Move Guard, CashTrickler, Explodes, SelfHealing, Sellable and Crushable to Mods.Common.
Extract Guardable trait from Guard into own file.
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65
OpenRA.Mods.Common/Traits/Explodes.cs
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65
OpenRA.Mods.Common/Traits/Explodes.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.Linq;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class ExplodesInfo : ITraitInfo
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{
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[WeaponReference]
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public readonly string Weapon = "UnitExplode";
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[WeaponReference]
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public readonly string EmptyWeapon = "UnitExplode";
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public readonly int Chance = 100;
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public readonly string[] DeathType = null;
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public object Create(ActorInitializer init) { return new Explodes(this); }
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}
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public class Explodes : INotifyKilled
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{
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readonly ExplodesInfo explodesInfo;
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public Explodes(ExplodesInfo info) { explodesInfo = info; }
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public void Killed(Actor self, AttackInfo e)
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{
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if (!self.IsInWorld)
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return;
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if (self.World.SharedRandom.Next(100) > explodesInfo.Chance)
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return;
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if (explodesInfo.DeathType != null && e.Warhead != null && !explodesInfo.DeathType.Contains(e.Warhead.DeathType))
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return;
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var weaponName = ChooseWeaponForExplosion(self);
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if (weaponName != null)
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{
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var weapon = e.Attacker.World.Map.Rules.Weapons[weaponName.ToLowerInvariant()];
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if (weapon.Report != null && weapon.Report.Any())
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Sound.Play(weapon.Report.Random(e.Attacker.World.SharedRandom), self.CenterPosition);
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// Use .FromPos since this actor is killed. Cannot use Target.FromActor
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weapon.Impact(Target.FromPos(self.CenterPosition), e.Attacker, Enumerable.Empty<int>());
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}
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}
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string ChooseWeaponForExplosion(Actor self)
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{
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var shouldExplode = self.TraitsImplementing<IExplodeModifier>().All(a => a.ShouldExplode(self));
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return shouldExplode ? explodesInfo.Weapon : explodesInfo.EmptyWeapon;
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}
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}
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}
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