using System.Collections.Generic; using System.Linq; using OpenRa.Game.Orders; namespace OpenRa.Game.Traits { class ChronoshiftDeploy : IOrder, ISpeedModifier, ITick, IPips { public ChronoshiftDeploy(Actor self) { } 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.Right && xy == self.Location && remainingChargeTime <= 0 ) return new Order( "Deploy", self, null, int2.Zero, null ); return null; } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "Deploy") { Game.controller.orderGenerator = new TeleportOrderGenerator(self); return; } var movement = self.traits.WithInterface().FirstOrDefault(); if (order.OrderString == "Chronoshift" && movement.CanEnterCell(order.TargetLocation)) { Game.controller.CancelInputMode(); self.CancelActivity(); self.QueueActivity(new Activities.Teleport(order.TargetLocation)); Sound.Play("chrotnk1.aud"); remainingChargeTime = chargeTime; } } public float GetSpeedModifier() { // ARGH! You must not do this, it will desync! return (Game.controller.orderGenerator is TeleportOrderGenerator) ? 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; } } } } }