Files
OpenRA/OpenRA.Mods.Common/UpdateRules/Rules/20180923/RemoveAttackIgnoresVisibility.cs
Paul Chote 2ac7e451b4 Remove AttackBase.IgnoresVisibility.
This was a workaround for D2K sandworms, which is
now implemented using a custom attack activity.
2018-12-17 22:19:26 +01:00

67 lines
2.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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 RemoveAttackIgnoresVisibility : UpdateRule
{
public override string Name { get { return "IgnoresVisibility has been removed from Attack* traits."; } }
public override string Description
{
get
{
return "The IgnoresVisibility flag has been removed from the Attack* traits as part of a\n" +
"wider rework of the fog-targeting behaviour. Mods that rely on this logic must\n" +
"implement their own Attack* trait, similar to the AttackSwallow trait.";
}
}
static readonly string[] Traits =
{
"AttackFrontal",
"AttackFollow",
"AttackTurreted",
"AttackOmni",
"AttackBomber",
"AttackPopupTurreted",
"AttackTesla",
"AttackSwallow"
};
readonly List<string> locations = new List<string>();
public override IEnumerable<string> AfterUpdate(ModData modData)
{
if (locations.Any())
yield return "The IgnoresVisibility flag has been removed from the targeting logic on the following actors:\n" +
UpdateUtils.FormatMessageList(locations) + "\n\n" +
"You may wish to enable TargetFrozenActors, or implement a custom Attack* trait like AttackSwallow\n" +
"if you require visibility to be completely ignored.";
locations.Clear();
}
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
{
foreach (var trait in Traits)
foreach (var t in actorNode.ChildrenMatching(trait))
if (t.RemoveNodes("IgnoresVisibility") > 0)
locations.Add("{0} ({1})".F(actorNode.Key, actorNode.Location.Filename));
yield break;
}
}
}