Change Parachutable.GroundCorpseSequence default to null

Missions and 3rd-party mods may paradrop vehicles which normally don't need a corpse sequence (because they already have Explodes), so the old infantry-centric internal default can cause more harm than good.
This commit is contained in:
reaperrr
2018-07-05 13:36:34 +02:00
committed by Paul Chote
parent 42d5799f4e
commit d07bd029db
5 changed files with 72 additions and 5 deletions

View File

@@ -902,6 +902,7 @@
<Compile Include="UpdateRules\Rules\RemoveWithReloadingSpriteTurret.cs" />
<Compile Include="UpdateRules\Rules\RemovePaletteFromCurrentTileset.cs" />
<Compile Include="UpdateRules\Rules\DefineLocomotors.cs" />
<Compile Include="UpdateRules\Rules\DefineGroundCorpseDefault.cs" />
<Compile Include="UpdateRules\Rules\DefineOwnerLostAction.cs" />
<Compile Include="UpdateRules\Rules\RenameEmitInfantryOnSell.cs" />
<Compile Include="UpdateRules\Rules\SplitRepairDecoration.cs" />

View File

@@ -28,7 +28,7 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Image where Ground/WaterCorpseSequence is looked up.")]
public readonly string Image = "explosion";
[SequenceReference("Image")] public readonly string GroundCorpseSequence = "corpse";
[SequenceReference("Image")] public readonly string GroundCorpseSequence = null;
[PaletteReference] public readonly string GroundCorpsePalette = "effect";

View File

@@ -0,0 +1,68 @@
#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;
using System.Collections.Generic;
using System.Linq;
namespace OpenRA.Mods.Common.UpdateRules.Rules
{
public class DefineGroundCorpseDefault : UpdateRule
{
public override string Name { get { return "Move Parachutable GroundCorspeSequence default to yaml"; } }
public override string Description
{
get
{
return "Parachutable's GroundCorspeSequence 'corpse' default has been moved to yaml.";
}
}
Tuple<string, string, string, List<string>>[] fields =
{
Tuple.Create("Parachutable", "GroundCorpseSequence", "corpse", new List<string>()),
};
string BuildMessage(Tuple<string, string, string, List<string>> field)
{
return "The default value for {0}.{1} has been removed.\n".F(field.Item1, field.Item2) +
"You may wish to explicitly define `{0}: {1}` on the `{2}` trait \n".F(field.Item2, field.Item3, field.Item1) +
"definitions on the following actors (if they have not already been inherited from a parent).\n" +
UpdateUtils.FormatMessageList(field.Item4);
}
public override IEnumerable<string> AfterUpdate(ModData modData)
{
foreach (var field in fields)
{
if (field.Item4.Any())
yield return BuildMessage(field);
field.Item4.Clear();
}
}
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
{
foreach (var field in fields)
{
foreach (var traitNode in actorNode.ChildrenMatching(field.Item1))
{
var node = traitNode.LastChildMatching(field.Item2);
if (node == null)
field.Item4.Add("{0} ({1})".F(actorNode.Key, traitNode.Location.Filename));
}
}
yield break;
}
}
}

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@@ -81,6 +81,7 @@ namespace OpenRA.Mods.Common.UpdateRules
new RenameEmitInfantryOnSell(),
new SplitRepairDecoration(),
new MoveHackyAISupportPowerDecisions(),
new DefineGroundCorpseDefault(),
})
};

View File

@@ -277,10 +277,6 @@
Parachutable:
FallRate: 26
KilledOnImpassableTerrain: true
GroundCorpseSequence:
GroundCorpsePalette:
WaterCorpseSequence:
WaterCorpsePalette:
ParachutingCondition: parachute
Explodes:
Weapon: UnitExplodeSmall
@@ -391,6 +387,7 @@
Parachutable:
FallRate: 26
KilledOnImpassableTerrain: true
GroundCorpseSequence: corpse
GroundImpactSound: squishy2.aud
WaterImpactSound: splash9.aud
WaterCorpseSequence: small_splash