Remove dead code from HackyAI
Has been unused for three years...
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@@ -559,45 +559,6 @@ namespace OpenRA.Mods.Common.AI
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World.IssueOrder(orders.Dequeue());
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World.IssueOrder(orders.Dequeue());
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}
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}
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internal Actor ChooseEnemyTarget()
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{
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if (Player.WinState != WinState.Undefined)
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return null;
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var liveEnemies = World.Players
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.Where(p => Player != p && Player.Stances[p] == Stance.Enemy && p.WinState == WinState.Undefined);
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if (!liveEnemies.Any())
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return null;
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var leastLikedEnemies = liveEnemies
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.GroupBy(e => aggro[e].Aggro)
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.MaxByOrDefault(g => g.Key);
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var enemy = (leastLikedEnemies != null) ?
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leastLikedEnemies.Random(Random) : liveEnemies.FirstOrDefault();
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// Pick something worth attacking owned by that player
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var target = World.ActorsHavingTrait<IOccupySpace>()
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.Where(a => a.Owner == enemy)
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.ClosestTo(World.Map.CenterOfCell(GetRandomBaseCenter()));
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if (target == null)
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{
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/* Assume that "enemy" has nothing. Cool off on attacks. */
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aggro[enemy].Aggro = aggro[enemy].Aggro / 2 - 1;
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Log.Write("debug", "Bot {0} couldn't find target for player {1}", Player.ClientIndex, enemy.ClientIndex);
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return null;
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}
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// Bump the aggro slightly to avoid changing our mind
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if (leastLikedEnemies.Count() > 1)
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aggro[enemy].Aggro++;
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return target;
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}
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internal Actor FindClosestEnemy(WPos pos)
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internal Actor FindClosestEnemy(WPos pos)
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{
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{
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return World.Actors.Where(isEnemyUnit).ClosestTo(pos);
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return World.Actors.Where(isEnemyUnit).ClosestTo(pos);
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