#region Copyright & License Information /* * Copyright 2007-2021 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 CreateScreenShakeWarhead : UpdateRule { public override string Name => "Create ScreenShakeWarhead to replace hardcoded shaking."; public override string Description => "The traits MadTank and NukePower (via the NukeLaunch projectile that it uses) no longer have built-in screen shaking."; readonly List> weaponsToUpdate = new List>(); public override IEnumerable UpdateActorNode(ModData modData, MiniYamlNode actorNode) { var madTankTraits = actorNode.ChildrenMatching("MadTank"); var nukePowerTraits = actorNode.ChildrenMatching("NukePower"); foreach (var madTankTrait in madTankTraits) { var traitName = madTankTrait.Key; var weaponNode = madTankTrait.ChildrenMatching("MADTankThump").FirstOrDefault(); var weaponName = weaponNode != null ? weaponNode.Value.Value : "MADTankThump"; weaponsToUpdate.Add(new Tuple(weaponName, traitName, $"{actorNode.Key} ({actorNode.Location.Filename})")); madTankTrait.RemoveNodes("ThumpShakeTime"); madTankTrait.RemoveNodes("ThumpShakeIntensity"); madTankTrait.RemoveNodes("ThumpShakeMultiplier"); } 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})")); } yield break; } public override IEnumerable AfterUpdate(ModData modData) { if (weaponsToUpdate.Count > 0) yield return "Add a ScreenShakeWarhead to the following weapons:\n" + UpdateUtils.FormatMessageList(weaponsToUpdate.Select(x => $"Weapon `{x.Item1}`, used by trait `{x.Item2}` on actor {x.Item3}")); weaponsToUpdate.Clear(); } } }