Remove MuzzleSplitFacings and expose MuzzleSequence to testing.
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abcdefg30
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commit
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@@ -0,0 +1,51 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2020 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.Collections.Generic;
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namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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public class RemoveMuzzleSplitFacings : UpdateRule
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{
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public override string Name { get { return "Remove Armament.MuzzleSplitFacings."; } }
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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 "The legacy MuzzleSplitFacings option was removed from Armament.\n" +
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"The same result can be created by using `Combine` in the sequence definitions to\n" +
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"assemble the different facings sprites into a single sequence.";
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}
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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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foreach (var a in actorNode.ChildrenMatching("Armament"))
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{
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var muzzleSplitFacings = a.LastChildMatching("MuzzleSplitFacings");
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var sequenceNode = a.LastChildMatching("MuzzleSequence");
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if (muzzleSplitFacings != null && sequenceNode != null)
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{
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var sequence = sequenceNode.Value.Value;
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var facings = muzzleSplitFacings.NodeValue<int>() - 1;
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var actor = actorNode.Key.ToLowerInvariant();
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yield return "The Armament muzzle effect has been removed from {0} ({1}).\n".F(actor, actorNode.Location.Filename) +
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"If you would like to restore the muzzle effect you must redefine `MuzzleSequence: {0}`\n".F(sequence) +
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"and replace the {0}0-{1} sequence definitions with a single `{0}` sequence that uses\n".F(sequence, facings) +
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"the Combine syntax to assemble the different facing sprites.";
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a.RemoveNode(muzzleSplitFacings);
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a.RemoveNode(sequenceNode);
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}
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}
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}
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}
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}
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@@ -72,6 +72,7 @@ namespace OpenRA.Mods.Common.UpdateRules
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new ReplaceFacingAngles(),
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new RenameSelfHealing(),
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new ReplaceBurns(),
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new RemoveMuzzleSplitFacings(),
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})
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};
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