.Any(), .Count() -> .Count or .Length

This commit is contained in:
Eduardo Cáceres
2022-05-02 13:05:22 +02:00
committed by atlimit8
parent 6eb4fe8980
commit 79f321cb44
138 changed files with 233 additions and 258 deletions

View File

@@ -50,7 +50,7 @@ namespace OpenRA.Mods.Common.Traits
this.category = category;
failRetryTicks = baseBuilder.Info.StructureProductionResumeDelay;
minimumExcessPower = baseBuilder.Info.MinimumExcessPower;
if (!baseBuilder.Info.NavalProductionTypes.Any())
if (baseBuilder.Info.NavalProductionTypes.Count == 0)
waterState = WaterCheck.DontCheck;
}
@@ -98,7 +98,7 @@ namespace OpenRA.Mods.Common.Traits
return;
playerBuildings = world.ActorsHavingTrait<Building>().Where(a => a.Owner == player).ToArray();
var excessPowerBonus = baseBuilder.Info.ExcessPowerIncrement * (playerBuildings.Count() / baseBuilder.Info.ExcessPowerIncreaseThreshold.Clamp(1, int.MaxValue));
var excessPowerBonus = baseBuilder.Info.ExcessPowerIncrement * (playerBuildings.Length / baseBuilder.Info.ExcessPowerIncreaseThreshold.Clamp(1, int.MaxValue));
minimumExcessPower = (baseBuilder.Info.MinimumExcessPower + excessPowerBonus).Clamp(baseBuilder.Info.MinimumExcessPower, baseBuilder.Info.MaximumExcessPower);
var active = false;