Moves the last 3 UtilityCommands and some prerequisite references to Mods.Common
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OpenRA.Mods.Common/UtilityCommands/ActorStatsExport.cs
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100
OpenRA.Mods.Common/UtilityCommands/ActorStatsExport.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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;
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using System.Collections.Generic;
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using System.Data;
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using System.Linq;
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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.UtilityCommands
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{
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public static class ActorStatsExport
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{
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public static DataTable GenerateTable()
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{
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var rules = Game.ModData.RulesetCache.LoadDefaultRules();
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var table = new DataTable();
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table.Columns.Add("Name", typeof(string));
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table.Columns.Add("Cost", typeof(int));
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table.Columns.Add("HitPoints", typeof(int));
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table.Columns.Add("Armor", typeof(string));
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table.Columns.Add("Damage /s", typeof(float));
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var armorList = new List<string>();
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foreach (var actorInfo in rules.Actors.Values)
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{
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var armor = actorInfo.Traits.GetOrDefault<ArmorInfo>();
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if (armor != null)
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if (!armorList.Contains(armor.Type))
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armorList.Add(armor.Type);
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}
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armorList.Sort();
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foreach (var armorType in armorList)
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table.Columns.Add("vs. " + armorType, typeof(float));
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foreach (var actorInfo in rules.Actors.Values)
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{
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if (actorInfo.Name.StartsWith("^"))
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continue;
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var buildable = actorInfo.Traits.GetOrDefault<BuildableInfo>();
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if (buildable == null)
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continue;
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var row = table.NewRow();
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var tooltip = actorInfo.Traits.GetOrDefault<TooltipInfo>();
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row["Name"] = tooltip != null ? tooltip.Name : actorInfo.Name;
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var value = actorInfo.Traits.GetOrDefault<ValuedInfo>();
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row["Cost"] = value != null ? value.Cost : 0;
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var health = actorInfo.Traits.GetOrDefault<HealthInfo>();
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row["HitPoints"] = health != null ? health.HP : 0;
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var armor = actorInfo.Traits.GetOrDefault<ArmorInfo>();
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row["Armor"] = armor != null ? armor.Type : "";
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var armaments = actorInfo.Traits.WithInterface<ArmamentInfo>();
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if (armaments.Any())
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{
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var weapons = armaments.Select(a => rules.Weapons[a.Weapon.ToLowerInvariant()]);
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foreach (var weapon in weapons)
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{
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var warhead = weapon.Warheads.FirstOrDefault(w => (w is DamageWarhead)) as DamageWarhead;
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if (warhead != null)
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{
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var rateOfFire = weapon.ReloadDelay > 1 ? weapon.ReloadDelay : 1;
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var burst = weapon.Burst;
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var delay = weapon.BurstDelay;
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var damage = warhead.Damage;
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var damagePerSecond = (1000f / Game.Timestep) * (damage * burst) / (delay + burst * rateOfFire);
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row["Damage /s"] = Math.Round(damagePerSecond, 1, MidpointRounding.AwayFromZero);
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foreach (var armorType in armorList)
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{
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var vs = warhead.Versus.ContainsKey(armorType) ? warhead.Versus[armorType] : 100;
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row["vs. " + armorType] = Math.Round(damagePerSecond * vs / 100, 1, MidpointRounding.AwayFromZero);
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}
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}
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}
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}
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table.Rows.Add(row);
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}
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return table;
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}
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}
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}
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