#****************************************************************************
#**
#**  File     :  /cdimage/units/XSL0001/XSL0001_script.lua
#**  Author(s):  Drew Staltman, Jessica St. Croix, Gordon Duclos
#**
#**  Summary  :  Seraphim Commander Script
#**
#**  Copyright © 2007 Gas Powered Games, Inc.  All rights reserved.
#****************************************************************************

local SWalkingLandUnit = import('/lua/seraphimunits.lua').SWalkingLandUnit
local Buff = import('/lua/sim/Buff.lua')

local SWeapons = import('/lua/seraphimweapons.lua')
local SDFChronotronCannonWeapon = SWeapons.SDFChronotronCannonWeapon
local SDFChronotronOverChargeCannonWeapon = SWeapons.SDFChronotronCannonOverChargeWeapon
local SIFCommanderDeathWeapon = SWeapons.SIFCommanderDeathWeapon
local EffectTemplate = import('/lua/EffectTemplates.lua')
local EffectUtil = import('/lua/EffectUtilities.lua')
local SIFLaanseTacticalMissileLauncher = SWeapons.SIFLaanseTacticalMissileLauncher
local AIUtils = import('/lua/ai/aiutilities.lua')

# Setup as RemoteViewing child unit rather than SWalkingLandUnit
local RemoteViewing = import('/lua/RemoteViewing.lua').RemoteViewing
SWalkingLandUnit = RemoteViewing( SWalkingLandUnit ) 

XSL0001 = Class( SWalkingLandUnit ) {
    DeathThreadDestructionWaitTime = 2,

    Weapons = {
        DeathWeapon = Class(SIFCommanderDeathWeapon) {},
        ChronotronCannon = Class(SDFChronotronCannonWeapon) {},
        Missile = Class(SIFLaanseTacticalMissileLauncher) {
            OnCreate = function(self)
                SIFLaanseTacticalMissileLauncher.OnCreate(self)
                self:SetWeaponEnabled(false)
            end,
        },
        OverCharge = Class(SDFChronotronOverChargeCannonWeapon) {

            OnCreate = function(self)
                SDFChronotronOverChargeCannonWeapon.OnCreate(self)
                self:SetWeaponEnabled(false)
                self.AimControl:SetEnabled(false)
                self.AimControl:SetPrecedence(0)
				self.unit:SetOverchargePaused(false)
            end,

            OnEnableWeapon = function(self)
                if self:BeenDestroyed() then return end
                SDFChronotronOverChargeCannonWeapon.OnEnableWeapon(self)
                self:SetWeaponEnabled(true)
                self.unit:SetWeaponEnabledByLabel('ChronotronCannon', false)
                self.unit:BuildManipulatorSetEnabled(false)
                self.AimControl:SetEnabled(true)
                self.AimControl:SetPrecedence(20)
                self.unit.BuildArmManipulator:SetPrecedence(0)
                self.AimControl:SetHeadingPitch( self.unit:GetWeaponManipulatorByLabel('ChronotronCannon'):GetHeadingPitch() )
            end,
            
            OnWeaponFired = function(self)
                SDFChronotronOverChargeCannonWeapon.OnWeaponFired(self)
                self:OnDisableWeapon()
                self:ForkThread(self.PauseOvercharge)
            end,
            
            OnDisableWeapon = function(self)
                if self.unit:BeenDestroyed() then return end
                self:SetWeaponEnabled(false)
                self.unit:SetWeaponEnabledByLabel('ChronotronCannon', true)
                self.unit:BuildManipulatorSetEnabled(false)
                self.AimControl:SetEnabled(false)
                self.AimControl:SetPrecedence(0)
                self.unit.BuildArmManipulator:SetPrecedence(0)
                self.unit:GetWeaponManipulatorByLabel('ChronotronCannon'):SetHeadingPitch( self.AimControl:GetHeadingPitch() )
            end,
            
            PauseOvercharge = function(self)
                if not self.unit:IsOverchargePaused() then
                    self.unit:SetOverchargePaused(true)
                    WaitSeconds(1/self:GetBlueprint().RateOfFire)
                    self.unit:SetOverchargePaused(false)
                end
            end,
            
            OnFire = function(self)
                if not self.unit:IsOverchargePaused() then
                    SDFChronotronOverChargeCannonWeapon.OnFire(self)
                end
            end,
            IdleState = State(SDFChronotronOverChargeCannonWeapon.IdleState) {
                OnGotTarget = function(self)
                    if not self.unit:IsOverchargePaused() then
                        SDFChronotronOverChargeCannonWeapon.IdleState.OnGotTarget(self)
                    end
                end,            
                OnFire = function(self)
                    if not self.unit:IsOverchargePaused() then
                        ChangeState(self, self.RackSalvoFiringState)
                    end
                end,
            },
            RackSalvoFireReadyState = State(SDFChronotronOverChargeCannonWeapon.RackSalvoFireReadyState) {
                OnFire = function(self)
                    if not self.unit:IsOverchargePaused() then
                        SDFChronotronOverChargeCannonWeapon.RackSalvoFireReadyState.OnFire(self)
                    end
                end,
            },  
        },
    },


    OnCreate = function(self)
        SWalkingLandUnit.OnCreate(self)
        self:SetCapturable(false)
        self:SetupBuildBones()
        self:HideBone('Back_Upgrade', true)
        self:HideBone('Right_Upgrade', true)
        self:SetWeaponEnabledByLabel('OmegaOverCharge', false)
        self:HideBone('Left_Upgrade', true)
        # Restrict what enhancements will enable later
        self:AddBuildRestriction( categories.SERAPHIM * ( categories.BUILTBYTIER2COMMANDER + categories.BUILTBYTIER3COMMANDER) )
        self:AddBuildRestriction( categories.SERAPHIM * ( categories.BUILTBYTIER4COMMANDER) )
    end,

    OnPrepareArmToBuild = function(self)
        SWalkingLandUnit.OnPrepareArmToBuild(self)
        if self:BeenDestroyed() then return end
        self:BuildManipulatorSetEnabled(true)
        self.BuildArmManipulator:SetPrecedence(20)
        self:SetWeaponEnabledByLabel('ChronotronCannon', false)
        self:SetWeaponEnabledByLabel('OverCharge', false)
        self.BuildArmManipulator:SetHeadingPitch( self:GetWeaponManipulatorByLabel('ChronotronCannon'):GetHeadingPitch() )
    end,

    OnStopCapture = function(self, target)
        SWalkingLandUnit.OnStopCapture(self, target)
        if self:BeenDestroyed() then return end
        self:BuildManipulatorSetEnabled(false)
        self.BuildArmManipulator:SetPrecedence(0)
        self:SetWeaponEnabledByLabel('ChronotronCannon', true)
        self:SetWeaponEnabledByLabel('OverCharge', false)
        self:GetWeaponManipulatorByLabel('ChronotronCannon'):SetHeadingPitch( self.BuildArmManipulator:GetHeadingPitch() )
    end,

    OnFailedCapture = function(self, target)
        SWalkingLandUnit.OnFailedCapture(self, target)
        if self:BeenDestroyed() then return end
        self:BuildManipulatorSetEnabled(false)
        self.BuildArmManipulator:SetPrecedence(0)
        self:SetWeaponEnabledByLabel('ChronotronCannon', true)
        self:SetWeaponEnabledByLabel('OverCharge', false)
        self:GetWeaponManipulatorByLabel('ChronotronCannon'):SetHeadingPitch( self.BuildArmManipulator:GetHeadingPitch() )
    end,

    OnStopReclaim = function(self, target)
        SWalkingLandUnit.OnStopReclaim(self, target)
        if self:BeenDestroyed() then return end
        self:BuildManipulatorSetEnabled(false)
        self.BuildArmManipulator:SetPrecedence(0)
        self:SetWeaponEnabledByLabel('ChronotronCannon', true)
        self:SetWeaponEnabledByLabel('OverCharge', false)
        self:GetWeaponManipulatorByLabel('ChronotronCannon'):SetHeadingPitch( self.BuildArmManipulator:GetHeadingPitch() )
    end,

    OnStopBeingBuilt = function(self,builder,layer)
        SWalkingLandUnit.OnStopBeingBuilt(self,builder,layer)
        self:DisableRemoteViewingButtons()
        self:SetWeaponEnabledByLabel('ChronotronCannon', true)
        self:SetWeaponEnabledByLabel('OmegaOverCharge', false)
        self:ForkThread(self.GiveInitialResources)
        self.ShieldEffectsBag = {}
    end,

    OnFailedToBuild = function(self)
        SWalkingLandUnit.OnFailedToBuild(self)
        if self:BeenDestroyed() then return end
        self:BuildManipulatorSetEnabled(false)
        self.BuildArmManipulator:SetPrecedence(0)
        self:SetWeaponEnabledByLabel('ChronotronCannon', true)
        self:SetWeaponEnabledByLabel('OverCharge', false)
        self:GetWeaponManipulatorByLabel('ChronotronCannon'):SetHeadingPitch( self.BuildArmManipulator:GetHeadingPitch() )
    end,

    OnStartBuild = function(self, unitBeingBuilt, order)
        local bp = self:GetBlueprint()
        if order != 'Upgrade' or bp.Display.ShowBuildEffectsDuringUpgrade then
            self:StartBuildingEffects(unitBeingBuilt, order)
        end
        self:DoOnStartBuildCallbacks(unitBeingBuilt)
        self:SetActiveConsumptionActive()
        self:PlayUnitSound('Construct')
        self:PlayUnitAmbientSound('ConstructLoop')
        if bp.General.UpgradesTo and unitBeingBuilt:GetUnitId() == bp.General.UpgradesTo and order == 'Upgrade' then
            self.Upgrading = true
            self.BuildingUnit = false        
            unitBeingBuilt.DisallowCollisions = true
        end
        self.UnitBeingBuilt = unitBeingBuilt
        self.UnitBuildOrder = order
        self.BuildingUnit = true
    end,  

    OnStopBuild = function(self, unitBeingBuilt)
        SWalkingLandUnit.OnStopBuild(self, unitBeingBuilt)
        if self:BeenDestroyed() then return end
        self:BuildManipulatorSetEnabled(false)
        self.BuildArmManipulator:SetPrecedence(0)
        self:SetWeaponEnabledByLabel('ChronotronCannon', true)
        self:SetWeaponEnabledByLabel('OverCharge', false)
        self:GetWeaponManipulatorByLabel('ChronotronCannon'):SetHeadingPitch( self.BuildArmManipulator:GetHeadingPitch() )
        self.UnitBeingBuilt = nil
        self.UnitBuildOrder = nil
        self.BuildingUnit = false
    end,
    
    PlayCommanderWarpInEffect = function(self)
        self:HideBone(0, true)
        self:SetUnSelectable(true)
        self:SetBusy(true)
        self:SetBlockCommandQueue(true)
        self:ForkThread(self.WarpInEffectThread)
    end, 
    
    WarpInEffectThread = function(self)
        self:PlayUnitSound('CommanderArrival')
        self:CreateProjectile( '/effects/entities/UnitTeleport01/UnitTeleport01_proj.bp', 0, 1.35, 0, nil, nil, nil):SetCollision(false)
        WaitSeconds(2.1)
        self:ShowBone(0, true)
        self:HideBone('Back_Upgrade', true)
        self:HideBone('Right_Upgrade', true)
        self:HideBone('Left_Upgrade', true)
        self:SetUnSelectable(false)
        self:SetBusy(false)
        self:SetBlockCommandQueue(false)

        local totalBones = self:GetBoneCount() - 1
        local army = self:GetArmy()
        for k, v in EffectTemplate.UnitTeleportSteam01 do
            for bone = 1, totalBones do
                CreateAttachedEmitter(self,bone,army, v)
            end
        end

        WaitSeconds(6)
    end,

    GiveInitialResources = function(self)
        WaitTicks(2)
        self:GetAIBrain():GiveResource('Energy', self:GetBlueprint().Economy.StorageEnergy)
        self:GetAIBrain():GiveResource('Mass', self:GetBlueprint().Economy.StorageMass)
    end,

    CreateBuildEffects = function( self, unitBeingBuilt, order )
        EffectUtil.CreateSeraphimUnitEngineerBuildingEffects( self, unitBeingBuilt, self:GetBlueprint().General.BuildBones.BuildEffectBones, self.BuildEffectsBag )
    end,

    RegenBuffThread = function(self)
        while not self:IsDead() do
            #Get friendly units in the area (including self)
            local units = AIUtils.GetOwnUnitsAroundPoint(self:GetAIBrain(), categories.ALLUNITS, self:GetPosition(), self:GetBlueprint().Enhancements.RegenAura.Radius)
            
            #Give them a 5 second regen buff
            for _,unit in units do
                Buff.ApplyBuff(unit, 'SeraphimACURegenAura')
            end
            
            #Wait 5 seconds
            WaitSeconds(5)
        end
    end,
       
    AdvancedRegenBuffThread = function(self)
        while not self:IsDead() do
            #Get friendly units in the area (including self)
            local units = AIUtils.GetOwnUnitsAroundPoint(self:GetAIBrain(), categories.ALLUNITS, self:GetPosition(), self:GetBlueprint().Enhancements.AdvancedRegenAura.Radius)
            
            #Give them a 5 second regen buff
            for _,unit in units do
                Buff.ApplyBuff(unit, 'SeraphimAdvancedACURegenAura')
            end
            
            #Wait 5 seconds
            WaitSeconds(5)
        end
    end,

    CreateEnhancement = function(self, enh)
        SWalkingLandUnit.CreateEnhancement(self, enh)
        local bp = self:GetBlueprint().Enhancements[enh]
        
        # Regenerative Aura
        if enh == 'RegenAura' then
            local bp = self:GetBlueprint().Enhancements[enh]
            if not Buffs['SeraphimACURegenAura'] then
                BuffBlueprint {
                    Name = 'SeraphimACURegenAura',
                    DisplayName = 'SeraphimACURegenAura',
                    BuffType = 'COMMANDERAURA',
                    Stacks = 'REPLACE',
                    Duration = 5,
                    Affects = {
                        RegenPercent = {
                            Add = 0,
                            Mult = bp.RegenPerSecond or 0.1,
                            Ceil = bp.RegenCeiling,
                            Floor = bp.RegenFloor,
                        },
                    },
                }
                
            end
                
            table.insert( self.ShieldEffectsBag, CreateAttachedEmitter( self, 'XSL0001', self:GetArmy(), '/effects/emitters/seraphim_regenerative_aura_01_emit.bp' ) )
            self.RegenThreadHandle = self:ForkThread(self.RegenBuffThread)
                        
        elseif enh == 'RegenAuraRemove' then
            if self.ShieldEffectsBag then
                for k, v in self.ShieldEffectsBag do
                    v:Destroy()
                end
		        self.ShieldEffectsBag = {}
		    end
            KillThread(self.RegenThreadHandle)
            
        elseif enh == 'AdvancedRegenAura' then
            if self.RegenThreadHandle then
                if self.ShieldEffectsBag then
                    for k, v in self.ShieldEffectsBag do
                        v:Destroy()
                    end
		            self.ShieldEffectsBag = {}
		        end
                KillThread(self.RegenThreadHandle)
                
            end
            
            local bp = self:GetBlueprint().Enhancements[enh]
            if not Buffs['SeraphimAdvancedACURegenAura'] then
                BuffBlueprint {
                    Name = 'SeraphimAdvancedACURegenAura',
                    DisplayName = 'SeraphimAdvancedACURegenAura',
                    BuffType = 'COMMANDERAURA',
                    Stacks = 'REPLACE',
                    Duration = 5,
                    Affects = {
                        RegenPercent = {
                            Add = 0,
                            Mult = bp.RegenPerSecond or 0.1,
                            Ceil = bp.RegenCeiling,
                            Floor = bp.RegenFloor,
                        },
                        MaxHealth = {
                            Add = 0,
                            Mult = bp.MaxHealthFactor or 1.0,
                        },                        
                    },
                }
            end
            
            table.insert( self.ShieldEffectsBag, CreateAttachedEmitter( self, 'XSL0001', self:GetArmy(), '/effects/emitters/seraphim_regenerative_aura_01_emit.bp' ) )
            self.AdvancedRegenThreadHandle = self:ForkThread(self.AdvancedRegenBuffThread)
            
        elseif enh == 'AdvancedRegenAuraRemove' then
            if self.ShieldEffectsBag then
                for k, v in self.ShieldEffectsBag do
                    v:Destroy()
                end
		        self.ShieldEffectsBag = {}
		    end
            KillThread(self.AdvancedRegenThreadHandle)
            
        #Resource Allocation
        elseif enh == 'ResourceAllocation' then
            local bp = self:GetBlueprint().Enhancements[enh]
            local bpEcon = self:GetBlueprint().Economy
            if not bp then return end
            self:SetProductionPerSecondEnergy(bp.ProductionPerSecondEnergy + bpEcon.ProductionPerSecondEnergy or 0)
            self:SetProductionPerSecondMass(bp.ProductionPerSecondMass + bpEcon.ProductionPerSecondMass or 0)
        elseif enh == 'ResourceAllocationRemove' then
            local bpEcon = self:GetBlueprint().Economy
            self:SetProductionPerSecondEnergy(bpEcon.ProductionPerSecondEnergy or 0)
            self:SetProductionPerSecondMass(bpEcon.ProductionPerSecondMass or 0)
        elseif enh == 'ResourceAllocationAdvanced' then
            local bp = self:GetBlueprint().Enhancements[enh]
            local bpEcon = self:GetBlueprint().Economy
            if not bp then return end
            self:SetProductionPerSecondEnergy(bp.ProductionPerSecondEnergy + bpEcon.ProductionPerSecondEnergy or 0)
            self:SetProductionPerSecondMass(bp.ProductionPerSecondMass + bpEcon.ProductionPerSecondMass or 0)
        elseif enh == 'ResourceAllocationAdvancedRemove' then
            local bpEcon = self:GetBlueprint().Economy
            self:SetProductionPerSecondEnergy(bpEcon.ProductionPerSecondEnergy or 0)
            self:SetProductionPerSecondMass(bpEcon.ProductionPerSecondMass or 0)
        #Damage Stabilization
        elseif enh == 'DamageStabilization' then
            if not Buffs['SeraphimACUDamageStabilization'] then
               BuffBlueprint {
                    Name = 'SeraphimACUDamageStabilization',
                    DisplayName = 'SeraphimACUDamageStabilization',
                    BuffType = 'ACUUPGRADEDMG',
                    Stacks = 'ALWAYS',
                    Duration = -1,
                    Affects = {
                        MaxHealth = {
                            Add = bp.NewHealth,
                            Mult = 1.0,
                        },
                        Regen = {
                            Add = bp.NewRegenRate,
                            Mult = 1.0,
                        },
                    },
                } 
            end
            if Buff.HasBuff( self, 'SeraphimACUDamageStabilization' ) then
                Buff.RemoveBuff( self, 'SeraphimACUDamageStabilization' )
            end  
            Buff.ApplyBuff(self, 'SeraphimACUDamageStabilization')    
      	elseif enh == 'DamageStabilizationAdvanced' then
            if not Buffs['SeraphimACUDamageStabilizationAdv'] then
               BuffBlueprint {
                    Name = 'SeraphimACUDamageStabilizationAdv',
                    DisplayName = 'SeraphimACUDamageStabilizationAdv',
                    BuffType = 'ACUUPGRADEDMG',
                    Stacks = 'ALWAYS',
                    Duration = -1,
                    Affects = {
                        MaxHealth = {
                            Add = bp.NewHealth,
                            Mult = 1.0,
                        },
                        Regen = {
                            Add = bp.NewRegenRate,
                            Mult = 1.0,
                        },
                    },
                } 
            end
            if Buff.HasBuff( self, 'SeraphimACUDamageStabilizationAdv' ) then
                Buff.RemoveBuff( self, 'SeraphimACUDamageStabilizationAdv' )
            end  
            Buff.ApplyBuff(self, 'SeraphimACUDamageStabilizationAdv')     	    
        elseif enh == 'DamageStabilizationAdvancedRemove' then
            # since there's no way to just remove an upgrade anymore, if we're remove adv, we're removing both
            if Buff.HasBuff( self, 'SeraphimACUDamageStabilizationAdv' ) then
                Buff.RemoveBuff( self, 'SeraphimACUDamageStabilizationAdv' )
            end
            if Buff.HasBuff( self, 'SeraphimACUDamageStabilization' ) then
                Buff.RemoveBuff( self, 'SeraphimACUDamageStabilization' )
            end         
        elseif enh == 'DamageStabilizationRemove' then
            if Buff.HasBuff( self, 'SeraphimACUDamageStabilization' ) then
                Buff.RemoveBuff( self, 'SeraphimACUDamageStabilization' )
            end           
        #Teleporter
        elseif enh == 'Teleporter' then
            self:AddCommandCap('RULEUCC_Teleport')
        elseif enh == 'TeleporterRemove' then
            self:RemoveCommandCap('RULEUCC_Teleport')
        # Tactical Missile
        elseif enh == 'Missile' then
            self:AddCommandCap('RULEUCC_Tactical')
            self:AddCommandCap('RULEUCC_SiloBuildTactical')        
            self:SetWeaponEnabledByLabel('Missile', true)
        elseif enh == 'MissileRemove' then
            self:RemoveCommandCap('RULEUCC_Tactical')
            self:RemoveCommandCap('RULEUCC_SiloBuildTactical')        
            self:SetWeaponEnabledByLabel('Missile', false)
        #T2 Engineering
        elseif enh =='AdvancedEngineering' then
            local bp = self:GetBlueprint().Enhancements[enh]
            if not bp then return end
            local cat = ParseEntityCategory(bp.BuildableCategoryAdds)
            self:RemoveBuildRestriction(cat)
            if not Buffs['SeraphimACUT2BuildRate'] then
                BuffBlueprint {
                    Name = 'SeraphimACUT2BuildRate',
                    DisplayName = 'SeraphimACUT2BuildRate',
                    BuffType = 'ACUBUILDRATE',
                    Stacks = 'REPLACE',
                    Duration = -1,
                    Affects = {
                        BuildRate = {
                            Add =  bp.NewBuildRate - self:GetBlueprint().Economy.BuildRate,
                            Mult = 1,
                        },
                        MaxHealth = {
                            Add = bp.NewHealth,
                            Mult = 1.0,
                        },
                        Regen = {
                            Add = bp.NewRegenRate,
                            Mult = 1.0,
                        },
                    },
                }
            end
            Buff.ApplyBuff(self, 'SeraphimACUT2BuildRate')
        elseif enh =='AdvancedEngineeringRemove' then
            local bp = self:GetBlueprint().Economy.BuildRate
            if not bp then return end
            self:RestoreBuildRestrictions()
            self:AddBuildRestriction( categories.SERAPHIM * ( categories.BUILTBYTIER2COMMANDER + categories.BUILTBYTIER3COMMANDER) )
            self:AddBuildRestriction( categories.SERAPHIM * ( categories.BUILTBYTIER4COMMANDER) )
            if Buff.HasBuff( self, 'SeraphimACUT2BuildRate' ) then
                Buff.RemoveBuff( self, 'SeraphimACUT2BuildRate' )
            end
        #T3 Engineering
        elseif enh =='T3Engineering' then
            local bp = self:GetBlueprint().Enhancements[enh]
            if not bp then return end
            local cat = ParseEntityCategory(bp.BuildableCategoryAdds)
            self:RemoveBuildRestriction(cat)
            if not Buffs['SeraphimACUT3BuildRate'] then
                BuffBlueprint {
                    Name = 'SeraphimACUT3BuildRate',
                    DisplayName = 'SeraphimCUT3BuildRate',
                    BuffType = 'ACUBUILDRATE',
                    Stacks = 'REPLACE',
                    Duration = -1,
                    Affects = {
                        BuildRate = {
                            Add =  bp.NewBuildRate - self:GetBlueprint().Economy.BuildRate,
                            Mult = 1,
                        },
                        MaxHealth = {
                            Add = bp.NewHealth,
                            Mult = 1.0,
                        },
                        Regen = {
                            Add = bp.NewRegenRate,
                            Mult = 1.0,
                        },
                    },
                }
            end
            Buff.ApplyBuff(self, 'SeraphimACUT3BuildRate')
        elseif enh =='T3EngineeringRemove' then
            local bp = self:GetBlueprint().Economy.BuildRate
            if not bp then return end
            self:RestoreBuildRestrictions()
            if Buff.HasBuff( self, 'SeraphimACUT3BuildRate' ) then
                Buff.RemoveBuff( self, 'SeraphimACUT3BuildRate' )
            end
            self:AddBuildRestriction( categories.SERAPHIM * ( categories.BUILTBYTIER2COMMANDER + categories.BUILTBYTIER3COMMANDER) )
            self:AddBuildRestriction( categories.SERAPHIM * ( categories.BUILTBYTIER4COMMANDER) )
            #T4 Engineering
        elseif enh =='T4Engineering' then
            local bp = self:GetBlueprint().Enhancements[enh]
            if not bp then return end
            local cat = ParseEntityCategory(bp.BuildableCategoryAdds)
            self:RemoveBuildRestriction(cat)
            if not Buffs['SeraphimACUT4BuildRate'] then
                BuffBlueprint {
                    Name = 'SeraphimACUT4BuildRate',
                    DisplayName = 'SeraphimCUT4BuildRate',
                    BuffType = 'ACUBUILDRATE',
                    Stacks = 'REPLACE',
                    Duration = -1,
                    Affects = {
                        BuildRate = {
                            Add =  bp.NewBuildRate - self:GetBlueprint().Economy.BuildRate,
                            Mult = 1,
                        },
                        MaxHealth = {
                            Add = bp.NewHealth,
                            Mult = 1.0,
                        },
                        Regen = {
                            Add = bp.NewRegenRate,
                            Mult = 1.0,
                        },
                    },
                }
            end
            Buff.ApplyBuff(self, 'SeraphimACUT4BuildRate')
        elseif enh =='T4EngineeringRemove' then
            local bp = self:GetBlueprint().Economy.BuildRate
            if not bp then return end
            self:RestoreBuildRestrictions()
            if Buff.HasBuff( self, 'SeraphimACUT4BuildRate' ) then
                Buff.RemoveBuff( self, 'SeraphimACUT4BuildRate' )
            end
            self:AddBuildRestriction( categories.SERAPHIM * ( categories.BUILTBYTIER2COMMANDER + categories.BUILTBYTIER3COMMANDER) )
            self:AddBuildRestriction( categories.SERAPHIM * ( categories.BUILTBYTIER4COMMANDER) )
        #Blast Attack
        elseif enh == 'BlastAttack' then
            local wep = self:GetWeaponByLabel('ChronotronCannon')
            wep:AddDamageRadiusMod(bp.NewDamageRadius or 5)
            wep:AddDamageMod(bp.AdditionalDamage)
        elseif enh == 'BlastAttackRemove' then
            local wep = self:GetWeaponByLabel('ChronotronCannon')
            wep:AddDamageRadiusMod(bp.NewDamageRadius or 5)
            wep:AddDamageMod(-self:GetBlueprint().Enhancements['BlastAttack'].AdditionalDamage)
        #Heat Sink Augmentation
        elseif enh == 'RateOfFire' then
            local wep = self:GetWeaponByLabel('ChronotronCannon')
            wep:ChangeRateOfFire(bp.NewRateOfFire or 2)
            wep:ChangeMaxRadius(bp.NewMaxRadius or 44)
            local oc = self:GetWeaponByLabel('OverCharge')
            oc:ChangeMaxRadius(bp.NewMaxRadius or 44)            
        elseif enh == 'RateOfFireRemove' then
            local wep = self:GetWeaponByLabel('ChronotronCannon')
            local bpDisrupt = self:GetBlueprint().Weapon[1].RateOfFire
            wep:ChangeRateOfFire(bpDisrupt or 1)
            bpDisrupt = self:GetBlueprint().Weapon[1].MaxRadius            
            wep:ChangeMaxRadius(bpDisrupt or 22)
            local oc = self:GetWeaponByLabel('OverCharge')
            oc:ChangeMaxRadius(bpDisrupt or 22)      
            
            
        elseif enh == 'OmegaOverCharge' then              #    Start the new overcharge upgrade
            local oc = self:GetWeaponByLabel('OverCharge')
            oc:AddDamageMod(bp.NewDamage)  
            oc:AddDamageRadiusMod(bp.NewDamageRadius)
            oc:ChangeProjectileBlueprint(bp.NewProjectileBlueprint)         #new Blast for cool effects 
        elseif enh == 'OmegaOverChargeRemove' then#remove overcharge upgrade
            local oc = self:GetWeaponByLabel('OverCharge')
            oc:AddDamageMod(-self:GetBlueprint().Enhancements['OmegaOverCharge'].NewDamage)#takes off the damage mods
            oc:AddDamageRadiusMod(-self:GetBlueprint().Enhancements['OmegaOverCharge'].NewDamageRadius)  
            local bp2 = self:GetBlueprint().Enhancements['OmegaOverChargeRemove'].NewProjectileBlueprint#makes it use the old projectile again
            oc:ChangeProjectileBlueprint(bp2)  
        elseif enh == 'OmegaOverChargeRange' then              #    Start the new overcharge upgrade
            local oc = self:GetWeaponByLabel('OverCharge')
            oc:ChangeMaxRadius(bp.NewMaxRadius or 44)
        elseif enh == 'OmegaOverChargeRangeRemove' then#remove overcharge upgrade
            local oc = self:GetWeaponByLabel('OverCharge')
            local bpDisrupt = self:GetBlueprint().Weapon[1].RateOfFire
            oc:ChangeMaxRadius(bpDisrupt or 22)          
        # Remote Viewing system
        #elseif enh == 'RemoteViewing' then
        #    self.Sync.Abilities = {[bp.NewAbility] = self:GetBlueprint().Abilities[bp.NewAbility]}
        #    self:SetEnergyMaintenanceConsumptionOverride(bp.MaintenanceConsumptionPerSecondEnergy or 0)
        #    self:SetMaintenanceConsumptionInactive()
        #    self:EnableRemoteViewingButtons()
        #elseif enh == 'RemoteViewingRemove' then
        #    self.Sync.Abilities = false
        #    self.RemoteViewingData.VisibleLocation = false
        #    self:DisableRemoteViewingButtons()
        end
    end,

    OnPaused = function(self)
        SWalkingLandUnit.OnPaused(self)
        if self.BuildingUnit then
            SWalkingLandUnit.StopBuildingEffects(self, self:GetUnitBeingBuilt())
        end
    end,

    OnUnpaused = function(self)
        if self.BuildingUnit then
            SWalkingLandUnit.StartBuildingEffects(self, self:GetUnitBeingBuilt(), self.UnitBuildOrder)
        end
        SWalkingLandUnit.OnUnpaused(self)
    end,

}

TypeClass = XSL0001