Fix style issues from a recent PR.
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@@ -145,11 +145,8 @@ namespace OpenRA.Mods.RA
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public bool HasAnyValidWeapons(Target t)
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{
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if (Info.AttackRequiresEnteringCell)
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{
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if (!positionable.Value.CanEnterCell(t.Actor.Location, null, false))
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return false;
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}
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if (Info.AttackRequiresEnteringCell && !positionable.Value.CanEnterCell(t.Actor.Location, null, false))
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return false;
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return Armaments.Any(a => a.Weapon.IsValidAgainst(t, self.World, self));
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}
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@@ -27,14 +27,15 @@ namespace OpenRA.Mods.RA
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class AttackWander : INotifyIdle
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{
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readonly AttackMove attackMove;
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readonly AttackWanderInfo info;
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int ticksIdle;
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int effectiveMoveRadius;
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readonly AttackMove attackMove;
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readonly AttackWanderInfo Info;
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public AttackWander(Actor self, AttackWanderInfo info)
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{
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Info = info;
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this.info = info;
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effectiveMoveRadius = info.WanderMoveRadius;
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attackMove = self.TraitOrDefault<AttackMove>();
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}
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@@ -47,16 +48,16 @@ namespace OpenRA.Mods.RA
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if (!self.World.Map.Contains(targetCell))
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{
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// If MoveRadius is too big there might not be a valid cell to order the attack to (if actor is on a small island and can't leave)
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if (++ticksIdle % Info.MoveReductionRadiusScale == 0)
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if (++ticksIdle % info.MoveReductionRadiusScale == 0)
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effectiveMoveRadius--;
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return; // We'll be back the next tick; better to sit idle for a few seconds than prolongue this tick indefinitely with a loop
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return; // We'll be back the next tick; better to sit idle for a few seconds than prolong this tick indefinitely with a loop
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}
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attackMove.ResolveOrder(self, new Order("AttackMove", self, false) { TargetLocation = targetCell });
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ticksIdle = 0;
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effectiveMoveRadius = Info.WanderMoveRadius;
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effectiveMoveRadius = info.WanderMoveRadius;
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}
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}
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}
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