Use ActorMap instead of BuildingInfluence for finding buildable area
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@@ -72,8 +72,6 @@ namespace OpenRA.Mods.Common.Traits
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var scanEnd = world.Map.Clamp(topLeft + buildingMaxBounds + new CVec(Adjacent, Adjacent));
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var scanEnd = world.Map.Clamp(topLeft + buildingMaxBounds + new CVec(Adjacent, Adjacent));
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var nearnessCandidates = new List<CPos>();
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var nearnessCandidates = new List<CPos>();
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var bi = world.WorldActor.Trait<BuildingInfluence>();
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var allyBuildRadius = world.LobbyInfo.GlobalSettings.AllyBuildRadius;
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var allyBuildRadius = world.LobbyInfo.GlobalSettings.AllyBuildRadius;
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for (var y = scanStart.Y; y < scanEnd.Y; y++)
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for (var y = scanStart.Y; y < scanEnd.Y; y++)
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@@ -81,11 +79,12 @@ namespace OpenRA.Mods.Common.Traits
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for (var x = scanStart.X; x < scanEnd.X; x++)
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for (var x = scanStart.X; x < scanEnd.X; x++)
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{
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{
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var pos = new CPos(x, y);
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var pos = new CPos(x, y);
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var at = bi.GetBuildingAt(pos);
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if (at == null || !at.IsInWorld || !at.HasTrait<GivesBuildableArea>())
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continue;
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if (at.Owner == p || (allyBuildRadius && at.Owner.Stances[p] == Stance.Ally))
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var at = world.ActorMap.GetUnitsAt(pos).Where(a => a.IsInWorld
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&& (a.Owner == p || (allyBuildRadius && a.Owner.Stances[p] == Stance.Ally))
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&& a.HasTrait<GivesBuildableArea>());
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if (at.Any())
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nearnessCandidates.Add(pos);
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nearnessCandidates.Add(pos);
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}
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}
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}
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}
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