#109 fixed
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@@ -19,8 +19,8 @@ namespace OpenRa.Game
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public int Cash;
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public int Ore;
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public int DisplayCash;
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public int powerProvided;
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public int powerDrained;
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public int PowerProvided;
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public int PowerDrained;
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public bool IsReady;
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@@ -34,15 +34,15 @@ namespace OpenRa.Game
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this.Cash = 10000;
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this.Ore = 0;
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this.DisplayCash = 0;
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this.powerProvided = this.powerDrained = 0;
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this.PowerProvided = this.PowerDrained = 0;
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}
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void UpdatePower()
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{
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var oldBalance = powerProvided - powerDrained;
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var oldBalance = PowerProvided - PowerDrained;
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powerProvided = 0;
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powerDrained = 0;
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PowerProvided = 0;
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PowerDrained = 0;
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var myBuildings = Game.world.Actors
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.Where(a => a.Owner == this && a.traits.Contains<Building>());
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@@ -51,13 +51,13 @@ namespace OpenRa.Game
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{
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var bi = a.Info as BuildingInfo;
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if (bi.Power > 0) /* todo: is this how real-ra scales it? */
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powerProvided += (a.Health * bi.Power) / bi.Strength;
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PowerProvided += (a.Health * bi.Power) / bi.Strength;
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else
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powerDrained -= bi.Power;
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PowerDrained -= bi.Power;
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}
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if (powerProvided - powerDrained < 0)
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if (powerProvided - powerDrained != oldBalance)
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if (PowerProvided - PowerDrained < 0)
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if (PowerProvided - PowerDrained != oldBalance)
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GiveAdvice("lopower1.aud");
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}
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@@ -68,8 +68,8 @@ namespace OpenRa.Game
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public PowerState GetPowerState()
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{
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if (powerProvided >= powerDrained) return PowerState.Normal;
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if (powerProvided > powerDrained / 2) return PowerState.Low;
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if (PowerProvided >= PowerDrained) return PowerState.Normal;
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if (PowerProvided > PowerDrained / 2) return PowerState.Low;
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return PowerState.Critical;
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}
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