Move 20171014-20180218 update rules to subfolder
Also synced order of appearance with order they're applied in when running the full update path.
This commit is contained in:
@@ -0,0 +1,75 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation, either version 3 of
|
||||
* the License, or (at your option) any later version. For more
|
||||
* information, see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace OpenRA.Mods.Common.UpdateRules.Rules
|
||||
{
|
||||
public class RemoveOutOfAmmo : UpdateRule
|
||||
{
|
||||
public override string Name { get { return "Replace 'Armament.OutOfAmmo' by pausing on condition"; } }
|
||||
public override string Description
|
||||
{
|
||||
get
|
||||
{
|
||||
return "'Armament.OutOfAmmo' has been replaced by pausing on condition\n" +
|
||||
"(which is usually provided by AmmoPool).";
|
||||
}
|
||||
}
|
||||
|
||||
bool messageDisplayed;
|
||||
|
||||
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
|
||||
{
|
||||
var reloadAmmoPool = actorNode.LastChildMatching("ReloadAmmoPool");
|
||||
var armaments = actorNode.ChildrenMatching("Armament");
|
||||
var ammoPools = actorNode.ChildrenMatching("AmmoPool");
|
||||
|
||||
if (reloadAmmoPool != null || !armaments.Any() || !ammoPools.Any())
|
||||
yield break;
|
||||
|
||||
foreach (var pool in ammoPools)
|
||||
{
|
||||
var nameNode = pool.LastChildMatching("Armaments");
|
||||
var name = nameNode != null ? nameNode.NodeValue<string>() : "primary, secondary";
|
||||
var anyMatchingArmament = false;
|
||||
var ammoNoAmmo = new MiniYamlNode("AmmoCondition", "ammo");
|
||||
var armNoAmmo = new MiniYamlNode("PauseOnCondition", "!ammo");
|
||||
|
||||
foreach (var arma in armaments)
|
||||
{
|
||||
var armaNameNode = arma.LastChildMatching("Name");
|
||||
var armaName = armaNameNode != null ? armaNameNode.NodeValue<string>() : "primary";
|
||||
if (name.Contains(armaName))
|
||||
{
|
||||
anyMatchingArmament = true;
|
||||
arma.AddNode(armNoAmmo);
|
||||
}
|
||||
}
|
||||
|
||||
if (anyMatchingArmament)
|
||||
{
|
||||
pool.AddNode(ammoNoAmmo);
|
||||
if (!messageDisplayed)
|
||||
{
|
||||
yield return "Aircraft returning to base is now triggered when all armaments are paused via condition.\n" +
|
||||
"Check if any of your actors with AmmoPools may need further changes.";
|
||||
|
||||
messageDisplayed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
yield break;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user