Move *ResourceWarheads to Common, move warheads to Common.Warheads namespace
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60
OpenRA.Mods.Common/Warheads/CreateResourceWarhead.cs
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60
OpenRA.Mods.Common/Warheads/CreateResourceWarhead.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 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.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Warheads
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{
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public class CreateResourceWarhead : Warhead
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{
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[Desc("Size of the area. The resources are seeded within this area.", "Provide 2 values for a ring effect (outer/inner).")]
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public readonly int[] Size = { 0, 0 };
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[Desc("Will this splatter resources and which?")]
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public readonly string AddsResourceType = null;
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// TODO: Allow maximum resource splatter to be defined. (Per tile, and in total).
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public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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if (string.IsNullOrEmpty(AddsResourceType))
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return;
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var world = firedBy.World;
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var targetTile = world.Map.CellContaining(target.CenterPosition);
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var resLayer = world.WorldActor.Trait<ResourceLayer>();
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var minRange = (Size.Length > 1 && Size[1] > 0) ? Size[1] : 0;
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var allCells = world.Map.FindTilesInAnnulus(targetTile, minRange, Size[0]);
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var resourceType = world.WorldActor.TraitsImplementing<ResourceType>()
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.FirstOrDefault(t => t.Info.Name == AddsResourceType);
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if (resourceType == null)
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Log.Write("debug", "Warhead defines an invalid resource type '{0}'".F(AddsResourceType));
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else
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{
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foreach (var cell in allCells)
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{
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if (!resLayer.CanSpawnResourceAt(resourceType, cell))
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continue;
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var splash = world.SharedRandom.Next(1, resourceType.Info.MaxDensity - resLayer.GetResourceDensity(cell));
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resLayer.AddResource(resourceType, cell, splash);
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}
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}
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}
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}
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}
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