Rename ActorMap *UnitsAt* occurences to *ActorsAt*

These enumerate actors in general, not just mobile actors (which the term 'unit' usually refers to).
This commit is contained in:
reaperrr
2015-10-16 00:07:06 +02:00
parent 410f121a1e
commit 2f69711341
23 changed files with 50 additions and 50 deletions

View File

@@ -205,7 +205,7 @@ namespace OpenRA.Mods.Common.Traits
void KillUnitsOnBridge()
{
foreach (var c in footprint.Keys)
foreach (var a in self.World.ActorMap.GetUnitsAt(c))
foreach (var a in self.World.ActorMap.GetActorsAt(c))
if (a.Info.HasTraitInfo<IPositionableInfo>() && !a.Trait<IPositionable>().CanEnterCell(c))
a.Kill(self);
}

View File

@@ -85,7 +85,7 @@ namespace OpenRA.Mods.Common.Traits
if (buildingAtPos == null)
{
var unitsAtPos = world.ActorMap.GetUnitsAt(pos).Where(a => a.IsInWorld
var unitsAtPos = world.ActorMap.GetActorsAt(pos).Where(a => a.IsInWorld
&& (a.Owner == p || (allyBuildRadius && a.Owner.Stances[p] == Stance.Ally))
&& a.Info.HasTraitInfo<GivesBuildableAreaInfo>());

View File

@@ -24,7 +24,7 @@ namespace OpenRA.Mods.Common.Traits
if (world.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(cell) != null)
return false;
if (!bi.AllowInvalidPlacement && world.ActorMap.GetUnitsAt(cell).Any(a => a != toIgnore))
if (!bi.AllowInvalidPlacement && world.ActorMap.GetActorsAt(cell).Any(a => a != toIgnore))
return false;
var tile = world.Map.MapTiles.Value[cell];