Add ActorInfo.HasTraitInfo<T>() requiring ITraitInfo types
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@@ -60,7 +60,7 @@ namespace OpenRA.Mods.Common.AI
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protected static bool CanAttackTarget(Actor a, Actor target)
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{
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if (!a.Info.Traits.Contains<AttackBaseInfo>())
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if (!a.Info.HasTraitInfo<AttackBaseInfo>())
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return false;
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var targetTypes = target.TraitsImplementing<ITargetable>().Where(Exts.IsTraitEnabled).SelectMany(t => t.TargetTypes);
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@@ -82,11 +82,11 @@ namespace OpenRA.Mods.Common.AI
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var u = squad.Units.Random(squad.Random);
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var units = squad.World.FindActorsInCircle(u.CenterPosition, WDist.FromCells(DangerRadius)).ToList();
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var ownBaseBuildingAround = units.Where(unit => unit.Owner == squad.Bot.Player && unit.Info.Traits.Contains<BuildingInfo>());
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var ownBaseBuildingAround = units.Where(unit => unit.Owner == squad.Bot.Player && unit.Info.HasTraitInfo<BuildingInfo>());
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if (ownBaseBuildingAround.Any())
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return false;
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var enemyAroundUnit = units.Where(unit => squad.Bot.Player.Stances[unit.Owner] == Stance.Enemy && unit.Info.Traits.Contains<AttackBaseInfo>());
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var enemyAroundUnit = units.Where(unit => squad.Bot.Player.Stances[unit.Owner] == Stance.Enemy && unit.Info.HasTraitInfo<AttackBaseInfo>());
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if (!enemyAroundUnit.Any())
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return false;
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