Moves Attack, Armament, Move, Air traits and activities as well as anything required by them to Mods.Common.
Extracts Exit from Production into its own trait.
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63
OpenRA.Mods.Common/Traits/Reloads.cs
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63
OpenRA.Mods.Common/Traits/Reloads.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Unit will reload its limited ammo itself.")]
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public class ReloadsInfo : ITraitInfo, Requires<LimitedAmmoInfo>
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{
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[Desc("How much ammo is reloaded after a certain period.")]
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public readonly int Count = 0;
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[Desc("How long it takes to do so.")]
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public readonly int Period = 50;
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[Desc("Whether or not reload counter should be reset when ammo has been fired.")]
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public readonly bool ResetOnFire = false;
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public object Create(ActorInitializer init) { return new Reloads(init.self, this); }
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}
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public class Reloads : ITick
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{
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[Sync] int remainingTicks;
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ReloadsInfo Info;
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LimitedAmmo la;
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int previousAmmo;
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public Reloads(Actor self, ReloadsInfo info)
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{
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Info = info;
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remainingTicks = info.Period;
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la = self.Trait<LimitedAmmo>();
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previousAmmo = la.GetAmmoCount();
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}
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public void Tick(Actor self)
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{
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if (!la.FullAmmo() && --remainingTicks == 0)
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{
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remainingTicks = Info.Period;
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for (var i = 0; i < Info.Count; i++)
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la.GiveAmmo();
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previousAmmo = la.GetAmmoCount();
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}
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// Resets the tick counter if ammo was fired.
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if (Info.ResetOnFire && la.GetAmmoCount() < previousAmmo)
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{
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remainingTicks = Info.Period;
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previousAmmo = la.GetAmmoCount();
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}
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}
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}
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}
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