new actor wiring for NewUnitInfo
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@@ -23,16 +23,6 @@ namespace OpenRa.Game
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public int Health;
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public int Health;
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IActivity currentActivity;
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IActivity currentActivity;
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object ConstructTrait(string traitName)
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{
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/* todo: allow mods to introduce traits */
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var type = typeof(Mobile).Assembly.GetType(typeof(Mobile).Namespace + "." + traitName, true, false);
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var ctor = type.GetConstructor(new[] { typeof(Actor) });
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if (ctor == null)
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throw new InvalidOperationException("Trait {0} does not have the correct constructor: {0}(Actor self)".F(type.Name));
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return ctor.Invoke(new object[] { this });
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}
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public Actor( ActorInfo info, int2 location, Player owner )
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public Actor( ActorInfo info, int2 location, Player owner )
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{
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{
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ActorID = Game.world.NextAID();
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ActorID = Game.world.NextAID();
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@@ -48,11 +38,8 @@ namespace OpenRa.Game
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if( Info.Traits == null )
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if( Info.Traits == null )
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throw new InvalidOperationException( "No Actor traits for {0}; add Traits= to units.ini for appropriate unit".F(Info.Name) );
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throw new InvalidOperationException( "No Actor traits for {0}; add Traits= to units.ini for appropriate unit".F(Info.Name) );
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//foreach (var traitName in Info.Traits)
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foreach (var trait in Rules.NewUnitInfo[Info.Name.ToLower()].Traits.Values)
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// traits.Add(ConstructTrait(traitName));
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traits.Add(trait.Create(this));
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foreach( var traitName in Rules.NewUnitInfo[Info.Name.ToLower()].Traits.Keys )
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traits.Add( ConstructTrait( traitName ) );
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}
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}
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public void Tick()
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public void Tick()
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