Merge pull request #5405 from RoosterDragon/min-max
Added MinBy, MaxBy, etc.
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@@ -298,7 +298,7 @@ namespace OpenRA.Mods.RA.AI
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// Try to maintain 20% excess power
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if (!HasAdequatePower())
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return buildableThings.Where(a => GetPowerProvidedBy(a) > 0)
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.OrderByDescending(a => GetPowerProvidedBy(a)).FirstOrDefault();
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.MaxByOrDefault(a => GetPowerProvidedBy(a));
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if (playerResource.AlertSilo)
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return GetBuildingInfoByCommonName("Silo", p);
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@@ -365,9 +365,13 @@ namespace OpenRA.Mods.RA.AI
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case BuildingType.Refinery:
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var tilesPos = world.FindTilesInCircle(baseCenter, MaxBaseDistance)
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.Where(a => resourceTypes.Contains(world.GetTerrainType(new CPos(a.X, a.Y))))
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.OrderBy(a => (a.CenterPosition - baseCenter.CenterPosition).LengthSquared);
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return tilesPos.Any() ? findPos(tilesPos.First().CenterPosition, baseCenter) : null;
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.Where(a => resourceTypes.Contains(world.GetTerrainType(new CPos(a.X, a.Y))));
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if (tilesPos.Any())
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{
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var pos = tilesPos.MinBy(a => (a.CenterPosition - baseCenter.CenterPosition).LengthSquared);
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return findPos(pos.CenterPosition, baseCenter);
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}
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return null;
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case BuildingType.Building:
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for (var k = 0; k < maxBaseDistance; k++)
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@@ -426,8 +430,7 @@ namespace OpenRA.Mods.RA.AI
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var leastLikedEnemies = liveEnemies
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.GroupBy(e => aggro[e].Aggro)
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.OrderByDescending(g => g.Key)
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.FirstOrDefault();
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.MaxByOrDefault(g => g.Key);
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var enemy = (leastLikedEnemies != null) ?
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leastLikedEnemies.Random(random) : liveEnemies.FirstOrDefault();
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@@ -457,12 +460,9 @@ namespace OpenRA.Mods.RA.AI
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{
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var allEnemyUnits = world.Actors
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.Where(unit => p.Stances[unit.Owner] == Stance.Enemy && !unit.HasTrait<Husk>() &&
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unit.HasTrait<ITargetable>()).ToList();
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unit.HasTrait<ITargetable>());
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if (allEnemyUnits.Count > 0)
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return allEnemyUnits.ClosestTo(pos);
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return null;
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return allEnemyUnits.ClosestTo(pos);
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}
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internal Actor FindClosestEnemy(WPos pos, WRange radius)
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@@ -93,7 +93,7 @@ namespace OpenRA.Mods.RA.Activities
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var restrictTo = maximumDistance == null ? null : self.World.FindTilesInCircle(self.Location, maximumDistance.Value);
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if (maximumDistance != null)
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destination = restrictTo.OrderBy(x => (x - destination).Length).First();
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destination = restrictTo.MinBy(x => (x - destination).LengthSquared);
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var pos = self.Trait<IPositionable>();
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if (pos.CanEnterCell(destination) && self.Owner.Shroud.IsExplored(destination))
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@@ -69,8 +69,7 @@ namespace OpenRA.Mods.RA.Air
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var side = new WVec(-fwd.Y, fwd.X, fwd.Z);
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var approachDelta = self.CenterPosition - approachStart;
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var sideTowardBase = new[] { side, -side }
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.OrderBy(a => WVec.Dot(a, approachDelta))
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.First();
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.MinBy(a => WVec.Dot(a, approachDelta));
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// Calculate the tangent line that joins the turning circles at the current and approach positions
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var cp = self.CenterPosition + turnRadius * sideTowardBase / 1024;
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@@ -77,9 +77,7 @@ namespace OpenRA.Mods.RA
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? world.SharedRandom.Next(available.Count)
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: available // pick the most distant spawnpoint from everyone else
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.Select((k, i) => Pair.New(k, i))
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.OrderByDescending(a => taken.Sum(t => (t - a.First).LengthSquared))
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.Select(a => a.Second)
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.First();
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.MaxBy(a => taken.Sum(t => (t - a.First).LengthSquared)).Second;
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var sp = available[n];
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available.RemoveAt(n);
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@@ -134,9 +134,8 @@ namespace OpenRA.Mods.RA
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var underCursor = world.ScreenMap.ActorsAt(mi)
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.Where(a => !world.FogObscures(a))
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.OrderByDescending(a => a.Info.Traits.Contains<SelectableInfo>()
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? a.Info.Traits.Get<SelectableInfo>().Priority : int.MinValue)
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.FirstOrDefault();
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.MaxByOrDefault(a => a.Info.Traits.Contains<SelectableInfo>()
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? a.Info.Traits.Get<SelectableInfo>().Priority : int.MinValue);
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if (mi.Button == Game.mouseButtonPreference.Action && underCursor == null)
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{
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@@ -132,7 +132,7 @@ namespace OpenRA.Mods.RA
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while ((to - z).X > 5 || (to - z).X < -5 || (to - z).Y > 5 || (to - z).Y < -5)
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{
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var step = steps.Where(t => (to - (z + new float2(t[0], t[1]))).LengthSquared < (to - z).LengthSquared)
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.OrderBy(t => Math.Abs(float2.Dot(z + new float2(t[0], t[1]), q) + c)).First();
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.MinBy(t => Math.Abs(float2.Dot(z + new float2(t[0], t[1]), q) + c));
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var pos = wr.Position((z + new float2(step[2], step[3])).ToInt2());
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rs.Add(new SpriteRenderable(s.GetSprite(step[4]), pos, WVec.Zero, 0, pal, 1f, true));
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