Remove Selectable boolean from Selectable trait

Add work-around for ta/td bridge huts since they need actor Bounds to
be targetable by C4/engineer repair.
This commit is contained in:
reaperrr
2015-06-05 16:36:54 +02:00
parent 2afa3cfa3a
commit c23ee1be2e
15 changed files with 73 additions and 51 deletions

View File

@@ -1175,6 +1175,28 @@ namespace OpenRA.Mods.Common.UtilityCommands
}
}
if (engineVersion < 20150604)
{
if (depth == 1 && node.Value.Nodes.Exists(n => n.Key == "Selectable"))
{
var selectable = node.Value.Nodes.FirstOrDefault(n => n.Key == "Selectable");
if (node.Key == "Selectable" && selectable.Value.Value == "false")
node.Key = "SelectableRemoveMe";
// To cover rare cases where the boolean was 'true'
if (node.Key == "Selectable" && selectable.Value.Value == "true")
node.Value.Nodes.Remove(selectable);
}
if (depth == 0 && node.Value.Nodes.Exists(n => n.Key == "SelectableRemoveMe"))
node.Value.Nodes.RemoveAll(n => n.Key == "SelectableRemoveMe");
Console.WriteLine("The 'Selectable' boolean has been removed from the Selectable trait.");
Console.WriteLine("If you just want to disable an inherited Selectable trait, use -Selectable instead.");
Console.WriteLine("For special cases like bridge huts, which need bounds to be targetable by C4 and engineers,");
Console.WriteLine("give them the CustomSelectionSize trait with CustomBounds.");
Console.WriteLine("See RA and C&C bridge huts for reference.");
}
UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
}
}