Files
OpenRA/OpenRA.Mods.Common/UpdateRules/Rules/20181215/AddRearmable.cs
2018-12-31 14:22:49 +01:00

103 lines
3.2 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.Collections.Generic;
namespace OpenRA.Mods.Common.UpdateRules.Rules
{
public class AddRearmable : UpdateRule
{
public override string Name { get { return "Added Rearmable trait and move RearmBuildings properties there"; } }
public override string Description
{
get
{
return "Added Rearmable trait and replaced Aircraft.RearmBuildings and\n" +
"Minelayer.RearmBuildings with Rearmable.RearmActors.";
}
}
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
{
var aircraftNodes = actorNode.ChildrenMatching("Aircraft");
var minelayerNodes = actorNode.ChildrenMatching("Minelayer");
var ammoPoolNodes = actorNode.ChildrenMatching("AmmoPool");
var addNodes = new List<MiniYamlNode>();
var ammoPoolNames = new List<string>() { "primary" };
foreach (var ap in ammoPoolNodes)
{
var poolName = ap.LastChildMatching("Name");
if (poolName != null && poolName.NodeValue<string>() != "primary")
ammoPoolNames.Add(poolName.NodeValue<string>());
}
var rearmableAdded = false;
foreach (var aircraftNode in aircraftNodes)
{
var rearmBuildings = aircraftNode.LastChildMatching("RearmBuildings");
if (rearmBuildings != null)
{
if (!rearmableAdded)
{
var rearmableNode = new MiniYamlNode("Rearmable", "");
rearmBuildings.MoveAndRenameNode(aircraftNode, rearmableNode, "RearmActors");
// If the list has more than one entry, at least one of them won't be "primary"
if (ammoPoolNames.Count > 1)
{
var ammoPools = new MiniYamlNode("AmmoPools", string.Join(", ", ammoPoolNames));
rearmableNode.AddNode(ammoPools);
}
addNodes.Add(rearmableNode);
rearmableAdded = true;
}
else
aircraftNode.RemoveNodes("RearmBuildings");
}
}
// If it's a minelayer, it won't be an aircraft and rearmableAdded should still be false, so we can use it here
foreach (var minelayerNode in minelayerNodes)
{
var rearmableNode = new MiniYamlNode("Rearmable", "");
var rearmBuildings = minelayerNode.LastChildMatching("RearmBuildings");
if (!rearmableAdded)
{
if (rearmBuildings != null)
rearmBuildings.MoveAndRenameNode(minelayerNode, rearmableNode, "RearmActors");
else
rearmableNode.AddNode(new MiniYamlNode("RearmActors", "fix"));
// If the list has more than one entry, at least one of them won't be "primary"
if (ammoPoolNames.Count > 1)
{
var ammoPools = new MiniYamlNode("AmmoPools", string.Join(", ", ammoPoolNames));
rearmableNode.AddNode(ammoPools);
}
addNodes.Add(rearmableNode);
rearmableAdded = true;
}
else if (rearmableAdded && rearmBuildings != null)
minelayerNode.RemoveNodes("RearmBuildings");
}
foreach (var node in addNodes)
actorNode.AddNode(node);
yield break;
}
}
}