backend support for selling
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@@ -146,6 +146,7 @@
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<Compile Include="Traits\Activities\Rearm.cs" />
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<Compile Include="Traits\Activities\Rearm.cs" />
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<Compile Include="Traits\Activities\Repair.cs" />
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<Compile Include="Traits\Activities\Repair.cs" />
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<Compile Include="Traits\Activities\ReturnToBase.cs" />
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<Compile Include="Traits\Activities\ReturnToBase.cs" />
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<Compile Include="Traits\Activities\Sell.cs" />
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<Compile Include="Traits\Activities\Teleport.cs" />
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<Compile Include="Traits\Activities\Teleport.cs" />
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<Compile Include="BuildingInfluenceMap.cs" />
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<Compile Include="BuildingInfluenceMap.cs" />
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<Compile Include="IOrderGenerator.cs" />
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<Compile Include="IOrderGenerator.cs" />
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41
OpenRa.Game/Traits/Activities/Sell.cs
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41
OpenRa.Game/Traits/Activities/Sell.cs
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@@ -0,0 +1,41 @@
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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 System.Text;
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namespace OpenRa.Game.Traits.Activities
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{
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class Sell : IActivity
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{
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public IActivity NextActivity { get; set; }
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bool started;
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void DoSell(Actor self)
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{
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var refund = Rules.General.RefundPercent
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* self.Health * self.Info.Cost / self.Info.Strength;
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self.Owner.GiveCash((int)refund);
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self.Health = 0;
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Game.world.Remove(self);
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}
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public IActivity Tick(Actor self)
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{
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if (!started)
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{
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var rb = self.traits.Get<RenderBuilding>();
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rb.PlayCustomAnimBackwards(self, "make",
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() => Game.world.AddFrameEndTask(w => DoSell(self)));
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Sound.Play("cashturn.aud");
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started = true;
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}
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return this;
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}
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public void Cancel(Actor self) { /* never gonna give you up.. */ }
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}
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}
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@@ -62,6 +62,12 @@ namespace OpenRa.Game.Traits
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() => anim.PlayRepeating(GetPrefix(self) + "idle"));
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() => anim.PlayRepeating(GetPrefix(self) + "idle"));
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}
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}
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public void PlayCustomAnimBackwards(Actor self, string name, Action a)
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{
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anim.PlayBackwardsThen(GetPrefix(self) + name,
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() => { anim.PlayRepeating(GetPrefix(self) + "idle"); a(); });
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}
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public virtual void Damaged(Actor self, AttackInfo e)
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public virtual void Damaged(Actor self, AttackInfo e)
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{
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{
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if (!e.DamageStateChanged)
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if (!e.DamageStateChanged)
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