added ref to World in UIM, PathFinder, WorldRenderer
This commit is contained in:
@@ -7,6 +7,7 @@ namespace OpenRa.Graphics
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{
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{
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public class WorldRenderer
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public class WorldRenderer
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{
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{
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readonly World world;
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internal readonly TerrainRenderer terrainRenderer;
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internal readonly TerrainRenderer terrainRenderer;
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internal readonly SpriteRenderer spriteRenderer;
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internal readonly SpriteRenderer spriteRenderer;
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internal readonly LineRenderer lineRenderer;
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internal readonly LineRenderer lineRenderer;
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@@ -18,6 +19,7 @@ namespace OpenRa.Graphics
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internal WorldRenderer(World world, Renderer renderer)
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internal WorldRenderer(World world, Renderer renderer)
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{
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{
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this.world = world;
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this.renderer = renderer;
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this.renderer = renderer;
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terrainRenderer = new TerrainRenderer(world, renderer);
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terrainRenderer = new TerrainRenderer(world, renderer);
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@@ -66,13 +68,13 @@ namespace OpenRa.Graphics
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new SizeF( Game.viewport.Width, Game.viewport.Height ));
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new SizeF( Game.viewport.Width, Game.viewport.Height ));
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/* todo: cull to screen again */
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/* todo: cull to screen again */
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var renderables = Game.world.Actors.SelectMany(a => a.Render())
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var renderables = world.Actors.SelectMany(a => a.Render())
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.OrderBy(r => r, comparer);
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.OrderBy(r => r, comparer);
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foreach (var r in renderables)
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foreach (var r in renderables)
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spriteRenderer.DrawSprite(r.Sprite, r.Pos, r.Palette);
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spriteRenderer.DrawSprite(r.Sprite, r.Pos, r.Palette);
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foreach (var e in Game.world.Effects)
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foreach (var e in world.Effects)
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DrawSpriteList(rect, e.Render());
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DrawSpriteList(rect, e.Render());
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uiOverlay.Draw();
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uiOverlay.Draw();
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@@ -84,7 +86,7 @@ namespace OpenRa.Graphics
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if (Game.controller.orderGenerator != null)
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if (Game.controller.orderGenerator != null)
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Game.controller.orderGenerator.Render();
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Game.controller.orderGenerator.Render();
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Game.world.LocalPlayer.Shroud.Draw(spriteRenderer);
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world.LocalPlayer.Shroud.Draw(spriteRenderer);
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lineRenderer.Flush();
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lineRenderer.Flush();
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spriteRenderer.Flush();
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spriteRenderer.Flush();
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@@ -104,7 +106,7 @@ namespace OpenRa.Graphics
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lineRenderer.DrawLine(a + b + c, a + c, Color.White, Color.White);
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lineRenderer.DrawLine(a + b + c, a + c, Color.White, Color.White);
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lineRenderer.DrawLine(a, a + c, Color.White, Color.White);
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lineRenderer.DrawLine(a, a + c, Color.White, Color.White);
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foreach (var u in Game.world.SelectActorsInBox(selbox.Value.First, selbox.Value.Second))
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foreach (var u in world.SelectActorsInBox(selbox.Value.First, selbox.Value.Second))
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DrawSelectionBox(u, Color.Yellow, false);
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DrawSelectionBox(u, Color.Yellow, false);
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}
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}
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@@ -133,7 +135,7 @@ namespace OpenRa.Graphics
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DrawControlGroup(selectedUnit, xy);
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DrawControlGroup(selectedUnit, xy);
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// Only display pips and tags to the owner
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// Only display pips and tags to the owner
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if (selectedUnit.Owner == Game.world.LocalPlayer)
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if (selectedUnit.Owner == world.LocalPlayer)
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{
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{
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DrawPips(selectedUnit, xY);
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DrawPips(selectedUnit, xY);
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DrawTags(selectedUnit, new float2(.5f * (bounds.Left + bounds.Right ), xy.Y));
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DrawTags(selectedUnit, new float2(.5f * (bounds.Left + bounds.Right ), xy.Y));
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@@ -10,10 +10,12 @@ namespace OpenRa
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{
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{
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public class PathFinder
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public class PathFinder
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{
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{
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readonly World world;
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float[][,] passableCost = new float[4][,];
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float[][,] passableCost = new float[4][,];
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public PathFinder( World world )
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public PathFinder( World world )
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{
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{
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this.world = world;
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for (var umt = UnitMovementType.Foot; umt <= UnitMovementType.Float; umt++)
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for (var umt = UnitMovementType.Foot; umt <= UnitMovementType.Float; umt++)
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passableCost[(int)umt] = new float[128, 128];
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passableCost[(int)umt] = new float[128, 128];
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for( int x = 0 ; x < 128 ; x++ )
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for( int x = 0 ; x < 128 ; x++ )
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@@ -41,8 +43,8 @@ namespace OpenRa
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{
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{
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using( new PerfSample( "find_unit_path_multiple_src" ) )
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using( new PerfSample( "find_unit_path_multiple_src" ) )
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{
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{
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var tilesInRange = Game.world.FindTilesInCircle(target, range)
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var tilesInRange = world.FindTilesInCircle(target, range)
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.Where( t => Game.world.IsCellBuildable( t, umt ) );
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.Where( t => world.IsCellBuildable( t, umt ) );
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var path = FindPath( PathSearch.FromPoints( tilesInRange, src, umt, false ).WithCustomBlocker(AvoidUnitsNear(src, 4)));
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var path = FindPath( PathSearch.FromPoints( tilesInRange, src, umt, false ).WithCustomBlocker(AvoidUnitsNear(src, 4)));
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path.Reverse();
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path.Reverse();
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@@ -55,7 +57,7 @@ namespace OpenRa
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return q =>
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return q =>
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p != q &&
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p != q &&
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((p - q).LengthSquared < dist * dist) &&
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((p - q).LengthSquared < dist * dist) &&
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(Game.world.UnitInfluence.GetUnitsAt(q).Any());
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(world.UnitInfluence.GetUnitsAt(q).Any());
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}
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}
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public List<int2> FindPath( PathSearch search )
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public List<int2> FindPath( PathSearch search )
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@@ -8,11 +8,13 @@ namespace OpenRa
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{
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{
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public class UnitInfluenceMap
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public class UnitInfluenceMap
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{
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{
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readonly World world;
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List<Actor>[,] influence = new List<Actor>[128, 128];
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List<Actor>[,] influence = new List<Actor>[128, 128];
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readonly int2 searchDistance = new int2(2,2);
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readonly int2 searchDistance = new int2(2,2);
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public UnitInfluenceMap( World world )
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public UnitInfluenceMap( World world )
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{
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{
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this.world = world;
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for (int i = 0; i < 128; i++)
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for (int i = 0; i < 128; i++)
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for (int j = 0; j < 128; j++)
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for (int j = 0; j < 128; j++)
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influence[ i, j ] = new List<Actor>();
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influence[ i, j ] = new List<Actor>();
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@@ -25,7 +27,7 @@ namespace OpenRa
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// Does this belong here? NO, but it's your mess.
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// Does this belong here? NO, but it's your mess.
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// Get the crushable actors
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// Get the crushable actors
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foreach (var a in Game.world.Actors.Where(b => b.traits.Contains<ICrushable>()))
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foreach (var a in world.Actors.Where(b => b.traits.Contains<ICrushable>()))
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{
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{
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// Are there any units in the same cell that can crush this?
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// Are there any units in the same cell that can crush this?
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foreach( var ios in a.traits.WithInterface<IOccupySpace>() )
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foreach( var ios in a.traits.WithInterface<IOccupySpace>() )
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@@ -33,7 +35,7 @@ namespace OpenRa
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{
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{
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// There should only be one (counterexample: An infantry and a tank try to pick up a crate at the same time.)
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// There should only be one (counterexample: An infantry and a tank try to pick up a crate at the same time.)
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// If there is more than one, do action on the first crusher
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// If there is more than one, do action on the first crusher
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var crusher = GetUnitsAt(cell).Where(b => a != b && Game.world.IsActorCrushableByActor(a, b)).FirstOrDefault();
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var crusher = GetUnitsAt(cell).Where(b => a != b && world.IsActorCrushableByActor(a, b)).FirstOrDefault();
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if (crusher != null)
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if (crusher != null)
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{
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{
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Log.Write("{0} crushes {1}", crusher.Info.Name, a.Info.Name);
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Log.Write("{0} crushes {1}", crusher.Info.Name, a.Info.Name);
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@@ -56,7 +58,7 @@ namespace OpenRa
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if (!a.traits.Get<IOccupySpace>().OccupiedCells().Contains( new int2( x, y ) ) )
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if (!a.traits.Get<IOccupySpace>().OccupiedCells().Contains( new int2( x, y ) ) )
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throw new InvalidOperationException( "UIM: Sanity check failed A" );
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throw new InvalidOperationException( "UIM: Sanity check failed A" );
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foreach( Actor a in Game.world.Actors )
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foreach( Actor a in world.Actors )
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foreach( var ios in a.traits.WithInterface<IOccupySpace>() )
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foreach( var ios in a.traits.WithInterface<IOccupySpace>() )
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foreach( var cell in ios.OccupiedCells() )
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foreach( var cell in ios.OccupiedCells() )
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if (!influence[cell.X, cell.Y].Contains(a))
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if (!influence[cell.X, cell.Y].Contains(a))
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