Rename FindUnitsInCircle -> FindActorsInCircle.
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@@ -55,7 +55,7 @@ namespace OpenRA
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return actors.OrderBy(a => (a.CenterPosition - pos).LengthSquared).FirstOrDefault();
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}
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public static IEnumerable<Actor> FindUnitsInCircle(this World world, WPos origin, WRange r)
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public static IEnumerable<Actor> FindActorsInCircle(this World world, WPos origin, WRange r)
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{
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using (new PerfSample("FindUnitsInCircle"))
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{
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@@ -1,4 +1,4 @@
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#region Copyright & License Information
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#region Copyright & License Information
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/*
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* Copyright 2007-2012 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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@@ -148,7 +148,7 @@ namespace OpenRA.Mods.Cnc.Missions
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IEnumerable<Actor> UnitsNearActor(Actor actor, int range)
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{
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return world.FindUnitsInCircle(actor.CenterPosition, WRange.FromCells(range))
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return world.FindActorsInCircle(actor.CenterPosition, WRange.FromCells(range))
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.Where(a => a.IsInWorld && a != world.WorldActor && !a.Destroyed && a.HasTrait<IMove>() && !a.Owner.NonCombatant);
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}
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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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@@ -56,7 +56,7 @@ namespace OpenRA.Mods.RA.Activities
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// TODO: calculate weapons ranges of units and factor those in instead of hard-coding 8.
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var path = self.World.WorldActor.Trait<PathFinder>().FindPath(
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PathSearch.Search(self.World, mobileInfo, self, true)
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.WithCustomCost(loc => self.World.FindUnitsInCircle(loc.CenterPosition, WRange.FromCells(8))
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.WithCustomCost(loc => self.World.FindActorsInCircle(loc.CenterPosition, WRange.FromCells(8))
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.Where (u => !u.Destroyed && self.Owner.Stances[u.Owner] == Stance.Enemy)
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.Sum(u => Math.Max(0, 64 - (loc - u.Location).LengthSquared)))
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.WithHeuristic(loc =>
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@@ -114,7 +114,7 @@ namespace OpenRA.Mods.RA.Air
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if (Altitude <= 0) return;
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var separation = new WRange(Info.IdealSeparation * 1024 / Game.CellSize);
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var otherHelis = self.World.FindUnitsInCircle(self.CenterPosition, separation)
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var otherHelis = self.World.FindActorsInCircle(self.CenterPosition, separation)
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.Where(a => a.HasTrait<Helicopter>());
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var f = otherHelis
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@@ -22,7 +22,7 @@ namespace OpenRA.Mods.RA
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public void TickIdle(Actor self)
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{
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var attack = self.Trait<AttackBase>();
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var inRange = self.World.FindUnitsInCircle(self.CenterPosition, attack.GetMaximumRange());
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var inRange = self.World.FindActorsInCircle(self.CenterPosition, attack.GetMaximumRange());
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var target = inRange
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.Where(a => a != self && a.AppearsFriendlyTo(self))
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@@ -119,7 +119,7 @@ namespace OpenRA.Mods.RA
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Actor ChooseTarget(Actor self, WRange range)
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{
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nextScanTime = self.World.SharedRandom.Next(Info.MinimumScanTimeInterval, Info.MaximumScanTimeInterval);
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var inRange = self.World.FindUnitsInCircle(self.CenterPosition, range);
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var inRange = self.World.FindActorsInCircle(self.CenterPosition, range);
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if (self.Owner.HasFogVisibility())
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{
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@@ -106,7 +106,7 @@ namespace OpenRA.Mods.RA
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{
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var maxSpread = warhead.Spread * (float)Math.Log(Math.Abs(warhead.Damage), 2);
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var range = new WRange((int)maxSpread * 1024 / Game.CellSize);
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var hitActors = world.FindUnitsInCircle(args.dest.ToWPos(0), range);
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var hitActors = world.FindActorsInCircle(args.dest.ToWPos(0), range);
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foreach (var victim in hitActors)
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{
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.RA.Missions
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{
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public static IEnumerable<Actor> FindAliveCombatantActorsInCircle(this World world, WPos location, WRange range)
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{
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return world.FindUnitsInCircle(location, range)
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return world.FindActorsInCircle(location, range)
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.Where(u => u.IsInWorld && u != world.WorldActor && !u.IsDead() && !u.Owner.NonCombatant);
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}
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@@ -38,7 +38,7 @@ namespace OpenRA.Mods.RA.Missions
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public static IEnumerable<Actor> FindAliveNonCombatantActorsInCircle(this World world, WPos location, WRange range)
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{
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return world.FindUnitsInCircle(location, range)
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return world.FindActorsInCircle(location, range)
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.Where(u => u.IsInWorld && u != world.WorldActor && !u.IsDead() && u.Owner.NonCombatant);
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}
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@@ -109,7 +109,7 @@ namespace OpenRA.Mods.RA
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IEnumerable<Actor> UnitsInRange()
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{
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return Self.World.FindUnitsInCircle(Self.CenterPosition, WRange.FromCells(Info.Range))
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return Self.World.FindActorsInCircle(Self.CenterPosition, WRange.FromCells(Info.Range))
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.Where(a => a.IsInWorld && a != Self && !a.Destroyed)
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.Where(a => !a.Owner.NonCombatant);
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}
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