using System.Collections.Generic; using System.Linq; using OpenRa.Mods.Aftermath.Orders; using OpenRa.Traits; using OpenRa.Traits.Activities; namespace OpenRa.Mods.Aftermath { class ChronoshiftDeployInfo : ITraitInfo { public object Create(Actor self) { return new ChronoshiftDeploy(self); } } class ChronoshiftDeploy : IIssueOrder, IResolveOrder, ITick, IPips { // Recharge logic [Sync] int chargeTick = 0; // How long until we can chronoshift again? readonly int chargeLength = (int)(Rules.Aftermath.ChronoTankDuration * 60 * 25); // How long between shifts? public ChronoshiftDeploy(Actor self) { } public void Tick(Actor self) { if (chargeTick > 0) chargeTick--; } public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor) { if (mi.Button == MouseButton.Right && xy == self.Location && chargeTick <= 0) return new Order("Deploy", self); return null; } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "Deploy") { Game.controller.orderGenerator = new SetChronoTankDestination(self); return; } var movement = self.traits.GetOrDefault(); if (order.OrderString == "ChronoshiftSelf" && movement.CanEnterCell(order.TargetLocation)) { // Cannot chronoshift into unexplored location if (!self.Owner.Shroud.IsExplored(order.TargetLocation)) return; Game.controller.CancelInputMode(); self.CancelActivity(); self.QueueActivity(new Teleport(order.TargetLocation)); Sound.Play("chrotnk1.aud"); chargeTick = chargeLength; foreach (var a in self.World.Queries.WithTrait()) a.Trait.DoChronoshift(); } } // Display 5 pips indicating the current charge status public IEnumerable GetPips(Actor self) { const int numPips = 5; for (int i = 0; i < numPips; i++) { if ((1 - chargeTick * 1.0f / chargeLength) * numPips < i + 1) { yield return PipType.Transparent; continue; } switch (i) { case 0: case 1: yield return PipType.Red; break; case 2: case 3: yield return PipType.Yellow; break; case 4: yield return PipType.Green; break; } } } } }