Remove obsolete LegacyEnter and ResolveFrozenActorOrder.
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committed by
Oliver Brakmann
parent
42068f380e
commit
08e3e429db
@@ -59,43 +59,6 @@ namespace OpenRA.Mods.Common
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return stance == Stance.Enemy;
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}
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/// <summary>
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/// DEPRECATED: Write code that can handle FrozenActors correctly instead.
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/// </summary>
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public static Target ResolveFrozenActorOrder(this Actor self, Order order, Color targetLineColor)
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{
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// Not targeting a frozen actor
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if (order.Target.Type != TargetType.FrozenActor)
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return order.Target;
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var frozen = order.Target.FrozenActor;
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self.SetTargetLine(order.Target, targetLineColor, true);
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// Target is still alive - resolve the real order
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if (frozen.Actor != null && frozen.Actor.IsInWorld)
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return Target.FromActor(frozen.Actor);
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if (!order.Queued)
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self.CancelActivity();
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var move = self.TraitOrDefault<IMove>();
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if (move != null)
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{
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// Move within sight range of the frozen actor
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var range = self.TraitsImplementing<RevealsShroud>()
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.Where(s => !s.IsTraitDisabled)
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.Select(s => s.Range)
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.Append(WDist.FromCells(2))
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.Max();
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self.QueueActivity(move.MoveWithinRange(Target.FromPos(frozen.CenterPosition), range,
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targetLineColor: targetLineColor));
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}
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return Target.Invalid;
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}
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public static void NotifyBlocker(this Actor self, IEnumerable<Actor> blockers)
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{
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foreach (var blocker in blockers)
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