Remove some dead AI code from scripts.

git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@9367 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2010-01-21 20:55:57 +00:00 committed by Git SVN Gateway
parent c166632447
commit ddcb9a9986
1 changed files with 2 additions and 49 deletions

View File

@ -177,7 +177,6 @@ trigger fortifyTr (every, 1000);
trigger upgradeStructuresTr (every, 400 );
trigger conDroidsTr (every, 900); // was 1400
trigger repairDroidsTr (every, 2600);
trigger managePowerTr (every, 1500);
trigger basedetailsTr (every, 600 );
trigger buildDerrickTr (every, 80 );
trigger buildOilDefenseOrRetreatTr (every, 120 );
@ -310,7 +309,6 @@ event initialisedEvent(CALL_GAMEINIT)
extraStruct = 0;
numRepairUnits = 0;
allOutAttack = NULLOBJECT;
powerSave = FALSE;
tLastHelpRequest = -1; //when we requested help for the last time
lastHelpPlayer = -1; //we are not currently helping anyone
@ -1000,7 +998,6 @@ event buildExpand( buildExpandTr )
// Structure (fac/res/pow) upgrades
event upgradeStructures(upgradeStructuresTr )
{
initIterateGroup(buildGroup); // find idle droids in build group.
droid = iterateGroup(buildGroup);
while(droid != NULLOBJECT)
@ -1478,7 +1475,8 @@ event conDroids(conDroidsTr)
local bool _bStartedBuilding;
_maxTrucks = MAX_TRUCKS;
if(powerSave){
if (playerPower(me) < LOW_POWER)
{
_maxTrucks = MIN_TRUCKS;
}
@ -1604,7 +1602,6 @@ event repairDroids(repairDroidsTr)
/////////////////////////////////////////////////////////////////////
event factoryEvent(factoryEventTr)
{
// for each factory....
initEnumStruct(FALSE,factory,me,me);
structure = enumStruct(); // find factory.
@ -1936,7 +1933,6 @@ event takeoverDefend(takeoverTr)
event useLassat(useLassatTr)
{
// find my lassat
// fire it at my attack objective.
if(allOutAttack != NULLOBJECT)
@ -2192,7 +2188,6 @@ function int findResearch(int _searchStart, int _techTree)
// form alliances
event formAllianceEvent(formAllianceEventTr)
{
count = 0;
while(count < MAX_PLAYERS)
{
@ -2347,35 +2342,6 @@ event consolidateEvent(consolidateEventTr)
}
}
/////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////
// power management.
// if running low on power put some power eating stuff on hold for a while.
event managePower(managePowerTr)
{
if( playerPower(me) < LOW_POWER ) // turn off some events.
{
powerSave = TRUE;
// setEventTrigger(fortify, inactive); // stop building defenses.
setEventTrigger(upgradeStructures, inactive); // stop building oil defenses.
// setEventTrigger(buildExpand, inactive); // stop building extra buildings.
// setEventTrigger(conDroids, inactive); // stop building more construct droids.
}
else
{
if(powerSave == TRUE) // turn events back on.
{
powerSave = FALSE;
// setEventTrigger(fortify, fortifyTr); // building defenses.
setEventTrigger(upgradeStructures, upgradeStructuresTr);// building oil defenses.
// setEventTrigger(buildExpand, buildExpandTr); // building extra buildings.
// setEventTrigger(conDroids, conDroidsTr); // building more construct droids.
}
}
}
/////////////////////////////////////////////////////////////////////
event difficultyModifier(difficultyModifierTr)
@ -2496,7 +2462,6 @@ function void buildRearmPads()
event buildVtols(inactive)
{
// got enough vtols?
if((vtolDefendGr.members >= maxVTOLs[curTech]) or (getDroidCount(me) >= MAX_DROIDS)){
dbg("CAN'T BUILD VTOLS - TOO MANY UNITS", me);
@ -2881,8 +2846,6 @@ event vtolDefend(vtolDefendTr)
{
local int _numBuilders,_maxBuilders;
// boolResult2 = FALSE; // if attacked by a vtol.
if(baseobj != NULLOBJECT)
{
if(baseobj.type == OBJ_DROID)
@ -2900,7 +2863,6 @@ event vtolDefend(vtolDefendTr)
// build defenses.
initIterateGroup(buildGroup); // find idle droids in build group.
droid = iterateGroup(buildGroup);
// while( (boolResult2 != TRUE) and (droid != NULLOBJECT))
while( droid != NULLOBJECT)
{
if( (structure != NULLOBJECT) and (droid.order != DORDER_BUILD) )
@ -2927,7 +2889,6 @@ event vtolDefend(vtolDefendTr)
{
orderDroidStatsLoc(droid, DORDER_BUILD,vtolDefStruct[count2],buildX,buildY);
_numBuilders++;
// boolResult2 = TRUE;
}
}
@ -2992,7 +2953,6 @@ function void shutDownAI()
setEventTrigger(breakAllianceEvent, inactive);
setEventTrigger(formHumanAlliances, inactive);
setEventTrigger(consolidateEvent, inactive);
setEventTrigger(managePower, inactive);
setEventTrigger(vtolStructs,inactive);
setEventTrigger(buildVtols,inactive);
setEventTrigger(vtolAttack,inactive);
@ -3009,11 +2969,6 @@ function void shutDownAI()
setEventTrigger(startLevel, inactive);
}
event reassignPlayers(reassignTr)
{
dbg("Reassign event is ignored", me);
}
function void reassignAI()
{
bRunning = true;
@ -3049,7 +3004,6 @@ function void reassignAI()
setEventTrigger(formAllianceEvent,formAllianceEventTr);
setEventTrigger(breakAllianceEvent,breakAllianceEventTr);
setEventTrigger(consolidateEvent,consolidateEventTr);
setEventTrigger(managePower,managePowerTr);
setEventTrigger(vtolStructs,inactive);
setEventTrigger(buildVtols,inactive);
//setEventTrigger(vtolAttack,inactive);
@ -3994,7 +3948,6 @@ event structureDestroyed(structureDestroyedTr)
{
local int _count;
// add certain structures to the rebuild list
_count = 0;
while(_count < numRebuildStat[curTech])