make yaml into a list, rather than a dict
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@@ -23,7 +23,7 @@ namespace OpenRA
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public ActorInfo( string name, MiniYaml node, Dictionary<string, MiniYaml> allUnits )
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{
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var mergedNode = MergeWithParent( node, allUnits ).Nodes;
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var mergedNode = MergeWithParent( node, allUnits ).NodesDict;
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Name = name;
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foreach( var t in mergedNode )
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@@ -34,7 +34,7 @@ namespace OpenRA
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static MiniYaml GetParent( MiniYaml node, Dictionary<string, MiniYaml> allUnits )
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{
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MiniYaml inherits;
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node.Nodes.TryGetValue( "Inherits", out inherits );
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node.NodesDict.TryGetValue( "Inherits", out inherits );
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if( inherits == null || string.IsNullOrEmpty( inherits.Value ) )
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return null;
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@@ -33,7 +33,7 @@ namespace OpenRA
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Weapons = LoadYamlRules(m.Weapons, map.Weapons, (k, _) => new WeaponInfo(k.Key.ToLowerInvariant(), k.Value));
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Voices = LoadYamlRules(m.Voices, map.Voices, (k, _) => new VoiceInfo(k.Value));
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Music = LoadYamlRules(m.Music, map.Music, (k, _) => new MusicInfo(k.Key, k.Value));
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Movies = LoadYamlRules(m.Movies, new Dictionary<string,MiniYaml>(), (k, v) => k.Value.Value);
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Movies = LoadYamlRules(m.Movies, new List<MiniYamlNode>(), (k, v) => k.Value.Value);
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TileSets = new Dictionary<string, TileSet>();
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foreach (var file in m.TileSets)
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@@ -45,10 +45,11 @@ namespace OpenRA
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TechTree = new TechTree();
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}
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static Dictionary<string, T> LoadYamlRules<T>(string[] files, Dictionary<string,MiniYaml>dict, Func<KeyValuePair<string, MiniYaml>, Dictionary<string, MiniYaml>, T> f)
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static Dictionary<string, T> LoadYamlRules<T>(string[] files, List<MiniYamlNode> dict, Func<MiniYamlNode, Dictionary<string, MiniYaml>, T> f)
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{
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var y = files.Select(a => MiniYaml.FromFile(a)).Aggregate(dict,MiniYaml.Merge);
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return y.ToDictionary(kv => kv.Key.ToLowerInvariant(), kv => f(kv, y));
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var yy = y.ToDictionary( x => x.Key, x => x.Value );
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return y.ToDictionary(kv => kv.Key.ToLowerInvariant(), kv => f(kv, yy));
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}
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}
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}
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@@ -109,7 +109,7 @@ namespace OpenRA.GameRules
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if (File.Exists(SettingsFile))
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{
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System.Console.WriteLine("Loading settings file {0}",SettingsFile);
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var yaml = MiniYaml.FromFile(SettingsFile);
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var yaml = MiniYaml.DictFromFile(SettingsFile);
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foreach (var kv in Sections)
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if (yaml.ContainsKey(kv.Key))
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@@ -128,9 +128,9 @@ namespace OpenRA.GameRules
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public void Save()
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{
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Dictionary<string, MiniYaml> root = new Dictionary<string, MiniYaml>();
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foreach (var kv in Sections)
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root.Add(kv.Key, SectionYaml(kv.Value));
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var root = new List<MiniYamlNode>();
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foreach( var kv in Sections )
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root.Add( new MiniYamlNode( kv.Key, SectionYaml( kv.Value ) ) );
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root.WriteToFile(SettingsFile);
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}
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@@ -22,7 +22,7 @@ namespace OpenRA.GameRules
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public readonly string DefaultVariant = ".aud" ;
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public readonly string[] DisableVariants = { };
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Func<MiniYaml, string, Dictionary<string, string[]>> Load = (y,name) => (y.Nodes.ContainsKey(name))? y.Nodes[name].Nodes.ToDictionary(a => a.Key,
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Func<MiniYaml, string, Dictionary<string, string[]>> Load = (y,name) => (y.NodesDict.ContainsKey(name))? y.NodesDict[name].NodesDict.ToDictionary(a => a.Key,
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a => (string[])FieldLoader.GetValue( "(value)", typeof(string[]), a.Value.Value ))
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: new Dictionary<string, string[]>();
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@@ -30,7 +30,7 @@ namespace OpenRA.GameRules
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public VoiceInfo( MiniYaml y )
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{
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FieldLoader.LoadFields(this, y.Nodes, new string[] { "DisableVariants" });
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FieldLoader.LoadFields(this, y.NodesDict, new string[] { "DisableVariants" });
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Variants = Load(y, "Variants");
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Voices = Load(y, "Voices");
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@@ -86,19 +86,19 @@ namespace OpenRA.GameRules
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public WeaponInfo(string name, MiniYaml content)
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{
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foreach (var kv in content.Nodes)
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foreach (var kv in content.NodesDict)
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{
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var key = kv.Key.Split('@')[0];
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switch (key)
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{
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case "Range": FieldLoader.LoadField(this, "Range", content.Nodes["Range"].Value); break;
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case "ROF": FieldLoader.LoadField(this, "ROF", content.Nodes["ROF"].Value); break;
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case "Report": FieldLoader.LoadField(this, "Report", content.Nodes["Report"].Value); break;
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case "Burst": FieldLoader.LoadField(this, "Burst", content.Nodes["Burst"].Value); break;
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case "Charges": FieldLoader.LoadField(this, "Charges", content.Nodes["Charges"].Value); break;
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case "ValidTargets": FieldLoader.LoadField(this, "ValidTargets", content.Nodes["ValidTargets"].Value); break;
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case "Underwater": FieldLoader.LoadField(this, "Underwater", content.Nodes["Underwater"].Value); break;
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case "BurstDelay": FieldLoader.LoadField(this, "BurstDelay", content.Nodes["BurstDelay"].Value); break;
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case "Range": FieldLoader.LoadField(this, "Range", content.NodesDict["Range"].Value); break;
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case "ROF": FieldLoader.LoadField(this, "ROF", content.NodesDict["ROF"].Value); break;
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case "Report": FieldLoader.LoadField(this, "Report", content.NodesDict["Report"].Value); break;
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case "Burst": FieldLoader.LoadField(this, "Burst", content.NodesDict["Burst"].Value); break;
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case "Charges": FieldLoader.LoadField(this, "Charges", content.NodesDict["Charges"].Value); break;
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case "ValidTargets": FieldLoader.LoadField(this, "ValidTargets", content.NodesDict["ValidTargets"].Value); break;
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case "Underwater": FieldLoader.LoadField(this, "Underwater", content.NodesDict["Underwater"].Value); break;
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case "BurstDelay": FieldLoader.LoadField(this, "BurstDelay", content.NodesDict["BurstDelay"].Value); break;
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case "Warhead":
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{
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