Remove list of known aspects.

This is no longer needed, since the new generalized simplified aspects syntax assumes any unknown tag or key is intended to be an aspect.
This commit is contained in:
Celtic Minstrel 2016-02-23 19:28:24 -05:00 committed by mattsc
parent 9c2027a8d8
commit e3679ff547

View File

@ -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");