using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace OpenRA.Traits { class AttackTeslaInfo : AttackOmniInfo { public readonly int MaxCharges = 3; public override object Create( Actor self ) { return new AttackTesla( self ); } } class AttackTesla : AttackOmni, ITick { int charges; int timeToRecharge; public AttackTesla( Actor self ) : base( self ) { charges = self.Info.Traits.Get().MaxCharges; } protected override bool CanAttack( Actor self ) { return base.CanAttack( self ) && ( charges > 0 ); } public override void Tick( Actor self ) { if( --timeToRecharge <= 0 ) charges = self.Info.Traits.Get().MaxCharges; if( charges <= 0 ) { primaryFireDelay = Math.Max( primaryFireDelay, timeToRecharge ); secondaryFireDelay = Math.Max( secondaryFireDelay, timeToRecharge ); sameTarget = null; } base.Tick( self ); } Actor sameTarget; public override int FireDelay( Actor self, AttackBaseInfo info ) { primaryFireDelay = 8; timeToRecharge = self.GetPrimaryWeapon().ROF; --charges; if( target != sameTarget ) { sameTarget = target; self.traits.Get().PlayCharge( self ); return base.FireDelay( self, info ); } else return 3; } } }