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Remove list of known aspects.
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This is no longer needed, since the new generalized simplified aspects syntax assumes any unknown tag or key is intended to be an aspect.
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CelticMinstrel authored and mattsc committed Mar 22, 2016
1 parent 9c2027a commit e3679ff
Showing 1 changed file with 0 additions and 45 deletions.
45 changes: 0 additions & 45 deletions src/ai/configuration.cpp
Expand Up @@ -39,56 +39,11 @@ static lg::log_domain log_ai_configuration("ai/config");
#define WRN_AI_CONFIGURATION LOG_STREAM(warn, log_ai_configuration)
#define ERR_AI_CONFIGURATION LOG_STREAM(err, log_ai_configuration)


class well_known_aspect {
public:
well_known_aspect(const std::string &name, bool attr = true)
: name_(name),was_an_attribute_(attr)
{
}

virtual ~well_known_aspect() {}

std::string name_;
bool was_an_attribute_;
};

static std::vector<well_known_aspect> well_known_aspects;

void configuration::init(const config &game_config)
{
ai_configurations_.clear();
era_ai_configurations_.clear();
mod_ai_configurations_.clear();
well_known_aspects.clear();
well_known_aspects.push_back(well_known_aspect("advancements"));
well_known_aspects.push_back(well_known_aspect("aggression"));
well_known_aspects.push_back(well_known_aspect("attack_depth"));
well_known_aspects.push_back(well_known_aspect("attacks",false));
well_known_aspects.push_back(well_known_aspect("avoid",false));
well_known_aspects.push_back(well_known_aspect("caution"));
well_known_aspects.push_back(well_known_aspect("grouping"));
well_known_aspects.push_back(well_known_aspect("leader_aggression"));
well_known_aspects.push_back(well_known_aspect("leader_goal",false));
well_known_aspects.push_back(well_known_aspect("leader_ignores_keep"));
well_known_aspects.push_back(well_known_aspect("leader_value"));
well_known_aspects.push_back(well_known_aspect("number_of_possible_recruits_to_force_recruit"));
well_known_aspects.push_back(well_known_aspect("passive_leader"));
well_known_aspects.push_back(well_known_aspect("passive_leader_shares_keep"));
well_known_aspects.push_back(well_known_aspect("recruitment"));
well_known_aspects.push_back(well_known_aspect("recruitment_diversity"));
well_known_aspects.push_back(well_known_aspect("recruitment_ignore_bad_combat"));
well_known_aspects.push_back(well_known_aspect("recruitment_ignore_bad_movement"));
well_known_aspects.push_back(well_known_aspect("recruitment_instructions"));
well_known_aspects.push_back(well_known_aspect("recruitment_more"));
well_known_aspects.push_back(well_known_aspect("recruitment_pattern"));
well_known_aspects.push_back(well_known_aspect("recruitment_randomness"));
well_known_aspects.push_back(well_known_aspect("recruitment_save_gold"));
well_known_aspects.push_back(well_known_aspect("scout_village_targeting"));
well_known_aspects.push_back(well_known_aspect("simple_targeting"));
well_known_aspects.push_back(well_known_aspect("support_villages"));
well_known_aspects.push_back(well_known_aspect("village_value"));
well_known_aspects.push_back(well_known_aspect("villages_per_scout"));

const config &ais = game_config.child("ais");
default_config_ = ais.child("default_config");
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