move LimitedAmmo to RA dll; reduce pips for YAK
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@@ -171,7 +171,6 @@
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<Compile Include="Traits\Buildable.cs" />
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<Compile Include="Traits\Building.cs" />
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<Compile Include="Traits\World\BuildingInfluence.cs" />
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<Compile Include="Traits\LimitedAmmo.cs" />
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<Compile Include="Traits\Player\PlaceBuilding.cs" />
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<Compile Include="Traits\World\PlayerColorPalette.cs" />
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<Compile Include="Traits\World\ResourceLayer.cs" />
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@@ -1,53 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 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 LICENSE.
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*/
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#endregion
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using System.Collections.Generic;
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namespace OpenRA.Traits
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{
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class LimitedAmmoInfo : ITraitInfo
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{
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public readonly int Ammo = 0;
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public readonly int PipCount = 0;
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public object Create(ActorInitializer init) { return new LimitedAmmo(init.self); }
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}
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public class LimitedAmmo : INotifyAttack, IPips
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{
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[Sync]
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int ammo;
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Actor self;
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public LimitedAmmo(Actor self)
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{
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ammo = self.Info.Traits.Get<LimitedAmmoInfo>().Ammo;
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this.self = self;
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}
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public bool HasAmmo() { return ammo > 0; }
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public bool GiveAmmo()
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{
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if (ammo >= self.Info.Traits.Get<LimitedAmmoInfo>().Ammo) return false;
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++ammo;
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return true;
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}
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public void Attacking(Actor self) { --ammo; }
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public IEnumerable<PipType> GetPips(Actor self)
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{
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var info = self.Info.Traits.Get<LimitedAmmoInfo>();
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var pips = info.PipCount != 0 ? info.PipCount : info.Ammo;
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return Graphics.Util.MakeArray(pips,
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i => (ammo * pips) / info.Ammo > i ? PipType.Green : PipType.Transparent);
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}
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}
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}
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