Small refactoring in Manifest.cs

This commit is contained in:
Pavel Penev
2015-09-29 23:03:56 +03:00
parent 6114fe582c
commit b27cf8ea94

View File

@@ -29,7 +29,7 @@ namespace OpenRA
}
}
// Describes what is to be loaded in order to run a mod
/// <summary> Describes what is to be loaded in order to run a mod. </summary>
public class Manifest
{
public static readonly Dictionary<string, Manifest> AllMods = LoadMods();
@@ -106,12 +106,10 @@ namespace OpenRA
RequiresMods = yaml["RequiresMods"].ToDictionary(my => my.Value);
// Allow inherited mods to import parent maps.
var compat = new List<string>();
compat.Add(mod);
var compat = new List<string> { Mod.Id };
if (yaml.ContainsKey("SupportsMapsFrom"))
foreach (var c in yaml["SupportsMapsFrom"].Value.Split(','))
compat.Add(c.Trim());
compat.AddRange(yaml["SupportsMapsFrom"].Value.Split(',').Select(c => c.Trim()));
MapCompatibility = compat.ToArray();
@@ -198,6 +196,7 @@ namespace OpenRA
static Dictionary<string, Manifest> LoadMods()
{
// Get mods that are in the game folder.
var basePath = Platform.ResolvePath(".", "mods");
var mods = Directory.GetDirectories(basePath)
.Select(x => x.Substring(basePath.Length + 1));