Add ActorInfo.TraitInfo[OrDefault]<T>() requiring ITraitIfo types
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@@ -33,10 +33,10 @@ namespace OpenRA.Mods.Common.Lint
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emitError("Actor type `{0}` defines multiple default visibility types!".F(actorInfo.Key));
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else
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{
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var vis = actorInfo.Value.Traits.GetOrDefault<HiddenUnderShroudInfo>();
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var vis = actorInfo.Value.TraitInfoOrDefault<HiddenUnderShroudInfo>();
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if (vis != null && vis.Type == VisibilityType.Footprint)
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{
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var ios = actorInfo.Value.Traits.GetOrDefault<IOccupySpaceInfo>();
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var ios = actorInfo.Value.TraitInfoOrDefault<IOccupySpaceInfo>();
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if (ios == null)
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emitError("Actor type `{0}` defines VisibilityType.Footprint in `{1}` but has no IOccupySpace traits!".F(actorInfo.Key, vis.GetType()));
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else if (!ios.OccupiedCells(actorInfo.Value, CPos.Zero).Any())
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@@ -25,7 +25,7 @@ namespace OpenRA.Mods.Common.Lint
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if (actorInfo.Key.StartsWith("^"))
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continue;
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var ios = actorInfo.Value.Traits.GetOrDefault<IOccupySpaceInfo>();
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var ios = actorInfo.Value.TraitInfoOrDefault<IOccupySpaceInfo>();
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foreach (var rsi in actorInfo.Value.Traits.WithInterface<RevealsShroudInfo>())
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{
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if (rsi.Type == VisibilityType.CenterPosition)
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@@ -34,7 +34,7 @@ namespace OpenRA.Mods.Common.Lint
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// TODO: this check is case insensitive while the real check in-game is not
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foreach (var i in rules.Actors)
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{
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var bi = i.Value.Traits.GetOrDefault<BuildableInfo>();
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var bi = i.Value.TraitInfoOrDefault<BuildableInfo>();
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if (bi != null)
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foreach (var prereq in bi.Prerequisites)
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if (!prereq.StartsWith("~disabled"))
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