Use expression body syntax
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@@ -49,27 +49,15 @@ namespace OpenRA.Mods.Common.Scripting
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return FilteredObjects(actors, filter).ToArray();
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}
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// HACK: This api method abuses the coordinate system, and should be removed
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// in favour of proper actor queries. See #8549.
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[Desc("Returns the location of the top-left corner of the map (assuming zero terrain height).")]
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public WPos TopLeft
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{
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get
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{
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// HACK: This api method abuses the coordinate system, and should be removed
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// in favour of proper actor queries. See #8549.
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return Context.World.Map.ProjectedTopLeft;
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}
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}
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public WPos TopLeft => Context.World.Map.ProjectedTopLeft;
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// HACK: This api method abuses the coordinate system, and should be removed
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// in favour of proper actor queries. See #8549.
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[Desc("Returns the location of the bottom-right corner of the map (assuming zero terrain height).")]
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public WPos BottomRight
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{
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get
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{
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// HACK: This api method abuses the coordinate system, and should be removed
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// in favour of proper actor queries. See #8549.
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return Context.World.Map.ProjectedBottomRight;
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}
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}
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public WPos BottomRight => Context.World.Map.ProjectedBottomRight;
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[Desc("Returns a random cell inside the visible region of the map.")]
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public CPos RandomCell()
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@@ -109,10 +97,10 @@ namespace OpenRA.Mods.Common.Scripting
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}
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[Desc("Returns true if there is only one human player.")]
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public bool IsSinglePlayer { get { return Context.World.LobbyInfo.NonBotPlayers.Count() == 1; } }
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public bool IsSinglePlayer => Context.World.LobbyInfo.NonBotPlayers.Count() == 1;
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[Desc("Returns true if this is a shellmap and the player has paused animations.")]
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public bool IsPausedShellmap { get { return Context.World.Type == WorldType.Shellmap && gameSettings.PauseShellmap; } }
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public bool IsPausedShellmap => Context.World.Type == WorldType.Shellmap && gameSettings.PauseShellmap;
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[Desc("Returns the value of a `ScriptLobbyDropdown` selected in the game lobby.")]
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public LuaValue LobbyOption(string id)
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@@ -127,10 +115,10 @@ namespace OpenRA.Mods.Common.Scripting
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}
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[Desc("Returns a table of all the actors that were specified in the map file.")]
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public Actor[] NamedActors { get { return sma.Actors.Values.ToArray(); } }
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public Actor[] NamedActors => sma.Actors.Values.ToArray();
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[Desc("Returns the actor that was specified with a given name in " +
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"the map file (or nil, if the actor is dead or not found).")]
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"the map file (or nil, if the actor is dead or not found).")]
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public Actor NamedActor(string actorName)
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{
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if (!sma.Actors.TryGetValue(actorName, out var ret))
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@@ -155,6 +143,6 @@ namespace OpenRA.Mods.Common.Scripting
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}
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[Desc("Returns a table of all the actors that are currently on the map/in the world.")]
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public Actor[] ActorsInWorld { get { return world.Actors.ToArray(); } }
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public Actor[] ActorsInWorld => world.Actors.ToArray();
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}
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}
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