Fix BuildingInfluence style nits.
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@@ -1,6 +1,6 @@
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#region Copyright & License Information
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#region Copyright & License Information
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/*
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* as published by the Free Software Foundation. For more information,
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@@ -14,7 +14,7 @@ namespace OpenRA.Mods.RA.Buildings
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{
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{
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public class BuildingInfluenceInfo : ITraitInfo
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public class BuildingInfluenceInfo : ITraitInfo
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{
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{
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public object Create( ActorInitializer init ) { return new BuildingInfluence( init.world ); }
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public object Create(ActorInitializer init) { return new BuildingInfluence(init.world); }
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}
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}
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public class BuildingInfluence
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public class BuildingInfluence
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@@ -22,30 +22,39 @@ namespace OpenRA.Mods.RA.Buildings
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Actor[,] influence;
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Actor[,] influence;
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Map map;
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Map map;
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public BuildingInfluence( World world )
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public BuildingInfluence(World world)
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{
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{
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map = world.Map;
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map = world.Map;
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influence = new Actor[map.MapSize.X, map.MapSize.Y];
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influence = new Actor[map.MapSize.X, map.MapSize.Y];
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world.ActorAdded +=
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world.ActorAdded += a =>
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a => { if (a.HasTrait<Building>())
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{
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ChangeInfluence(a, a.Trait<Building>(), true); };
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var b = a.TraitOrDefault<Building>();
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world.ActorRemoved +=
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if (b != null)
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a => { if (a.HasTrait<Building>())
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ChangeInfluence(a, b, true);
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ChangeInfluence(a, a.Trait<Building>(), false); };
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};
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world.ActorRemoved += a =>
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{
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var b = a.TraitOrDefault<Building>();
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if (b != null)
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ChangeInfluence(a, b, false);
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};
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}
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}
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void ChangeInfluence( Actor a, Building building, bool isAdd )
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void ChangeInfluence(Actor a, Building building, bool isAdd)
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{
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{
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foreach( var u in FootprintUtils.Tiles( a.Info.Name, a.Info.Traits.Get<BuildingInfo>(), a.Location ) )
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foreach (var u in FootprintUtils.Tiles(a.Info.Name, building.Info, a.Location))
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if( map.IsInMap( u ) )
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if (map.IsInMap(u))
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influence[ u.X, u.Y ] = isAdd ? a : null;
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influence[u.X, u.Y] = isAdd ? a : null;
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}
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}
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public Actor GetBuildingAt(CPos cell)
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public Actor GetBuildingAt(CPos cell)
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{
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{
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if (!map.IsInMap(cell)) return null;
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if (!map.IsInMap(cell))
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return null;
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return influence[cell.X, cell.Y];
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return influence[cell.X, cell.Y];
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}
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}
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}
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}
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