69 lines
2.5 KiB
C#
69 lines
2.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2021 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 CreateScreenShakeWarhead : UpdateRule
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{
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public override string Name => "Create ScreenShakeWarhead to replace hardcoded shaking.";
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public override string Description => "The traits MadTank and NukePower (via the NukeLaunch projectile that it uses) no longer have built-in screen shaking.";
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readonly List<Tuple<string, string, string>> weaponsToUpdate = new List<Tuple<string, string, string>>();
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public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
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{
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var madTankTraits = actorNode.ChildrenMatching("MadTank");
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var nukePowerTraits = actorNode.ChildrenMatching("NukePower");
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foreach (var madTankTrait in madTankTraits)
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{
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var traitName = madTankTrait.Key;
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var weaponNode = madTankTrait.ChildrenMatching("MADTankThump").FirstOrDefault();
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var weaponName = weaponNode != null ? weaponNode.Value.Value : "MADTankThump";
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weaponsToUpdate.Add(new Tuple<string, string, string>(weaponName, traitName, $"{actorNode.Key} ({actorNode.Location.Filename})"));
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madTankTrait.RemoveNodes("ThumpShakeTime");
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madTankTrait.RemoveNodes("ThumpShakeIntensity");
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madTankTrait.RemoveNodes("ThumpShakeMultiplier");
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}
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foreach (var nukePowerTrait in nukePowerTraits)
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{
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var traitName = nukePowerTrait.Key;
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var weaponNode = nukePowerTrait.ChildrenMatching("MissileWeapon").FirstOrDefault();
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if (weaponNode == null)
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continue;
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var weaponName = weaponNode.Value.Value;
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weaponsToUpdate.Add(new Tuple<string, string, string>(weaponName, traitName, $"{actorNode.Key} ({actorNode.Location.Filename})"));
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}
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yield break;
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}
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public override IEnumerable<string> AfterUpdate(ModData modData)
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{
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if (weaponsToUpdate.Count > 0)
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yield return "Add a ScreenShakeWarhead to the following weapons:\n" +
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UpdateUtils.FormatMessageList(weaponsToUpdate.Select(x => $"Weapon `{x.Item1}`, used by trait `{x.Item2}` on actor {x.Item3}"));
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weaponsToUpdate.Clear();
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}
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}
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}
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