HarvManager update rule
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@@ -855,6 +855,7 @@
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<Compile Include="UpdateRules\Rules\RemoveTerrainTypeIsWaterFlag.cs" />
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<Compile Include="UpdateRules\Rules\RemoveWeaponScanRadius.cs" />
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<Compile Include="UpdateRules\Rules\DefineSoundDefaults.cs" />
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<Compile Include="UpdateRules\Rules\DefineSquadExcludeHarvester.cs" />
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<Compile Include="UpdateRules\Rules\SplitTurretAimAnimation.cs" />
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<Compile Include="UpdateRules\Rules\RenameWormSpawner.cs" />
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<Compile Include="UpdateRules\Rules\RemoveWithReloadingSpriteTurret.cs" />
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@@ -0,0 +1,61 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 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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using System.Linq;
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namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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public class DefineSquadExcludeHarvester : UpdateRule
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{
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public override string Name { get { return "Add harvesters to ExcludeFromSquads"; } }
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public override string Description
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{
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get
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{
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return "HackyAI no longer automatically excludes actors with Harvester trait from attack squads.\n" +
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"They need to be explicitly added to ExcludeFromSquads.";
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}
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}
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readonly List<MiniYamlNode.SourceLocation> locations = new List<MiniYamlNode.SourceLocation>();
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public override IEnumerable<string> BeforeUpdate(ModData modData)
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{
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// Reset state for each mod/map
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locations.Clear();
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yield break;
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}
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public override IEnumerable<string> AfterUpdate(ModData modData)
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{
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if (locations.Any())
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yield return "The automatic exclusion of harvesters from AI squads has been removed.\n"
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+ "You may wish to add your harvester-type actors to `ExcludeFromSquads` under `UnitCommonNames`\n"
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+ "at the following locations.\n"
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+ UpdateUtils.FormatMessageList(locations.Select(l => l.ToString()));
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}
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public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
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{
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foreach (var hackyAINode in actorNode.ChildrenMatching("HackyAI"))
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{
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var commonNamesNode = hackyAINode.LastChildMatching("UnitsCommonNames");
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if (commonNamesNode != null)
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locations.Add(commonNamesNode.Location);
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else
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locations.Add(hackyAINode.Location);
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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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