Created FlashPaletteEffectWarhead and removed the hardcoded flashing from NukeLaunch
Not actually hardcoded, but there was a hard dependency in NukeLaunch on FlashPaletteEffect and explicit flashing checks.
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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 2007-2020 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;
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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 CreateFlashPaletteEffectWarhead : UpdateRule
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{
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public override string Name { get { return "Create FlashPaletteEffectWarhead to replace hardcoded nuke flashing."; } }
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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 trait NukePower (via the NukeLaunch projectile that it uses) no longer has built-in palette flashing.";
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}
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}
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readonly List<Tuple<string, string, string>> weaponsToUpdate = new List<Tuple<string, string, string>>();
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public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
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{
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var nukePowerTraits = actorNode.ChildrenMatching("NukePower");
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foreach (var nukePowerTrait in nukePowerTraits)
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{
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var traitName = nukePowerTrait.Key;
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var weaponNode = nukePowerTrait.ChildrenMatching("MissileWeapon").FirstOrDefault();
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if (weaponNode == null)
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continue;
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var weaponName = weaponNode.Value.Value;
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weaponsToUpdate.Add(new Tuple<string, string, string>(weaponName, traitName, "{0} ({1})".F(actorNode.Key, actorNode.Location.Filename)));
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nukePowerTrait.RemoveNodes("FlashType");
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}
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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 (weaponsToUpdate.Any())
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yield return "Add a FlashPaletteEffectWarhead to the following weapons:\n" +
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UpdateUtils.FormatMessageList(weaponsToUpdate.Select(x => "Weapon `{0}`, used by trait `{1}` on actor {2}".F(x.Item1, x.Item2, x.Item3)));
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weaponsToUpdate.Clear();
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}
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}
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}
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