diff --git a/OpenRA.Mods.RA/AI/HackyAI.cs b/OpenRA.Mods.RA/AI/HackyAI.cs index 394510ae82..430811ce58 100644 --- a/OpenRA.Mods.RA/AI/HackyAI.cs +++ b/OpenRA.Mods.RA/AI/HackyAI.cs @@ -1028,7 +1028,7 @@ namespace OpenRA.Mods.RA.AI { var allEnemyUnits = world.Actors .Where(unit => p.Stances[unit.Owner] == Stance.Enemy && !unit.HasTrait() && - unit.HasTrait() && unit.HasTrait()).ToList(); + unit.HasTrait()).ToList(); if (allEnemyUnits.Count > 0) return allEnemyUnits.ClosestTo(pos); @@ -1048,14 +1048,14 @@ namespace OpenRA.Mods.RA.AI List FindEnemyConstructionYards() { - var bases = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy && a.HasTrait() - && !a.Destroyed && a.HasTrait() && !a.HasTrait()).ToList(); + var bases = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy && !a.Destroyed + && a.HasTrait() && !a.HasTrait()).ToList(); return bases != null ? bases : new List(); } Actor FindEnemyBuildingClosestToPos(WPos pos) { - var closestBuilding = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy && a.HasTrait() + var closestBuilding = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy && !a.Destroyed && a.HasTrait()).ClosestTo(pos); return closestBuilding; } @@ -1424,12 +1424,12 @@ namespace OpenRA.Mods.RA.AI aggro[e.Attacker.Owner].Aggro += e.Damage; //protected harvesters or building - if (self.HasTrait() || self.HasTrait()) - if (e.Attacker.HasTrait() && (p.Stances[e.Attacker.Owner] == Stance.Enemy)) - { - defenseCenter = e.Attacker.Location; - ProtectOwn(e.Attacker); - } + if ((self.HasTrait() || self.HasTrait()) && + p.Stances[e.Attacker.Owner] == Stance.Enemy) + { + defenseCenter = e.Attacker.Location; + ProtectOwn(e.Attacker); + } } } }