Remove some misc redundancies

This commit is contained in:
ScottNZ
2013-11-12 17:40:34 +13:00
parent 8197f29606
commit 1394c1dcee
48 changed files with 104 additions and 103 deletions

View File

@@ -12,6 +12,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Air;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Move;
@@ -181,15 +182,13 @@ namespace OpenRA.Mods.RA.AI
int CountBuilding(string frac, Player owner)
{
return world.ActorsWithTrait<Building>()
.Where(a => a.Actor.Owner == owner && a.Actor.Info.Name == frac)
.Count();
.Count(a => a.Actor.Owner == owner && a.Actor.Info.Name == frac);
}
int CountUnits(string unit, Player owner)
{
return world.ActorsWithTrait<IPositionable>()
.Where(a => a.Actor.Owner == owner && a.Actor.Info.Name == unit)
.Count();
.Count(a => a.Actor.Owner == owner && a.Actor.Info.Name == unit);
}
int? CountBuildingByCommonName(string commonName, Player owner)
@@ -198,8 +197,7 @@ namespace OpenRA.Mods.RA.AI
return null;
return world.ActorsWithTrait<Building>()
.Where(a => a.Actor.Owner == owner && Info.BuildingCommonNames[commonName].Contains(a.Actor.Info.Name))
.Count();
.Count(a => a.Actor.Owner == owner && Info.BuildingCommonNames[commonName].Contains(a.Actor.Info.Name));
}
ActorInfo GetBuildingInfoByCommonName(string commonName, Player owner)
@@ -553,8 +551,8 @@ namespace OpenRA.Mods.RA.AI
var act = a.GetCurrentActivity();
// A Wait activity is technically idle:
if ((act.GetType() != typeof(OpenRA.Mods.RA.Activities.Wait)) &&
(act.NextActivity == null || act.NextActivity.GetType() != typeof(OpenRA.Mods.RA.Activities.FindResources)))
if ((act.GetType() != typeof(Wait)) &&
(act.NextActivity == null || act.NextActivity.GetType() != typeof(FindResources)))
continue;
}
@@ -814,7 +812,7 @@ namespace OpenRA.Mods.RA.AI
return;
// No construction yards - Build a new MCV
if (!HasAdequateFact() && !self.World.Actors.Where(a => a.Owner == p && a.HasTrait<BaseBuilding>() && a.HasTrait<Mobile>()).Any())
if (!HasAdequateFact() && !self.World.Actors.Any(a => a.Owner == p && a.HasTrait<BaseBuilding>() && a.HasTrait<Mobile>()))
BuildUnit("Vehicle", GetUnitInfoByCommonName("Mcv", p).Name);
foreach (var q in Info.UnitQueues)