Fix subcell crushing properly.
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@@ -51,6 +51,15 @@ namespace OpenRA.Traits
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yield return i.actor;
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}
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public IEnumerable<Actor> GetUnitsAt( int2 a, SubCell sub )
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{
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if (!map.IsInMap(a)) yield break;
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for( var i = influence[ a.X, a.Y ] ; i != null ; i = i.next )
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if (!i.actor.Destroyed && (i.subCell == sub || i.subCell == SubCell.FullCell))
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yield return i.actor;
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}
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public bool HasFreeSubCell(int2 a)
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{
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if (!AnyUnitsAt(a))
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@@ -59,29 +68,6 @@ namespace OpenRA.Traits
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return new[]{SubCell.TopLeft, SubCell.TopRight, SubCell.Center,
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SubCell.BottomLeft, SubCell.BottomRight}.Any(b => !AnyUnitsAt(a,b));
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}
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// This is only used inside Move, when we *know* that we can enter the cell.
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// If the cell contains something crushable, a naive check of 'is it empty' will fail.
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// Infantry can currently only crush crates/mines which take a whole cell, so we will ignore
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// the SubCell.FullCell case and hope that someone doesn't introduce subcell units
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// crushing other subcell units in the future.
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public SubCell GetFreeSubcell(int2 a, SubCell preferred)
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{
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if (preferred == SubCell.FullCell)
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return preferred;
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return new[]{ preferred, SubCell.TopLeft, SubCell.TopRight, SubCell.Center,
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SubCell.BottomLeft, SubCell.BottomRight}.First(b =>
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{
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var node = influence[ a.X, a.Y ];
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while (node != null)
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{
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if (node.subCell == b) return false;
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node = node.next;
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}
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return true;
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});
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}
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public bool AnyUnitsAt(int2 a)
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{
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@@ -90,12 +76,10 @@ namespace OpenRA.Traits
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public bool AnyUnitsAt(int2 a, SubCell sub)
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{
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var node = influence[ a.X, a.Y ];
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while (node != null)
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{
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if (node.subCell == sub || node.subCell == SubCell.FullCell) return true;
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node = node.next;
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}
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for( var i = influence[ a.X, a.Y ] ; i != null ; i = i.next )
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if (i.subCell == sub || i.subCell == SubCell.FullCell)
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return true;
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return false;
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}
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