using OpenRa.Game.GameRules; using System.Collections.Generic; using System.Linq; 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 new Order("Chronoshift", self, null, xy, null); else if (xy == self.Location && remainingChargeTime <= 0) return new Order("Deploy", self, null, int2.Zero, null); return null; } public void ResolveOrder(Actor self, Order order) { var movement = self.traits.WithInterface().FirstOrDefault(); if (order.OrderString == "Deploy" && remainingChargeTime <= 0) { chronoshiftActive = true; self.CancelActivity(); } if (order.OrderString == "Chronoshift" && movement.CanEnterCell(order.TargetLocation)) { self.CancelActivity(); self.QueueActivity(new Activities.Teleport(order.TargetLocation)); Sound.Play("chrotnk1.aud"); chronoshiftActive = false; remainingChargeTime = chargeTime; } } public float GetSpeedModifier() { return chronoshiftActive ? 0f : 1f; } // Display 5 pips indicating the current charge status public IEnumerable GetPips() { const int numPips = 5; for (int i = 0; i < numPips; i++) { if ((1 - remainingChargeTime * 1.0f / chargeTime) * 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; } } } } }