add parameter to ReturnToBase.ChooseAirfield for whether the building must be unreserved
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@@ -68,7 +68,7 @@ namespace OpenRA.Mods.RA.Air
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}
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else if (order.OrderString == "ReturnToBase")
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{
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var airfield = ReturnToBase.ChooseAirfield(self);
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var airfield = ReturnToBase.ChooseAirfield(self, true);
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if (airfield == null) return;
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UnReserve();
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.RA.Air
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var altitude = self.Trait<Aircraft>().Altitude;
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if (altitude == 0) return; // we're on the ground, let's stay there.
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var airfield = ReturnToBase.ChooseAirfield(self);
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var airfield = ReturnToBase.ChooseAirfield(self, true);
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if (airfield != null)
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{
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self.QueueActivity(new ReturnToBase(self, airfield));
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@@ -22,20 +22,20 @@ namespace OpenRA.Mods.RA.Air
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PPos w1, w2, w3; /* tangent points to turn circles */
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public static Actor ChooseAirfield(Actor self)
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public static Actor ChooseAirfield(Actor self, bool unreservedOnly)
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{
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var rearmBuildings = self.Info.Traits.Get<PlaneInfo>().RearmBuildings;
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return self.World.ActorsWithTrait<Reservable>()
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.Where(a => a.Actor.Owner == self.Owner)
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.Where(a => rearmBuildings.Contains(a.Actor.Info.Name)
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&& !Reservable.IsReserved(a.Actor))
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&& (!unreservedOnly || !Reservable.IsReserved(a.Actor)))
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.Select(a => a.Actor)
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.ClosestTo( self.CenterLocation );
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}
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void Calculate(Actor self)
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{
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if (dest == null || Reservable.IsReserved(dest)) dest = ChooseAirfield(self);
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if (dest == null || Reservable.IsReserved(dest)) dest = ChooseAirfield(self, true);
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if (dest == null) return;
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