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

@@ -85,7 +85,7 @@ namespace OpenRA.Mods.RA.Activities
static bool ShouldLayMine(Actor self, CPos p)
{
// If there is no unit (other than me) here, we want to place a mine here
return self.World.ActorMap.GetUnitsAt(p).All(a => a == self);
return self.World.ActorMap.GetActorsAt(p).All(a => a == self);
}
void LayMine(Actor self)

View File

@@ -63,7 +63,7 @@ namespace OpenRA.Mods.RA.Activities
mobile.FinishedMoving(self);
mobile.IsMoving = false;
self.World.ActorMap.GetUnitsAt(mobile.ToCell, mobile.ToSubCell)
self.World.ActorMap.GetActorsAt(mobile.ToCell, mobile.ToSubCell)
.Except(new[] { self }).Where(t => weapon.IsValidAgainst(t, self))
.Do(t => t.Kill(self));

View File

@@ -62,7 +62,7 @@ namespace OpenRA.Mods.RA.Traits
var tiles = Self.World.Map.FindTilesInCircle(xy, range);
var units = new HashSet<Actor>();
foreach (var t in tiles)
units.UnionWith(Self.World.ActorMap.GetUnitsAt(t));
units.UnionWith(Self.World.ActorMap.GetActorsAt(t));
return units.Where(a => a.Info.HasTraitInfo<ChronoshiftableInfo>() &&
!a.TraitsImplementing<IPreventsTeleport>().Any(condition => condition.PreventsTeleport(a)));