#region Copyright & License Information /* * Copyright 2007-2019 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 MergeRearmAndRepairAnimation : UpdateRule { public override string Name { get { return "WithRearmAnimation and WithRepairAnimation were merged to WithResupplyAnimation"; } } public override string Description { get { return "The WithRearmAnimation and WithRepairAnimation traits were merged intto a single\n" + "WithResupplyAnimation trait."; } } bool displayedMessage; public override IEnumerable AfterUpdate(ModData modData) { var message = "If an actor had both a WithRearmAnimation and a WithRepairAnimation\n" + "or multiple traits of either type, you may want to check the update results for possible\n" + "redundant entries.\n"; if (!displayedMessage) yield return message; displayedMessage = true; } public override IEnumerable UpdateActorNode(ModData modData, MiniYamlNode actorNode) { var rearmAnims = actorNode.ChildrenMatching("WithRearmAnimation"); var repairAnims = actorNode.ChildrenMatching("WithRepairAnimation"); var rearmAnimsTotal = rearmAnims.Count(); var repairAnimsTotal = repairAnims.Count(); if (rearmAnimsTotal == 0 && repairAnimsTotal == 0) yield break; else if (rearmAnimsTotal == 1 && repairAnimsTotal == 0) foreach (var rearmAnim in rearmAnims) rearmAnim.RenameKey("WithResupplyAnimation"); else if (rearmAnimsTotal == 0 && repairAnimsTotal == 1) foreach (var repairAnim in repairAnims) repairAnim.RenameKey("WithResupplyAnimation"); else if (rearmAnimsTotal == 1 && repairAnimsTotal == 1) { var rearmAnim = rearmAnims.First(); var repairAnim = repairAnims.First(); var rearmSequence = rearmAnim.LastChildMatching("Sequence"); var rearmBody = rearmAnim.LastChildMatching("Body"); var repairSequence = repairAnim.LastChildMatching("Sequence"); var repairBody = repairAnim.LastChildMatching("Body"); var matchingSequences = (rearmSequence == null && repairSequence == null) || (rearmSequence != null && repairSequence != null && rearmSequence.Value.Value == repairSequence.Value.Value); var matchingBodies = (rearmBody == null && repairBody == null) || (rearmBody != null && repairBody != null && rearmBody.Value.Value == repairBody.Value.Value); // If neither animation strays from the default values, we can safely merge them if (matchingSequences && matchingBodies) { rearmAnim.RenameKey("WithResupplyAnimation"); actorNode.RemoveNode(repairAnim); } else { rearmAnim.RenameKey("WithResupplyAnimation@Rearm", false, true); repairAnim.RenameKey("WithResupplyAnimation@Repair", false, true); } } else { // If we got here, we have more than one of at least one of the two animation traits. var rearmAnimCount = 0; foreach (var rearmAnim in rearmAnims) { ++rearmAnimCount; rearmAnim.RenameKey("WithResupplyAnimation@Rearm" + rearmAnimCount.ToString(), false, true); var playOnRearmNode = new MiniYamlNode("PlayAnimationOn", "Rearm"); rearmAnim.AddNode(playOnRearmNode); } var repairAnimCount = 0; foreach (var repairAnim in repairAnims) { ++repairAnimCount; repairAnim.RenameKey("WithResupplyAnimation@Repair" + repairAnimCount.ToString(), false, true); var playOnRepairNode = new MiniYamlNode("PlayAnimationOn", "Repair"); repairAnim.AddNode(playOnRepairNode); } } yield break; } } }