Run spell check over solution
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@@ -133,7 +133,7 @@ namespace OpenRA.Mods.Common.Activities
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var isLanded = dat <= aircraft.LandAltitude;
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// HACK: Prevent paused (for example, EMP'd) aircraft from taking off.
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// This is necessary until the TODOs in the IsCanceling block below are adressed.
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// This is necessary until the TODOs in the IsCanceling block below are addressed.
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if (isLanded && aircraft.IsTraitPaused)
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return false;
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@@ -236,7 +236,7 @@ namespace OpenRA.Mods.Common.Activities
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if (!isSlider)
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{
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// Using the turn rate, compute a hypothetical circle traced by a continuous turn.
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// If it contains the destination point, it's unreachable without more complex manuvering.
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// If it contains the destination point, it's unreachable without more complex maneuvering.
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var turnRadius = CalculateTurnRadius(aircraft.MovementSpeed, aircraft.TurnSpeed);
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// The current facing is a tangent of the minimal turn circle.
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@@ -54,7 +54,7 @@ namespace OpenRA.Mods.Common.Activities
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/// <summary>
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/// Called when the actor has entered the target actor.
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/// Actor will be be Killed/Disposed or they will enter/exit unharmed.
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/// Actor will be Killed/Disposed or they will enter/exit unharmed.
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/// Depends on either the EnterBehaviour of the actor or the requirements of an overriding function.
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/// </summary>
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protected virtual void OnEnterComplete(Actor self, Actor targetActor) { }
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@@ -193,7 +193,7 @@ namespace OpenRA.Mods.Common.Activities
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return PathGraph.PathCostForInvalidPath;
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// Add a cost modifier to harvestable cells to prefer resources that are closer to the refinery.
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// This reduces the tendancy for harvesters to move in straight lines
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// This reduces the tendency for harvesters to move in straight lines
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if (procPos.HasValue && harvInfo.ResourceRefineryDirectionPenalty > 0 && harv.CanHarvestCell(self, loc))
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{
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var pos = map.CenterOfCell(loc);
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@@ -121,7 +121,7 @@ namespace OpenRA.Mods.Common.Activities
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// HACK: If the activity is cancelled while we're on the host resupplying (or about to start resupplying),
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// move actor outside the resupplier footprint to prevent it from blocking other actors.
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// Additionally, if the host is no longer valid, make aircaft take off.
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// Additionally, if the host is no longer valid, make aircraft take off.
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if (isCloseEnough || isHostInvalid)
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OnResupplyEnding(self, isHostInvalid);
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@@ -79,7 +79,7 @@ namespace OpenRA.Mods.Common.Projectiles
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[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.")]
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public readonly InaccuracyType InaccuracyType = InaccuracyType.Absolute;
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[Desc("Inaccuracy override when sucessfully locked onto target. Defaults to Inaccuracy if negative.")]
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[Desc("Inaccuracy override when successfully locked onto target. Defaults to Inaccuracy if negative.")]
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public readonly WDist LockOnInaccuracy = new WDist(-1);
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[Desc("Probability of locking onto and following target.")]
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@@ -546,7 +546,7 @@ namespace OpenRA.Mods.Common.Projectiles
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// Attained height after ascent as predicted from upper part of incline surmounting manoeuvre
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var predAttHght = loopRadius * (1024 - WAngle.FromFacing(vFacing).Cos()) / 1024 - diffClfMslHgt;
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// Should the missile be slowed down in order to make it more manoeuverable
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// Should the missile be slowed down in order to make it more maneuverable
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var slowDown = info.Acceleration.Length != 0 // Possible to decelerate
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&& ((desiredVFacing != 0 // Lower part of incline surmounting manoeuvre
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@@ -42,7 +42,7 @@ namespace OpenRA.Mods.Common.Scripting
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}
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[ScriptActorPropertyActivity]
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[Desc("Queues a landing activity on the specififed actor.")]
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[Desc("Queues a landing activity on the specified actor.")]
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public void Land(Actor landOn)
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{
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Self.QueueActivity(new Land(Self, Target.FromActor(landOn)));
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@@ -129,7 +129,7 @@ namespace OpenRA.Mods.Common.SpriteLoaders
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}
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else if (png.EmbeddedData.ContainsKey("FrameAmount"))
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{
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// Otherwise, calculate the number of frames by splitting the image horizontaly by FrameAmount.
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// Otherwise, calculate the number of frames by splitting the image horizontally by FrameAmount.
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frameAmount = FieldLoader.GetValue<int>("FrameAmount", png.EmbeddedData["FrameAmount"]);
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frameSize = new Size(png.Width / frameAmount, png.Height);
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}
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@@ -156,7 +156,7 @@ namespace OpenRA.Mods.Common.Traits
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void INotifyMoving.MovementTypeChanged(Actor self, MovementType type)
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{
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// Recalculate the visiblity at our final stop position
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// Recalculate the visibility at our final stop position
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if (type == MovementType.None && self.IsInWorld)
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{
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var centerPosition = self.CenterPosition;
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@@ -78,7 +78,7 @@ namespace OpenRA.Mods.Common.Traits
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var br = world.Map.CellContaining(pos + delta);
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var checkFrozen = firedBy.FrozenActorLayer.FrozenActorsInRegion(new CellRegion(world.Map.Grid.Type, tl, br));
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// IsValid check filters out Frozen Actors that have not initizialized their Owner
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// IsValid check filters out Frozen Actors that have not initialized their Owner
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foreach (var scrutinized in checkFrozen)
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answer += consideration.GetAttractiveness(scrutinized, firedBy.RelationshipWith(scrutinized.Owner), firedBy);
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}
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@@ -163,7 +163,7 @@ namespace OpenRA.Mods.Common.Traits
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// If the MCV has to move first, we can't be sure it reaches the destination alive, so we only
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// update base and defense center if the MCV is deployed immediately (i.e. at game start).
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// TODO: This could be adressed via INotifyTransform.
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// TODO: This could be addressed via INotifyTransform.
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foreach (var n in notifyPositionsUpdated)
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{
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n.UpdatedBaseCenter(mcv.Location);
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@@ -34,7 +34,7 @@ namespace OpenRA.Mods.Common.Traits
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"Non-positive values will make it use Health.HP.")]
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public readonly int MaxHP = 0;
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[Desc("Is the condition irrevokable once it has been granted?")]
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[Desc("Is the condition irrevocable once it has been granted?")]
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public readonly bool GrantPermanently = false;
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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
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[NotificationReference("Sounds")]
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public readonly string CashTickDownNotification = null;
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[Desc("Monetery value of each resource type.", "Dictionary of [resource type]: [value per unit].")]
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[Desc("Monetary value of each resource type.", "Dictionary of [resource type]: [value per unit].")]
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public readonly Dictionary<string, int> ResourceValues = new Dictionary<string, int>();
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IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(MapPreview map)
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@@ -21,7 +21,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Number of pips to display how filled unit is.")]
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public readonly int PipCount = 0;
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[Desc("If non-zero, override the spacing between adjacing pips.")]
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[Desc("If non-zero, override the spacing between adjacent pips.")]
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public readonly int2 PipStride = int2.Zero;
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[Desc("Image that defines the pip sequences.")]
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@@ -38,7 +38,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly float[] PresetSaturations = { };
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[ActorReference]
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[Desc("Actor type to show in the color picker. This can be overriden for specific factions with FactionPreviewActors.")]
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[Desc("Actor type to show in the color picker. This can be overridden for specific factions with FactionPreviewActors.")]
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public readonly string PreviewActor = null;
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[SequenceReference(dictionaryReference: LintDictionaryReference.Values)]
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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if (locations.Any())
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yield return "[D2k]ResourceRenderer has been added.\n" +
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"You need to adjust the the field RenderTypes on trait [D2k]ResourceRenderer\n" +
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"You need to adjust the field RenderTypes on trait [D2k]ResourceRenderer\n" +
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"on the following actors:\n" +
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UpdateUtils.FormatMessageList(locations);
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@@ -30,8 +30,8 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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var message = "TurnToDock is now deprecated. The following actors had TurnToDock enabled:\n"
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+ UpdateUtils.FormatMessageList(turningAircraft.Select(n => n.Item1 + " (" + n.Item2 + ")"))
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+ "\n If you wish these units to keep their turning behaviour when docking with a host building" +
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"you will need to define a 'Facing' parameter on the 'Exit' trait of the host building. This change" +
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"does not affect the behaviour for landing on terrain which is governed by TurnToLand.";
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" you will need to define a 'Facing' parameter on the 'Exit' trait of the host building. This change" +
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" does not affect the behaviour for landing on terrain which is governed by TurnToLand.";
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if (turningAircraft.Any())
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yield return message;
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Warheads
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[Desc("Types of damage that this warhead causes. Leave empty for no damage types.")]
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public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
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[Desc("Damage percentage versus each armortype.")]
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[Desc("Damage percentage versus each armor type.")]
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public readonly Dictionary<string, int> Versus = new Dictionary<string, int>();
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public override bool IsValidAgainst(Actor victim, Actor firedBy)
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Warheads
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[Desc("Type of smudge to apply to terrain.")]
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public readonly HashSet<string> SmudgeType = new HashSet<string>();
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[Desc("Percentual chance the smudge is created.")]
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[Desc("Percentage chance the smudge is created.")]
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public readonly int Chance = 100;
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public override void DoImpact(in Target target, WarheadArgs args)
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@@ -208,7 +208,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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title: "Failed to save map",
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text: "See debug.log for details.",
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onConfirm: () => { },
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confirmText: "Ok");
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confirmText: "OK");
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}
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};
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}
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@@ -97,7 +97,7 @@ namespace OpenRA.Mods.Common
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// It falls where t = [(point - target) . (source - target)] / |source - target|^2
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// The normal DotProduct math would be (xDiff + yDiff) / dist, where dist = (target - source).LengthSquared;
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// But in order to avoid floating points, we do not divide here, but rather work with the large numbers as far as possible.
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// We then later divide by dist, only AFTER we have multiplied by the dotproduct.
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// We then later divide by dist, only AFTER we have multiplied by the dot product.
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var xDiff = ((long)point.X - lineEnd.X) * (lineStart.X - lineEnd.X);
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var yDiff = ((long)point.Y - lineEnd.Y) * (lineStart.Y - lineEnd.Y);
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var t = xDiff + yDiff;
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