Refactor chronosphere power
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@@ -2,6 +2,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Drawing;
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using OpenRa.Orders;
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namespace OpenRa.Traits
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@@ -14,43 +15,155 @@ namespace OpenRa.Traits
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}
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class ChronoshiftPower : SupportPower, IResolveOrder
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{
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{
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public ChronoshiftPower(Actor self, ChronoshiftPowerInfo info) : base(self, info) { }
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protected override void OnBeginCharging() { Sound.Play("chrochr1.aud"); }
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protected override void OnFinishCharging() { Sound.Play("chrordy1.aud"); }
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protected override void OnActivate()
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{
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Game.controller.orderGenerator = new ChronosphereSelectOrderGenerator();
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Game.controller.orderGenerator = new SelectTarget();
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Sound.Play("slcttgt1.aud");
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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 == "ChronosphereSelect" && self.Owner == self.World.LocalPlayer)
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Game.controller.orderGenerator = new ChronoshiftDestinationOrderGenerator(order.TargetActor);
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{
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Game.controller.orderGenerator = new SelectDestination(order.TargetActor);
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}
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if (order.OrderString == "ChronosphereFinish")
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if (order.OrderString == "ChronosphereActivate")
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{
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if (self.Owner == self.World.LocalPlayer)
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Game.controller.CancelInputMode();
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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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// Ensure the target cell is valid for the unit
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var movement = order.TargetActor.traits.GetOrDefault<IMovement>();
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if (!movement.CanEnterCell(order.TargetLocation))
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return;
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FinishActivate();
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Sound.Play("chrono2.aud");
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var chronosphere = self.World.Actors.Where(a => a.Owner == self.Owner
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&& a.traits.Contains<Chronosphere>()).FirstOrDefault();
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if( chronosphere != null )
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var chronosphere = self.World.Actors.Where(a => a.Owner == self.Owner
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&& a.traits.Contains<Chronosphere>()).FirstOrDefault();
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if (chronosphere != null)
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chronosphere.traits.Get<RenderBuilding>().PlayCustomAnim( chronosphere, "active" );
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// Trigger screen desaturate effect
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foreach (var a in self.World.Actors.Where(a => a.traits.Contains<ChronoshiftPaletteEffect>()))
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a.traits.Get<ChronoshiftPaletteEffect>().DoChronoshift();
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Sound.Play("chrono2.aud");
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order.TargetActor.traits.Get<Chronoshiftable>().Activate(order.TargetActor,
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order.TargetLocation,
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(int)((Info as ChronoshiftPowerInfo).Duration * 25 * 60),
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(Info as ChronoshiftPowerInfo).KillCargo,
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chronosphere);
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Game.controller.CancelInputMode();
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FinishActivate();
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}
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}
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class SelectTarget : IOrderGenerator
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{
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public SelectTarget() { }
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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 OrderInner(world, xy, mi);
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}
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IEnumerable<Order> OrderInner(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 loc = mi.Location + Game.viewport.Location;
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var underCursor = world.FindUnits(loc, loc)
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.Where(a => a.Owner == world.LocalPlayer
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&& a.traits.Contains<Chronoshiftable>()
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&& a.traits.Contains<Selectable>()).FirstOrDefault();
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if (underCursor != null)
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yield return new Order("ChronosphereSelect", world.LocalPlayer.PlayerActor, underCursor);
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}
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yield break;
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}
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public void Tick( World world )
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{
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var hasChronosphere = world.Actors
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.Any(a => a.Owner == world.LocalPlayer && a.traits.Contains<Chronosphere>());
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if (!hasChronosphere)
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Game.controller.CancelInputMode();
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// TODO: Check if the selected unit is still alive
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}
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public void Render( World world ) { }
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public Cursor GetCursor(World world, int2 xy, MouseInput mi)
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{
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mi.Button = MouseButton.Left;
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return OrderInner(world, xy, mi).Any()
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? Cursor.ChronoshiftSelect : Cursor.MoveBlocked;
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}
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}
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class SelectDestination : IOrderGenerator
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{
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Actor self;
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public SelectDestination(Actor self)
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{
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this.self = self;
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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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{
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Game.controller.CancelInputMode();
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yield break;
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}
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yield return new Order("ChronosphereActivate", world.LocalPlayer.PlayerActor, self, xy);
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}
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public void Tick(World world)
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{
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var hasChronosphere = world.Actors
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.Any(a => a.Owner == world.LocalPlayer && a.traits.Contains<Chronosphere>());
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if (!hasChronosphere)
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Game.controller.CancelInputMode();
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// TODO: Check if the selected unit is still alive
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}
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public void Render(World world)
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{
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world.WorldRenderer.DrawSelectionBox(self, Color.Red, true);
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}
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public Cursor GetCursor(World world, int2 xy, MouseInput mi)
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{
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if (!world.LocalPlayer.Shroud.IsExplored(xy))
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return Cursor.MoveBlocked;
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var movement = self.traits.GetOrDefault<IMovement>();
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return (movement.CanEnterCell(xy)) ? Cursor.Chronoshift : Cursor.MoveBlocked;
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}
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}
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}
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// tag trait to identify the building
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class ChronosphereInfo : StatelessTraitInfo<Chronosphere> { }
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public class Chronosphere { }
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