This changeset is motivated by a simple concept - get rid of the MiniYaml.Clone and MiniYamlNode.Clone methods to avoid deep copying yaml trees during merging. MiniYaml becoming immutable allows the merge function to reuse existing yaml trees rather than cloning them, saving on memory and improving merge performance. On initial loading the YAML for all maps is processed, so this provides a small reduction in initial loading time. The rest of the changeset is dealing with the change in the exposed API surface. Some With* helper methods are introduced to allow creating new YAML from existing YAML. Areas of code that generated small amounts of YAML are able to transition directly to the immutable model without too much ceremony. Some use cases are far less ergonomic even with these helper methods and so a MiniYamlBuilder is introduced to retain mutable creation functionality. This allows those areas to continue to use the old mutable structures. The main users are the update rules and linting capabilities.
49 lines
1.9 KiB
C#
49 lines
1.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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.Collections.Generic;
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namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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public class RemoveMuzzleSplitFacings : UpdateRule
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{
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public override string Name => "Remove Armament.MuzzleSplitFacings.";
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public override string Description =>
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"The legacy MuzzleSplitFacings option was removed from Armament.\n" +
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"The same result can be created by using `Combine` in the sequence definitions to\n" +
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"assemble the different facings sprites into a single sequence.";
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public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNodeBuilder actorNode)
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{
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foreach (var a in actorNode.ChildrenMatching("Armament"))
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{
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var muzzleSplitFacings = a.LastChildMatching("MuzzleSplitFacings");
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var sequenceNode = a.LastChildMatching("MuzzleSequence");
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if (muzzleSplitFacings != null && sequenceNode != null)
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{
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var sequence = sequenceNode.Value.Value;
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var facings = muzzleSplitFacings.NodeValue<int>() - 1;
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var actor = actorNode.Key.ToLowerInvariant();
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yield return
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$"The Armament muzzle effect has been removed from {actor} ({actorNode.Location.Filename}).\n" +
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$"If you would like to restore the muzzle effect you must redefine `MuzzleSequence: {sequence}`\n" +
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$"and replace the {sequence}0-{facings} sequence definitions with a single `{sequence}` sequence that uses\n" +
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"the Combine syntax to assemble the different facing sprites.";
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a.RemoveNode(muzzleSplitFacings);
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a.RemoveNode(sequenceNode);
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}
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}
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}
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}
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}
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