Rename FindUnitsInCircle -> FindActorsInCircle.

This commit is contained in:
Paul Chote
2013-07-20 13:54:11 +12:00
parent e6865c5996
commit 800acdbdf2
10 changed files with 20 additions and 20 deletions

View File

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