Rename Stance to PlayerRelationship
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@@ -212,7 +212,7 @@ namespace OpenRA.Mods.Common.Traits
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if (e.Attacker == null || e.Attacker.Disposed)
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return;
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if (e.Attacker.Owner.Stances[self.Owner] != Stance.Enemy)
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if (e.Attacker.Owner.Stances[self.Owner] != PlayerRelationship.Enemy)
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return;
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if (!e.Attacker.Info.HasTraitInfo<ITargetableInfo>())
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@@ -409,7 +409,7 @@ namespace OpenRA.Mods.Common.Traits
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case BuildingType.Defense:
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// Build near the closest enemy structure
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var closestEnemy = world.ActorsHavingTrait<Building>().Where(a => !a.Disposed && player.Stances[a.Owner] == Stance.Enemy)
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var closestEnemy = world.ActorsHavingTrait<Building>().Where(a => !a.Disposed && player.Stances[a.Owner] == PlayerRelationship.Enemy)
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.ClosestTo(world.Map.CenterOfCell(baseBuilder.DefenseCenter));
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var targetCell = closestEnemy != null ? closestEnemy.Location : baseCenter;
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@@ -118,7 +118,7 @@ namespace OpenRA.Mods.Common.Traits
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public enum DecisionMetric { Health, Value, None }
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[Desc("Against whom should this power be used?", "Allowed keywords: Ally, Neutral, Enemy")]
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public readonly Stance Against = Stance.Enemy;
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public readonly PlayerRelationship Against = PlayerRelationship.Enemy;
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[Desc("What types should the desired targets of this power be?")]
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public readonly BitSet<TargetableType> Types = new BitSet<TargetableType>("Air", "Ground", "Water");
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@@ -138,7 +138,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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/// <summary>Evaluates a single actor according to the rules defined in this consideration</summary>
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public int GetAttractiveness(Actor a, Stance stance, Player firedBy)
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public int GetAttractiveness(Actor a, PlayerRelationship stance, Player firedBy)
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{
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if (stance != Against)
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return 0;
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@@ -174,7 +174,7 @@ namespace OpenRA.Mods.Common.Traits
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return 0;
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}
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public int GetAttractiveness(FrozenActor fa, Stance stance, Player firedBy)
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public int GetAttractiveness(FrozenActor fa, PlayerRelationship stance, Player firedBy)
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{
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if (stance != Against)
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return 0;
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@@ -29,7 +29,7 @@ namespace OpenRA.Mods.Common.Traits
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// HACK: We don't want D2k bots to repair all their buildings on placement
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// where half their HP is removed via neutral terrain damage.
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// TODO: Implement concrete placement for D2k bots and remove this hack.
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if (e.Attacker.Owner.Stances[self.Owner] == Stance.Neutral)
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if (e.Attacker.Owner.Stances[self.Owner] == PlayerRelationship.Neutral)
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return;
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var rb = self.TraitOrDefault<RepairableBuilding>();
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@@ -38,7 +38,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly bool CheckCaptureTargetsForVisibility = true;
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[Desc("Player stances that capturers should attempt to target.")]
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public readonly Stance CapturableStances = Stance.Enemy | Stance.Neutral;
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public readonly PlayerRelationship CapturableStances = PlayerRelationship.Enemy | PlayerRelationship.Neutral;
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public override object Create(ActorInitializer init) { return new CaptureManagerBotModule(init.Self, this); }
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}
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@@ -65,7 +65,7 @@ namespace OpenRA.Mods.Common.Traits
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return;
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isEnemyUnit = unit =>
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player.Stances[unit.Owner] == Stance.Enemy
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player.Stances[unit.Owner] == PlayerRelationship.Enemy
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&& !unit.Info.HasTraitInfo<HuskInfo>()
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&& unit.Info.HasTraitInfo<ITargetableInfo>();
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@@ -152,7 +152,7 @@ namespace OpenRA.Mods.Common.Traits
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var path = pathfinder.FindPath(
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PathSearch.Search(world, harv.Locomotor, actor, BlockedByActor.Stationary, isValidResource)
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.WithCustomCost(loc => world.FindActorsInCircle(world.Map.CenterOfCell(loc), Info.HarvesterEnemyAvoidanceRadius)
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.Where(u => !u.IsDead && actor.Owner.Stances[u.Owner] == Stance.Enemy)
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.Where(u => !u.IsDead && actor.Owner.Stances[u.Owner] == PlayerRelationship.Enemy)
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.Sum(u => Math.Max(WDist.Zero.Length, Info.HarvesterEnemyAvoidanceRadius.Length - (world.Map.CenterOfCell(loc) - u.CenterPosition).Length)))
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.FromPoint(actor.Location));
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@@ -132,7 +132,7 @@ namespace OpenRA.Mods.Common.Traits
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// Use for proactive targeting.
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public bool IsPreferredEnemyUnit(Actor a)
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{
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if (a == null || a.IsDead || Player.Stances[a.Owner] != Stance.Enemy || a.Info.HasTraitInfo<HuskInfo>())
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if (a == null || a.IsDead || Player.Stances[a.Owner] != PlayerRelationship.Enemy || a.Info.HasTraitInfo<HuskInfo>())
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return false;
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var targetTypes = a.GetEnabledTargetTypes();
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