#region Copyright & License Information /* * Copyright 2007-2022 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 CreateFlashPaletteEffectWarhead : UpdateRule { public override string Name => "Create FlashPaletteEffectWarhead to replace hardcoded nuke flashing."; public override string Description => "The trait NukePower (via the NukeLaunch projectile that it uses) no longer has built-in palette flashing."; readonly List> weaponsToUpdate = new List>(); public override IEnumerable UpdateActorNode(ModData modData, MiniYamlNode actorNode) { var nukePowerTraits = actorNode.ChildrenMatching("NukePower"); foreach (var nukePowerTrait in nukePowerTraits) { var traitName = nukePowerTrait.Key; var weaponNode = nukePowerTrait.ChildrenMatching("MissileWeapon").FirstOrDefault(); if (weaponNode == null) continue; var weaponName = weaponNode.Value.Value; weaponsToUpdate.Add(new Tuple(weaponName, traitName, $"{actorNode.Key} ({actorNode.Location.Filename})")); nukePowerTrait.RemoveNodes("FlashType"); } yield break; } public override IEnumerable AfterUpdate(ModData modData) { if (weaponsToUpdate.Count > 0) yield return "Add a FlashPaletteEffectWarhead to the following weapons:\n" + UpdateUtils.FormatMessageList(weaponsToUpdate.Select(x => $"Weapon `{x.Item1}`, used by trait `{x.Item2}` on actor {x.Item3}")); weaponsToUpdate.Clear(); } } }