Cache trait look-ups in the constructor where possible for Air activities/traits
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@@ -17,7 +17,18 @@ namespace OpenRA.Mods.Common.Activities
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{
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public class HeliReturn : Activity
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{
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static Actor ChooseHelipad(Actor self)
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readonly AircraftInfo aircraftInfo;
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readonly Helicopter heli;
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readonly HelicopterInfo heliInfo;
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public HeliReturn(Actor self)
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{
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aircraftInfo = self.Info.Traits.Get<AircraftInfo>();
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heli = self.Trait<Helicopter>();
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heliInfo = self.Info.Traits.Get<HelicopterInfo>();
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}
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public static Actor ChooseHelipad(Actor self)
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{
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var rearmBuildings = self.Info.Traits.Get<HelicopterInfo>().RearmBuildings;
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return self.World.Actors.Where(a => a.Owner == self.Owner).FirstOrDefault(
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@@ -30,24 +41,23 @@ namespace OpenRA.Mods.Common.Activities
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return NextActivity;
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var dest = ChooseHelipad(self);
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var initialFacing = self.Info.Traits.Get<AircraftInfo>().InitialFacing;
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var initialFacing = aircraftInfo.InitialFacing;
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if (dest == null)
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{
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var rearmBuildings = self.Info.Traits.Get<HelicopterInfo>().RearmBuildings;
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var rearmBuildings = heliInfo.RearmBuildings;
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var nearestHpad = self.World.ActorsWithTrait<Reservable>()
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.Where(a => a.Actor.Owner == self.Owner && rearmBuildings.Contains(a.Actor.Info.Name))
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.Select(a => a.Actor)
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.ClosestTo(self);
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if (nearestHpad == null)
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return Util.SequenceActivities(new Turn(self, initialFacing), new HeliLand(true), NextActivity);
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return Util.SequenceActivities(new Turn(self, initialFacing), new HeliLand(self, true), NextActivity);
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else
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return Util.SequenceActivities(new HeliFly(self, Target.FromActor(nearestHpad)));
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}
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var res = dest.TraitOrDefault<Reservable>();
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var heli = self.Trait<Helicopter>();
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if (res != null)
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{
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@@ -61,8 +71,8 @@ namespace OpenRA.Mods.Common.Activities
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return Util.SequenceActivities(
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new HeliFly(self, Target.FromPos(dest.CenterPosition + offset)),
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new Turn(self, initialFacing),
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new HeliLand(false),
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new ResupplyAircraft());
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new HeliLand(self, false),
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new ResupplyAircraft(self));
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}
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}
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}
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