Fix for SquadManagerBotModule
Aircraft and ships are immediately assigned a squad, so adding them to `unitsHangingAroundTheBase` is bogus.
This commit is contained in:
@@ -257,8 +257,6 @@ namespace OpenRA.Mods.Common.Traits
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foreach (var a in newUnits)
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foreach (var a in newUnits)
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{
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{
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unitsHangingAroundTheBase.Add(a);
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if (a.Info.HasTraitInfo<AircraftInfo>() && a.Info.HasTraitInfo<AttackBaseInfo>())
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if (a.Info.HasTraitInfo<AircraftInfo>() && a.Info.HasTraitInfo<AttackBaseInfo>())
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{
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{
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var air = GetSquadOfType(SquadType.Air);
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var air = GetSquadOfType(SquadType.Air);
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@@ -275,6 +273,8 @@ namespace OpenRA.Mods.Common.Traits
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ships.Units.Add(a);
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ships.Units.Add(a);
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}
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}
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else
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unitsHangingAroundTheBase.Add(a);
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activeUnits.Add(a);
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activeUnits.Add(a);
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}
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}
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@@ -295,8 +295,7 @@ namespace OpenRA.Mods.Common.Traits
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var attackForce = RegisterNewSquad(bot, SquadType.Assault);
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var attackForce = RegisterNewSquad(bot, SquadType.Assault);
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foreach (var a in unitsHangingAroundTheBase)
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foreach (var a in unitsHangingAroundTheBase)
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if (!a.Info.HasTraitInfo<AircraftInfo>() && !Info.NavalUnitsTypes.Contains(a.Info.Name))
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attackForce.Units.Add(a);
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attackForce.Units.Add(a);
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unitsHangingAroundTheBase.Clear();
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unitsHangingAroundTheBase.Clear();
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foreach (var n in notifyIdleBaseUnits)
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foreach (var n in notifyIdleBaseUnits)
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