180 lines
6.8 KiB
C#
180 lines
6.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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public class SplitAimAnimations : UpdateRule
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{
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public override string Name { get { return "Introduce WithAimAnimation and WithTurretAimAnimation traits"; } }
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public override string Description
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{
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get
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{
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return "WithAttackAnimation.AimSequence, WithTurretAttackAnimation.AimSequence\n" +
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"as well as WithSpriteTurret.AimSequence have been split to new With*AimAnimation traits.\n" +
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"Furthermore, ReloadPrefixes have been removed in favor of condition-based solutions.";
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}
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}
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readonly List<Tuple<string, string>> aimAnimLocations = new List<Tuple<string, string>>();
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readonly List<Tuple<string, string>> reloadPrefixLocations = new List<Tuple<string, string>>();
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public override IEnumerable<string> AfterUpdate(ModData modData)
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{
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var message1 = "AimSequences have been split to With*AimAnimation.\n"
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+ "The following actors have been updated and might need manual adjustments:\n"
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+ UpdateUtils.FormatMessageList(aimAnimLocations.Select(n => n.Item1 + " (" + n.Item2 + ")"));
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if (aimAnimLocations.Any())
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yield return message1;
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aimAnimLocations.Clear();
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var message2 = "ReloadPrefixes have been removed.\n"
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+ "Instead, grant a condition on reloading via Armament.ReloadingCondition to enable\n"
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+ "an alternate sprite body (with reloading sequences) on the following actors:\n"
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+ UpdateUtils.FormatMessageList(reloadPrefixLocations.Select(n => n.Item1 + " (" + n.Item2 + ")"));
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if (reloadPrefixLocations.Any())
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yield return message2;
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reloadPrefixLocations.Clear();
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}
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public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
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{
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var turretAttack = actorNode.LastChildMatching("WithTurretAttackAnimation");
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if (turretAttack != null)
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{
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var attackSequence = turretAttack.LastChildMatching("AttackSequence");
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var aimSequence = turretAttack.LastChildMatching("AimSequence");
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var reloadPrefix = turretAttack.LastChildMatching("ReloadPrefix");
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if (aimSequence != null)
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aimAnimLocations.Add(Tuple.Create(actorNode.Key, actorNode.Location.Filename));
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if (reloadPrefix != null)
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reloadPrefixLocations.Add(Tuple.Create(actorNode.Key, actorNode.Location.Filename));
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// If only AttackSequence is not null, just rename AttackSequence to Sequence.
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// If only the prefix isn't null (extremely unlikely, but you never know), just rename the trait.
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// If AttackSequence is null but AimSequence isn't, rename the trait and property.
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// If both aren't null, split/copy everything relevant to the new WithTurretAimAnimation.
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// If both are null (extremely unlikely), do nothing.
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if (attackSequence != null && aimSequence == null)
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attackSequence.RenameKey("Sequence");
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else if (attackSequence == null && aimSequence == null && reloadPrefix != null)
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{
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turretAttack.RemoveNode(reloadPrefix);
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turretAttack.RenameKey("WithTurretAimAnimation");
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}
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else if (attackSequence == null && aimSequence != null)
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{
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turretAttack.RenameKey("WithTurretAimAnimation");
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aimSequence.RenameKey("Sequence");
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if (reloadPrefix != null)
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turretAttack.RemoveNode(reloadPrefix);
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}
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else if (attackSequence != null && aimSequence != null)
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{
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var turretAim = new MiniYamlNode("WithTurretAimAnimation", "");
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aimSequence.MoveAndRenameNode(turretAttack, turretAim, "Sequence");
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var turret = turretAttack.LastChildMatching("Turret");
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var armament = turretAttack.LastChildMatching("Armament");
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if (reloadPrefix != null)
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turretAttack.RemoveNode(reloadPrefix);
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if (turret != null)
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turretAim.AddNode(turret);
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if (armament != null)
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turretAim.AddNode(armament);
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attackSequence.RenameKey("Sequence");
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actorNode.AddNode(turretAim);
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}
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}
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var spriteTurret = actorNode.LastChildMatching("WithSpriteTurret");
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if (spriteTurret != null)
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{
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var aimSequence = spriteTurret.LastChildMatching("AimSequence");
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if (aimSequence != null)
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{
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aimAnimLocations.Add(Tuple.Create(actorNode.Key, actorNode.Location.Filename));
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var aimAnim = new MiniYamlNode("WithTurretAimAnimation", "");
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aimSequence.MoveAndRenameNode(spriteTurret, aimAnim, "Sequence");
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actorNode.AddNode(aimAnim);
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}
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}
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var attackAnim = actorNode.LastChildMatching("WithAttackAnimation");
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if (attackAnim != null)
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{
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var attackSequence = attackAnim.LastChildMatching("AttackSequence");
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var aimSequence = attackAnim.LastChildMatching("AimSequence");
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var reloadPrefix = attackAnim.LastChildMatching("ReloadPrefix");
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if (aimSequence != null)
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aimAnimLocations.Add(Tuple.Create(actorNode.Key, actorNode.Location.Filename));
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if (reloadPrefix != null)
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reloadPrefixLocations.Add(Tuple.Create(actorNode.Key, actorNode.Location.Filename));
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// If only AttackSequence is not null, just rename AttackSequence to Sequence.
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// If only the prefix isn't null (extremely unlikely, but you never know), just rename the trait.
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// If AttackSequence is null but AimSequence isn't, rename the trait and property.
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// If both sequences aren't null, split/copy everything relevant to the new WithAimAnimation.
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// If both sequences and the prefix are null (extremely unlikely), do nothing.
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if (attackSequence != null && aimSequence == null && reloadPrefix == null)
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attackSequence.RenameKey("Sequence");
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else if (attackSequence == null && aimSequence == null && reloadPrefix != null)
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{
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attackAnim.RemoveNode(reloadPrefix);
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attackAnim.RenameKey("WithAimAnimation");
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}
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else if (attackSequence == null && aimSequence != null)
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{
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attackAnim.RenameKey("WithAimAnimation");
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aimSequence.RenameKey("Sequence");
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if (reloadPrefix != null)
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attackAnim.RemoveNode(reloadPrefix);
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}
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else if (attackSequence != null && aimSequence != null)
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{
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var aimAnim = new MiniYamlNode("WithAimAnimation", "");
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aimSequence.MoveAndRenameNode(attackAnim, aimAnim, "Sequence");
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var body = attackAnim.LastChildMatching("Body");
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var armament = attackAnim.LastChildMatching("Armament");
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if (reloadPrefix != null)
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attackAnim.RemoveNode(reloadPrefix);
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if (body != null)
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aimAnim.AddNode(body);
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if (armament != null)
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aimAnim.AddNode(armament);
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attackSequence.RenameKey("Sequence");
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actorNode.AddNode(aimAnim);
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}
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}
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yield break;
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}
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}
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}
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