#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see .
*/
#endregion
using System.Collections.Generic;
using OpenRA.Mods.Aftermath.Orders;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;
using OpenRA.Traits.Activities;
using OpenRA.Mods.RA;
namespace OpenRA.Mods.Aftermath
{
class ChronoshiftDeployInfo : TraitInfo
{
public readonly int ChargeTime = 120; // Seconds
}
class ChronoshiftDeploy : IIssueOrder, IResolveOrder, ITick, IPips
{
// Recharge logic
[Sync]
int chargeTick = 0; // How long until we can chronoshift again?
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")
{
if (self.Owner == self.World.LocalPlayer)
Game.controller.orderGenerator = new SetChronoTankDestination(self);
return;
}
var movement = self.traits.GetOrDefault();
if (order.OrderString == "ChronoshiftSelf" && movement.CanEnterCell(order.TargetLocation))
{
if (self.Owner == self.World.LocalPlayer)
Game.controller.CancelInputMode();
self.CancelActivity();
self.QueueActivity(new Teleport(order.TargetLocation));
Sound.Play("chrotnk1.aud", self.CenterLocation);
Sound.Play("chrotnk1.aud", Game.CellSize * order.TargetLocation.ToFloat2());
chargeTick = 25 * self.Info.Traits.Get().ChargeTime;
foreach (var a in self.World.Queries.WithTrait())
a.Trait.Enable();
}
}
// 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 / (25 * self.Info.Traits.Get().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;
}
}
}
}
}