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.
This commit is contained in:
Pavel Penev
2020-07-09 02:58:58 +03:00
committed by abcdefg30
parent 2e7bd4de4b
commit 8c394a4cb5
9 changed files with 105 additions and 12 deletions

View File

@@ -0,0 +1,61 @@
#region Copyright & License Information
/*
* Copyright 2007-2020 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;
using System.Collections.Generic;
using System.Linq;
namespace OpenRA.Mods.Common.UpdateRules.Rules
{
public class CreateFlashPaletteEffectWarhead : UpdateRule
{
public override string Name { get { return "Create FlashPaletteEffectWarhead to replace hardcoded nuke flashing."; } }
public override string Description
{
get
{
return "The trait NukePower (via the NukeLaunch projectile that it uses) no longer has built-in palette flashing.";
}
}
readonly List<Tuple<string, string, string>> weaponsToUpdate = new List<Tuple<string, string, string>>();
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
{
var nukePowerTraits = actorNode.ChildrenMatching("NukePower");
foreach (var nukePowerTrait in nukePowerTraits)
{
var traitName = nukePowerTrait.Key;
var weaponNode = nukePowerTrait.ChildrenMatching("MissileWeapon").FirstOrDefault();
if (weaponNode == null)
continue;
var weaponName = weaponNode.Value.Value;
weaponsToUpdate.Add(new Tuple<string, string, string>(weaponName, traitName, "{0} ({1})".F(actorNode.Key, actorNode.Location.Filename)));
nukePowerTrait.RemoveNodes("FlashType");
}
yield break;
}
public override IEnumerable<string> AfterUpdate(ModData modData)
{
if (weaponsToUpdate.Any())
yield return "Add a FlashPaletteEffectWarhead to the following weapons:\n" +
UpdateUtils.FormatMessageList(weaponsToUpdate.Select(x => "Weapon `{0}`, used by trait `{1}` on actor {2}".F(x.Item1, x.Item2, x.Item3)));
weaponsToUpdate.Clear();
}
}
}