Files
OpenRA/OpenRA.Mods.Common/UpdateRules/Rules/20180923/RemoveNegativeDamageFullHealthCheck.cs
2018-11-21 19:25:45 +01:00

71 lines
2.3 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;
using System.Linq;
namespace OpenRA.Mods.Common.UpdateRules.Rules
{
public class RemoveNegativeDamageFullHealthCheck : UpdateRule
{
public override string Name { get { return "Negative damage weapons are now valid against full-health targets."; } }
public override string Description
{
get
{
return "Negative-damage weapons are no longer automatically invalid against targets that have full health.\n" +
"Previous behaviour can be restored by enabling a Targetable trait using GrantConditionOnDamageState.\n" +
"Affected weapons are listed so that conditions may be manually defined.";
}
}
static readonly string[] DamageWarheads =
{
"TargetDamage",
"SpreadDamage",
"HealthPercentageDamage"
};
readonly Dictionary<string, List<string>> locations = new Dictionary<string, List<string>>();
public override IEnumerable<string> AfterUpdate(ModData modData)
{
if (locations.Any())
yield return "The following weapons may now target actors that have full health. Review their\n" +
"target types and, if necessary, use GrantConditionOnDamageState to enable\n" +
"a conditional Targetable trait with the appropriate target type when damaged:\n" +
UpdateUtils.FormatMessageList(locations.Select(
kv => kv.Key + ":\n" + UpdateUtils.FormatMessageList(kv.Value)));
locations.Clear();
}
public override IEnumerable<string> UpdateWeaponNode(ModData modData, MiniYamlNode weaponNode)
{
var used = new List<string>();
foreach (var node in weaponNode.ChildrenMatching("Warhead"))
{
foreach (var warhead in DamageWarheads)
if (node.NodeValue<string>() == warhead && node.ChildrenMatching("Damage").Any(d => d.NodeValue<int>() < 0))
used.Add(node.Key);
if (used.Any())
{
var location = "{0} ({1})".F(weaponNode.Key, node.Location.Filename);
locations[location] = used;
}
}
yield break;
}
}
}