Remove obsolete LegacyEnter and ResolveFrozenActorOrder.

This commit is contained in:
Paul Chote
2019-02-01 23:26:07 +00:00
committed by Oliver Brakmann
parent 42068f380e
commit 08e3e429db
3 changed files with 0 additions and 347 deletions

View File

@@ -59,43 +59,6 @@ namespace OpenRA.Mods.Common
return stance == Stance.Enemy;
}
/// <summary>
/// DEPRECATED: Write code that can handle FrozenActors correctly instead.
/// </summary>
public static Target ResolveFrozenActorOrder(this Actor self, Order order, Color targetLineColor)
{
// Not targeting a frozen actor
if (order.Target.Type != TargetType.FrozenActor)
return order.Target;
var frozen = order.Target.FrozenActor;
self.SetTargetLine(order.Target, targetLineColor, true);
// Target is still alive - resolve the real order
if (frozen.Actor != null && frozen.Actor.IsInWorld)
return Target.FromActor(frozen.Actor);
if (!order.Queued)
self.CancelActivity();
var move = self.TraitOrDefault<IMove>();
if (move != null)
{
// Move within sight range of the frozen actor
var range = self.TraitsImplementing<RevealsShroud>()
.Where(s => !s.IsTraitDisabled)
.Select(s => s.Range)
.Append(WDist.FromCells(2))
.Max();
self.QueueActivity(move.MoveWithinRange(Target.FromPos(frozen.CenterPosition), range,
targetLineColor: targetLineColor));
}
return Target.Invalid;
}
public static void NotifyBlocker(this Actor self, IEnumerable<Actor> blockers)
{
foreach (var blocker in blockers)