StyleCop clean OpenRA.Game
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@@ -92,15 +92,15 @@ namespace OpenRA.Mods.RA.Widgets.Logic
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missionList.RemoveChildren();
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// Add a group for each campaign
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if (Game.modData.Manifest.Missions.Any())
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if (Game.ModData.Manifest.Missions.Any())
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{
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var yaml = Game.modData.Manifest.Missions.Select(MiniYaml.FromFile).Aggregate(MiniYaml.MergeLiberal);
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var yaml = Game.ModData.Manifest.Missions.Select(MiniYaml.FromFile).Aggregate(MiniYaml.MergeLiberal);
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foreach (var kv in yaml)
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{
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var missionMapPaths = kv.Value.Nodes.Select(n => Path.GetFullPath(n.Key));
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var maps = Game.modData.MapCache
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var maps = Game.ModData.MapCache
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.Where(p => p.Status == MapStatus.Available && missionMapPaths.Contains(Path.GetFullPath(p.Map.Path)))
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.Select(p => p.Map);
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@@ -110,7 +110,7 @@ namespace OpenRA.Mods.RA.Widgets.Logic
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}
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// Add an additional group for loose missions
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var looseMissions = Game.modData.MapCache
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var looseMissions = Game.ModData.MapCache
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.Where(p => p.Status == MapStatus.Available && p.Map.Visibility.HasFlag(MapVisibility.MissionSelector) && !allMaps.Contains(p.Map))
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.Select(p => p.Map);
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@@ -158,7 +158,7 @@ namespace OpenRA.Mods.RA.Widgets.Logic
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void SelectMap(Map map)
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{
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selectedMapPreview = Game.modData.MapCache[map.Uid];
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selectedMapPreview = Game.ModData.MapCache[map.Uid];
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// Cache the rules on a background thread to avoid jank
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new Thread(selectedMapPreview.CacheRules).Start();
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