Move update rules into their correct subfolder

This commit is contained in:
abcdefg30
2020-09-15 17:10:23 +02:00
committed by Paul Chote
parent 1ad9a4b65d
commit 391d9030cb
2 changed files with 0 additions and 0 deletions

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#region Copyright & License Information
/*
* Copyright 2007-2020 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.Collections.Generic;
using System.Linq;
namespace OpenRA.Mods.Common.UpdateRules.Rules
{
public class RenameSelfHealing : UpdateRule
{
public override string Name { get { return "SelfHealing was renamed as negative SelfHealing is a common usecase."; } }
public override string Description
{
get
{
return "SelfHealing was renamed to ChangesHealth\n" +
"HealIfBelow was renamed to StartIfBelow.";
}
}
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
{
var modId = modData.Manifest.Id;
foreach (var sh in actorNode.ChildrenMatching("SelfHealing"))
{
sh.RenameChildrenMatching("HealIfBelow", "StartIfBelow");
sh.RenameKey("ChangesHealth");
}
yield break;
}
}
}

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#region Copyright & License Information
/*
* Copyright 2007-2020 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.Collections.Generic;
namespace OpenRA.Mods.Common.UpdateRules.Rules
{
public class ReplaceBurns : UpdateRule
{
public override string Name { get { return "Replaced Burns with separate render and health change traits."; } }
public override string Description
{
get
{
return "Burns can be replaced using WithIdleOverlay and ChangesHealth.";
}
}
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
{
var addNodes = new List<MiniYamlNode>();
foreach (var burns in actorNode.ChildrenMatching("Burns"))
{
var anim = burns.LastChildMatching("Anim");
var animValue = anim != null ? anim.NodeValue<string>() : "1";
var damage = burns.LastChildMatching("Damage");
var damageValue = damage != null ? damage.NodeValue<int>() : 1;
var interval = burns.LastChildMatching("Interval");
var intervalValue = interval != null ? interval.NodeValue<int>() : 8;
var overlay = new MiniYamlNode("WithIdleOverlay@Burns", "");
overlay.AddNode("Image", FieldSaver.FormatValue("fire"));
overlay.AddNode("Sequence", FieldSaver.FormatValue(animValue));
overlay.AddNode("IsDecoration", FieldSaver.FormatValue(true));
addNodes.Add(overlay);
var changesHealth = new MiniYamlNode("ChangesHealth", "");
changesHealth.AddNode("Step", FieldSaver.FormatValue(-damageValue));
changesHealth.AddNode("StartIfBelow", FieldSaver.FormatValue(101));
changesHealth.AddNode("Delay", FieldSaver.FormatValue(intervalValue));
addNodes.Add(changesHealth);
}
actorNode.RemoveNodes("Burns");
foreach (var addNode in addNodes)
actorNode.AddNode(addNode);
yield break;
}
}
}