using System.Linq; using OpenRa.Game.Effects; namespace OpenRa.Game.Traits { class IronCurtainableInfo : ITraitInfo { public object Create(Actor self) { return new IronCurtainable(); } } class IronCurtainable : IResolveOrder, IDamageModifier, ITick { [Sync] int RemainingTicks = 0; public void Tick(Actor self) { if (RemainingTicks > 0) RemainingTicks--; } public float GetDamageModifier() { return (RemainingTicks > 0) ? 0.0f : 1.0f; } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "IronCurtain") { var power = self.Owner.SupportPowers[order.TargetString].Impl; power.OnFireNotification(self, self.Location); Game.world.AddFrameEndTask(w => w.Add(new InvulnEffect(self))); RemainingTicks = (int)(Rules.General.IronCurtain * 60 * 25); } } } }