Run spell check over solution

This commit is contained in:
RoosterDragon
2021-12-05 16:22:22 +00:00
committed by reaperrr
parent b3d290edd9
commit 727084c5fc
31 changed files with 34 additions and 34 deletions

View File

@@ -133,7 +133,7 @@ namespace OpenRA.Mods.Common.Activities
var isLanded = dat <= aircraft.LandAltitude;
// HACK: Prevent paused (for example, EMP'd) aircraft from taking off.
// This is necessary until the TODOs in the IsCanceling block below are adressed.
// This is necessary until the TODOs in the IsCanceling block below are addressed.
if (isLanded && aircraft.IsTraitPaused)
return false;
@@ -236,7 +236,7 @@ namespace OpenRA.Mods.Common.Activities
if (!isSlider)
{
// Using the turn rate, compute a hypothetical circle traced by a continuous turn.
// If it contains the destination point, it's unreachable without more complex manuvering.
// If it contains the destination point, it's unreachable without more complex maneuvering.
var turnRadius = CalculateTurnRadius(aircraft.MovementSpeed, aircraft.TurnSpeed);
// The current facing is a tangent of the minimal turn circle.

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@@ -54,7 +54,7 @@ namespace OpenRA.Mods.Common.Activities
/// <summary>
/// Called when the actor has entered the target actor.
/// Actor will be be Killed/Disposed or they will enter/exit unharmed.
/// Actor will be Killed/Disposed or they will enter/exit unharmed.
/// Depends on either the EnterBehaviour of the actor or the requirements of an overriding function.
/// </summary>
protected virtual void OnEnterComplete(Actor self, Actor targetActor) { }

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@@ -193,7 +193,7 @@ namespace OpenRA.Mods.Common.Activities
return PathGraph.PathCostForInvalidPath;
// Add a cost modifier to harvestable cells to prefer resources that are closer to the refinery.
// This reduces the tendancy for harvesters to move in straight lines
// This reduces the tendency for harvesters to move in straight lines
if (procPos.HasValue && harvInfo.ResourceRefineryDirectionPenalty > 0 && harv.CanHarvestCell(self, loc))
{
var pos = map.CenterOfCell(loc);

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@@ -121,7 +121,7 @@ namespace OpenRA.Mods.Common.Activities
// HACK: If the activity is cancelled while we're on the host resupplying (or about to start resupplying),
// move actor outside the resupplier footprint to prevent it from blocking other actors.
// Additionally, if the host is no longer valid, make aircaft take off.
// Additionally, if the host is no longer valid, make aircraft take off.
if (isCloseEnough || isHostInvalid)
OnResupplyEnding(self, isHostInvalid);

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@@ -79,7 +79,7 @@ namespace OpenRA.Mods.Common.Projectiles
[Desc("Controls the way inaccuracy is calculated. Possible values are 'Maximum' - scale from 0 to max with range, 'PerCellIncrement' - scale from 0 with range and 'Absolute' - use set value regardless of range.")]
public readonly InaccuracyType InaccuracyType = InaccuracyType.Absolute;
[Desc("Inaccuracy override when sucessfully locked onto target. Defaults to Inaccuracy if negative.")]
[Desc("Inaccuracy override when successfully locked onto target. Defaults to Inaccuracy if negative.")]
public readonly WDist LockOnInaccuracy = new WDist(-1);
[Desc("Probability of locking onto and following target.")]
@@ -546,7 +546,7 @@ namespace OpenRA.Mods.Common.Projectiles
// Attained height after ascent as predicted from upper part of incline surmounting manoeuvre
var predAttHght = loopRadius * (1024 - WAngle.FromFacing(vFacing).Cos()) / 1024 - diffClfMslHgt;
// Should the missile be slowed down in order to make it more manoeuverable
// Should the missile be slowed down in order to make it more maneuverable
var slowDown = info.Acceleration.Length != 0 // Possible to decelerate
&& ((desiredVFacing != 0 // Lower part of incline surmounting manoeuvre

View File

@@ -42,7 +42,7 @@ namespace OpenRA.Mods.Common.Scripting
}
[ScriptActorPropertyActivity]
[Desc("Queues a landing activity on the specififed actor.")]
[Desc("Queues a landing activity on the specified actor.")]
public void Land(Actor landOn)
{
Self.QueueActivity(new Land(Self, Target.FromActor(landOn)));

View File

@@ -129,7 +129,7 @@ namespace OpenRA.Mods.Common.SpriteLoaders
}
else if (png.EmbeddedData.ContainsKey("FrameAmount"))
{
// Otherwise, calculate the number of frames by splitting the image horizontaly by FrameAmount.
// Otherwise, calculate the number of frames by splitting the image horizontally by FrameAmount.
frameAmount = FieldLoader.GetValue<int>("FrameAmount", png.EmbeddedData["FrameAmount"]);
frameSize = new Size(png.Width / frameAmount, png.Height);
}

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@@ -156,7 +156,7 @@ namespace OpenRA.Mods.Common.Traits
void INotifyMoving.MovementTypeChanged(Actor self, MovementType type)
{
// Recalculate the visiblity at our final stop position
// Recalculate the visibility at our final stop position
if (type == MovementType.None && self.IsInWorld)
{
var centerPosition = self.CenterPosition;

View File

@@ -78,7 +78,7 @@ namespace OpenRA.Mods.Common.Traits
var br = world.Map.CellContaining(pos + delta);
var checkFrozen = firedBy.FrozenActorLayer.FrozenActorsInRegion(new CellRegion(world.Map.Grid.Type, tl, br));
// IsValid check filters out Frozen Actors that have not initizialized their Owner
// IsValid check filters out Frozen Actors that have not initialized their Owner
foreach (var scrutinized in checkFrozen)
answer += consideration.GetAttractiveness(scrutinized, firedBy.RelationshipWith(scrutinized.Owner), firedBy);
}

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@@ -163,7 +163,7 @@ namespace OpenRA.Mods.Common.Traits
// If the MCV has to move first, we can't be sure it reaches the destination alive, so we only
// update base and defense center if the MCV is deployed immediately (i.e. at game start).
// TODO: This could be adressed via INotifyTransform.
// TODO: This could be addressed via INotifyTransform.
foreach (var n in notifyPositionsUpdated)
{
n.UpdatedBaseCenter(mcv.Location);

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@@ -34,7 +34,7 @@ namespace OpenRA.Mods.Common.Traits
"Non-positive values will make it use Health.HP.")]
public readonly int MaxHP = 0;
[Desc("Is the condition irrevokable once it has been granted?")]
[Desc("Is the condition irrevocable once it has been granted?")]
public readonly bool GrantPermanently = false;
public override object Create(ActorInitializer init) { return new GrantConditionOnHealth(init.Self, this); }

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@@ -53,7 +53,7 @@ namespace OpenRA.Mods.Common.Traits
[NotificationReference("Sounds")]
public readonly string CashTickDownNotification = null;
[Desc("Monetery value of each resource type.", "Dictionary of [resource type]: [value per unit].")]
[Desc("Monetary value of each resource type.", "Dictionary of [resource type]: [value per unit].")]
public readonly Dictionary<string, int> ResourceValues = new Dictionary<string, int>();
IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(MapPreview map)

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@@ -21,7 +21,7 @@ namespace OpenRA.Mods.Common.Traits.Render
[Desc("Number of pips to display how filled unit is.")]
public readonly int PipCount = 0;
[Desc("If non-zero, override the spacing between adjacing pips.")]
[Desc("If non-zero, override the spacing between adjacent pips.")]
public readonly int2 PipStride = int2.Zero;
[Desc("Image that defines the pip sequences.")]

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@@ -38,7 +38,7 @@ namespace OpenRA.Mods.Common.Traits
public readonly float[] PresetSaturations = { };
[ActorReference]
[Desc("Actor type to show in the color picker. This can be overriden for specific factions with FactionPreviewActors.")]
[Desc("Actor type to show in the color picker. This can be overridden for specific factions with FactionPreviewActors.")]
public readonly string PreviewActor = null;
[SequenceReference(dictionaryReference: LintDictionaryReference.Values)]

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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
{
if (locations.Any())
yield return "[D2k]ResourceRenderer has been added.\n" +
"You need to adjust the the field RenderTypes on trait [D2k]ResourceRenderer\n" +
"You need to adjust the field RenderTypes on trait [D2k]ResourceRenderer\n" +
"on the following actors:\n" +
UpdateUtils.FormatMessageList(locations);

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@@ -30,8 +30,8 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
var message = "TurnToDock is now deprecated. The following actors had TurnToDock enabled:\n"
+ UpdateUtils.FormatMessageList(turningAircraft.Select(n => n.Item1 + " (" + n.Item2 + ")"))
+ "\n If you wish these units to keep their turning behaviour when docking with a host building" +
"you will need to define a 'Facing' parameter on the 'Exit' trait of the host building. This change" +
"does not affect the behaviour for landing on terrain which is governed by TurnToLand.";
" you will need to define a 'Facing' parameter on the 'Exit' trait of the host building. This change" +
" does not affect the behaviour for landing on terrain which is governed by TurnToLand.";
if (turningAircraft.Any())
yield return message;

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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Warheads
[Desc("Types of damage that this warhead causes. Leave empty for no damage types.")]
public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
[Desc("Damage percentage versus each armortype.")]
[Desc("Damage percentage versus each armor type.")]
public readonly Dictionary<string, int> Versus = new Dictionary<string, int>();
public override bool IsValidAgainst(Actor victim, Actor firedBy)

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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Warheads
[Desc("Type of smudge to apply to terrain.")]
public readonly HashSet<string> SmudgeType = new HashSet<string>();
[Desc("Percentual chance the smudge is created.")]
[Desc("Percentage chance the smudge is created.")]
public readonly int Chance = 100;
public override void DoImpact(in Target target, WarheadArgs args)

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@@ -208,7 +208,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
title: "Failed to save map",
text: "See debug.log for details.",
onConfirm: () => { },
confirmText: "Ok");
confirmText: "OK");
}
};
}

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@@ -97,7 +97,7 @@ namespace OpenRA.Mods.Common
// It falls where t = [(point - target) . (source - target)] / |source - target|^2
// The normal DotProduct math would be (xDiff + yDiff) / dist, where dist = (target - source).LengthSquared;
// But in order to avoid floating points, we do not divide here, but rather work with the large numbers as far as possible.
// We then later divide by dist, only AFTER we have multiplied by the dotproduct.
// We then later divide by dist, only AFTER we have multiplied by the dot product.
var xDiff = ((long)point.X - lineEnd.X) * (lineStart.X - lineEnd.X);
var yDiff = ((long)point.Y - lineEnd.Y) * (lineStart.Y - lineEnd.Y);
var t = xDiff + yDiff;