fix AI jamming up its base by enforcing 1-cell gaps
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@@ -169,6 +169,30 @@ namespace OpenRA.Mods.RA
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return null;
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return null;
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}
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}
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IEnumerable<int2> Neighbours(int2 c)
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{
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/* only return 4-neighbors for now, maybe add 8s later. */
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yield return c;
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yield return new int2(c.X - 1, c.Y);
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yield return new int2(c.X + 1, c.Y);
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yield return new int2(c.X, c.Y - 1);
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yield return new int2(c.X, c.Y + 1);
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}
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IEnumerable<int2> ExpandFootprint(IEnumerable<int2> cells)
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{
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var result = new Dictionary<int2, bool>();
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foreach (var c in cells.SelectMany(c => Neighbours(c)))
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result[c] = true;
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return result.Keys;
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}
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bool NoBuildingsUnder(IEnumerable<int2> cells)
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{
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var bi = world.WorldActor.Trait<BuildingInfluence>();
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return cells.All(c => bi.GetBuildingAt(c) == null);
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}
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int2? ChooseBuildLocation(ProductionItem item)
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int2? ChooseBuildLocation(ProductionItem item)
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{
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{
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var bi = Rules.Info[item.Item].Traits.Get<BuildingInfo>();
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var bi = Rules.Info[item.Item].Traits.Get<BuildingInfo>();
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@@ -177,6 +201,8 @@ namespace OpenRA.Mods.RA
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foreach (var t in world.FindTilesInCircle(baseCenter, k))
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foreach (var t in world.FindTilesInCircle(baseCenter, k))
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if (world.CanPlaceBuilding(item.Item, bi, t, null))
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if (world.CanPlaceBuilding(item.Item, bi, t, null))
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if (bi.IsCloseEnoughToBase(world, p, item.Item, t))
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if (bi.IsCloseEnoughToBase(world, p, item.Item, t))
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if (NoBuildingsUnder(ExpandFootprint(
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FootprintUtils.Tiles( item.Item, bi, t ))))
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return t;
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return t;
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return null; // i don't know where to put it.
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return null; // i don't know where to put it.
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