rip out ActorStance garbage

This commit is contained in:
Chris Forbes
2011-08-21 18:59:20 +12:00
parent 8e9045d7f4
commit da4811abe8
4 changed files with 6 additions and 94 deletions

View File

@@ -379,38 +379,12 @@ namespace OpenRA.Editor
if (!Players.Contains(parts[0]))
Players.Add(parts[0]);
var stance = ActorStance.Stance.None;
switch (parts[5])
{
case "Area Guard":
case "Guard":
stance = ActorStance.Stance.Guard;
break;
case "Defend Base":
stance = ActorStance.Stance.Defend;
break;
case "Hunt":
case "Rampage":
case "Attack Base":
case "Attack Units":
case "Attack Civil.":
case "Attack Tarcom":
stance = ActorStance.Stance.Hunt;
break;
case "Retreat":
case "Return":
stance = ActorStance.Stance.Retreat;
break;
// do we care about `Harvest' and `Sticky'?
}
var actor = new ActorReference(parts[1].ToLowerInvariant())
{
new LocationInit(new int2(loc % MapSize, loc / MapSize)),
new OwnerInit(parts[0]),
new HealthInit(float.Parse(parts[2], NumberFormatInfo.InvariantInfo)/256),
new FacingInit((section == "INFANTRY") ? int.Parse(parts[6]) : int.Parse(parts[4])),
new ActorStanceInit(stance),
};
if (section == "INFANTRY")
@@ -441,17 +415,17 @@ namespace OpenRA.Editor
void LoadPlayer(IniFile file, string section, bool isRA)
{
var c = (section == "BadGuy") ? "red" :
(isRA) ? "blue" : "gold";
var c = section == "BadGuy" ? "red" :
isRA ? "blue" : "gold";
var color = namedColorMapping[c];
var pr = new PlayerReference
{
Name = section,
OwnsWorld = (section == "Neutral"),
NonCombatant = (section == "Neutral"),
Race = (isRA) ? ((section == "BadGuy") ? "soviet" : "allies") : ((section == "BadGuy") ? "nod" : "gdi"),
OwnsWorld = section == "Neutral",
NonCombatant = section == "Neutral",
Race = isRA ? (section == "BadGuy" ? "soviet" : "allies") : (section == "BadGuy" ? "nod" : "gdi"),
ColorRamp = new ColorRamp(
(byte)((color.First.GetHue() / 360.0f) * 255),
(byte)(color.First.GetSaturation() * 255),
@@ -459,7 +433,7 @@ namespace OpenRA.Editor
(byte)(color.Second.GetBrightness() * 255))
};
var Neutral = new List<string>(){"Neutral"};
var Neutral = new [] {"Neutral"};
foreach (var s in file.GetSection(section, true))
{
Console.WriteLine(s.Key);

View File

@@ -168,7 +168,6 @@
<Compile Include="Widgets\VqaPlayerWidget.cs" />
<Compile Include="GameRules\Settings.cs" />
<Compile Include="Support\Arguments.cs" />
<Compile Include="Traits\ActorStance.cs" />
<Compile Include="Traits\Armor.cs" />
<Compile Include="Graphics\CursorProvider.cs" />
<Compile Include="Server\TraitInterfaces.cs" />

View File

@@ -1,42 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using OpenRA.FileFormats;
namespace OpenRA.Traits
{
class ActorStanceInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new ActorStance(init); }
}
public class ActorStance
{
// Stances modify default actor behavior
public enum Stance
{
None,
Guard, // Stay near an actor/area; attack anything that comes near
Defend, // Come running if a bad guy comes in range of the defendee
Hunt, // Go searching for things to kill; will stray from move orders etc to follow target
Retreat // Actively avoid things which might kill me
}
// Doesn't do anything... yet
public ActorStance(ActorInitializer init) {}
}
public class ActorStanceInit : IActorInit<ActorStance.Stance>
{
[FieldFromYamlKey] public readonly ActorStance.Stance value = ActorStance.Stance.None;
public ActorStanceInit() { }
public ActorStanceInit( ActorStance.Stance init ) { value = init; }
public ActorStance.Stance Value( World world ) { return value; }
}
}

View File

@@ -308,128 +308,109 @@ Actors:
Owner: BadGuy
Health: 0.5
Facing: 160
ActorStance: None
Actor84: gun
Location: 41,55
Owner: BadGuy
Health: 0.5
Facing: 160
ActorStance: None
Actor85: gun
Location: 49,55
Owner: BadGuy
Health: 0.1875
Facing: 160
ActorStance: None
mcv: mcv
Location: 56,53
Owner: GoodGuy
Health: 1
Facing: 0
ActorStance: Guard
Gunboat: boat
Location: 53,59
Owner: GoodGuy
Health: 1
Facing: 64
ActorStance: Hunt
Actor88: e1
Location: 56,55
Owner: GoodGuy
Health: 1
Facing: 0
ActorStance: Guard
SubCell: 2
Actor89: e1
Location: 56,55
Owner: GoodGuy
Health: 1
Facing: 0
ActorStance: Guard
SubCell: 4
Actor90: e1
Location: 56,55
Owner: GoodGuy
Health: 1
Facing: 0
ActorStance: Guard
SubCell: 3
Actor91: e1
Location: 56,55
Owner: GoodGuy
Health: 1
Facing: 0
ActorStance: Guard
SubCell: 1
Actor92: e1
Location: 57,45
Owner: BadGuy
Health: 1
Facing: 160
ActorStance: Guard
SubCell: 2
Actor93: e1
Location: 56,41
Owner: BadGuy
Health: 1
Facing: 192
ActorStance: Guard
SubCell: 2
Actor94: e1
Location: 48,41
Owner: BadGuy
Health: 1
Facing: 96
ActorStance: Guard
SubCell: 3
Actor95: e1
Location: 59,45
Owner: BadGuy
Health: 1
Facing: 160
ActorStance: Guard
SubCell: 1
Actor96: e1
Location: 46,50
Owner: BadGuy
Health: 1
Facing: 96
ActorStance: Guard
SubCell: 3
Actor97: e1
Location: 48,47
Owner: BadGuy
Health: 1
Facing: 96
ActorStance: Guard
SubCell: 1
Actor98: e1
Location: 38,43
Owner: BadGuy
Health: 1
Facing: 128
ActorStance: Guard
SubCell: 4
Actor99: e1
Location: 38,43
Owner: BadGuy
Health: 1
Facing: 128
ActorStance: Guard
SubCell: 1
Actor100: e1
Location: 48,41
Owner: BadGuy
Health: 1
Facing: 96
ActorStance: Guard
SubCell: 2
Actor101: e1
Location: 41,39
Owner: BadGuy
Health: 1
Facing: 96
ActorStance: Hunt
SubCell: 4
spawn27: waypoint
Location: 51,47