Remove FirstUnshroudedOrDefault from MissionUtils.cs

This commit is contained in:
Scott_NZ
2012-11-30 18:56:11 +13:00
parent ccfcf0a1ee
commit 1f92768193
2 changed files with 7 additions and 7 deletions

View File

@@ -174,6 +174,11 @@ namespace OpenRA.Mods.RA.Missions
}
}
Actor FirstUnshroudedOrDefault(IEnumerable<Actor> actors, World world, int shroudRange)
{
return actors.FirstOrDefault(u => world.FindAliveCombatantActorsInCircle(u.CenterLocation, shroudRange).All(a => !a.HasTrait<CreatesShroud>()));
}
void ManageSovietAircraft()
{
var enemies = world.Actors
@@ -187,7 +192,7 @@ namespace OpenRA.Mods.RA.Missions
var ammo = aircraft.Trait<LimitedAmmo>();
if ((plane.Altitude == 0 && ammo.FullAmmo()) || (plane.Altitude != 0 && ammo.HasAmmo()))
{
var enemy = enemies.OrderBy(u => (aircraft.CenterLocation - u.CenterLocation).LengthSquared).FirstUnshroudedOrDefault(world, 10);
var enemy = FirstUnshroudedOrDefault(enemies.OrderBy(u => (aircraft.CenterLocation - u.CenterLocation).LengthSquared), world, 10);
if (enemy != null)
{
if (!aircraft.IsIdle && aircraft.GetCurrentActivity().GetType() != typeof(FlyAttack))
@@ -276,7 +281,7 @@ namespace OpenRA.Mods.RA.Missions
.Where(u => (u.Owner == allies1 || u.Owner == allies2)
&& ((u.HasTrait<Building>() && !u.HasTrait<Wall>()) || u.HasTrait<Mobile>()) && u.IsInWorld && !u.IsDead()
&& (!u.HasTrait<Spy>() || !u.Trait<Spy>().Disguised || (u.Trait<Spy>().Disguised && u.Trait<Spy>().disguisedAsPlayer != soviets)));
var enemy = enemies.OrderBy(u => (self.CenterLocation - u.CenterLocation).LengthSquared).FirstUnshroudedOrDefault(world, 10);
var enemy = FirstUnshroudedOrDefault(enemies.OrderBy(u => (self.CenterLocation - u.CenterLocation).LengthSquared), world, 10);
if (enemy != null)
{
self.QueueActivity(new AttackMove.AttackMoveActivity(self, new Attack(Target.FromActor(enemy), 3)));

View File

@@ -100,11 +100,6 @@ namespace OpenRA.Mods.RA.Missions
badger.QueueActivity(new RemoveSelf());
}
public static Actor FirstUnshroudedOrDefault(this IEnumerable<Actor> actors, World world, int shroudRange)
{
return actors.FirstOrDefault(u => world.FindAliveCombatantActorsInCircle(u.CenterLocation, shroudRange).All(a => !a.HasTrait<CreatesShroud>()));
}
public static bool AreaSecuredWithUnits(World world, Player player, PPos location, int range)
{
var units = world.FindAliveCombatantActorsInCircle(location, range).Where(a => a.HasTrait<IMove>());