Convert AIHarvesterManager into *Module
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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;
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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 AddHarvesterBotModule : UpdateRule
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{
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public override string Name { get { return "Split HackyAI harvester handling to HarvesterBotModule"; } }
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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 "Some properties and all harvester handling have been moved from HackyAI\n" +
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"to the new HarvesterBotModule.";
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}
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}
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bool messageShown;
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readonly string[] harvesterFields =
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{
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"HarvesterEnemyAvoidanceRadius", "AssignRolesInterval"
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};
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public override IEnumerable<string> AfterUpdate(ModData modData)
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{
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var message = "You may want to check your AI yamls for possible redundant module entries.\n" +
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"Additionally, make sure the Player actor has the ConditionManager trait and add it manually if it doesn't.";
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if (!messageShown)
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yield return message;
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messageShown = true;
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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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if (actorNode.Key != "Player")
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yield break;
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var hackyAIs = actorNode.ChildrenMatching("HackyAI");
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if (!hackyAIs.Any())
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yield break;
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var addNodes = new List<MiniYamlNode>();
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// We add a 'default' HarvesterBotModule in any case,
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// and only add more for AIs that define custom values for one of its fields.
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var defaultHarvNode = new MiniYamlNode("HarvesterBotModule", "");
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foreach (var hackyAINode in hackyAIs)
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{
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// HackyAIInfo.Name might contain spaces, so Type is better suited to be used as condition name
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var aiType = hackyAINode.LastChildMatching("Type").NodeValue<string>();
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var conditionString = "enable-" + aiType + "-ai";
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var requiresCondition = new MiniYamlNode("RequiresCondition", conditionString);
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var conditionNode = hackyAINode.LastChildMatching("Condition");
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if (conditionNode == null)
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{
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var enableModule = new MiniYamlNode("Condition", conditionString);
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hackyAINode.AddNode(enableModule);
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}
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if (harvesterFields.Any(f => hackyAINode.ChildrenMatching(f).Any()))
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{
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var harvNode = new MiniYamlNode("HarvesterBotModule@" + aiType, "");
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harvNode.AddNode(requiresCondition);
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foreach (var hf in harvesterFields)
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{
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var fieldNode = hackyAINode.LastChildMatching(hf);
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if (fieldNode != null)
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{
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if (hf == "AssignRolesInterval")
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fieldNode.MoveAndRenameNode(hackyAINode, harvNode, "ScanForIdleHarvestersInterval");
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else
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fieldNode.MoveNode(hackyAINode, harvNode);
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}
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}
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addNodes.Add(harvNode);
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}
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else
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{
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// We want the default module to be enabled for every AI that didn't customise one of its fields,
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// so we need to update RequiresCondition to be enabled on any of the conditions granted by these AIs,
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// but only if the condition hasn't been added yet.
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var requiresConditionNode = defaultHarvNode.LastChildMatching("RequiresCondition");
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if (requiresConditionNode == null)
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defaultHarvNode.AddNode(requiresCondition);
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else
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{
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var oldValue = requiresConditionNode.NodeValue<string>();
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if (oldValue.Contains(conditionString))
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continue;
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requiresConditionNode.ReplaceValue(oldValue + " || " + conditionString);
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}
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}
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}
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addNodes.Add(defaultHarvNode);
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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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