remove the overly complicated configurable MCV actor name hack

This commit is contained in:
Matthias Mailänder
2014-06-28 11:20:41 +02:00
parent aae428be2b
commit 5130723fcd

View File

@@ -734,13 +734,6 @@ namespace OpenRA.Mods.RA.AI
{
var maxBaseDistance = Math.Max(world.Map.MapSize.X, world.Map.MapSize.Y);
// HACK: Assumes all MCVs deploy into the same construction yard footprint
var mcvInfo = GetUnitInfoByCommonName("Mcv", p);
if (mcvInfo == null)
return;
var factType = mcvInfo.Traits.Get<TransformsInfo>().IntoActor;
// HACK: This needs to query against MCVs directly
var mcvs = self.World.Actors.Where(a => a.Owner == p && a.HasTrait<BaseBuilding>() && a.HasTrait<Mobile>());
if (!mcvs.Any())
@@ -751,6 +744,7 @@ namespace OpenRA.Mods.RA.AI
if (mcv.IsMoving())
continue;
var factType = mcv.Info.Traits.Get<TransformsInfo>().IntoActor;
var desiredLocation = ChooseBuildLocation(factType, false, maxBaseDistance, BuildingType.Building);
if (desiredLocation == null)
continue;