Remove RearmBuildings from Aircraft and Minelayer
In favor of using Rearmable trait.
This commit is contained in:
@@ -443,22 +443,22 @@ namespace OpenRA.Mods.Common.AI
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CountBuildingByCommonName(Info.BuildingCommonNames.Barracks, Player) == 0;
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}
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// For mods like RA (number of building must match the number of aircraft)
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// For mods like RA (number of RearmActors must match the number of aircraft)
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bool HasAdequateAirUnitReloadBuildings(ActorInfo actorInfo)
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{
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var aircraftInfo = actorInfo.TraitInfoOrDefault<AircraftInfo>();
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if (aircraftInfo == null)
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return true;
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// If the aircraft has at least 1 AmmoPool and defines 1 or more RearmBuildings, check if we have enough of those
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var hasAmmoPool = actorInfo.TraitInfos<AmmoPoolInfo>().Any();
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if (hasAmmoPool && aircraftInfo.RearmBuildings.Count > 0)
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{
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var countOwnAir = CountActorsWithTrait<IPositionable>(actorInfo.Name, Player);
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var countBuildings = aircraftInfo.RearmBuildings.Sum(b => CountActorsWithTrait<Building>(b, Player));
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if (countOwnAir >= countBuildings)
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return false;
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}
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// If actor isn't Rearmable, it doesn't need a RearmActor to reload
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var rearmableInfo = actorInfo.TraitInfoOrDefault<RearmableInfo>();
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if (rearmableInfo == null)
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return true;
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var countOwnAir = CountActorsWithTrait<IPositionable>(actorInfo.Name, Player);
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var countBuildings = rearmableInfo.RearmActors.Sum(b => CountActorsWithTrait<Building>(b, Player));
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if (countOwnAir >= countBuildings)
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return false;
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return true;
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}
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@@ -127,7 +127,11 @@ namespace OpenRA.Mods.Common.AI
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protected static bool ReloadsAutomatically(Actor a)
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{
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var ammoPools = a.TraitsImplementing<AmmoPool>();
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return ammoPools.All(x => x.AutoReloads);
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var rearmable = a.TraitOrDefault<Rearmable>();
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if (rearmable == null)
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return true;
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return ammoPools.All(ap => !rearmable.Info.AmmoPools.Contains(ap.Info.Name));
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}
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protected static bool IsRearm(Actor a)
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@@ -21,17 +21,17 @@ namespace OpenRA.Mods.Common.Activities
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readonly Target target;
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readonly Aircraft aircraft;
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readonly AttackPlane attackPlane;
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readonly Rearmable rearmable;
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readonly bool autoReloads;
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int ticksUntilTurn;
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public FlyAttack(Actor self, Target target)
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{
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this.target = target;
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aircraft = self.Trait<Aircraft>();
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attackPlane = self.TraitOrDefault<AttackPlane>();
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attackPlane = self.Trait<AttackPlane>();
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rearmable = self.TraitOrDefault<Rearmable>();
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ticksUntilTurn = attackPlane.AttackPlaneInfo.AttackTurnDelay;
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autoReloads = self.TraitsImplementing<AmmoPool>().All(p => p.AutoReloads);
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}
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public override Activity Tick(Actor self)
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@@ -46,12 +46,11 @@ namespace OpenRA.Mods.Common.Activities
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if (!target.IsValidFor(self))
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return NextActivity;
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// If all valid weapons have depleted their ammo and RearmBuilding is defined, return to RearmBuilding to reload and then resume the activity
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if (!autoReloads && aircraft.Info.RearmBuildings.Any() && attackPlane.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
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// If all valid weapons have depleted their ammo and Rearmable trait exists, return to RearmActor to reload and then resume the activity
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if (rearmable != null && attackPlane.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
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return ActivityUtils.SequenceActivities(new ReturnToBase(self, aircraft.Info.AbortOnResupply), this);
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if (attackPlane != null)
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attackPlane.DoAttack(self, target);
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attackPlane.DoAttack(self, target);
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if (ChildActivity == null)
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{
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@@ -22,7 +22,7 @@ namespace OpenRA.Mods.Common.Activities
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readonly Aircraft aircraft;
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readonly AttackHeli attackHeli;
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readonly bool attackOnlyVisibleTargets;
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readonly bool autoReloads;
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readonly Rearmable rearmable;
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Target target;
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bool canHideUnderFog;
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@@ -47,7 +47,7 @@ namespace OpenRA.Mods.Common.Activities
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aircraft = self.Trait<Aircraft>();
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attackHeli = self.Trait<AttackHeli>();
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this.attackOnlyVisibleTargets = attackOnlyVisibleTargets;
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autoReloads = self.TraitsImplementing<AmmoPool>().All(p => p.AutoReloads);
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rearmable = self.TraitOrDefault<Rearmable>();
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}
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public override Activity Tick(Actor self)
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@@ -74,8 +74,8 @@ namespace OpenRA.Mods.Common.Activities
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return new HeliFly(self, newTarget);
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}
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// If all valid weapons have depleted their ammo and RearmBuilding is defined, return to RearmBuilding to reload and then resume the activity
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if (!autoReloads && aircraft.Info.RearmBuildings.Any() && attackHeli.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
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// If all valid weapons have depleted their ammo and Rearmable trait exists, return to RearmActor to reload and then resume the activity
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if (rearmable != null && attackHeli.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self)))
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return ActivityUtils.SequenceActivities(new HeliReturnToBase(self, aircraft.Info.AbortOnResupply), this);
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var dist = targetPos - pos;
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@@ -20,6 +20,7 @@ namespace OpenRA.Mods.Common.Activities
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{
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readonly Aircraft aircraft;
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readonly RepairableInfo repairableInfo;
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readonly Rearmable rearmable;
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readonly bool alwaysLand;
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readonly bool abortOnResupply;
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Actor dest;
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@@ -28,6 +29,7 @@ namespace OpenRA.Mods.Common.Activities
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{
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aircraft = self.Trait<Aircraft>();
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repairableInfo = self.Info.TraitInfoOrDefault<RepairableInfo>();
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rearmable = self.TraitOrDefault<Rearmable>();
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this.alwaysLand = alwaysLand;
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this.abortOnResupply = abortOnResupply;
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this.dest = dest;
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@@ -35,9 +37,11 @@ namespace OpenRA.Mods.Common.Activities
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public Actor ChooseResupplier(Actor self, bool unreservedOnly)
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{
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var rearmBuildings = aircraft.Info.RearmBuildings;
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if (rearmable == null)
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return null;
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return self.World.Actors.Where(a => a.Owner == self.Owner
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&& rearmBuildings.Contains(a.Info.Name)
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&& rearmable.Info.RearmActors.Contains(a.Info.Name)
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&& (!unreservedOnly || !Reservable.IsReserved(a)))
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.ClosestTo(self);
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}
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@@ -119,8 +123,8 @@ namespace OpenRA.Mods.Common.Activities
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if (repairableInfo != null && repairableInfo.RepairBuildings.Contains(dest.Info.Name) && self.GetDamageState() != DamageState.Undamaged)
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return true;
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return aircraft.Info.RearmBuildings.Contains(dest.Info.Name) && self.TraitsImplementing<AmmoPool>()
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.Any(p => !p.AutoReloads && !p.FullAmmo());
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return rearmable != null && rearmable.Info.RearmActors.Contains(dest.Info.Name)
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&& rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo());
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}
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}
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}
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@@ -23,6 +23,7 @@ namespace OpenRA.Mods.Common.Activities
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readonly Aircraft aircraft;
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readonly AircraftInfo aircraftInfo;
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readonly RepairableInfo repairableInfo;
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readonly Rearmable rearmable;
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readonly bool alwaysLand;
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readonly bool abortOnResupply;
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bool isCalculated;
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@@ -37,14 +38,18 @@ namespace OpenRA.Mods.Common.Activities
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aircraft = self.Trait<Aircraft>();
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aircraftInfo = self.Info.TraitInfo<AircraftInfo>();
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repairableInfo = self.Info.TraitInfoOrDefault<RepairableInfo>();
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rearmable = self.TraitOrDefault<Rearmable>();
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}
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public static Actor ChooseResupplier(Actor self, bool unreservedOnly)
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{
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var rearmBuildings = self.Info.TraitInfo<AircraftInfo>().RearmBuildings;
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var rearmInfo = self.Info.TraitInfoOrDefault<RearmableInfo>();
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if (rearmInfo == null)
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return null;
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return self.World.ActorsHavingTrait<Reservable>()
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.Where(a => a.Owner == self.Owner
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&& rearmBuildings.Contains(a.Info.Name)
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&& rearmInfo.RearmActors.Contains(a.Info.Name)
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&& (!unreservedOnly || !Reservable.IsReserved(a)))
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.ClosestTo(self);
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}
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@@ -109,8 +114,8 @@ namespace OpenRA.Mods.Common.Activities
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if (repairableInfo != null && repairableInfo.RepairBuildings.Contains(dest.Info.Name) && self.GetDamageState() != DamageState.Undamaged)
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return true;
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return aircraftInfo.RearmBuildings.Contains(dest.Info.Name) && self.TraitsImplementing<AmmoPool>()
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.Any(p => !p.AutoReloads && !p.FullAmmo());
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return rearmable != null && rearmable.Info.RearmActors.Contains(dest.Info.Name)
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&& rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo());
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}
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public override Activity Tick(Actor self)
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@@ -21,13 +21,13 @@ namespace OpenRA.Mods.Common.Activities
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{
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readonly Target host;
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readonly WDist closeEnough;
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readonly AmmoPool[] ammoPools;
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readonly Rearmable rearmable;
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public Rearm(Actor self, Actor host, WDist closeEnough)
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{
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this.host = Target.FromActor(host);
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this.closeEnough = closeEnough;
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ammoPools = self.TraitsImplementing<AmmoPool>().Where(p => !p.AutoReloads).ToArray();
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rearmable = self.Trait<Rearmable>();
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}
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protected override void OnFirstRun(Actor self)
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@@ -35,7 +35,7 @@ namespace OpenRA.Mods.Common.Activities
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// Reset the ReloadDelay to avoid any issues with early cancellation
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// from previous reload attempts (explicit order, host building died, etc).
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// HACK: this really shouldn't be managed from here
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foreach (var pool in ammoPools)
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foreach (var pool in rearmable.RearmableAmmoPools)
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pool.RemainingTicks = pool.Info.ReloadDelay;
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if (host.Type == TargetType.Invalid)
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@@ -73,7 +73,7 @@ namespace OpenRA.Mods.Common.Activities
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return NextActivity;
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var complete = true;
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foreach (var pool in ammoPools)
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foreach (var pool in rearmable.RearmableAmmoPools)
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{
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if (!pool.FullAmmo())
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{
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@@ -931,6 +931,7 @@
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<Compile Include="UpdateRules\Rules\20180923\LowPowerSlowdownToModifier.cs" />
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<Compile Include="UpdateRules\Rules\20180923\RemoveHealthPercentageRing.cs" />
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<Compile Include="UpdateRules\Rules\20180923\RemoveRepairBuildingsFromAircraft.cs" />
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<Compile Include="UpdateRules\Rules\20180923\AddRearmable.cs" />
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<Compile Include="Traits\Player\PlayerResources.cs" />
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<Compile Include="UtilityCommands\DumpSequenceSheetsCommand.cs" />
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<Compile Include="Traits\Render\WithBuildingRepairDecoration.cs" />
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@@ -36,9 +36,6 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("The speed at which the aircraft is repulsed from other aircraft. Specify -1 for normal movement speed.")]
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public readonly int RepulsionSpeed = -1;
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[ActorReference]
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public readonly HashSet<string> RearmBuildings = new HashSet<string> { };
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public readonly int InitialFacing = 0;
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public readonly int TurnSpeed = 255;
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@@ -155,6 +152,7 @@ namespace OpenRA.Mods.Common.Traits
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readonly Actor self;
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RepairableInfo repairableInfo;
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RearmableInfo rearmableInfo;
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ConditionManager conditionManager;
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IDisposable reservation;
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IEnumerable<int> speedModifiers;
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@@ -211,6 +209,7 @@ namespace OpenRA.Mods.Common.Traits
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protected virtual void Created(Actor self)
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{
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repairableInfo = self.Info.TraitInfoOrDefault<RepairableInfo>();
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rearmableInfo = self.Info.TraitInfoOrDefault<RearmableInfo>();
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conditionManager = self.TraitOrDefault<ConditionManager>();
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speedModifiers = self.TraitsImplementing<ISpeedModifier>().ToArray().Select(sm => sm.GetSpeedModifier());
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cachedPosition = self.CenterPosition;
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@@ -450,7 +449,7 @@ namespace OpenRA.Mods.Common.Traits
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if (self.AppearsHostileTo(a))
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return false;
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return Info.RearmBuildings.Contains(a.Info.Name)
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return (rearmableInfo != null && rearmableInfo.RearmActors.Contains(a.Info.Name))
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|| (repairableInfo != null && repairableInfo.RepairBuildings.Contains(a.Info.Name));
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}
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@@ -487,7 +486,7 @@ namespace OpenRA.Mods.Common.Traits
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public virtual IEnumerable<Activity> GetResupplyActivities(Actor a)
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{
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var name = a.Info.Name;
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if (Info.RearmBuildings.Contains(name))
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if (rearmableInfo != null && rearmableInfo.RearmActors.Contains(name))
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yield return new Rearm(self, a, WDist.Zero);
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// The ResupplyAircraft activity guarantees that we're on the helipad
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@@ -669,13 +668,13 @@ namespace OpenRA.Mods.Common.Traits
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Order IIssueDeployOrder.IssueDeployOrder(Actor self, bool queued)
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{
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if (!Info.RearmBuildings.Any())
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if (rearmableInfo == null || !rearmableInfo.RearmActors.Any())
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return null;
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return new Order("ReturnToBase", self, queued);
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}
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bool IIssueDeployOrder.CanIssueDeployOrder(Actor self) { return Info.RearmBuildings.Any(); }
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bool IIssueDeployOrder.CanIssueDeployOrder(Actor self) { return rearmableInfo != null && rearmableInfo.RearmActors.Any(); }
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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@@ -689,7 +688,7 @@ namespace OpenRA.Mods.Common.Traits
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case "Stop":
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return Info.Voice;
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case "ReturnToBase":
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return Info.RearmBuildings.Any() ? Info.Voice : null;
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return rearmableInfo != null && rearmableInfo.RearmActors.Any() ? Info.Voice : null;
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default: return null;
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}
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}
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@@ -782,7 +781,7 @@ namespace OpenRA.Mods.Common.Traits
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self.QueueActivity(new HeliLand(self, true));
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}
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}
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else if (order.OrderString == "ReturnToBase" && Info.RearmBuildings.Any())
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else if (order.OrderString == "ReturnToBase" && rearmableInfo != null && rearmableInfo.RearmActors.Any())
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{
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UnReserve();
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self.CancelActivity();
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@@ -15,7 +15,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Return to a player owned RearmBuildings. If none available, head back to base and circle over it.")]
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[Desc("Return to a player owned RearmActor. If none available, head back to base and circle over it.")]
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public class ReturnOnIdleInfo : ITraitInfo, Requires<AircraftInfo>
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{
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public object Create(ActorInitializer init) { return new ReturnOnIdle(init.Self, this); }
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@@ -97,15 +97,9 @@ namespace OpenRA.Mods.Common.Traits
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return true;
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}
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// This mostly serves to avoid complicated ReloadAmmoPool look-ups in various other places.
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// TODO: Investigate removing this when the Rearm activity is replaced with a condition-based solution.
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public bool AutoReloads { get; private set; }
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void INotifyCreated.Created(Actor self)
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{
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conditionManager = self.TraitOrDefault<ConditionManager>();
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AutoReloads = self.TraitsImplementing<ReloadAmmoPool>().Any(r => r.Info.AmmoPool == Info.Name && r.Info.RequiresCondition == null);
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UpdateCondition(self);
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// HACK: Temporarily needed until Rearm activity is gone for good
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@@ -32,19 +32,23 @@ namespace OpenRA.Mods.Common.Traits
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public virtual object Create(ActorInitializer init) { return new Repairable(init.Self, this); }
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}
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class Repairable : IIssueOrder, IResolveOrder, IOrderVoice
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class Repairable : IIssueOrder, IResolveOrder, IOrderVoice, INotifyCreated
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{
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public readonly RepairableInfo Info;
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readonly IHealth health;
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readonly IMove movement;
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readonly AmmoPool[] ammoPools;
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Rearmable rearmable;
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public Repairable(Actor self, RepairableInfo info)
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{
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Info = info;
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health = self.Trait<IHealth>();
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movement = self.Trait<IMove>();
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ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
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}
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void INotifyCreated.Created(Actor self)
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{
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rearmable = self.TraitOrDefault<Rearmable>();
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}
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public IEnumerable<IOrderTargeter> Orders
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@@ -70,7 +74,7 @@ namespace OpenRA.Mods.Common.Traits
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bool CanRearmAt(Actor target)
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{
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return Info.RepairBuildings.Contains(target.Info.Name);
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return rearmable != null && rearmable.Info.RearmActors.Contains(target.Info.Name);
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}
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bool CanRepair()
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@@ -80,7 +84,7 @@ namespace OpenRA.Mods.Common.Traits
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bool CanRearm()
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{
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return ammoPools.Any(x => !x.AutoReloads && !x.FullAmmo());
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return rearmable != null && rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo());
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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102
OpenRA.Mods.Common/UpdateRules/Rules/20180923/AddRearmable.cs
Normal file
102
OpenRA.Mods.Common/UpdateRules/Rules/20180923/AddRearmable.cs
Normal file
@@ -0,0 +1,102 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 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.
|
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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
|
||||
{
|
||||
public class AddRearmable : UpdateRule
|
||||
{
|
||||
public override string Name { get { return "Added Rearmable trait and move RearmBuildings properties there"; } }
|
||||
public override string Description
|
||||
{
|
||||
get
|
||||
{
|
||||
return "Added Rearmable trait and replaced Aircraft.RearmBuildings and\n" +
|
||||
"Minelayer.RearmBuildings with Rearmable.RearmActors.";
|
||||
}
|
||||
}
|
||||
|
||||
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
|
||||
{
|
||||
var aircraftNodes = actorNode.ChildrenMatching("Aircraft");
|
||||
var minelayerNodes = actorNode.ChildrenMatching("Minelayer");
|
||||
var ammoPoolNodes = actorNode.ChildrenMatching("AmmoPool");
|
||||
var addNodes = new List<MiniYamlNode>();
|
||||
|
||||
var ammoPoolNames = new List<string>() { "primary" };
|
||||
foreach (var ap in ammoPoolNodes)
|
||||
{
|
||||
var poolName = ap.LastChildMatching("Name");
|
||||
if (poolName != null && poolName.NodeValue<string>() != "primary")
|
||||
ammoPoolNames.Add(poolName.NodeValue<string>());
|
||||
}
|
||||
|
||||
var rearmableAdded = false;
|
||||
foreach (var aircraftNode in aircraftNodes)
|
||||
{
|
||||
var rearmBuildings = aircraftNode.LastChildMatching("RearmBuildings");
|
||||
if (rearmBuildings != null)
|
||||
{
|
||||
if (!rearmableAdded)
|
||||
{
|
||||
var rearmableNode = new MiniYamlNode("Rearmable", "");
|
||||
rearmBuildings.MoveAndRenameNode(aircraftNode, rearmableNode, "RearmActors");
|
||||
|
||||
// If the list has more than one entry, at least one of them won't be "primary"
|
||||
if (ammoPoolNames.Count > 1)
|
||||
{
|
||||
var ammoPools = new MiniYamlNode("AmmoPools", string.Join(", ", ammoPoolNames));
|
||||
rearmableNode.AddNode(ammoPools);
|
||||
}
|
||||
|
||||
addNodes.Add(rearmableNode);
|
||||
rearmableAdded = true;
|
||||
}
|
||||
else
|
||||
aircraftNode.RemoveNodes("RearmBuildings");
|
||||
}
|
||||
}
|
||||
|
||||
// If it's a minelayer, it won't be an aircraft and rearmableAdded should still be false, so we can use it here
|
||||
foreach (var minelayerNode in minelayerNodes)
|
||||
{
|
||||
var rearmableNode = new MiniYamlNode("Rearmable", "");
|
||||
|
||||
var rearmBuildings = minelayerNode.LastChildMatching("RearmBuildings");
|
||||
if (!rearmableAdded)
|
||||
{
|
||||
if (rearmBuildings != null)
|
||||
rearmBuildings.MoveAndRenameNode(minelayerNode, rearmableNode, "RearmActors");
|
||||
else
|
||||
rearmableNode.AddNode(new MiniYamlNode("RearmActors", "fix"));
|
||||
|
||||
// If the list has more than one entry, at least one of them won't be "primary"
|
||||
if (ammoPoolNames.Count > 1)
|
||||
{
|
||||
var ammoPools = new MiniYamlNode("AmmoPools", string.Join(", ", ammoPoolNames));
|
||||
rearmableNode.AddNode(ammoPools);
|
||||
}
|
||||
|
||||
addNodes.Add(rearmableNode);
|
||||
rearmableAdded = true;
|
||||
}
|
||||
else if (rearmableAdded && rearmBuildings != null)
|
||||
minelayerNode.RemoveNodes("RearmBuildings");
|
||||
}
|
||||
|
||||
foreach (var node in addNodes)
|
||||
actorNode.AddNode(node);
|
||||
|
||||
yield break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -100,6 +100,7 @@ namespace OpenRA.Mods.Common.UpdateRules
|
||||
new RemoveHealthPercentageRing(),
|
||||
new RenameCrateActionNotification(),
|
||||
new RemoveRepairBuildingsFromAircraft(),
|
||||
new AddRearmable(),
|
||||
})
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user