Fixed: ProximityCaptureable now allows allies nearby
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@@ -58,23 +58,28 @@ namespace OpenRA.Mods.RA
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if (!Captured)
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{
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if (MustBeClear && playersNear != 1) return;
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var captor = GetInRange(self, OriginalOwner, Range);
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if (captor != null) ChangeOwnership(self, captor, OriginalOwner);
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if (captor != null)
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{
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if (MustBeClear && !IsClear(self, captor.Owner, Range, OriginalOwner)) return;
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ChangeOwnership(self, captor, OriginalOwner);
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}
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return;
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}
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// if the area must be clear, and there is more than 1 player nearby => return ownership to default
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if (MustBeClear && playersNear != 1)
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if (MustBeClear && !IsClear(self, Owner, Range, OriginalOwner))
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{
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// Revert Ownership
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ChangeOwnership(self, Owner, OriginalOwner);
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return;
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}
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// See if the 'temporary' owner still is in range
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else if (!IsStillInRange(self, self.Owner, Range))
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if (!IsStillInRange(self, self.Owner, Range))
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{
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// no.. So find a new one
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var captor = GetInRange(self, OriginalOwner, Range);
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@@ -132,6 +137,13 @@ namespace OpenRA.Mods.RA
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});
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}
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public static bool IsClear(Actor self, Player currentOwner, int range, Player originalOwner)
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{
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var unitsInRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
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return unitsInRange.Where(a => !a.Destroyed && a.IsInWorld && a != self && !a.Owner.NonCombatant && a.Owner != originalOwner).Where(a => a.Owner != currentOwner).All(a => (a.Owner.Stances[currentOwner] == Stance.Ally) && (currentOwner.Stances[a.Owner] == Stance.Ally));
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}
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// TODO exclude other NeutralActor that arent permanent
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public static bool IsStillInRange(Actor self, Player currentOwner, int range)
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{
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