Replace some .Any checks with explicit .Count checks in AI
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@@ -48,7 +48,7 @@ namespace OpenRA.Mods.Common.AI
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var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WDist.FromCells(owner.Bot.Info.IdleScanRadius))
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var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WDist.FromCells(owner.Bot.Info.IdleScanRadius))
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.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
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.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
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if (!enemyUnits.Any())
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if (enemyUnits.Count == 0)
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return;
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return;
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if (AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemyUnits))
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if (AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemyUnits))
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@@ -75,7 +75,7 @@ namespace OpenRA.Mods.Common.AI
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var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WDist.FromCells(owner.Bot.Info.IdleScanRadius))
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var enemyUnits = owner.World.FindActorsInCircle(owner.TargetActor.CenterPosition, WDist.FromCells(owner.Bot.Info.IdleScanRadius))
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.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
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.Where(unit => owner.Bot.Player.Stances[unit.Owner] == Stance.Enemy).ToList();
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if (!enemyUnits.Any())
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if (enemyUnits.Count == 0)
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return;
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return;
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if (AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemyUnits))
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if (AttackOrFleeFuzzy.Default.CanAttack(owner.Units, enemyUnits))
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@@ -32,7 +32,7 @@ namespace OpenRA.Mods.Common.AI
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var location = squad.Bot.GetRandomBaseCenter();
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var location = squad.Bot.GetRandomBaseCenter();
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var buildings = squad.World.ActorsHavingTrait<Building>()
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var buildings = squad.World.ActorsHavingTrait<Building>()
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.Where(a => a.Owner == squad.Bot.Player).ToList();
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.Where(a => a.Owner == squad.Bot.Player).ToList();
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if (buildings.Any())
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if (buildings.Count > 0)
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location = buildings.Random(squad.Random).Location;
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location = buildings.Random(squad.Random).Location;
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return location;
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return location;
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