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.
This commit is contained in:
reaperrr
2021-03-21 00:51:43 +01:00
committed by teinarss
parent e3fd54e147
commit 53e6d974f0
9 changed files with 57 additions and 11 deletions

View File

@@ -0,0 +1,45 @@
#region Copyright & License Information
/*
* Copyright 2007-2021 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 ReplaceCrateSecondsWithTicks : UpdateRule
{
public override string Name => "Changed Crate Lifetime to Duration and use ticks and renamed PanicLength to PanicDuration.";
public override string Description =>
"Crate.Lifetime was the last non-sound-related place to still use 'seconds'\n" +
"by multiplying with 25 internally. Converted to use ticks like everything else.\n" +
"Also renamed Lifetime to Duration and ScaredyCat.PanicLength to PanicDuration to match other places.";
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
{
foreach (var crateNode in actorNode.ChildrenMatching("Crate"))
{
foreach (var lifetimeNode in crateNode.ChildrenMatching("Lifetime"))
{
var lifetime = lifetimeNode.NodeValue<int>();
lifetimeNode.Value.Value = FieldSaver.FormatValue(lifetime * 25);
lifetimeNode.RenameKey("Duration");
}
}
foreach (var scNode in actorNode.ChildrenMatching("ScaredyCat"))
{
scNode.RenameChildrenMatching("PanicLength", "PanicDuration");
}
yield break;
}
}
}