Formatted all files.

Automatically formatted all files via VS. This generally corrects indentation, removes trailing whitespace and corrects misplaced tabs or spaces. Manually tweaked a few files where required.
This commit is contained in:
RoosterDragon
2015-01-04 22:09:32 +00:00
parent 6468c0b6e6
commit a6cda967c2
153 changed files with 740 additions and 698 deletions

View File

@@ -180,7 +180,7 @@ namespace OpenRA.Mods.RA.AI
{
Info = info;
World = init.World;
foreach (var decision in info.PowerDecisions)
powerDecisions.Add(decision.OrderName, decision);
}
@@ -200,9 +200,9 @@ namespace OpenRA.Mods.RA.AI
supportPowerMngr = p.PlayerActor.Trait<SupportPowerManager>();
playerResource = p.PlayerActor.Trait<PlayerResources>();
foreach (var building in Info.BuildingQueues)
foreach (var building in Info.BuildingQueues)
builders.Add(new BaseBuilder(this, building, p, playerPower, playerResource));
foreach (var defense in Info.DefenseQueues)
foreach (var defense in Info.DefenseQueues)
builders.Add(new BaseBuilder(this, defense, p, playerPower, playerResource));
Random = new MersenneTwister((int)p.PlayerActor.ActorID);
@@ -310,7 +310,7 @@ namespace OpenRA.Mods.RA.AI
// For mods like RA (number of building must match the number of aircraft)
bool HasAdequateAirUnits(ActorInfo actorInfo)
{
if (!actorInfo.Traits.Contains<ReloadsInfo>() && actorInfo.Traits.Contains<LimitedAmmoInfo>()
if (!actorInfo.Traits.Contains<ReloadsInfo>() && actorInfo.Traits.Contains<LimitedAmmoInfo>()
&& actorInfo.Traits.Contains<AircraftInfo>())
{
var countOwnAir = CountUnits(actorInfo.Name, Player);
@@ -387,7 +387,7 @@ namespace OpenRA.Mods.RA.AI
}
// Can't find a build location
return null;
return null;
}
public void Tick(Actor self)
@@ -402,7 +402,7 @@ namespace OpenRA.Mods.RA.AI
if (ticks % FeedbackTime == 0)
ProductionUnits(self);
AssignRolesToIdleUnits(self);
SetRallyPointsForNewProductionBuildings(self);
TryToUseSupportPower(self);
@@ -504,7 +504,7 @@ namespace OpenRA.Mods.RA.AI
void AssignRolesToIdleUnits(Actor self)
{
CleanSquads();
activeUnits.RemoveAll(a => a.IsDead || a.Owner != Player);
activeUnits.RemoveAll(a => a.IsDead || a.Owner != Player);
unitsHangingAroundTheBase.RemoveAll(a => a.IsDead || a.Owner != Player);
if (--rushTicks <= 0)
@@ -555,7 +555,7 @@ namespace OpenRA.Mods.RA.AI
// Tell the idle harvester to quit slacking:
World.IssueOrder(new Order("Harvest", a, false));
}
}
}
void FindNewUnits(Actor self)
@@ -582,7 +582,7 @@ namespace OpenRA.Mods.RA.AI
}
activeUnits.Add(a);
}
}
}
void CreateAttackForce()
@@ -616,7 +616,7 @@ namespace OpenRA.Mods.RA.AI
{
var enemies = World.FindActorsInCircle(b.CenterPosition, WRange.FromCells(Info.RushAttackScanRadius))
.Where(unit => Player.Stances[unit.Owner] == Stance.Enemy && unit.HasTrait<AttackBase>()).ToList();
if (rushFuzzy.CanAttack(ownUnits, enemies))
{
var target = enemies.Any() ? enemies.Random(Random) : b;
@@ -626,7 +626,7 @@ namespace OpenRA.Mods.RA.AI
foreach (var a3 in ownUnits)
rush.Units.Add(a3);
return;
}
}
@@ -803,7 +803,7 @@ namespace OpenRA.Mods.RA.AI
var tl = World.Map.CenterOfCell(new CPos(i, j));
var br = World.Map.CenterOfCell(new CPos(i + checkRadius, j + checkRadius));
var targets = World.ActorMap.ActorsInBox(tl, br);
consideredAttractiveness = powerDecision.GetAttractiveness(targets, Player);
if (consideredAttractiveness <= bestAttractiveness || consideredAttractiveness < powerDecision.MinimumAttractiveness)
continue;
@@ -881,7 +881,7 @@ namespace OpenRA.Mods.RA.AI
return;
var unit = buildRandom ?
ChooseRandomUnitToBuild(queue) :
ChooseRandomUnitToBuild(queue) :
ChooseUnitToBuild(queue);
if (unit != null && Info.UnitsToBuild.Any(u => u.Key == unit.Name))
@@ -914,8 +914,7 @@ namespace OpenRA.Mods.RA.AI
{
BotDebug("Bot noticed damage {0} {1}->{2}, repairing.",
self, e.PreviousDamageState, e.DamageState);
World.IssueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, false)
{ TargetActor = self });
World.IssueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, false) { TargetActor = self });
}
}