Implement new mod/map updater framework.
This commit is contained in:
@@ -0,0 +1,91 @@
|
||||
#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 SplitTurretAimAnimation : UpdateRule
|
||||
{
|
||||
public override string Name { get { return "Introduce WithTurretAimAnimation trait"; } }
|
||||
public override string Description
|
||||
{
|
||||
get
|
||||
{
|
||||
return "WithSpriteTurret.AimSequence and WithTurretAttackAnimation.AimSequence\n" +
|
||||
"have been split into a new WithTurretAimAnimation trait.";
|
||||
}
|
||||
}
|
||||
|
||||
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
|
||||
{
|
||||
var turretAttack = actorNode.LastChildMatching("WithTurretAttackAnimation");
|
||||
if (turretAttack != null)
|
||||
{
|
||||
var attackSequence = turretAttack.LastChildMatching("AttackSequence");
|
||||
var aimSequence = turretAttack.LastChildMatching("AimSequence");
|
||||
|
||||
// If only AimSequence is null, just rename AttackSequence to Sequence (ReloadPrefix is very unlikely to be defined in that case).
|
||||
// If only AttackSequence is null, just rename the trait and property (the delay properties will likely be undefined).
|
||||
// If both aren't null, split/copy everything relevant to the new WithTurretAimAnimation.
|
||||
// If both are null (extremely unlikely), do nothing.
|
||||
if (attackSequence == null && aimSequence != null)
|
||||
{
|
||||
turretAttack.RenameKeyPreservingSuffix("WithTurretAimAnimation");
|
||||
aimSequence.RenameKeyPreservingSuffix("Sequence");
|
||||
}
|
||||
else if (attackSequence != null && aimSequence == null)
|
||||
attackSequence.RenameKeyPreservingSuffix("Sequence");
|
||||
else if (attackSequence != null && aimSequence != null)
|
||||
{
|
||||
var turretAim = new MiniYamlNode("WithTurretAimAnimation", "");
|
||||
aimSequence.RenameKeyPreservingSuffix("Sequence");
|
||||
turretAim.Value.Nodes.Add(aimSequence);
|
||||
turretAttack.Value.Nodes.Remove(aimSequence);
|
||||
|
||||
var reloadPrefix = turretAttack.LastChildMatching("ReloadPrefix");
|
||||
var turret = turretAttack.LastChildMatching("Turret");
|
||||
var armament = turretAttack.LastChildMatching("Armament");
|
||||
if (reloadPrefix != null)
|
||||
{
|
||||
turretAim.Value.Nodes.Add(reloadPrefix);
|
||||
turretAttack.Value.Nodes.Remove(reloadPrefix);
|
||||
}
|
||||
|
||||
if (turret != null)
|
||||
turretAim.Value.Nodes.Add(turret);
|
||||
if (armament != null)
|
||||
turretAim.Value.Nodes.Add(armament);
|
||||
|
||||
attackSequence.RenameKeyPreservingSuffix("Sequence");
|
||||
actorNode.Value.Nodes.Add(turretAim);
|
||||
}
|
||||
}
|
||||
|
||||
var spriteTurret = actorNode.LastChildMatching("WithSpriteTurret");
|
||||
if (spriteTurret != null)
|
||||
{
|
||||
var aimSequence = spriteTurret.Value.Nodes.FirstOrDefault(n => n.Key == "AimSequence");
|
||||
if (aimSequence != null)
|
||||
{
|
||||
var aimAnim = new MiniYamlNode("WithTurretAimAnimation", "");
|
||||
aimSequence.RenameKeyPreservingSuffix("Sequence");
|
||||
aimAnim.Value.Nodes.Add(aimSequence);
|
||||
spriteTurret.Value.Nodes.Remove(aimSequence);
|
||||
actorNode.Value.Nodes.Add(aimAnim);
|
||||
}
|
||||
}
|
||||
|
||||
yield break;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user