using OpenRa.Game.Traits; using OpenRa.Game.Orders; using System.Collections.Generic; using System.Linq; using System.Drawing; namespace OpenRa.Game.Traits { class Chronoshiftable : IOrder, ISpeedModifier, ITick, IChronoshiftable { // Return-to-sender logic int2 chronoshiftOrigin; int chronoshiftReturnTicks = 0; public Chronoshiftable(Actor self) { } public void Tick(Actor self) { if (chronoshiftReturnTicks <= 0) return; if (chronoshiftReturnTicks > 0) chronoshiftReturnTicks--; // Return to original location if (chronoshiftReturnTicks == 0) { self.CancelActivity(); // Todo: need a new Teleport method that will move to the closest available cell self.QueueActivity(new Activities.Teleport(chronoshiftOrigin)); } } public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor) { return null; // Chronoshift order is issued through Chrome. } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "ChronosphereSelect") { Game.controller.orderGenerator = new ChronoshiftDestinationOrderGenerator(self); } var movement = self.traits.WithInterface().FirstOrDefault(); if (order.OrderString == "Chronoshift" && movement.CanEnterCell(order.TargetLocation)) { // Cannot chronoshift into unexplored location if (!Game.LocalPlayer.Shroud.IsExplored(order.TargetLocation)) return; // Set up return-to-sender info chronoshiftOrigin = self.Location; chronoshiftReturnTicks = (int)(Rules.General.ChronoDuration * 60 * 25); // TODO: Kill cargo if Rules.General.ChronoKillCargo says so // Set up the teleport Game.controller.CancelInputMode(); self.CancelActivity(); self.QueueActivity(new Activities.Teleport(order.TargetLocation)); Sound.Play("chrono2.aud"); foreach (var a in Game.world.Actors.Where(a => a.traits.Contains())) a.traits.Get().DoChronoshift(); // Play chronosphere active anim var chronosphere = Game.world.Actors.Where(a => a.Owner == order.Subject.Owner && a.traits.Contains()).FirstOrDefault(); if (chronosphere != null) chronosphere.traits.Get().PlayCustomAnim(chronosphere, "active"); } } public float GetSpeedModifier() { // ARGH! You must not do this, it will desync! return (Game.controller.orderGenerator is ChronoshiftDestinationOrderGenerator) ? 0f : 1f; } } }