Fix CA1851, assume_method_enumerates_parameters = true
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@@ -239,9 +239,10 @@ namespace OpenRA.Mods.Common.Traits
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CPos ChooseRallyLocationNear(Actor producer)
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{
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var possibleRallyPoints = world.Map.FindTilesInCircle(producer.Location, Info.RallyPointScanRadius)
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.Where(c => IsRallyPointValid(c, producer.Info.TraitInfoOrDefault<BuildingInfo>()));
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.Where(c => IsRallyPointValid(c, producer.Info.TraitInfoOrDefault<BuildingInfo>()))
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.ToList();
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if (!possibleRallyPoints.Any())
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if (possibleRallyPoints.Count == 0)
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{
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AIUtils.BotDebug("{0} has no possible rallypoint near {1}", producer.Owner, producer.Location);
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return producer.Location;
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@@ -229,7 +229,7 @@ namespace OpenRA.Mods.Common.Traits
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ActorInfo ChooseBuildingToBuild(ProductionQueue queue)
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{
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var buildableThings = queue.BuildableItems();
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var buildableThings = queue.BuildableItems().ToList();
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// This gets used quite a bit, so let's cache it here
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var power = GetProducibleBuilding(baseBuilder.Info.PowerTypes, buildableThings,
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@@ -154,12 +154,13 @@ namespace OpenRA.Mods.Common.Traits
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if (Info.CapturableActorTypes.Count > 0)
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capturableTargetOptions = capturableTargetOptions.Where(target => Info.CapturableActorTypes.Contains(target.Info.Name.ToLowerInvariant()));
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if (!capturableTargetOptions.Any())
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var capturableTargetOptionsList = capturableTargetOptions.ToList();
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if (capturableTargetOptionsList.Count == 0)
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return;
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foreach (var capturer in capturers)
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{
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var targetActor = capturableTargetOptions.MinByOrDefault(target => (target.CenterPosition - capturer.Actor.CenterPosition).LengthSquared);
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var targetActor = capturableTargetOptionsList.MinByOrDefault(target => (target.CenterPosition - capturer.Actor.CenterPosition).LengthSquared);
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if (targetActor == null)
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continue;
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@@ -197,7 +197,7 @@ namespace OpenRA.Mods.Common.Traits
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internal Actor FindClosestEnemy(WPos pos)
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{
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var units = World.Actors.Where(IsPreferredEnemyUnit);
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var units = World.Actors.Where(IsPreferredEnemyUnit).ToList();
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return units.Where(IsNotHiddenUnit).ClosestTo(pos) ?? units.ClosestTo(pos);
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}
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@@ -35,10 +35,9 @@ namespace OpenRA.Mods.Common.Traits.BotModules.Squads
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&& mobile.PathFinder.PathExistsForLocomotor(mobile.Locomotor, first.Location, a.Location)
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&& a.AppearsHostileTo(first));
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if (navalProductions.Any())
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var nearest = navalProductions.ClosestTo(first);
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if (nearest != null)
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{
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var nearest = navalProductions.ClosestTo(first);
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// Return nearest when it is FAR enough.
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// If the naval production is within MaxBaseRadius, it implies that
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// this squad is close to enemy territory and they should expect a naval combat;
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@@ -163,11 +163,8 @@ namespace OpenRA.Mods.Common.Traits
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ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
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{
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var buildableThings = queue.BuildableItems();
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if (!buildableThings.Any())
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return null;
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var unit = buildableThings.Random(world.LocalRandom);
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return HasAdequateAirUnitReloadBuildings(unit) ? unit : null;
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var unit = buildableThings.RandomOrDefault(world.LocalRandom);
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return unit != null && HasAdequateAirUnitReloadBuildings(unit) ? unit : null;
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}
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ActorInfo ChooseUnitToBuild(ProductionQueue queue)
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