Rename FindUnitsInCircle -> FindActorsInCircle.
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@@ -168,7 +168,7 @@ namespace OpenRA.Mods.RA.AI
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if (owner.IsEmpty) return false;
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var u = owner.units.Random(owner.random);
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var units = owner.world.FindUnitsInCircle(u.CenterPosition, WRange.FromCells(dangerRadius)).ToList();
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var units = owner.world.FindActorsInCircle(u.CenterPosition, WRange.FromCells(dangerRadius)).ToList();
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var ownBaseBuildingAround = units.Where(unit => unit.Owner == owner.bot.p && unit.HasTrait<Building>()).ToList();
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if (ownBaseBuildingAround.Count > 0) return false;
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@@ -325,7 +325,7 @@ namespace OpenRA.Mods.RA.AI
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protected static bool NearToPosSafely(Squad owner, WPos loc, out Actor detectedEnemyTarget)
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{
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detectedEnemyTarget = null;
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var unitsAroundPos = owner.world.FindUnitsInCircle(loc, WRange.FromCells(dangerRadius))
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var unitsAroundPos = owner.world.FindActorsInCircle(loc, WRange.FromCells(dangerRadius))
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.Where(unit => owner.bot.p.Stances[unit.Owner] == Stance.Enemy).ToList();
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int missileUnitsCount = 0;
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@@ -509,7 +509,7 @@ namespace OpenRA.Mods.RA.AI
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owner.Target = t;
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}
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var enemyUnits = owner.world.FindUnitsInCircle(owner.Target.CenterPosition, WRange.FromCells(10))
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var enemyUnits = owner.world.FindActorsInCircle(owner.Target.CenterPosition, WRange.FromCells(10))
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.Where(unit => owner.bot.p.Stances[unit.Owner] == Stance.Enemy).ToList();
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if (enemyUnits.Any())
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@@ -554,7 +554,7 @@ namespace OpenRA.Mods.RA.AI
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Actor leader = owner.units.ClosestTo(owner.Target.CenterPosition);
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if (leader == null)
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return;
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var ownUnits = owner.world.FindUnitsInCircle(leader.CenterPosition, WRange.FromCells(owner.units.Count) / 3)
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var ownUnits = owner.world.FindActorsInCircle(leader.CenterPosition, WRange.FromCells(owner.units.Count) / 3)
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.Where(a => a.Owner == owner.units.FirstOrDefault().Owner && owner.units.Contains(a)).ToList();
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if (ownUnits.Count < owner.units.Count)
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{
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@@ -564,7 +564,7 @@ namespace OpenRA.Mods.RA.AI
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}
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else
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{
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var enemys = owner.world.FindUnitsInCircle(leader.CenterPosition, WRange.FromCells(12))
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var enemys = owner.world.FindActorsInCircle(leader.CenterPosition, WRange.FromCells(12))
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.Where(a1 => !a1.Destroyed && !a1.IsDead()).ToList();
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var enemynearby = enemys.Where(a1 => a1.HasTrait<ITargetable>() && leader.Owner.Stances[a1.Owner] == Stance.Enemy).ToList();
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if (enemynearby.Any())
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@@ -1037,7 +1037,7 @@ namespace OpenRA.Mods.RA.AI
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internal Actor FindClosestEnemy(WPos pos, WRange radius)
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{
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var enemyUnits = world.FindUnitsInCircle(pos, radius)
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var enemyUnits = world.FindActorsInCircle(pos, radius)
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.Where(unit => p.Stances[unit.Owner] == Stance.Enemy &&
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!unit.HasTrait<Husk>() && unit.HasTrait<ITargetable>()).ToList();
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@@ -1194,7 +1194,7 @@ namespace OpenRA.Mods.RA.AI
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if (!allEnemyBaseBuilder.Any() || (ownUnits.Count < Info.SquadSize)) return;
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foreach (var b in allEnemyBaseBuilder)
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{
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var enemys = world.FindUnitsInCircle(b.CenterPosition, WRange.FromCells(15))
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var enemys = world.FindActorsInCircle(b.CenterPosition, WRange.FromCells(15))
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.Where(unit => p.Stances[unit.Owner] == Stance.Enemy && unit.HasTrait<AttackBase>()).ToList();
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rushFuzzy.CalculateFuzzy(ownUnits, enemys);
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@@ -1223,7 +1223,7 @@ namespace OpenRA.Mods.RA.AI
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protectSq.Target = attacker;
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if (protectSq.IsEmpty)
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{
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var ownUnits = world.FindUnitsInCircle(baseCenter.CenterPosition, WRange.FromCells(15))
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var ownUnits = world.FindActorsInCircle(baseCenter.CenterPosition, WRange.FromCells(15))
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.Where(unit => unit.Owner == p && !unit.HasTrait<Building>()
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&& unit.HasTrait<AttackBase>()).ToList();
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foreach (var a in ownUnits)
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@@ -1340,7 +1340,7 @@ namespace OpenRA.Mods.RA.AI
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for (int j = 0; j < y; j += radiusOfPower * 2)
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{
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CPos pos = new CPos(i, j);
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var targets = world.FindUnitsInCircle(pos.CenterPosition, WRange.FromCells(radiusOfPower)).ToList();
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var targets = world.FindActorsInCircle(pos.CenterPosition, WRange.FromCells(radiusOfPower)).ToList();
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var enemys = targets.Where(unit => p.Stances[unit.Owner] == Stance.Enemy).ToList();
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var ally = targets.Where(unit => p.Stances[unit.Owner] == Stance.Ally || unit.Owner == p).ToList();
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