StyleCop clean OpenRA.Mods.RA
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@@ -26,17 +26,17 @@ namespace OpenRA.Mods.RA.AI
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protected static void GoToRandomOwnBuilding(Squad squad)
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{
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var loc = RandomBuildingLocation(squad);
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foreach (var a in squad.units)
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squad.world.IssueOrder(new Order("Move", a, false) { TargetLocation = loc });
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foreach (var a in squad.Units)
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squad.World.IssueOrder(new Order("Move", a, false) { TargetLocation = loc });
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}
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protected static CPos RandomBuildingLocation(Squad squad)
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{
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var location = squad.bot.baseCenter;
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var buildings = squad.world.ActorsWithTrait<Building>()
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.Where(a => a.Actor.Owner == squad.bot.p).Select(a => a.Actor).ToArray();
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var location = squad.Bot.BaseCenter;
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var buildings = squad.World.ActorsWithTrait<Building>()
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.Where(a => a.Actor.Owner == squad.Bot.Player).Select(a => a.Actor).ToArray();
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if (buildings.Length > 0)
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location = buildings.Random(squad.random).Location;
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location = buildings.Random(squad.Random).Location;
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return location;
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}
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@@ -82,13 +82,13 @@ namespace OpenRA.Mods.RA.AI
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if (!squad.IsValid)
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return false;
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var u = squad.units.Random(squad.random);
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var units = squad.world.FindActorsInCircle(u.CenterPosition, WRange.FromCells(DangerRadius)).ToList();
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var ownBaseBuildingAround = units.Where(unit => unit.Owner == squad.bot.p && unit.HasTrait<Building>());
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var u = squad.Units.Random(squad.Random);
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var units = squad.World.FindActorsInCircle(u.CenterPosition, WRange.FromCells(DangerRadius)).ToList();
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var ownBaseBuildingAround = units.Where(unit => unit.Owner == squad.Bot.Player && unit.HasTrait<Building>());
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if (ownBaseBuildingAround.Any())
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return false;
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var enemyAroundUnit = units.Where(unit => squad.bot.p.Stances[unit.Owner] == Stance.Enemy && unit.HasTrait<AttackBase>());
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var enemyAroundUnit = units.Where(unit => squad.Bot.Player.Stances[unit.Owner] == Stance.Enemy && unit.HasTrait<AttackBase>());
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if (!enemyAroundUnit.Any())
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return false;
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