Merge pull request #9379 from atlimit8/DanglingActorInfoTraitsContains
Changed missed ActorInfo.Traits.Contains => ActorInfo.HasTraitInfo
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@@ -254,9 +254,9 @@ namespace OpenRA.Scripting
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static readonly object[] NoArguments = new object[0];
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Type[] FilterActorCommands(ActorInfo ai)
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{
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var method = typeof(TypeDictionary).GetMethod("Contains");
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var method = typeof(ActorInfo).GetMethod("HasTraitInfo");
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return knownActorCommands.Where(c => ExtractRequiredTypes(c)
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.All(t => (bool)method.MakeGenericMethod(t).Invoke(ai.Traits, NoArguments)))
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.All(t => (bool)method.MakeGenericMethod(t).Invoke(ai, NoArguments)))
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.ToArray();
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}
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@@ -141,9 +141,9 @@ namespace OpenRA.Mods.Common.AI
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// HACK: HACK HACK HACK
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// TODO: Derive this from BuildingCommonNames instead
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var type = BuildingType.Building;
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if (world.Map.Rules.Actors[currentBuilding.Item].Traits.Contains<AttackBaseInfo>())
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if (world.Map.Rules.Actors[currentBuilding.Item].HasTraitInfo<AttackBaseInfo>())
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type = BuildingType.Defense;
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else if (world.Map.Rules.Actors[currentBuilding.Item].Traits.Contains<RefineryInfo>())
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else if (world.Map.Rules.Actors[currentBuilding.Item].HasTraitInfo<RefineryInfo>())
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type = BuildingType.Refinery;
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var location = ai.ChooseBuildLocation(currentBuilding.Item, true, type);
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