Removed redundant 'shoot' unit stance
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@@ -12,7 +12,7 @@ import mindustry.input.*;
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import mindustry.type.*;
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public class UnitStance extends MappableContent{
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public static UnitStance stop, shoot, holdFire, pursueTarget, patrol, ram, mineAuto;
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public static UnitStance stop, holdFire, pursueTarget, patrol, ram, mineAuto;
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/** Name of UI icon (from Icon class). */
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public String icon;
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@@ -21,7 +21,7 @@ public class UnitStance extends MappableContent{
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/** Stances that are mutually exclusive to this stance. This is used for convenience, for writing only! */
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public Seq<UnitStance> incompatibleStances = new Seq<>();
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/** Incompatible stances as a bitset for easier operations. This is where incompatibility is actually stored. */
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public Bits incompatibleBits = new Bits(1);
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public Bits incompatibleBits = new Bits(32);
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/** If true, this stance can be toggled on or off. */
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public boolean toggle = true;
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@@ -71,15 +71,12 @@ public class UnitStance extends MappableContent{
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public static void loadAll(){
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stop = new UnitStance("stop", "cancel", Binding.cancelOrders, false);
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shoot = new UnitStance("shoot", "commandAttack", Binding.unitStanceShoot, false);
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holdFire = new UnitStance("holdfire", "none", Binding.unitStanceHoldFire, false);
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holdFire = new UnitStance("holdfire", "none", Binding.unitStanceHoldFire);
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pursueTarget = new UnitStance("pursuetarget", "right", Binding.unitStancePursueTarget);
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patrol = new UnitStance("patrol", "refresh", Binding.unitStancePatrol);
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ram = new UnitStance("ram", "rightOpen", Binding.unitStanceRam);
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mineAuto = new UnitStance("mineauto", "settings", null, false);
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shoot.incompatibleStances.add(holdFire);
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//Only vanilla items are supported for now
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for(Item item : Vars.content.items()){
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new ItemUnitStance(item);
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@@ -49,11 +49,6 @@ public class CommandAI extends AIController{
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/** Last command type assigned. Used for detecting command changes. */
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protected @Nullable UnitCommand lastCommand;
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{
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//TODO: is this necessary when 'hold fire' can be a toggle?
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setStance(UnitStance.shoot);
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}
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public UnitCommand currentCommand(){
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return command == null ? UnitCommand.moveCommand : command;
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}
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@@ -81,6 +76,9 @@ public class CommandAI extends AIController{
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}
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public void setStance(UnitStance stance){
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//this happens when an older save reads the default "shoot" stance, or any other removed stance
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if(stance == UnitStance.stop) return;
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stances.andNot(stance.incompatibleBits);
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stances.set(stance.id);
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stanceChanged();
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