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