add graceful handling of bogus actor types in import
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@@ -364,55 +364,66 @@ namespace OpenRA.Editor
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{
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//Structures: num=owner,type,health,location,turret-facing,trigger
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//Units: num=owner,type,health,location,facing,action,trigger
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//Infantry: num=owner,type,health,location,subcell,action,facing,trigger
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var parts = s.Value.Split(',');
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var loc = int.Parse(parts[3]);
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if (parts[0] == "")
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parts[0] = "Neutral";
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if (!Players.Contains(parts[0]))
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Players.Add(parts[0]);
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var stance = ActorStance.Stance.None;
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switch(parts[5])
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{
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case "Area Guard":
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case "Guard":
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stance = ActorStance.Stance.Guard;
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break;
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case "Defend Base":
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stance = ActorStance.Stance.Defend;
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break;
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case "Hunt":
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case "Rampage":
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case "Attack Base":
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case "Attack Units":
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case "Attack Civil.":
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case "Attack Tarcom":
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stance = ActorStance.Stance.Hunt;
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break;
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case "Retreat":
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case "Return":
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stance = ActorStance.Stance.Retreat;
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break;
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// do we care about `Harvest' and `Sticky'?
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//Infantry: num=owner,type,health,location,subcell,action,facing,trigger
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try
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{
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var parts = s.Value.Split(',');
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var loc = int.Parse(parts[3]);
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if (parts[0] == "")
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parts[0] = "Neutral";
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if (!Players.Contains(parts[0]))
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Players.Add(parts[0]);
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var stance = ActorStance.Stance.None;
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switch (parts[5])
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{
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case "Area Guard":
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case "Guard":
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stance = ActorStance.Stance.Guard;
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break;
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case "Defend Base":
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stance = ActorStance.Stance.Defend;
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break;
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case "Hunt":
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case "Rampage":
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case "Attack Base":
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case "Attack Units":
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case "Attack Civil.":
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case "Attack Tarcom":
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stance = ActorStance.Stance.Hunt;
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break;
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case "Retreat":
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case "Return":
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stance = ActorStance.Stance.Retreat;
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break;
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// do we care about `Harvest' and `Sticky'?
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}
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var actor = new ActorReference(parts[1].ToLowerInvariant())
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{
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new LocationInit(new int2(loc % MapSize, loc / MapSize)),
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new OwnerInit(parts[0]),
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new HealthInit(float.Parse(parts[2], NumberFormatInfo.InvariantInfo)/256),
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new FacingInit((section == "INFANTRY") ? int.Parse(parts[6]) : int.Parse(parts[4])),
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new ActorStanceInit(stance),
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};
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if (section == "INFANTRY")
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actor.Add(new SubCellInit(int.Parse(parts[4])));
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if (!Rules.Info.ContainsKey(parts[1].ToLowerInvariant()))
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errorHandler("Ignoring unknown actor type: `{0}`".F(parts[1].ToLowerInvariant()));
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else
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Map.Actors.Value.Add("Actor" + ActorCount++, actor);
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}
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catch (Exception)
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{
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errorHandler("Malformed actor definition: `{0}`".F(s));
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}
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var actor = new ActorReference(parts[1].ToLowerInvariant())
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{
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new LocationInit(new int2(loc % MapSize, loc / MapSize)),
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new OwnerInit(parts[0]),
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new HealthInit(float.Parse(parts[2], NumberFormatInfo.InvariantInfo)/256),
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new FacingInit((section == "INFANTRY") ? int.Parse(parts[6]) : int.Parse(parts[4])),
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new ActorStanceInit(stance),
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};
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if (section == "INFANTRY")
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actor.Add(new SubCellInit(int.Parse(parts[4])));
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Map.Actors.Value.Add("Actor" + ActorCount++,actor);
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}
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}
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