moved a query where it belongs
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@@ -243,20 +243,6 @@ namespace OpenRa.Game
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public static Random SharedRandom = new Random(0); /* for things that require sync */
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public static Random CosmeticRandom = new Random(); /* for things that are just fluff */
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public static int2? FindAdjacentTile(Actor a, UnitMovementType umt)
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{
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var tiles = Footprint.Tiles(a, a.traits.Get<Traits.Building>());
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var min = tiles.Aggregate(int2.Min) - new int2(1, 1);
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var max = tiles.Aggregate(int2.Max) + new int2(1, 1);
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for (var j = min.Y; j <= max.Y; j++)
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for (var i = min.X; i <= max.X; i++)
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if (IsCellBuildable(new int2(i, j), umt))
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return new int2(i, j);
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return null;
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}
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public static bool CanPlaceBuilding(BuildingInfo building, int2 xy, Actor toIgnore, bool adjust)
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{
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return !Footprint.Tiles(building, xy, adjust).Any(
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@@ -267,7 +253,7 @@ namespace OpenRa.Game
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public static bool IsCloseEnoughToBase(Player p, BuildingInfo bi, int2 position)
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{
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var maxDistance = bi.Adjacent + 2; /* real-ra is weird. this is 1 GAP. */
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var maxDistance = bi.Adjacent + 1;
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var search = new PathSearch()
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{
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@@ -1,4 +1,5 @@
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using OpenRa.Game.GameRules;
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using System.Linq;
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namespace OpenRa.Game.Traits
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{
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@@ -55,9 +56,23 @@ namespace OpenRa.Game.Traits
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{
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public ProductionSurround( Actor self ) : base( self ) { }
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static int2? FindAdjacentTile(Actor a, UnitMovementType umt)
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{
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var tiles = Footprint.Tiles(a, a.traits.Get<Traits.Building>());
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var min = tiles.Aggregate(int2.Min) - new int2(1, 1);
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var max = tiles.Aggregate(int2.Max) + new int2(1, 1);
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for (var j = min.Y; j <= max.Y; j++)
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for (var i = min.X; i <= max.X; i++)
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if (Game.IsCellBuildable(new int2(i, j), umt))
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return new int2(i, j);
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return null;
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}
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public override int2? CreationLocation( Actor self, UnitInfo producee )
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{
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return Game.FindAdjacentTile( self, producee.WaterBound ?
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return FindAdjacentTile( self, producee.WaterBound ?
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UnitMovementType.Float : UnitMovementType.Wheel); /* hackety hack */
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}
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