Completely rewrite miniyaml tree outputting utility commands

Rename --actor-yaml to --resolved-rules <actor name>
Implement --resolved-sequences <image name>
Implement --resolved-weapons <weapon name>
This commit is contained in:
Taryn Hill
2016-11-12 15:27:40 -06:00
committed by Taryn Hill
parent ddb22ec2bd
commit 213e5532f5
6 changed files with 196 additions and 55 deletions

View File

@@ -0,0 +1,46 @@
#region Copyright & License Information
/*
* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
namespace OpenRA.Mods.Common.UtilityCommands
{
public class OutputResolvedRulesCommand : IUtilityCommand
{
string IUtilityCommand.Name { get { return "--resolved-rules"; } }
bool IUtilityCommand.ValidateArguments(string[] args)
{
return args.Length == 2 || args.Length == 3;
}
[Desc("ACTOR [PATH/TO/MAP]", "Display the finalized, merged MiniYaml rules for the given actor. Input values are case-sensitive.")]
void IUtilityCommand.Run(Utility utility, string[] args)
{
// HACK: The engine code assumes that Game.ModData is set.
var modData = Game.ModData = utility.ModData;
var key = args[1];
var result = Utilities.GetTopLevelNodeByKey(modData, key,
manifest => manifest.Rules,
map => map.RuleDefinitions,
args.Length == 3 ? args[2] : null);
if (result == null)
{
Console.WriteLine("Could not find actor '{0}' (name is case-sensitive).", key);
Environment.Exit(1);
}
Console.WriteLine(result.Value.Nodes.WriteToString());
}
}
}