Introduce AirAttackType
Aircraft attack behavior (currently FlyBy or Hover) is now controlled via this instead of the CanHover boolean.
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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 AddAirAttackTypes : UpdateRule
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{
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public override string Name { get { return "Add AttackType field to AttackAircraft"; } }
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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 "Aircraft attack behavior now depends on AttackAircraft.AttackType\n"
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+ "instead of Aircraft.CanHover.";
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}
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}
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readonly List<Tuple<string, string>> hoveringActors = 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 = "Aircraft attack behavior (Hover or Strafe) is now controlled via AttackAircraft.AttackType.\n"
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+ "Aircraft with CanHover: true will now also need AttackType: Hover on AttackAircraft\n"
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+ "to maintain position while attacking as before.\n"
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+ "The following places might need manual changes:\n"
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+ UpdateUtils.FormatMessageList(hoveringActors.Select(n => n.Item1 + " (" + n.Item2 + ")"));
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if (hoveringActors.Any())
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yield return message;
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hoveringActors.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 aircraftTraits = actorNode.ChildrenMatching("Aircraft");
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var attackAircraftTraits = actorNode.ChildrenMatching("AttackAircraft");
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foreach (var attackAircraft in attackAircraftTraits)
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{
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var isHover = false;
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foreach (var aircraft in aircraftTraits)
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{
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var canHoverNode = aircraft.LastChildMatching("CanHover");
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if (canHoverNode != null)
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isHover = canHoverNode.NodeValue<bool>();
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if (isHover)
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break;
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}
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// It's still possible that CanHover: true is inherited, so let modders check manually if 'false',
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// otherwise add AttackType: Hover.
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if (!isHover)
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hoveringActors.Add(Tuple.Create(actorNode.Key, actorNode.Location.Filename));
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else
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attackAircraft.AddNode("AttackType", "Hover");
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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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