Files
OpenRA/OpenRA.Mods.Common/UpdateRules/Rules/20200202/CreateScreenShakeWarhead.cs
2022-05-18 11:42:36 -05:00

69 lines
2.5 KiB
C#

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