Files
OpenRA/OpenRA.Mods.Common/UpdateRules/Rules/20210321/UnhardcodeSquadManager.cs
Gustas 29d21545a6 Fixed UnhardcodeSquadManager update rule
Update rules should should not read `modData.DefaultRules`
2023-01-10 18:02:24 +02:00

143 lines
4.1 KiB
C#

#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;
using System.Linq;
namespace OpenRA.Mods.Common.UpdateRules.Rules
{
public class UnhardcodeSquadManager : UpdateRule
{
readonly List<MiniYamlNode> addNodes = new List<MiniYamlNode>();
// Excludes AttackBomber and AttackTDGunboatTurreted as actors with these AttackBase traits aren't supposed to be controlled.
readonly string[] attackBase = { "AttackLeap", "AttackPopupTurreted", "AttackAircraft", "AttackTesla", "AttackCharges", "AttackFollow", "AttackTurreted", "AttackFrontal", "AttackGarrisoned", "AttackOmni", "AttackSwallow" };
readonly string[] vipsNames = { "Harvester", "BaseBuilding" };
readonly string[] buildings = { "Building", "EnergyWall", "D2kBuilding" };
readonly string[] excludedBuildings = { "LineBuild", "Plug" };
public override string Name => "SquadManagerBotModule got new fields to configure ground attacks and defensive actions.";
public override string Description => "AirUnitsTypes and ProtectionTypes were added.";
public override IEnumerable<string> BeforeUpdateActors(ModData modData, List<MiniYamlNode> resolvedActors)
{
var aircraft = new List<string>();
var vips = new List<string>();
foreach (var actor in resolvedActors)
{
if (actor.Key.StartsWith('^'))
continue;
var isVip = false;
var isBuildable = false;
var isBuilding = false;
var isAircraft = false;
var isExcluded = false;
var canAttack = false;
var isKillable = false;
foreach (var trait in actor.Value.Nodes)
{
if (trait.IsRemoval())
continue;
if (trait.KeyMatches("Buildable", includeRemovals: false))
{
isBuildable = true;
continue;
}
if (trait.KeyMatches("Aircraft", includeRemovals: false))
{
isAircraft = true;
continue;
}
if (trait.KeyMatches("Health", includeRemovals: false))
{
isKillable = true;
continue;
}
if (vipsNames.Any(v => trait.KeyMatches(v, includeRemovals: false)))
{
isVip = true;
continue;
}
if (buildings.Any(b => trait.KeyMatches(b, includeRemovals: false)))
{
isBuilding = true;
continue;
}
if (excludedBuildings.Any(eb => trait.KeyMatches(eb, includeRemovals: false)))
{
isExcluded = true;
continue;
}
if (attackBase.Any(ab => trait.KeyMatches(ab, includeRemovals: false)))
canAttack = true;
}
if (isAircraft && isBuildable && canAttack && isKillable)
{
var name = actor.Key.ToLower();
if (!aircraft.Contains(name))
aircraft.Add(name);
}
if (isBuildable && isKillable && (isVip || (isBuilding && !isExcluded)))
{
var name = actor.Key.ToLower();
if (!vips.Contains(name))
vips.Add(name);
}
}
addNodes.Add(new MiniYamlNode("AirUnitsTypes", FieldSaver.FormatValue(aircraft)));
addNodes.Add(new MiniYamlNode("ProtectionTypes", FieldSaver.FormatValue(vips)));
yield break;
}
bool anyAdded = false;
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
{
foreach (var squadManager in actorNode.ChildrenMatching("SquadManagerBotModule", includeRemovals: false))
{
foreach (var addNode in addNodes)
{
if (!squadManager.ChildrenMatching(addNode.Key, includeRemovals: false).Any())
{
squadManager.AddNode(addNode);
anyAdded = true;
}
}
}
yield break;
}
public override IEnumerable<string> AfterUpdate(ModData modData)
{
if (anyAdded)
yield return "`SquadManagerBotModule` was unhardcoded and new fields added: `AirUnitsTypes` and `ProtectionTypes`. Please verify the automated changes.";
anyAdded = false;
}
}
}