Remove PPos overload of ClosestTo.

This commit is contained in:
Paul Chote
2013-07-20 13:31:45 +12:00
parent c1a0836640
commit 39d2095e54
7 changed files with 7 additions and 12 deletions

View File

@@ -55,11 +55,6 @@ namespace OpenRA
return actors.OrderBy(a => (a.CenterPosition - pos).LengthSquared).FirstOrDefault();
}
public static Actor ClosestTo(this IEnumerable<Actor> actors, PPos px)
{
return actors.OrderBy( a => (a.CenterLocation - px).LengthSquared ).FirstOrDefault();
}
public static IEnumerable<Actor> FindUnitsInCircle(this World world, WPos a, WRange r)
{
return world.FindUnitsInCircle(PPos.FromWPos(a), r.Range * Game.CellSize / 1024);

View File

@@ -31,7 +31,7 @@ namespace OpenRA.Mods.RA.Activities
var buildings = self.Info.Traits.Get<MinelayerInfo>().RearmBuildings;
var rearmTarget = self.World.Actors.Where(a => self.Owner.Stances[a.Owner] == Stance.Ally
&& buildings.Contains(a.Info.Name))
.ClosestTo( self.CenterLocation );
.ClosestTo(self);
if (rearmTarget == null)
return new Wait(20);

View File

@@ -37,7 +37,7 @@ namespace OpenRA.Mods.RA.Air
var nearestHpad = self.World.ActorsWithTrait<Reservable>()
.Where(a => a.Actor.Owner == self.Owner && rearmBuildings.Contains(a.Actor.Info.Name))
.Select(a => a.Actor)
.ClosestTo(self.CenterLocation);
.ClosestTo(self);
if (nearestHpad == null)
return Util.SequenceActivities(new Turn(initialFacing), new HeliLand(true, 0), NextActivity);

View File

@@ -30,7 +30,7 @@ namespace OpenRA.Mods.RA.Air
.Where(a => rearmBuildings.Contains(a.Actor.Info.Name)
&& (!unreservedOnly || !Reservable.IsReserved(a.Actor)))
.Select(a => a.Actor)
.ClosestTo( self.CenterLocation );
.ClosestTo(self);
}
void Calculate(Actor self)

View File

@@ -29,7 +29,7 @@ namespace OpenRA.Mods.RA
.Where(a => a.IsInWorld && !a.IsDead())
.Where(a => a.GetDamageState() > DamageState.Undamaged)
.Where(a => attack.HasAnyValidWeapons(Target.FromActor(a)))
.ClosestTo( self.CenterLocation );
.ClosestTo(self);
if (target != null)
self.QueueActivity(attack.GetAttackActivity(self, Target.FromActor(target), false));

View File

@@ -127,7 +127,7 @@ namespace OpenRA.Mods.RA
.Where(a => a.AppearsHostileTo(self))
.Where(a => !a.HasTrait<AutoTargetIgnore>())
.Where(a => attack.HasAnyValidWeapons(Target.FromActor(a)))
.ClosestTo(self.CenterLocation);
.ClosestTo(self);
}
else
{
@@ -136,7 +136,7 @@ namespace OpenRA.Mods.RA
.Where(a => !a.HasTrait<AutoTargetIgnore>())
.Where(a => attack.HasAnyValidWeapons(Target.FromActor(a)))
.Where(a => self.Owner.Shroud.IsTargetable(a))
.ClosestTo(self.CenterLocation);
.ClosestTo(self);
}
}
}

View File

@@ -141,7 +141,7 @@ namespace OpenRA.Mods.RA
// TODO exclude other NeutralActor that arent permanent
Actor GetInRange(Actor self)
{
return CaptorsInRange(self).ClosestTo( self.CenterLocation );
return CaptorsInRange(self).ClosestTo(self);
}
int CountPlayersNear(Actor self, Player ignoreMe)