Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
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OpenRA.Mods.Common/Traits/Player/PlayerStatistics.cs
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304
OpenRA.Mods.Common/Traits/Player/PlayerStatistics.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, 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.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.Player)]
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[Desc("Attach this to the player actor to collect observer stats.")]
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public class PlayerStatisticsInfo : TraitInfo
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{
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public override object Create(ActorInitializer init) { return new PlayerStatistics(init.Self); }
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}
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public class PlayerStatistics : ITick, IResolveOrder, INotifyCreated, IWorldLoaded
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{
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PlayerResources resources;
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PlayerExperience experience;
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public int OrderCount;
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public int Experience => experience != null ? experience.Experience : 0;
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// Low resolution (every 30 seconds) record of earnings, covering the entire game
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public List<int> IncomeSamples = new(100);
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public int Income;
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public int DisplayIncome;
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public List<int> ArmySamples = new(100);
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public int KillsCost;
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public int DeathsCost;
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public int UnitsKilled;
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public int UnitsDead;
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public int BuildingsKilled;
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public int BuildingsDead;
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public int ArmyValue;
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public int AssetsValue;
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// High resolution (every second) record of earnings, limited to the last minute
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readonly Queue<int> earnedSeconds = new(60);
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int lastIncome;
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int lastIncomeTick;
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int ticks;
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bool armyGraphDisabled;
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bool incomeGraphDisabled;
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public readonly Cache<string, ArmyUnit> Units;
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public PlayerStatistics(Actor self)
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{
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Units = new Cache<string, ArmyUnit>(name => new ArmyUnit(self.World.Map.Rules.Actors[name], self.Owner));
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}
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void INotifyCreated.Created(Actor self)
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{
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resources = self.TraitOrDefault<PlayerResources>();
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experience = self.TraitOrDefault<PlayerExperience>();
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incomeGraphDisabled = resources == null;
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}
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void ITick.Tick(Actor self)
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{
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ticks++;
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var timestep = self.World.Timestep;
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if (ticks * timestep >= 30000)
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{
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ticks = 0;
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if (!armyGraphDisabled && (ArmyValue != 0 || self.Owner.WinState == WinState.Undefined))
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ArmySamples.Add(ArmyValue);
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else
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armyGraphDisabled = true;
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if (!incomeGraphDisabled && (Income != 0 || self.Owner.WinState == WinState.Undefined))
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IncomeSamples.Add(Income);
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else
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incomeGraphDisabled = true;
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}
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if (resources == null)
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return;
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var tickDelta = self.World.WorldTick - lastIncomeTick;
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if (tickDelta * timestep >= 1000)
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{
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lastIncomeTick = self.World.WorldTick;
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var lastEarned = earnedSeconds.Count > 59 ? earnedSeconds.Dequeue() : 0;
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lastIncome = DisplayIncome = Income;
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Income = resources.Earned - lastEarned;
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earnedSeconds.Enqueue(resources.Earned);
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}
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else
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DisplayIncome = int2.Lerp(lastIncome, Income, tickDelta * timestep, 1000);
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString.StartsWith("Dev", StringComparison.Ordinal))
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return;
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OrderCount++;
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}
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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if (!armyGraphDisabled)
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ArmySamples.Add(ArmyValue);
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if (!incomeGraphDisabled)
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IncomeSamples.Add(Income);
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}
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}
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public class ArmyUnit
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{
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public readonly ActorInfo ActorInfo;
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public readonly Animation Icon;
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public readonly string IconPalette;
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public readonly bool IconPaletteIsPlayerPalette;
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public readonly int ProductionQueueOrder;
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public readonly int BuildPaletteOrder;
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public readonly TooltipInfo TooltipInfo;
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public readonly BuildableInfo BuildableInfo;
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public int Count { get; set; }
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public ArmyUnit(ActorInfo actorInfo, Player owner)
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{
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ActorInfo = actorInfo;
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var queues = owner.World.Map.Rules.Actors.Values
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.SelectMany(a => a.TraitInfos<ProductionQueueInfo>());
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BuildableInfo = actorInfo.TraitInfoOrDefault<BuildableInfo>();
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TooltipInfo = actorInfo.TraitInfos<TooltipInfo>().FirstOrDefault(info => info.EnabledByDefault);
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var rsi = actorInfo.TraitInfoOrDefault<RenderSpritesInfo>();
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if (BuildableInfo != null && rsi != null)
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{
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var image = rsi.GetImage(actorInfo, owner.Faction.InternalName);
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Icon = new Animation(owner.World, image);
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Icon.Play(BuildableInfo.Icon);
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IconPalette = BuildableInfo.IconPalette;
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IconPaletteIsPlayerPalette = BuildableInfo.IconPaletteIsPlayerPalette;
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BuildPaletteOrder = BuildableInfo.BuildPaletteOrder;
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ProductionQueueOrder = queues.Where(q => BuildableInfo.Queue.Contains(q.Type))
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.Select(q => q.DisplayOrder)
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.MinByOrDefault(o => o);
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}
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}
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}
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[Desc("Attach this to a unit to update observer stats.")]
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public class UpdatesPlayerStatisticsInfo : TraitInfo
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{
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[Desc("Add to army value in statistics")]
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public readonly bool AddToArmyValue = false;
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[Desc("Add to assets value in statistics")]
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public readonly bool AddToAssetsValue = true;
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[ActorReference]
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[Desc("Count this actor as a different type in the spectator army display.")]
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public readonly string OverrideActor = null;
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public override object Create(ActorInitializer init) { return new UpdatesPlayerStatistics(this, init.Self); }
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}
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public class UpdatesPlayerStatistics : INotifyKilled, INotifyCreated, INotifyOwnerChanged, INotifyActorDisposing
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{
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readonly UpdatesPlayerStatisticsInfo info;
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readonly string actorName;
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readonly int cost = 0;
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PlayerStatistics playerStats;
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bool includedInArmyValue = false;
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bool includedInAssetsValue = false;
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public UpdatesPlayerStatistics(UpdatesPlayerStatisticsInfo info, Actor self)
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{
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this.info = info;
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var valuedInfo = self.Info.TraitInfoOrDefault<ValuedInfo>();
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cost = valuedInfo != null ? valuedInfo.Cost : 0;
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playerStats = self.Owner.PlayerActor.Trait<PlayerStatistics>();
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actorName = info.OverrideActor ?? self.Info.Name;
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}
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void INotifyKilled.Killed(Actor self, AttackInfo e)
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{
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if (self.Owner.WinState != WinState.Undefined)
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return;
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if (includedInArmyValue)
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{
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playerStats.ArmyValue -= cost;
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includedInArmyValue = false;
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playerStats.Units[actorName].Count--;
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}
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if (includedInAssetsValue)
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{
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playerStats.AssetsValue -= cost;
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includedInAssetsValue = false;
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}
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playerStats.DeathsCost += cost;
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if (e.Attacker == self)
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return;
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var attackerStats = e.Attacker.Owner.PlayerActor.Trait<PlayerStatistics>();
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if (self.Info.HasTraitInfo<BuildingInfo>())
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{
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if (!self.Owner.NonCombatant)
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attackerStats.BuildingsKilled++;
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playerStats.BuildingsDead++;
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}
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else if (self.Info.HasTraitInfo<IPositionableInfo>())
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{
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if (!self.Owner.NonCombatant)
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attackerStats.UnitsKilled++;
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playerStats.UnitsDead++;
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}
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if (!self.Owner.NonCombatant)
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attackerStats.KillsCost += cost;
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}
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void INotifyCreated.Created(Actor self)
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{
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includedInArmyValue = info.AddToArmyValue;
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if (includedInArmyValue)
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{
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playerStats.ArmyValue += cost;
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playerStats.Units[actorName].Count++;
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}
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includedInAssetsValue = info.AddToAssetsValue;
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if (includedInAssetsValue)
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playerStats.AssetsValue += cost;
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}
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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var newOwnerStats = newOwner.PlayerActor.Trait<PlayerStatistics>();
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if (includedInArmyValue)
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{
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playerStats.ArmyValue -= cost;
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newOwnerStats.ArmyValue += cost;
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playerStats.Units[actorName].Count--;
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newOwnerStats.Units[actorName].Count++;
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}
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if (includedInAssetsValue)
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{
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playerStats.AssetsValue -= cost;
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newOwnerStats.AssetsValue += cost;
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}
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playerStats = newOwnerStats;
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}
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void INotifyActorDisposing.Disposing(Actor self)
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{
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if (includedInArmyValue)
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{
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playerStats.ArmyValue -= cost;
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includedInArmyValue = false;
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playerStats.Units[actorName].Count--;
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}
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if (includedInAssetsValue)
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{
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playerStats.AssetsValue -= cost;
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includedInAssetsValue = false;
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}
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}
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}
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}
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