Remove unnecessary IHasLocation checks in HackyAI.

Existing checks for ITargetable / Building / etc
make these redundant.
This commit is contained in:
Paul Chote
2013-07-21 10:01:39 +12:00
parent 8a988e5e02
commit 200fde77b1

View File

@@ -1028,7 +1028,7 @@ namespace OpenRA.Mods.RA.AI
{ {
var allEnemyUnits = world.Actors var allEnemyUnits = world.Actors
.Where(unit => p.Stances[unit.Owner] == Stance.Enemy && !unit.HasTrait<Husk>() && .Where(unit => p.Stances[unit.Owner] == Stance.Enemy && !unit.HasTrait<Husk>() &&
unit.HasTrait<ITargetable>() && unit.HasTrait<IHasLocation>()).ToList(); unit.HasTrait<ITargetable>()).ToList();
if (allEnemyUnits.Count > 0) if (allEnemyUnits.Count > 0)
return allEnemyUnits.ClosestTo(pos); return allEnemyUnits.ClosestTo(pos);
@@ -1048,14 +1048,14 @@ namespace OpenRA.Mods.RA.AI
List<Actor> FindEnemyConstructionYards() List<Actor> FindEnemyConstructionYards()
{ {
var bases = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy && a.HasTrait<IHasLocation>() var bases = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy && !a.Destroyed
&& !a.Destroyed && a.HasTrait<BaseBuilding>() && !a.HasTrait<Mobile>()).ToList(); && a.HasTrait<BaseBuilding>() && !a.HasTrait<Mobile>()).ToList();
return bases != null ? bases : new List<Actor>(); return bases != null ? bases : new List<Actor>();
} }
Actor FindEnemyBuildingClosestToPos(WPos pos) Actor FindEnemyBuildingClosestToPos(WPos pos)
{ {
var closestBuilding = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy && a.HasTrait<IHasLocation>() var closestBuilding = world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy
&& !a.Destroyed && a.HasTrait<Building>()).ClosestTo(pos); && !a.Destroyed && a.HasTrait<Building>()).ClosestTo(pos);
return closestBuilding; return closestBuilding;
} }
@@ -1424,8 +1424,8 @@ namespace OpenRA.Mods.RA.AI
aggro[e.Attacker.Owner].Aggro += e.Damage; aggro[e.Attacker.Owner].Aggro += e.Damage;
//protected harvesters or building //protected harvesters or building
if (self.HasTrait<Harvester>() || self.HasTrait<Building>()) if ((self.HasTrait<Harvester>() || self.HasTrait<Building>()) &&
if (e.Attacker.HasTrait<IHasLocation>() && (p.Stances[e.Attacker.Owner] == Stance.Enemy)) p.Stances[e.Attacker.Owner] == Stance.Enemy)
{ {
defenseCenter = e.Attacker.Location; defenseCenter = e.Attacker.Location;
ProtectOwn(e.Attacker); ProtectOwn(e.Attacker);