StyleCop clean OpenRA.Mods.RA
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@@ -12,8 +12,8 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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@@ -38,13 +38,13 @@ namespace OpenRA.Mods.RA.Traits
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public int RepairersHash { get { return Repairers.Aggregate(0, (code, player) => code ^ Sync.HashPlayer(player)); } }
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public List<Player> Repairers = new List<Player>();
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Health Health;
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readonly Health health;
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public bool RepairActive = false;
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public RepairableBuilding(Actor self, RepairableBuildingInfo info)
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: base(info)
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{
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Health = self.Trait<Health>();
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health = self.Trait<Health>();
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}
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public void RepairBuilding(Actor self, Player player)
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@@ -91,8 +91,8 @@ namespace OpenRA.Mods.RA.Traits
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var buildingValue = self.GetSellValue();
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// The cost is the same regardless of the amount of people repairing
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var hpToRepair = Math.Min(Info.RepairStep, Health.MaxHP - Health.HP);
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var cost = Math.Max(1, (hpToRepair * Info.RepairPercent * buildingValue) / (Health.MaxHP * 100));
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var hpToRepair = Math.Min(Info.RepairStep, health.MaxHP - health.HP);
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var cost = Math.Max(1, (hpToRepair * Info.RepairPercent * buildingValue) / (health.MaxHP * 100));
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// TakeCash will return false if the player can't pay, and will stop him from contributing this Tick
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var activePlayers = Repairers.Count(player => player.PlayerActor.Trait<PlayerResources>().TakeCash(cost));
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@@ -111,7 +111,7 @@ namespace OpenRA.Mods.RA.Traits
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// to the length of the array
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self.InflictDamage(self, -(hpToRepair * Info.RepairBonuses[activePlayers - 1] / 100), null);
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if (Health.DamageState == DamageState.Undamaged)
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if (health.DamageState == DamageState.Undamaged)
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{
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Repairers.Clear();
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RepairActive = false;
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