Files
OpenRA/OpenRa.Game/Traits/ChronoshiftPower.cs
2010-01-24 16:04:36 +13:00

171 lines
5.0 KiB
C#

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<IMovement>();
if (!movement.CanEnterCell(order.TargetLocation))
return;
var chronosphere = self.World.Actors.Where(a => a.Owner == self.Owner
&& a.traits.Contains<Chronosphere>()).FirstOrDefault();
if (chronosphere != null)
chronosphere.traits.Get<RenderBuilding>().PlayCustomAnim( chronosphere, "active" );
// Trigger screen desaturate effect
foreach (var a in self.World.Actors.Where(a => a.traits.Contains<ChronoshiftPaletteEffect>()))
a.traits.Get<ChronoshiftPaletteEffect>().DoChronoshift();
Sound.Play("chrono2.aud");
order.TargetActor.traits.Get<Chronoshiftable>().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> Order(World world, int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Right)
Game.controller.CancelInputMode();
return OrderInner(world, xy, mi);
}
IEnumerable<Order> 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<Chronoshiftable>()
&& a.traits.Contains<Selectable>()).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<Chronosphere>());
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> 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<Chronosphere>());
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<IMovement>();
return (movement.CanEnterCell(xy)) ? Cursor.Chronoshift : Cursor.MoveBlocked;
}
}
}
// tag trait to identify the building
class ChronosphereInfo : StatelessTraitInfo<Chronosphere> { }
public class Chronosphere { }
}