Add support for multiple IWallConnector traits
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@@ -73,8 +73,8 @@ namespace OpenRA.Mods.Common.Traits
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var adjacentActorTraits = adjacent.SelectMany(self.World.ActorMap.GetActorsAt)
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var adjacentActorTraits = adjacent.SelectMany(self.World.ActorMap.GetActorsAt)
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.SelectMany(a => a.TraitsImplementing<IWallConnector>());
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.SelectMany(a => a.TraitsImplementing<IWallConnector>());
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foreach (var aat in adjacentActorTraits)
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foreach (var rb in adjacentActorTraits)
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aat.SetDirty();
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rb.SetDirty();
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}
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}
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public void RemovedFromWorld(Actor self)
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public void RemovedFromWorld(Actor self)
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@@ -40,7 +40,7 @@ namespace OpenRA.Mods.Common.Traits
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var haveNeighbour = false;
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var haveNeighbour = false;
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foreach (var n in kv.Value)
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foreach (var n in kv.Value)
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{
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{
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var rb = init.World.Map.Rules.Actors[n].TraitInfoOrDefault<WithWallSpriteBodyInfo>();
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var rb = init.World.Map.Rules.Actors[n].TraitInfos<WithWallSpriteBodyInfo>().FirstOrDefault(Exts.IsTraitEnabled);
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if (rb != null && rb.Type == Type)
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if (rb != null && rb.Type == Type)
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{
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{
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haveNeighbour = true;
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haveNeighbour = true;
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@@ -107,7 +107,7 @@ namespace OpenRA.Mods.Common.Traits
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foreach (var a in adjacentActors)
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foreach (var a in adjacentActors)
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{
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{
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CVec facing;
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CVec facing;
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var wc = a.TraitOrDefault<IWallConnector>();
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var wc = a.TraitsImplementing<IWallConnector>().FirstOrDefault(Exts.IsTraitEnabled);
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if (wc == null || !wc.AdjacentWallCanConnect(a, self.Location, wallInfo.Type, out facing))
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if (wc == null || !wc.AdjacentWallCanConnect(a, self.Location, wallInfo.Type, out facing))
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continue;
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continue;
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@@ -132,13 +132,12 @@ namespace OpenRA.Mods.Common.Traits
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static void UpdateNeighbours(Actor self)
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static void UpdateNeighbours(Actor self)
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{
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{
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var adjacentActors = CVec.Directions.SelectMany(dir =>
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var adjacentActorTraits = CVec.Directions.SelectMany(dir =>
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self.World.ActorMap.GetActorsAt(self.Location + dir))
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self.World.ActorMap.GetActorsAt(self.Location + dir))
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.Select(a => a.TraitOrDefault<IWallConnector>())
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.SelectMany(a => a.TraitsImplementing<IWallConnector>());
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.Where(a => a != null);
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foreach (var rb in adjacentActors)
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foreach (var aat in adjacentActorTraits)
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rb.SetDirty();
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aat.SetDirty();
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}
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}
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public void RemovedFromWorld(Actor self)
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public void RemovedFromWorld(Actor self)
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