Remove RearmBuildings from Aircraft and Minelayer
In favor of using Rearmable trait.
This commit is contained in:
102
OpenRA.Mods.Common/UpdateRules/Rules/20180923/AddRearmable.cs
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102
OpenRA.Mods.Common/UpdateRules/Rules/20180923/AddRearmable.cs
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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 AddRearmable : UpdateRule
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{
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public override string Name { get { return "Added Rearmable trait and move RearmBuildings properties there"; } }
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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 "Added Rearmable trait and replaced Aircraft.RearmBuildings and\n" +
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"Minelayer.RearmBuildings with Rearmable.RearmActors.";
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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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var aircraftNodes = actorNode.ChildrenMatching("Aircraft");
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var minelayerNodes = actorNode.ChildrenMatching("Minelayer");
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var ammoPoolNodes = actorNode.ChildrenMatching("AmmoPool");
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var addNodes = new List<MiniYamlNode>();
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var ammoPoolNames = new List<string>() { "primary" };
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foreach (var ap in ammoPoolNodes)
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{
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var poolName = ap.LastChildMatching("Name");
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if (poolName != null && poolName.NodeValue<string>() != "primary")
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ammoPoolNames.Add(poolName.NodeValue<string>());
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}
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var rearmableAdded = false;
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foreach (var aircraftNode in aircraftNodes)
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{
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var rearmBuildings = aircraftNode.LastChildMatching("RearmBuildings");
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if (rearmBuildings != null)
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{
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if (!rearmableAdded)
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{
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var rearmableNode = new MiniYamlNode("Rearmable", "");
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rearmBuildings.MoveAndRenameNode(aircraftNode, rearmableNode, "RearmActors");
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// If the list has more than one entry, at least one of them won't be "primary"
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if (ammoPoolNames.Count > 1)
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{
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var ammoPools = new MiniYamlNode("AmmoPools", string.Join(", ", ammoPoolNames));
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rearmableNode.AddNode(ammoPools);
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}
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addNodes.Add(rearmableNode);
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rearmableAdded = true;
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}
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else
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aircraftNode.RemoveNodes("RearmBuildings");
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}
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}
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// If it's a minelayer, it won't be an aircraft and rearmableAdded should still be false, so we can use it here
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foreach (var minelayerNode in minelayerNodes)
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{
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var rearmableNode = new MiniYamlNode("Rearmable", "");
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var rearmBuildings = minelayerNode.LastChildMatching("RearmBuildings");
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if (!rearmableAdded)
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{
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if (rearmBuildings != null)
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rearmBuildings.MoveAndRenameNode(minelayerNode, rearmableNode, "RearmActors");
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else
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rearmableNode.AddNode(new MiniYamlNode("RearmActors", "fix"));
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// If the list has more than one entry, at least one of them won't be "primary"
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if (ammoPoolNames.Count > 1)
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{
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var ammoPools = new MiniYamlNode("AmmoPools", string.Join(", ", ammoPoolNames));
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rearmableNode.AddNode(ammoPools);
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}
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addNodes.Add(rearmableNode);
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rearmableAdded = true;
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}
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else if (rearmableAdded && rearmBuildings != null)
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minelayerNode.RemoveNodes("RearmBuildings");
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}
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foreach (var node in addNodes)
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actorNode.AddNode(node);
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yield break;
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}
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}
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}
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@@ -100,6 +100,7 @@ namespace OpenRA.Mods.Common.UpdateRules
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new RemoveHealthPercentageRing(),
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new RenameCrateActionNotification(),
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new RemoveRepairBuildingsFromAircraft(),
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new AddRearmable(),
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})
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};
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