rename SeedsOre -> SeedsResource, since that wasnt accurate anymore.
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63
OpenRA.Game/Traits/SeedsResource.cs
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63
OpenRA.Game/Traits/SeedsResource.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.Linq;
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using System;
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namespace OpenRA.Traits
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{
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class SeedsResourceInfo : ITraitInfo
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{
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public readonly float Chance = .05f;
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public readonly int Interval = 5;
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public readonly string ResourceType = "Ore";
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public object Create(Actor self) { return new SeedsResource(); }
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}
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class SeedsResource : ITick
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{
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int ticks;
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public void Tick(Actor self)
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{
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if (--ticks <= 0)
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{
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var info = self.Info.Traits.Get<SeedsResourceInfo>();
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var resourceType = self.World.WorldActor.Info.Traits
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.WithInterface<ResourceTypeInfo>()
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.FirstOrDefault(t => t.Name == info.ResourceType);
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if (resourceType == null)
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throw new InvalidOperationException("No such resource type `{0}`".F(info.ResourceType));
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var resLayer = self.World.WorldActor.traits.Get<ResourceLayer>();
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for (var j = -1; j < 2; j++)
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for (var i = -1; i < 2; i++)
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if (self.World.SharedRandom.NextDouble() < info.Chance)
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if (self.World.IsCellBuildable(self.Location + new int2(i, j), UnitMovementType.Wheel))
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resLayer.AddResource(resourceType, self.Location.X + i, self.Location.Y + j, 1);
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ticks = info.Interval;
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}
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}
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}
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}
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