{
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class ChronoshiftDeployInfo : ITraitInfo
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{
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public readonly int ChargeTime = 120; // Seconds
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public object Create(Actor self) { return new ChronoshiftDeploy(self); }
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}
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class ChronoshiftDeploy : IIssueOrder, IResolveOrder, ITick, IPips
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{
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// Recharge logic
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[Sync]
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int chargeTick = 0; // How long until we can chronoshift again?
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public ChronoshiftDeploy(Actor self) { }
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public void Tick(Actor self)
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{
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if (chargeTick > 0)
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chargeTick--;
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}
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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if (mi.Button == MouseButton.Right && xy == self.Location && chargeTick <= 0)
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return new Order("Deploy", self);
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return null;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Deploy")
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{
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Game.controller.orderGenerator = new SetChronoTankDestination(self);
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return;
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}
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var movement = self.traits.GetOrDefault<IMovement>();
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if (order.OrderString == "ChronoshiftSelf" && movement.CanEnterCell(order.TargetLocation))
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{
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// Cannot chronoshift into unexplored location
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if (!self.Owner.Shroud.IsExplored(order.TargetLocation))
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return;
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Game.controller.CancelInputMode();
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self.CancelActivity();
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self.QueueActivity(new Teleport(order.TargetLocation));
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Sound.Play("chrotnk1.aud");
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chargeTick = 25 * self.Info.Traits.Get<ChronoshiftDeployInfo>().ChargeTime;
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foreach (var a in self.World.Queries.WithTrait<ChronoshiftPaletteEffect>())
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a.Trait.DoChronoshift();
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}
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}
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// Display 5 pips indicating the current charge status
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public IEnumerable<PipType> GetPips(Actor self)
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{
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const int numPips = 5;
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for (int i = 0; i < numPips; i++)
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{
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if ((1 - chargeTick * 1.0f / (25 * self.Info.Traits.Get<ChronoshiftDeployInfo>().ChargeTime)) * numPips < i + 1)
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{
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yield return PipType.Transparent;
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continue;
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}
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switch (i)
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{
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case 0:
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case 1:
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yield return PipType.Red;
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break;
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case 2:
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case 3:
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yield return PipType.Yellow;
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break;
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case 4:
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yield return PipType.Green;
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break;
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}
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}
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}
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}
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}
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