renamed Actor.unitInfo to "Info"; other minor changes
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@@ -71,7 +71,7 @@ namespace OpenRa.Game
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UnitInfluence = new UnitInfluenceMap();
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foreach (TreeReference treeReference in Rules.Map.Trees)
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world.Add(new Actor(treeReference.Image,
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world.Add(new Actor(Rules.UnitInfo[treeReference.Image],
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new int2(treeReference.Location),
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null));
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@@ -108,7 +108,7 @@ namespace OpenRa.Game
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//num=owner,type,health,location,facing,trigger,unknown,shouldRepair
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var parts = s.Value.ToLowerInvariant().Split(',');
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var loc = int.Parse(parts[3]);
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world.Add(new Actor(parts[1], new int2(loc % 128, loc / 128), players[0]));
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world.Add(new Actor(Rules.UnitInfo[parts[1]], new int2(loc % 128, loc / 128), players[0]));
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}
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}
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@@ -117,9 +117,9 @@ namespace OpenRa.Game
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foreach (var s in mapfile.GetSection("UNITS", true))
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{
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//num=owner,type,health,location,facing,action,trigger
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var parts = s.Value.Split(',');
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var parts = s.Value.ToLowerInvariant().Split( ',' );
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var loc = int.Parse(parts[3]);
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world.Add(new Actor(parts[1].ToLowerInvariant(), new int2(loc % 128, loc / 128),
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world.Add(new Actor(Rules.UnitInfo[parts[1]], new int2(loc % 128, loc / 128),
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players.Values.FirstOrDefault(p => p.PlayerName == parts[0])
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?? players[0]));
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}
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@@ -244,8 +244,8 @@ namespace OpenRa.Game
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public static IEnumerable<Actor> SelectActorsInBox(float2 a, float2 b)
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{
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return FindUnits(a, b)
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.Where( x => x.unitInfo.Selectable )
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.GroupBy(x => (x.Owner == LocalPlayer) ? x.unitInfo.SelectionPriority : 0)
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.Where( x => x.Info.Selectable )
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.GroupBy(x => (x.Owner == LocalPlayer) ? x.Info.SelectionPriority : 0)
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.OrderByDescending(g => g.Key)
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.Select( g => g.AsEnumerable() )
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.DefaultIfEmpty( new Actor[] {} )
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@@ -315,7 +315,7 @@ namespace OpenRa.Game
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var producerTypes = Rules.TechTree.UnitBuiltAt( newUnitType );
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// TODO: choose producer based on "primary building"
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var producer = world.Actors
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.Where( x => producerTypes.Contains( x.unitInfo ) && x.Owner == player )
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.Where( x => producerTypes.Contains( x.Info ) && x.Owner == player )
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.FirstOrDefault();
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if (producer == null)
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