repairing units is no longer free
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@@ -9,16 +9,24 @@ namespace OpenRa.Game.Traits.Activities
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{
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public IActivity NextActivity { get; set; }
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bool isCanceled;
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int remainingTicks = ticksPerPoint;
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int remainingTicks;
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const int ticksPerPoint = 15;
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const int hpPerPoint = 8;
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public Repair() { remainingTicks = ticksPerPoint; }
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readonly int ticksPerPoint = (int)(Rules.General.RepairRate * 60 * 25);
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readonly int hpPerPoint = Rules.General.URepairStep;
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public IActivity Tick(Actor self)
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{
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if (isCanceled) return NextActivity;
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if (--remainingTicks == 0)
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if (--remainingTicks <= 0)
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{
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var costPerHp = (Rules.General.URepairPercent * self.Info.Cost) / self.Info.Strength;
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var hpToRepair = Math.Min( hpPerPoint, self.Info.Strength - 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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return this;
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self.InflictDamage(self, -hpPerPoint, Rules.WarheadInfo["Super"]);
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if (self.Health == self.Info.Strength)
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return NextActivity;
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