RangeLimit WDist refactor upgrade rules

This commit is contained in:
reaperrr
2016-04-30 16:02:46 +02:00
parent 1258ddde7f
commit 249e65c7d1

View File

@@ -826,6 +826,34 @@ namespace OpenRA.Mods.Common.UtilityCommands
}
}
// Refactor Missile RangeLimit from ticks to WDist
if (engineVersion < 20160501)
{
var weapRange = node.Value.Nodes.FirstOrDefault(n => n.Key == "Range");
var projectile = node.Value.Nodes.FirstOrDefault(n => n.Key == "Projectile");
if (projectile != null && weapRange != null && projectile.Value.Value == "Missile")
{
var oldWDist = FieldLoader.GetValue<WDist>("Range", weapRange.Value.Value);
var rangeLimitNode = projectile.Value.Nodes.FirstOrDefault(x => x.Key == "RangeLimit");
// RangeLimit is now a WDist value, so for the conversion, we take weapon range and add 20% on top.
// Overly complicated calculations using Range, Speed and the old RangeLimit value would be rather pointless,
// because currently most mods have somewhat arbitrary, usually too high and in a few cases too low RangeLimits anyway.
var newValue = oldWDist.Length * 120 / 100;
var newCells = newValue / 1024;
var newCellPart = newValue % 1024;
if (rangeLimitNode != null)
rangeLimitNode.Value.Value = newCells.ToString() + "c" + newCellPart.ToString();
else
{
// Since the old default was 'unlimited', we're using weapon range * 1.2 for missiles not defining a custom RangeLimit as well
projectile.Value.Nodes.Add(new MiniYamlNode("RangeLimit", newCells.ToString() + "c" + newCellPart.ToString()));
}
}
}
UpgradeWeaponRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
}
}