Fix bot module update rule NRE on overrides
We cannot reliably update overrides of base HackyAI definitions, unless they (re-)define Type. If they don't, we now instead just list their locations.
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@@ -26,6 +26,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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}
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}
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readonly List<string> locations = new List<string>();
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bool messageShown;
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readonly string[] harvesterFields =
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@@ -40,13 +41,19 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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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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if (!messageShown)
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yield return "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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if (locations.Any())
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yield return "This update rule can only autoamtically update the base HackyAI definitions,\n" +
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"not any overrides in other files (unless they redefine Type).\n" +
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"You will have to manually check and possibly update the following locations:\n" +
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UpdateUtils.FormatMessageList(locations);
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locations.Clear();
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}
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public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
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@@ -54,24 +61,39 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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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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var hackyAIs = actorNode.ChildrenMatching("HackyAI", includeRemovals: false);
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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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// We add a 'default' HarvesterBotModule in any case (unless the file doesn't contain any HackyAI base definition),
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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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var addDefaultHarvModule = false;
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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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// HackyAIInfo.Name might contain spaces, so Type is better suited to be used as condition name.
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// Type can be 'null' if the place we're updating is overriding the default rules (like a map's rules.yaml).
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// If that's the case, it's better to not perform most of the updates on this particular yaml file,
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// as most - or more likely all - necessary updates will already have been performed on the base ai yaml.
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var aiTypeNode = hackyAINode.LastChildMatching("Type");
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var aiType = aiTypeNode != null ? aiTypeNode.NodeValue<string>() : null;
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if (aiType == null)
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{
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locations.Add("{0} ({1})".F(hackyAINode.Key, hackyAINode.Location.Filename));
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continue;
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}
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addDefaultHarvModule = true;
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var conditionString = "enable-" + aiType + "-ai";
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var requiresCondition = new MiniYamlNode("RequiresCondition", conditionString);
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var addGrantConditionOnBotOwner = true;
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// Don't add GrantConditionOnBotOwner if it's already been added with matching condition
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var grantBotConditions = actorNode.ChildrenMatching("GrantConditionOnBotOwner");
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foreach (var grant in grantBotConditions)
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if (grant.LastChildMatching("Condition").NodeValue<string>() == conditionString)
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@@ -140,6 +162,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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}
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}
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if (addDefaultHarvModule)
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addNodes.Add(defaultHarvNode);
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foreach (var node in addNodes)
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