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.
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@@ -902,6 +902,7 @@
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<Compile Include="UpdateRules\Rules\RemoveWithReloadingSpriteTurret.cs" />
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<Compile Include="UpdateRules\Rules\RemovePaletteFromCurrentTileset.cs" />
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<Compile Include="UpdateRules\Rules\DefineLocomotors.cs" />
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<Compile Include="UpdateRules\Rules\DefineGroundCorpseDefault.cs" />
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<Compile Include="UpdateRules\Rules\DefineOwnerLostAction.cs" />
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<Compile Include="UpdateRules\Rules\RenameEmitInfantryOnSell.cs" />
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<Compile Include="UpdateRules\Rules\SplitRepairDecoration.cs" />
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@@ -28,7 +28,7 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Image where Ground/WaterCorpseSequence is looked up.")]
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public readonly string Image = "explosion";
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[SequenceReference("Image")] public readonly string GroundCorpseSequence = "corpse";
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[SequenceReference("Image")] public readonly string GroundCorpseSequence = null;
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[PaletteReference] public readonly string GroundCorpsePalette = "effect";
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@@ -0,0 +1,68 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 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 DefineGroundCorpseDefault : UpdateRule
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{
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public override string Name { get { return "Move Parachutable GroundCorspeSequence default to yaml"; } }
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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 "Parachutable's GroundCorspeSequence 'corpse' default has been moved to yaml.";
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}
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}
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Tuple<string, string, string, List<string>>[] fields =
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{
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Tuple.Create("Parachutable", "GroundCorpseSequence", "corpse", new List<string>()),
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};
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string BuildMessage(Tuple<string, string, string, List<string>> field)
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{
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return "The default value for {0}.{1} has been removed.\n".F(field.Item1, field.Item2) +
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"You may wish to explicitly define `{0}: {1}` on the `{2}` trait \n".F(field.Item2, field.Item3, field.Item1) +
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"definitions on the following actors (if they have not already been inherited from a parent).\n" +
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UpdateUtils.FormatMessageList(field.Item4);
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}
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public override IEnumerable<string> AfterUpdate(ModData modData)
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{
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foreach (var field in fields)
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{
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if (field.Item4.Any())
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yield return BuildMessage(field);
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field.Item4.Clear();
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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 field in fields)
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{
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foreach (var traitNode in actorNode.ChildrenMatching(field.Item1))
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{
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var node = traitNode.LastChildMatching(field.Item2);
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if (node == null)
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field.Item4.Add("{0} ({1})".F(actorNode.Key, traitNode.Location.Filename));
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}
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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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@@ -81,6 +81,7 @@ namespace OpenRA.Mods.Common.UpdateRules
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new RenameEmitInfantryOnSell(),
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new SplitRepairDecoration(),
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new MoveHackyAISupportPowerDecisions(),
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new DefineGroundCorpseDefault(),
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})
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};
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@@ -277,10 +277,6 @@
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Parachutable:
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FallRate: 26
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KilledOnImpassableTerrain: true
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GroundCorpseSequence:
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GroundCorpsePalette:
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WaterCorpseSequence:
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WaterCorpsePalette:
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ParachutingCondition: parachute
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Explodes:
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Weapon: UnitExplodeSmall
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@@ -391,6 +387,7 @@
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Parachutable:
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FallRate: 26
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KilledOnImpassableTerrain: true
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GroundCorpseSequence: corpse
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GroundImpactSound: squishy2.aud
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WaterImpactSound: splash9.aud
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WaterCorpseSequence: small_splash
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