using System.Linq; using OpenRa.Game.Effects; namespace OpenRa.Game.Traits { class IronCurtainable : IOrder, IDamageModifier, ITick { int RemainingTicks = 0; public IronCurtainable(Actor self) { } public void Tick(Actor self) { if (RemainingTicks > 0) RemainingTicks--; } public float GetDamageModifier() { return (RemainingTicks > 0) ? 0.0f : 1.0f; } public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor) { return null; // IronCurtain order is issued through Chrome. } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "IronCurtain") { Game.controller.CancelInputMode(); Game.world.AddFrameEndTask(w => w.Add(new InvulnEffect(self))); RemainingTicks = (int)(Rules.General.IronCurtain * 60 * 25); Sound.Play("ironcur9.aud"); // Play active anim var ironCurtain = Game.world.Actors .Where(a => a.Owner == order.Subject.Owner && a.traits.Contains()) .FirstOrDefault(); if (ironCurtain != null) ironCurtain.traits.Get().PlayCustomAnim(ironCurtain, "active"); } } } }