renamed Actor.unitInfo to "Info"; other minor changes

This commit is contained in:
Bob
2009-12-05 19:12:29 +13:00
parent 7f1e34e482
commit 74b7d21d4b
29 changed files with 85 additions and 76 deletions

View File

@@ -12,7 +12,7 @@ namespace OpenRa.Game
class Actor
{
public readonly TypeDictionary traits = new TypeDictionary();
public readonly UnitInfo unitInfo;
public readonly UnitInfo Info;
public readonly uint ActorID;
public int2 Location;
@@ -20,18 +20,18 @@ namespace OpenRa.Game
public int Health;
IActivity currentActivity;
public Actor( string name, int2 location, Player owner )
public Actor( ActorInfo info, int2 location, Player owner )
{
ActorID = Game.world.NextAID();
unitInfo = Rules.UnitInfo[ name ];
Info = (UnitInfo)info; // temporary
Location = location;
CenterLocation = new float2( 12, 12 ) + Game.CellSize * (float2)Location;
Owner = owner;
Health = unitInfo.Strength; /* todo: handle cases where this is not true! */
Health = Info.Strength; /* todo: handle cases where this is not true! */
if( unitInfo.Traits != null )
if( Info.Traits != null )
{
foreach( var traitName in unitInfo.Traits )
foreach( var traitName in Info.Traits )
{
var type = typeof( Traits.Mobile ).Assembly.GetType( typeof( Traits.Mobile ).Namespace + "." + traitName, true, false );
var ctor = type.GetConstructor( new[] { typeof( Actor ) } );
@@ -39,7 +39,7 @@ namespace OpenRa.Game
}
}
else
throw new InvalidOperationException( "No Actor traits for " + unitInfo.Name
throw new InvalidOperationException( "No Actor traits for " + Info.Name
+ "; add Traits= to units.ini for appropriate unit" );
}
@@ -74,7 +74,7 @@ namespace OpenRa.Game
var underCursor = Game.UnitInfluence.GetUnitAt( xy )
?? Game.BuildingInfluence.GetBuildingAt( xy );
if (underCursor != null && !underCursor.unitInfo.Selectable)
if (underCursor != null && !underCursor.Info.Selectable)
underCursor = null;
return traits.WithInterface<Traits.IOrder>()
@@ -117,7 +117,7 @@ namespace OpenRa.Game
Sound.Play("kaboom22.aud");
}
var halfStrength = unitInfo.Strength * Rules.General.ConditionYellow;
var halfStrength = Info.Strength * Rules.General.ConditionYellow;
if (Health < halfStrength && (Health + damage) >= halfStrength)
{
/* we just went below half health! */