forked from 0ad/0ad
Revert UnitAI changes of 79fb493da3
(besides the patrol comment) and use an exotic template instead.
The originally intended approach to support move-orders independent of the Identity classes can be discussed in an independent proposal. Reviewed By: fatherbushido Differential Revision: https://code.wildfiregames.com/D176 This was SVN commit r19323.
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@ -1,6 +1,6 @@
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const debugLog = false;
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var attackerTemplate = "gaia/fauna_wolf_snow";
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var attackerTemplate = "trigger/fauna_wolf_snow_domestic";
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var minWaveSize = 1;
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var maxWaveSize = 3;
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@ -182,7 +182,8 @@ UnitAI.prototype.UnitFsmSpec = {
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// Called when being told to walk as part of a formation
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"Order.FormationWalk": function(msg) {
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if (this.IsTurret())
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// Let players move captured domestic animals around
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if (this.IsAnimal() && !this.IsDomestic() || this.IsTurret())
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{
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this.FinishOrder();
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return;
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@ -254,7 +255,8 @@ UnitAI.prototype.UnitFsmSpec = {
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},
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"Order.Walk": function(msg) {
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if (this.IsTurret())
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// Let players move captured domestic animals around
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if (this.IsAnimal() && !this.IsDomestic() || this.IsTurret())
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{
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this.FinishOrder();
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return;
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@ -282,7 +284,8 @@ UnitAI.prototype.UnitFsmSpec = {
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},
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"Order.WalkAndFight": function(msg) {
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if (this.IsTurret())
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// Let players move captured domestic animals around
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if (this.IsAnimal() && !this.IsDomestic() || this.IsTurret())
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{
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this.FinishOrder();
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return;
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@ -308,7 +311,8 @@ UnitAI.prototype.UnitFsmSpec = {
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"Order.WalkToTarget": function(msg) {
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if (this.IsTurret())
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// Let players move captured domestic animals around
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if (this.IsAnimal() && !this.IsDomestic() || this.IsTurret())
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{
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this.FinishOrder();
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return;
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@ -511,7 +515,7 @@ UnitAI.prototype.UnitFsmSpec = {
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},
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"Order.Patrol": function(msg) {
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if (this.IsTurret())
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if (this.IsAnimal() || this.IsTurret())
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{
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this.FinishOrder();
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return;
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@ -0,0 +1,6 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="gaia/fauna_wolf_snow">
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<Identity>
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<Classes datatype="tokens">Domestic</Classes>
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</Identity>
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</Entity>
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