#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.Collections.Generic; namespace OpenRA.Mods.Common.UpdateRules.Rules { public class RemoveMuzzleSplitFacings : UpdateRule { public override string Name => "Remove Armament.MuzzleSplitFacings."; public override string Description => "The legacy MuzzleSplitFacings option was removed from Armament.\n" + "The same result can be created by using `Combine` in the sequence definitions to\n" + "assemble the different facings sprites into a single sequence."; public override IEnumerable UpdateActorNode(ModData modData, MiniYamlNode actorNode) { foreach (var a in actorNode.ChildrenMatching("Armament")) { var muzzleSplitFacings = a.LastChildMatching("MuzzleSplitFacings"); var sequenceNode = a.LastChildMatching("MuzzleSequence"); if (muzzleSplitFacings != null && sequenceNode != null) { var sequence = sequenceNode.Value.Value; var facings = muzzleSplitFacings.NodeValue() - 1; var actor = actorNode.Key.ToLowerInvariant(); yield return $"The Armament muzzle effect has been removed from {actor} ({actorNode.Location.Filename}).\n" + $"If you would like to restore the muzzle effect you must redefine `MuzzleSequence: {sequence}`\n" + $"and replace the {sequence}0-{facings} sequence definitions with a single `{sequence}` sequence that uses\n" + "the Combine syntax to assemble the different facing sprites."; a.RemoveNode(muzzleSplitFacings); a.RemoveNode(sequenceNode); } } } } }