Change Crate.Lifetime from 'seconds' to ticks
As far as I could tell, this was the last place that still used 'seconds' instead of ticks, apart from some sound notification intervals (which are better converted to real [milli]seconds). Also renamed ScaredyCat.PanicLength to PanicDuration for consistency and easier finding.
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#region Copyright & License Information
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/*
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* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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public class ReplaceCrateSecondsWithTicks : UpdateRule
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{
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public override string Name => "Changed Crate Lifetime to Duration and use ticks and renamed PanicLength to PanicDuration.";
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public override string Description =>
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"Crate.Lifetime was the last non-sound-related place to still use 'seconds'\n" +
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"by multiplying with 25 internally. Converted to use ticks like everything else.\n" +
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"Also renamed Lifetime to Duration and ScaredyCat.PanicLength to PanicDuration to match other places.";
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public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
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{
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foreach (var crateNode in actorNode.ChildrenMatching("Crate"))
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{
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foreach (var lifetimeNode in crateNode.ChildrenMatching("Lifetime"))
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{
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var lifetime = lifetimeNode.NodeValue<int>();
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lifetimeNode.Value.Value = FieldSaver.FormatValue(lifetime * 25);
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lifetimeNode.RenameKey("Duration");
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}
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}
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foreach (var scNode in actorNode.ChildrenMatching("ScaredyCat"))
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{
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scNode.RenameChildrenMatching("PanicLength", "PanicDuration");
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}
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yield break;
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}
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}
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}
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