From adc6095f9c53da245fd040cb7b21acbc13539afc Mon Sep 17 00:00:00 2001 From: reaperrr Date: Wed, 1 Jun 2016 22:24:26 +0200 Subject: [PATCH] Remove the rest of the unused AI Aggro left-overs --- OpenRA.Mods.Common/AI/HackyAI.cs | 6 ------ 1 file changed, 6 deletions(-) diff --git a/OpenRA.Mods.Common/AI/HackyAI.cs b/OpenRA.Mods.Common/AI/HackyAI.cs index 2694db2253..9ba3e77f65 100644 --- a/OpenRA.Mods.Common/AI/HackyAI.cs +++ b/OpenRA.Mods.Common/AI/HackyAI.cs @@ -192,8 +192,6 @@ namespace OpenRA.Mods.Common.AI public object Create(ActorInitializer init) { return new HackyAI(this, init); } } - public class Enemy { public int Aggro; } - public enum BuildingType { Building, Defense, Refinery } public sealed class HackyAI : ITick, IBot, INotifyDamage @@ -232,7 +230,6 @@ namespace OpenRA.Mods.Common.AI BitArray resourceTypeIndices; - Cache aggro = new Cache(_ => new Enemy()); List builders = new List(); List unitsHangingAroundTheBase = new List(); @@ -1052,9 +1049,6 @@ namespace OpenRA.Mods.Common.AI if (!e.Attacker.Info.HasTraitInfo()) return; - if (e.Damage > 0) - aggro[e.Attacker.Owner].Aggro += e.Damage; - // Protected harvesters or building if ((self.Info.HasTraitInfo() || self.Info.HasTraitInfo()) && Player.Stances[e.Attacker.Owner] == Stance.Enemy)