Remove unused stance code

This commit is contained in:
Paul Chote
2011-02-06 13:06:39 +13:00
parent 7f8e75c089
commit e3fda8c68e
9 changed files with 0 additions and 795 deletions

View File

@@ -14,11 +14,6 @@ namespace OpenRA.Mods.RA.Widgets
public char AttackMoveKey = 'a';
public char StopKey = 's';
public char HoldGroundKey = 'g'; // Hold (G)round
public char DefensiveKey = 'd'; // (D)efensive
public char AggressiveKey = 'a'; // (A)ggressive
public char ReturnFireKey = 'r'; // (R)eturn Fire
public char HoldFireKey = 'h'; // (h)old fire
public readonly OrderManager OrderManager;
[ObjectCreator.UseCtor]
@@ -52,56 +47,10 @@ namespace OpenRA.Mods.RA.Widgets
if (e.KeyChar == StopKey)
return PerformStop();
}
/* // command: GuardStance
if (e.KeyChar == HoldGroundKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
{
return EnableStance<UnitStanceHoldGround>();
}
// command: AggressiveStance
if (e.KeyChar == AggressiveKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
{
return EnableStance<UnitStanceAggressive>();
}
// stance: Return Fire
// description: Fires only when fired upon, stops firing if no longer under attack
if (e.KeyChar == ReturnFireKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
{
return EnableStance<UnitStanceReturnFire>();
}
// stance: Hold Fire
// description: Prevents attacking (ie no autotarget is being done)
if (e.KeyChar == HoldFireKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
{
return EnableStance<UnitStanceHoldFire>();
}
// stance: Defensive
if (e.KeyChar == DefensiveKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
{
return EnableStance<UnitStanceDefensive>();
} */
return false;
}
//bool EnableStance<T>() where T : UnitStance
//{
// if (World.Selection.Actors.Count() == 0)
// return false;
// var traits =
// World.Selection.Actors.Where(a => !a.Destroyed && a.Owner == World.LocalPlayer && a.TraitOrDefault<T>() != null && !UnitStance.IsActive<T>(a)).
// Select(a => new Pair<Actor, T>(a, a.TraitOrDefault<T>()) );
// World.AddFrameEndTask(w => traits.Do(p => UnitStance.OrderStance(p.First, p.Second)));
// return traits.Any();
//}
bool PerformAttackMove()
{
World.OrderGenerator = new GenericSelectTarget(World.Selection.Actors, "AttackMove",