using OpenRa.Game.GameRules; using System.Drawing; namespace OpenRa.Game.Traits { class ChronoshiftDeploy : IOrder, ISpeedModifier, ITick, IPips { public ChronoshiftDeploy(Actor self) { } bool chronoshiftActive = false; // Is the chronoshift engine active? int remainingChargeTime = 0; // How long until we can chronoshift again? int chargeTime = (int)(Rules.Aftermath.ChronoTankDuration * 60 * 25); // How long between shifts? public void Tick(Actor self) { if (remainingChargeTime > 0) remainingChargeTime--; } public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor) { if (mi.Button == MouseButton.Left) return null; if (chronoshiftActive) return Order.UsePortableChronoshift(self, xy); else if (xy == self.Location && remainingChargeTime <= 0) return Order.ActivatePortableChronoshift(self); return null; } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "ActivatePortableChronoshift" && remainingChargeTime <= 0) { chronoshiftActive = true; self.CancelActivity(); } if (order.OrderString == "UsePortableChronoshift" && CanEnterCell(order.TargetLocation, self)) { //self.QueueActivity(new Activities.Teleport(order.TargetLocation)); Sound.Play("chrotnk1.aud"); chronoshiftActive = false; remainingChargeTime = chargeTime; } } static bool CanEnterCell(int2 c, Actor self) { if (!Game.BuildingInfluence.CanMoveHere(c)) return false; var u = Game.UnitInfluence.GetUnitAt(c); return (u == null || u == self); } public float GetSpeedModifier() { return chronoshiftActive ? 0f : 1f; } public Color GetBorderColor() { return Color.Black; } public int GetPipCount() { return 5; } public Color GetColorForPip(int index) { // TODO: Check how many pips to display if ((1 - remainingChargeTime*1.0f / chargeTime) * GetPipCount() < index + 1) return Color.Transparent; switch (index) { case 0: case 1: return Color.Red; case 2: case 3: return Color.Yellow; case 4: return Color.LimeGreen; } return Color.Transparent; } } }