Use real (milli)seconds for notifications
Allows for more fine-grained control, while adding independence from gamespeed and getting rid of magic * 25 multiplications.
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#region Copyright & License Information
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/*
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* Copyright 2007-2021 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 UseMillisecondsForSounds : UpdateRule
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{
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public override string Name => "Convert announcement/notifier intervals to real (milli)seconds.";
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public override string Description =>
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"AnnounceOnKill.Interval, Harvester- and BaseAttackNotifier.NotifyInterval and\n" +
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"ResourceStorageWarning.AdviceInterval were using 'fake' seconds (value * 25 ticks).\n" +
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"PowerManager.AdviceInterval and PlayerResources.InsufficientFundsNotificationDelay were using ticks.\n" +
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"Converted all of those to use real milliseconds instead.";
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public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
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{
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foreach (var announce in actorNode.ChildrenMatching("AnnounceOnKill"))
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{
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var intervalNode = announce.LastChildMatching("Interval");
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if (intervalNode != null)
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{
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var interval = intervalNode.NodeValue<int>();
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intervalNode.Value.Value = FieldSaver.FormatValue(interval * 1000);
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}
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}
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foreach (var notifier in actorNode.ChildrenMatching("BaseAttackNotifier"))
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{
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var notifyIntervalNode = notifier.LastChildMatching("NotifyInterval");
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if (notifyIntervalNode != null)
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{
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var notifyInterval = notifyIntervalNode.NodeValue<int>();
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notifyIntervalNode.Value.Value = FieldSaver.FormatValue(notifyInterval * 1000);
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}
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}
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foreach (var notifier in actorNode.ChildrenMatching("HarvesterAttackNotifier"))
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{
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var notifyIntervalNode = notifier.LastChildMatching("NotifyInterval");
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if (notifyIntervalNode != null)
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{
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var notifyInterval = notifyIntervalNode.NodeValue<int>();
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notifyIntervalNode.Value.Value = FieldSaver.FormatValue(notifyInterval * 1000);
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}
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}
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foreach (var rsw in actorNode.ChildrenMatching("ResourceStorageWarning"))
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{
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var adviceIntervalNode = rsw.LastChildMatching("AdviceInterval");
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if (adviceIntervalNode != null)
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{
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var adviceInterval = adviceIntervalNode.NodeValue<int>();
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adviceIntervalNode.Value.Value = FieldSaver.FormatValue(adviceInterval * 1000);
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}
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}
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foreach (var pm in actorNode.ChildrenMatching("PowerManager"))
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{
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var adviceIntervalNode = pm.LastChildMatching("AdviceInterval");
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if (adviceIntervalNode != null)
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{
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var adviceInterval = adviceIntervalNode.NodeValue<int>();
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adviceIntervalNode.Value.Value = FieldSaver.FormatValue(adviceInterval * 40);
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}
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}
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foreach (var pr in actorNode.ChildrenMatching("PlayerResources"))
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{
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var noFundsIntervalNode = pr.LastChildMatching("InsufficientFundsNotificationDelay");
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if (noFundsIntervalNode != null)
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{
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var noFundsInterval = noFundsIntervalNode.NodeValue<int>();
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noFundsIntervalNode.Value.Value = FieldSaver.FormatValue(noFundsInterval * 40);
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noFundsIntervalNode.RenameKey("InsufficientFundsNotificationInterval");
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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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