Rename EmitInfantryOnSell and remove default actor type.
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@@ -353,7 +353,7 @@
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<Compile Include="Traits\DetectCloaked.cs" />
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<Compile Include="Traits\EditorTilesetFilter.cs" />
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<Compile Include="Traits\EjectOnDeath.cs" />
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<Compile Include="Traits\EmitInfantryOnSell.cs" />
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<Compile Include="Traits\SpawnActorsOnSell.cs" />
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<Compile Include="Traits\EngineerRepair.cs" />
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<Compile Include="Traits\Explodes.cs" />
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<Compile Include="Traits\ExplosionOnDamageTransition.cs" />
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@@ -881,6 +881,7 @@
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<Compile Include="UtilityCommands\DumpSequenceSheetsCommand.cs" />
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<Compile Include="UpdateRules\Rules\DefineLocomotors.cs" />
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<Compile Include="UpdateRules\Rules\DefineOwnerLostAction.cs" />
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<Compile Include="UpdateRules\Rules\RenameEmitInfantryOnSell.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Target Name="AfterBuild">
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@@ -17,28 +17,28 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Spawn new actors when sold.")]
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public class EmitInfantryOnSellInfo : ITraitInfo
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public class SpawnActorsOnSellInfo : ITraitInfo
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{
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public readonly int ValuePercent = 40;
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public readonly int MinHpPercent = 30;
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[ActorReference]
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[Desc("Be sure to use lowercase.")]
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public readonly string[] ActorTypes;
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[ActorReference, FieldLoader.Require]
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[Desc("Actor types to spawn on sell. Be sure to use lowercase.")]
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public readonly string[] ActorTypes = null;
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[Desc("Spawns actors only if the selling player's faction is in this list. " +
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"Leave empty to allow all factions by default.")]
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public readonly HashSet<string> Factions = new HashSet<string>();
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public object Create(ActorInitializer init) { return new EmitInfantryOnSell(init.Self, this); }
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public object Create(ActorInitializer init) { return new SpawnActorsOnSell(init.Self, this); }
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}
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public class EmitInfantryOnSell : INotifySold
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public class SpawnActorsOnSell : INotifySold
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{
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readonly EmitInfantryOnSellInfo info;
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readonly SpawnActorsOnSellInfo info;
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readonly bool correctFaction;
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public EmitInfantryOnSell(Actor self, EmitInfantryOnSellInfo info)
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public SpawnActorsOnSell(Actor self, SpawnActorsOnSellInfo info)
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{
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this.info = info;
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var factionsList = info.Factions;
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@@ -0,0 +1,45 @@
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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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namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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public class RenameEmitInfantryOnSell : UpdateRule
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{
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public override string Name { get { return "EmitInfantryOnSell renamed to SpawnActorsOnSell"; } }
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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 "The EmitInfantryOnSell trait was renamed to SpawnActorsOnSell and the default\n" +
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"actor type to spawn was removed. Uses of the old traits and defaults are updated\n" +
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"to account for this.";
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}
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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 uneios in actorNode.ChildrenMatching("-EmitInfantryOnSell"))
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uneios.RenameKeyPreservingSuffix("-SpawnActorsOnSell");
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foreach (var eios in actorNode.ChildrenMatching("EmitInfantryOnSell"))
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{
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eios.RenameKeyPreservingSuffix("SpawnActorsOnSell");
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var actortypes = eios.LastChildMatching("ActorTypes");
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if (actortypes == null)
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eios.AddNode("ActorTypes", "e1");
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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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@@ -52,7 +52,8 @@ namespace OpenRA.Mods.Common.UpdateRules
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new AddEditorPlayer(),
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new RemovePaletteFromCurrentTileset(),
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new DefineLocomotors(),
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new DefineOwnerLostAction()
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new DefineOwnerLostAction(),
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new RenameEmitInfantryOnSell()
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})
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};
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