diff --git a/OpenRa.Game/OpenRa.Game.csproj b/OpenRa.Game/OpenRa.Game.csproj index 27f432b1de..e53b7c6fc1 100644 --- a/OpenRa.Game/OpenRa.Game.csproj +++ b/OpenRa.Game/OpenRa.Game.csproj @@ -137,7 +137,6 @@ - diff --git a/OpenRa.Game/UnitMissions.cs b/OpenRa.Game/UnitMissions.cs deleted file mode 100644 index d335f68c7b..0000000000 --- a/OpenRa.Game/UnitMissions.cs +++ /dev/null @@ -1,146 +0,0 @@ -using System; -using System.Collections.Generic; - -namespace OpenRa.Game -{ - //Unit Missions: - //{ - //in rules.ini: - // Sleep - no-op - // Harmless - no-op, and also not considered a threat - // Sticky - // Attack - // Move - // QMove - // Retreat - // Guard - // Enter - // Capture - // Harvest - // Area Guard - // [Return] - unused - // Stop - // [Ambush] - unused - // Hunt - // Unload - // Sabotage - // Construction - // Selling - // Repair - // Rescue - // Missile - // - //not in original RA: - // Deploy (Mcv -> Fact) [should this be construction/unload?] - //} - - [Flags] - enum SupportedMissions - { - Stop = 0, - Harvest = 1, - Deploy = 2, - } - - //delegate void UnitMission( int t ); - //static class UnitMissions - //{ - // public static UnitMission Sleep() - // { - // return t => { }; - // } - - // public static UnitMission Move( Unit unit, int2 destination ) - // { - // return t => - // { - // Game game = unit.game; - - // if( unit.nextOrder != null ) - // destination = unit.toCell; - - // if( Turn( unit, unit.GetFacing( unit.toCell - unit.fromCell ) ) ) - // return; - - // unit.moveFraction += t * unit.unitInfo.Speed; - // if( unit.moveFraction < unit.moveFractionTotal ) - // return; - - // unit.moveFraction = 0; - // unit.moveFractionTotal = 0; - // unit.fromCell = unit.toCell; - - // if( unit.toCell == destination ) - // { - // unit.currentOrder = null; - // return; - // } - - // List res = game.pathFinder.FindUnitPath( unit.toCell, PathFinder.DefaultEstimator( destination ) ); - // if( res.Count != 0 ) - // { - // unit.toCell = res[ res.Count - 1 ]; - - // int2 dir = unit.toCell - unit.fromCell; - // unit.moveFractionTotal = ( dir.X != 0 && dir.Y != 0 ) ? 2500 : 2000; - // } - // else - // destination = unit.toCell; - // }; - // } - - // public static UnitMission Deploy( Unit unit ) - // { - // return t => - // { - // Game game = unit.game; - - // if( Turn( unit, 12 ) ) - // return; - - // game.world.AddFrameEndTask( _ => - // { - // game.world.Remove( unit ); - // game.world.Add( new Building( "fact", unit.fromCell - new int2( 1, 1 ), unit.Owner, game ) ); - // } ); - // unit.currentOrder = null; - // }; - // } - - - // public static UnitMission Harvest( Unit unit ) - // { - // UnitMission order = null; - // order = t => - // { - // // TODO: check that there's actually some ore in this cell :) - - // // face in one of the 8 directions - // if( Turn( unit, ( unit.facing + 1 ) & ~3 ) ) - // return; - - // unit.currentOrder = _ => { }; - // if( unit.nextOrder == null ) - // unit.nextOrder = order; - - // string sequenceName = string.Format( "harvest{0}", unit.facing / 4 ); - // unit.animation.PlayThen( sequenceName, () => - // { - // unit.currentOrder = null; - // unit.animation.PlayFetchIndex( "idle", () => unit.facing ); - // } ); - // }; - // return order; - // } - - // static bool Turn( Unit unit, int desiredFacing ) - // { - // if( unit.facing == desiredFacing ) - // return false; - - // int df = ( desiredFacing - unit.facing + 32 ) % 32; - // unit.facing = ( unit.facing + ( df > 16 ? 31 : 1 ) ) % 32; - // return true; - // } - //} -} diff --git a/OpenRa.Game/UnitOrderGenerator.cs b/OpenRa.Game/UnitOrderGenerator.cs index 654426172c..46dab50c9c 100755 --- a/OpenRa.Game/UnitOrderGenerator.cs +++ b/OpenRa.Game/UnitOrderGenerator.cs @@ -22,16 +22,6 @@ namespace OpenRa.Game if( ret != null ) yield return ret; } - - //if( ( fromCell == toCell || moveFraction == 0 ) && fromCell == xy ) - //{ - // if( SupportsMission( SupportedMissions.Deploy ) ) - // return new DeployMcvOrder( this ); - // if( SupportsMission( SupportedMissions.Harvest ) ) - // return new HarvestOrder( this ); - //} - - //return new MoveOrder( this, xy ); } public void PrepareOverlay( Game game, int2 xy ) { }