FIX uses unit repair values with RepairsUnits trait, Buildings use right repair values, nuke unused GeneralInfo

This commit is contained in:
alzeih
2010-04-02 16:21:33 +13:00
parent c54d904e2b
commit dca052dbc8
8 changed files with 26 additions and 118 deletions

View File

@@ -125,8 +125,8 @@ namespace OpenRA.Traits
var csv = self.Info.Traits.GetOrDefault<CustomSellValueInfo>();
var buildingValue = csv != null ? csv.Value : self.Info.Traits.Get<BuildableInfo>().Cost;
var maxHP = self.Info.Traits.Get<BuildingInfo>().HP;
var costPerHp = (self.World.Defaults.URepairPercent * buildingValue) / maxHP;
var hpToRepair = Math.Min(self.World.Defaults.URepairStep, maxHP - self.Health);
var costPerHp = (self.World.Defaults.RepairPercent * buildingValue) / maxHP;
var hpToRepair = Math.Min(self.World.Defaults.RepairStep, maxHP - self.Health);
var cost = (int)Math.Ceiling(costPerHp * hpToRepair);
if (!self.Owner.TakeCash(cost))
{