Add IdleBehavior enum to Aircraft
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#region Copyright & License Information
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/*
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* Copyright 2007-2019 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 AddAircraftIdleBehavior : UpdateRule
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{
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public override string Name { get { return "Several aircraft traits and fields were replaced by Aircraft.IdleBehavior"; } }
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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 "ReturnOnIdle and FlyAwayOnIdle traits as well as LandWhenIdle boolean\n"
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+ "were replaced by Aircraft.IdleBehavior.";
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}
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}
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readonly List<Tuple<string, string>> returnOnIdles = new List<Tuple<string, string>>();
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public override IEnumerable<string> AfterUpdate(ModData modData)
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{
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var message = "ReturnOnIdle trait has been removed from the places listed below.\n"
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+ "Since this trait has been dysfunctional for a long time,\n"
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+ "IdleBehavior: ReturnToBase is NOT being set automatically.\n"
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+ "If you want your aircraft to return when idle, manually set it on the following definitions:\n"
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+ UpdateUtils.FormatMessageList(returnOnIdles.Select(n => n.Item1 + " (" + n.Item2 + ")"));
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if (returnOnIdles.Any())
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yield return message;
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returnOnIdles.Clear();
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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 aircraft = actorNode.LastChildMatching("Aircraft");
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var returnOnIdle = actorNode.LastChildMatching("ReturnOnIdle");
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var flyAwayOnIdle = actorNode.LastChildMatching("FlyAwayOnIdle");
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if (aircraft != null)
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{
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var landWhenIdle = false;
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var landWhenIdleNode = aircraft.LastChildMatching("LandWhenIdle");
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if (landWhenIdleNode != null)
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{
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landWhenIdle = landWhenIdleNode.NodeValue<bool>();
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aircraft.RemoveNode(landWhenIdleNode);
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}
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// FlyAwayOnIdle should have had higher priority than LandWhenIdle even if both were 'true'.
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// ReturnOnIdle has been broken for so long that it's safer to ignore it here and only inform
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// the modder of the places it's been removed from, so they can change the IdleBehavior manually if desired.
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if (flyAwayOnIdle != null && !flyAwayOnIdle.IsRemoval())
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aircraft.AddNode(new MiniYamlNode("IdleBehavior", "LeaveMap"));
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else if (landWhenIdle)
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aircraft.AddNode(new MiniYamlNode("IdleBehavior", "Land"));
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}
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if (flyAwayOnIdle != null)
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actorNode.RemoveNode(flyAwayOnIdle);
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if (returnOnIdle != null)
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{
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returnOnIdles.Add(Tuple.Create(actorNode.Key, actorNode.Location.Filename));
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actorNode.RemoveNode(returnOnIdle);
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}
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yield break;
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}
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}
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}
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