Actor.traits is implementation detail
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@@ -40,8 +40,8 @@ namespace OpenRA.Traits
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public void DoProduction(Actor self, Actor newUnit, int2 exit, float2 spawn)
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{
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var move = newUnit.traits.Get<IMove>();
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var facing = newUnit.traits.GetOrDefault<IFacing>();
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var move = newUnit.Trait<IMove>();
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var facing = newUnit.TraitOrDefault<IFacing>();
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// Set the physical position of the unit as the exit cell
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move.SetPosition(newUnit,exit);
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@@ -58,7 +58,7 @@ namespace OpenRA.Traits
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// For the target line
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var target = exit;
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var rp = self.traits.GetOrDefault<RallyPoint>();
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var rp = self.TraitOrDefault<RallyPoint>();
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if (rp != null)
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{
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target = rp.rallyPoint;
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@@ -70,13 +70,13 @@ namespace OpenRA.Traits
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{
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self.World.AddFrameEndTask(w =>
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{
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var line = newUnit.traits.GetOrDefault<DrawLineToTarget>();
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var line = newUnit.TraitOrDefault<DrawLineToTarget>();
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if (line != null)
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line.SetTargetSilently(newUnit, Target.FromCell(target), Color.Green);
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});
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}
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foreach (var t in self.traits.WithInterface<INotifyProduction>())
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foreach (var t in self.TraitsImplementing<INotifyProduction>())
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t.UnitProduced(self, newUnit, exit);
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Log.Write("debug", "{0} #{1} produced by {2} #{3}", newUnit.Info.Name, newUnit.ActorID, self.Info.Name, self.ActorID);
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@@ -91,7 +91,7 @@ namespace OpenRA.Traits
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// Todo: remove assumption on Mobile;
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// required for 3-arg CanEnterCell
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var mobile = newUnit.traits.Get<Mobile>();
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var mobile = newUnit.Trait<Mobile>();
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// Pick a spawn/exit point pair
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// Todo: Reorder in a synced random way
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