.Any(), .Count() -> .Count or .Length
This commit is contained in:
committed by
atlimit8
parent
6eb4fe8980
commit
79f321cb44
@@ -255,7 +255,7 @@ namespace OpenRA.Mods.Common.Traits
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// Require at least one refinery, unless we can't build it.
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public bool HasAdequateRefineryCount =>
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!Info.RefineryTypes.Any() ||
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Info.RefineryTypes.Count == 0 ||
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AIUtils.CountBuildingByCommonName(Info.RefineryTypes, player) >= MinimumRefineryCount ||
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AIUtils.CountBuildingByCommonName(Info.PowerTypes, player) == 0 ||
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AIUtils.CountBuildingByCommonName(Info.ConstructionYardTypes, player) == 0;
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@@ -50,7 +50,7 @@ namespace OpenRA.Mods.Common.Traits
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this.category = category;
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failRetryTicks = baseBuilder.Info.StructureProductionResumeDelay;
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minimumExcessPower = baseBuilder.Info.MinimumExcessPower;
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if (!baseBuilder.Info.NavalProductionTypes.Any())
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if (baseBuilder.Info.NavalProductionTypes.Count == 0)
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waterState = WaterCheck.DontCheck;
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}
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@@ -98,7 +98,7 @@ namespace OpenRA.Mods.Common.Traits
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return;
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playerBuildings = world.ActorsHavingTrait<Building>().Where(a => a.Owner == player).ToArray();
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var excessPowerBonus = baseBuilder.Info.ExcessPowerIncrement * (playerBuildings.Count() / baseBuilder.Info.ExcessPowerIncreaseThreshold.Clamp(1, int.MaxValue));
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var excessPowerBonus = baseBuilder.Info.ExcessPowerIncrement * (playerBuildings.Length / baseBuilder.Info.ExcessPowerIncreaseThreshold.Clamp(1, int.MaxValue));
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minimumExcessPower = (baseBuilder.Info.MinimumExcessPower + excessPowerBonus).Clamp(baseBuilder.Info.MinimumExcessPower, baseBuilder.Info.MaximumExcessPower);
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var active = false;
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@@ -115,7 +115,7 @@ namespace OpenRA.Mods.Common.Traits
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void QueueCaptureOrders(IBot bot)
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{
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if (!Info.CapturingActorTypes.Any() || player.WinState != WinState.Undefined)
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if (Info.CapturingActorTypes.Count == 0 || player.WinState != WinState.Undefined)
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return;
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activeCapturers.RemoveAll(unitCannotBeOrderedOrIsIdle);
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@@ -151,7 +151,7 @@ namespace OpenRA.Mods.Common.Traits
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.OrderByDescending(target => target.GetSellValue())
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.Take(maximumCaptureTargetOptions);
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if (Info.CapturableActorTypes.Any())
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if (Info.CapturableActorTypes.Count > 0)
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capturableTargetOptions = capturableTargetOptions.Where(target => Info.CapturableActorTypes.Contains(target.Info.Name.ToLowerInvariant()));
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if (!capturableTargetOptions.Any())
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@@ -127,7 +127,7 @@ namespace OpenRA.Mods.Common.Traits
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// Less harvesters than refineries - build a new harvester
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var unitBuilder = requestUnitProduction.FirstOrDefault(Exts.IsTraitEnabled);
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if (unitBuilder != null && Info.HarvesterTypes.Any())
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if (unitBuilder != null && Info.HarvesterTypes.Count > 0)
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{
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var harvInfo = AIUtils.GetInfoByCommonName(Info.HarvesterTypes, player);
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var harvCountTooLow = AIUtils.CountActorByCommonName(Info.HarvesterTypes, player) < AIUtils.CountBuildingByCommonName(Info.RefineryTypes, player);
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@@ -317,7 +317,7 @@ namespace OpenRA.Mods.Common.Traits
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.Where(unit => unit.IsIdle && unit.Info.HasTraitInfo<AttackBaseInfo>()
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&& !Info.AirUnitsTypes.Contains(unit.Info.Name) && !Info.NavalUnitsTypes.Contains(unit.Info.Name) && !Info.ExcludeFromSquadsTypes.Contains(unit.Info.Name)).ToList();
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if (!allEnemyBaseBuilder.Any() || ownUnits.Count < Info.SquadSize)
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if (allEnemyBaseBuilder.Count == 0 || ownUnits.Count < Info.SquadSize)
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return;
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foreach (var b in allEnemyBaseBuilder)
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@@ -328,7 +328,7 @@ namespace OpenRA.Mods.Common.Traits
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if (AttackOrFleeFuzzy.Rush.CanAttack(ownUnits, enemies))
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{
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var target = enemies.Any() ? enemies.Random(World.LocalRandom) : b;
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var target = enemies.Count > 0 ? enemies.Random(World.LocalRandom) : b;
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var rush = GetSquadOfType(SquadType.Rush);
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if (rush == null)
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rush = RegisterNewSquad(bot, SquadType.Rush, target);
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@@ -68,7 +68,7 @@ namespace OpenRA.Mods.Common.Traits.BotModules.Squads
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FuzzyStateMachine.Update(this);
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}
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public bool IsValid => Units.Any();
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public bool IsValid => Units.Count > 0;
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public Actor TargetActor
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{
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@@ -97,7 +97,7 @@ namespace OpenRA.Mods.Common.Traits.BotModules.Squads
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var unitsAroundPos = owner.World.FindActorsInCircle(loc, WDist.FromCells(dangerRadius))
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.Where(owner.SquadManager.IsPreferredEnemyUnit).ToList();
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if (!unitsAroundPos.Any())
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if (unitsAroundPos.Count == 0)
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return true;
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if (CountAntiAirUnits(unitsAroundPos) * MissileUnitMultiplier < owner.Units.Count)
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