using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Drawing; using OpenRa.Orders; namespace OpenRa.Traits { class ChronoshiftPowerInfo : SupportPowerInfo { public readonly float Duration = 0f; public readonly bool KillCargo = true; public override object Create(Actor self) { return new ChronoshiftPower(self,this); } } class ChronoshiftPower : SupportPower, IResolveOrder { public ChronoshiftPower(Actor self, ChronoshiftPowerInfo info) : base(self, info) { } protected override void OnBeginCharging() { Sound.Play("chrochr1.aud"); } protected override void OnFinishCharging() { Sound.Play("chrordy1.aud"); } protected override void OnActivate() { Game.controller.orderGenerator = new SelectTarget(); Sound.Play("slcttgt1.aud"); } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "ChronosphereSelect" && self.Owner == self.World.LocalPlayer) { Game.controller.orderGenerator = new SelectDestination(order.TargetActor); } if (order.OrderString == "ChronosphereActivate") { if (self.Owner == self.World.LocalPlayer) Game.controller.CancelInputMode(); // Cannot chronoshift into unexplored location if (!self.Owner.Shroud.IsExplored(order.TargetLocation)) return; // Ensure the target cell is valid for the unit var movement = order.TargetActor.traits.GetOrDefault(); if (!movement.CanEnterCell(order.TargetLocation)) return; var chronosphere = self.World.Actors.Where(a => a.Owner == self.Owner && a.traits.Contains()).FirstOrDefault(); if (chronosphere != null) chronosphere.traits.Get().PlayCustomAnim( chronosphere, "active" ); // Trigger screen desaturate effect foreach (var a in self.World.Actors.Where(a => a.traits.Contains())) a.traits.Get().DoChronoshift(); Sound.Play("chrono2.aud"); order.TargetActor.traits.Get().Activate(order.TargetActor, order.TargetLocation, (int)((Info as ChronoshiftPowerInfo).Duration * 25 * 60), (Info as ChronoshiftPowerInfo).KillCargo, chronosphere); Game.controller.CancelInputMode(); FinishActivate(); } } class SelectTarget : IOrderGenerator { public SelectTarget() { } public IEnumerable Order(World world, int2 xy, MouseInput mi) { if (mi.Button == MouseButton.Right) Game.controller.CancelInputMode(); return OrderInner(world, xy, mi); } IEnumerable OrderInner(World world, int2 xy, MouseInput mi) { if (mi.Button == MouseButton.Left) { var loc = mi.Location + Game.viewport.Location; var underCursor = world.FindUnits(loc, loc) .Where(a => a.Owner == world.LocalPlayer && a.traits.Contains() && a.traits.Contains()).FirstOrDefault(); if (underCursor != null) yield return new Order("ChronosphereSelect", world.LocalPlayer.PlayerActor, underCursor); } yield break; } public void Tick( World world ) { var hasChronosphere = world.Actors .Any(a => a.Owner == world.LocalPlayer && a.traits.Contains()); if (!hasChronosphere) Game.controller.CancelInputMode(); // TODO: Check if the selected unit is still alive } public void Render( World world ) { } public Cursor GetCursor(World world, int2 xy, MouseInput mi) { mi.Button = MouseButton.Left; return OrderInner(world, xy, mi).Any() ? Cursor.ChronoshiftSelect : Cursor.MoveBlocked; } } class SelectDestination : IOrderGenerator { Actor self; public SelectDestination(Actor self) { this.self = self; } public IEnumerable Order(World world, int2 xy, MouseInput mi) { if (mi.Button == MouseButton.Right) { Game.controller.CancelInputMode(); yield break; } yield return new Order("ChronosphereActivate", world.LocalPlayer.PlayerActor, self, xy); } public void Tick(World world) { var hasChronosphere = world.Actors .Any(a => a.Owner == world.LocalPlayer && a.traits.Contains()); if (!hasChronosphere) Game.controller.CancelInputMode(); // TODO: Check if the selected unit is still alive } public void Render(World world) { world.WorldRenderer.DrawSelectionBox(self, Color.Red, true); } public Cursor GetCursor(World world, int2 xy, MouseInput mi) { if (!world.LocalPlayer.Shroud.IsExplored(xy)) return Cursor.MoveBlocked; var movement = self.traits.GetOrDefault(); return (movement.CanEnterCell(xy)) ? Cursor.Chronoshift : Cursor.MoveBlocked; } } } // tag trait to identify the building class ChronosphereInfo : StatelessTraitInfo { } public class Chronosphere { } }