Import infantry subcell and actor stance
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@@ -160,7 +160,6 @@ namespace OpenRA.Editor
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.Where(kv => int.Parse(kv.Value) > 0)
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.Select(kv => Pair.New(int.Parse(kv.Key),
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LocationFromMapOffset(int.Parse(kv.Value), MapSize)))
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.Where(a => a.First < 8)
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.ToArray();
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Map.PlayerCount = wp.Count();
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@@ -373,14 +372,45 @@ namespace OpenRA.Editor
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if (!Players.Contains(parts[0]))
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Players.Add(parts[0]);
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Map.Actors.Add("Actor" + ActorCount++,
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new ActorReference(parts[1].ToLowerInvariant())
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{
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new LocationInit(new int2(loc % MapSize, loc / MapSize)),
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new OwnerInit(parts[0]),
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new HealthInit(float.Parse(parts[2])/256),
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new FacingInit((section == "INFANTRY") ? int.Parse(parts[6]) : int.Parse(parts[4])),
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});
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var stance = ActorStance.Stance.None;
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switch(parts[5])
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{
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case "Area Guard":
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case "Guard":
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stance = ActorStance.Stance.Guard;
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break;
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case "Defend Base":
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stance = ActorStance.Stance.Defend;
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break;
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case "Hunt":
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case "Rampage":
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case "Attack Base":
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case "Attack Units":
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case "Attack Civil.":
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case "Attack Tarcom":
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stance = ActorStance.Stance.Hunt;
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break;
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case "Retreat":
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case "Return":
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stance = ActorStance.Stance.Retreat;
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break;
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// do we care about `Harvest' and `Sticky'?
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}
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var actor = new ActorReference(parts[1].ToLowerInvariant())
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{
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new LocationInit(new int2(loc % MapSize, loc / MapSize)),
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new OwnerInit(parts[0]),
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new HealthInit(float.Parse(parts[2])/256),
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new FacingInit((section == "INFANTRY") ? int.Parse(parts[6]) : int.Parse(parts[4])),
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new ActorStanceInit(stance),
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};
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if (section == "INFANTRY")
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actor.Add(new SubcellInit(int.Parse(parts[4])));
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Map.Actors.Add("Actor" + ActorCount++,actor);
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}
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}
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@@ -407,7 +437,7 @@ namespace OpenRA.Editor
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Name = section,
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OwnsWorld = (section == "Neutral"),
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NonCombatant = (section == "Neutral"),
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Race = (isRA) ? ((section == "BadGuy") ? "allies" : "soviet") : ((section == "BadGuy") ? "nod" : "gdi"),
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Race = (isRA) ? ((section == "BadGuy") ? "soviet" : "allies") : ((section == "BadGuy") ? "nod" : "gdi"),
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Color = color.First,
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Color2 = color.Second,
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};
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