Everything is now OpenRA, not OpenRa
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159
OpenRA.Game/Traits/Building.cs
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159
OpenRA.Game/Traits/Building.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.GameRules;
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using OpenRA.Traits.Activities;
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namespace OpenRA.Traits
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{
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public class OwnedActorInfo
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{
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public readonly int HP = 0;
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public readonly ArmorType Armor = ArmorType.none;
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public readonly bool Crewed = false; // replace with trait?
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public readonly int Sight = 0;
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public readonly bool WaterBound = false;
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}
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public class BuildingInfo : OwnedActorInfo, ITraitInfo
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{
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public readonly int Power = 0;
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public readonly bool BaseNormal = true;
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public readonly int Adjacent = 2;
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public readonly bool Bib = false;
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public readonly bool Capturable = false;
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public readonly bool Repairable = true;
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public readonly string Footprint = "x";
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public readonly string[] Produces = { }; // does this go somewhere else?
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public readonly int2 Dimensions = new int2(1, 1);
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public readonly bool Unsellable = false;
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public readonly string[] BuildSounds = {"placbldg.aud", "build5.aud"};
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public readonly string[] SellSounds = {"cashturn.aud"};
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public object Create(Actor self) { return new Building(self); }
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}
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public class Building : INotifyDamage, IResolveOrder, ITick, IRenderModifier
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{
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readonly Actor self;
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public readonly BuildingInfo Info;
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[Sync]
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bool isRepairing = false;
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public bool Disabled
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{
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get { return self.traits.WithInterface<IDisable>().Any(t => t.Disabled); }
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}
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public Building(Actor self)
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{
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this.self = self;
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Info = self.Info.Traits.Get<BuildingInfo>();
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self.CenterLocation = Game.CellSize
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* ((float2)self.Location + .5f * (float2)Info.Dimensions);
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}
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public int GetPowerUsage()
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{
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var modifier = self.traits
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.WithInterface<IPowerModifier>()
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.Select(t => t.GetPowerModifier())
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.Product();
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var maxHP = self.Info.Traits.Get<BuildingInfo>().HP;
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if (Info.Power > 0)
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return (int)(modifier*(self.Health * Info.Power) / maxHP);
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else
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return (int)(modifier * Info.Power);
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.DamageState == DamageState.Dead)
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{
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ScreenShaker.RegisterShakeEffect(10, self.CenterLocation, 1);
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Sound.Play("kaboom22.aud");
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}
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Sell")
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{
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self.CancelActivity();
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self.QueueActivity(new Sell());
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}
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if (order.OrderString == "Repair")
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{
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isRepairing = !isRepairing;
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}
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}
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int remainingTicks;
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public void Tick(Actor self)
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{
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if (!isRepairing) return;
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if (remainingTicks == 0)
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{
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var csv = self.Info.Traits.GetOrDefault<CustomSellValueInfo>();
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var buildingValue = csv != null ? csv.Value : self.Info.Traits.Get<BuildableInfo>().Cost;
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var maxHP = self.Info.Traits.Get<BuildingInfo>().HP;
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var costPerHp = (Rules.General.URepairPercent * buildingValue) / maxHP;
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var hpToRepair = Math.Min(Rules.General.URepairStep, maxHP - self.Health);
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var cost = (int)Math.Ceiling(costPerHp * hpToRepair);
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if (!self.Owner.TakeCash(cost))
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{
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remainingTicks = 1;
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return;
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}
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self.World.AddFrameEndTask(w => w.Add(new RepairIndicator(self)));
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self.InflictDamage(self, -hpToRepair, Rules.WarheadInfo["Super"]);
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if (self.Health == maxHP)
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{
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isRepairing = false;
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return;
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}
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remainingTicks = (int)(Rules.General.RepairRate * 60 * 25);
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}
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else
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--remainingTicks;
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}
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public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r)
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{
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foreach (var a in r)
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{
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yield return a;
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if (Disabled)
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yield return a.WithPalette("disabled");
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}
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}
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}
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}
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