Files
OpenRA/OpenRA.Mods.Common/UpdateRules/Rules/20200503/MoveClassicFacingFudge.cs
2020-08-19 18:11:07 +01:00

80 lines
2.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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 MoveClassicFacingFudge : UpdateRule
{
public override string Name { get { return "UseClassicFacingFudge functionality was moved to Cnc-specific sequence/coordinate code."; } }
public override string Description
{
get
{
return "UseClassicFacingFudge has been replaced with ClassicFacingBodyOrientation trait\n" +
"and Classic* variants of *Sequence loaders respectively, both located in Mods.Cnc.";
}
}
readonly List<string> locations = new List<string>();
public override IEnumerable<string> AfterUpdate(ModData modData)
{
if (locations.Any())
yield return "UseClassicFacingFudge property on BodyOrientation was replaced with ClassicFacingBodyOrientation trait.\n" +
"UseClassicFacingFudge for sequences was renamed to UseClassicFacings and moved to\n" +
"Classic(TileSetSpecific)SpriteSequence loaders in Mods.Cnc.\n" +
"Update SpriteSequenceFormat: in mod.yaml accordingly.\n" +
"Make sure that actors implementing the following places don't use or inherit the standard BodyOrientation:\n" +
UpdateUtils.FormatMessageList(locations);
locations.Clear();
}
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
{
var modId = modData.Manifest.Id;
foreach (var bo in actorNode.ChildrenMatching("BodyOrientation"))
{
var usesClassicFacings = false;
var facingFudgeNode = bo.LastChildMatching("UseClassicFacingFudge");
if (facingFudgeNode != null)
{
usesClassicFacings = facingFudgeNode.NodeValue<bool>();
bo.RemoveNode(facingFudgeNode);
}
if (usesClassicFacings)
{
bo.RenameKey("ClassicFacingBodyOrientation");
locations.Add("{0} ({1})".F(actorNode.Key, actorNode.Location.Filename));
}
}
yield break;
}
public override IEnumerable<string> UpdateSequenceNode(ModData modData, MiniYamlNode sequenceNode)
{
foreach (var sequence in sequenceNode.Value.Nodes)
{
var facingFudgeNode = sequence.LastChildMatching("UseClassicFacingFudge");
facingFudgeNode?.RenameKey("UseClassicFacings");
}
yield break;
}
}
}