Remove redundant BuildingInfluence checks.

Buildings are already excluded by the ActorMap checks.
This commit is contained in:
Paul Chote
2020-10-07 17:46:49 +01:00
committed by Matthias Mailänder
parent 63d597e4ad
commit 5e032edd28
3 changed files with 1 additions and 8 deletions

View File

@@ -187,9 +187,6 @@ namespace OpenRA.Mods.Common.Traits
if (!LandableTerrainTypes.Contains(type)) if (!LandableTerrainTypes.Contains(type))
return false; return false;
if (world.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(cell) != null)
return false;
if (check == BlockedByActor.None) if (check == BlockedByActor.None)
return true; return true;

View File

@@ -63,9 +63,6 @@ namespace OpenRA.Mods.Common.Traits
if (!CanExistInCell(world, cell)) if (!CanExistInCell(world, cell))
return SubCell.Invalid; return SubCell.Invalid;
if (world.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(cell) != null)
return SubCell.Invalid;
if (check == BlockedByActor.None) if (check == BlockedByActor.None)
return SubCell.FullCell; return SubCell.FullCell;

View File

@@ -180,8 +180,7 @@ namespace OpenRA.Mods.Common.Traits
continue; continue;
// Don't drop on any actors // Don't drop on any actors
if (self.World.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(p) != null if (self.World.ActorMap.GetActorsAt(p).Any())
|| self.World.ActorMap.GetActorsAt(p).Any())
continue; continue;
return p; return p;