Files
OpenRA/OpenRA.Mods.Common/UpdateRules/Rules/20200503/CreateFlashPaletteEffectWarhead.cs
2021-05-08 22:20:59 +02:00

56 lines
1.9 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;
using System.Collections.Generic;
using System.Linq;
namespace OpenRA.Mods.Common.UpdateRules.Rules
{
public class CreateFlashPaletteEffectWarhead : UpdateRule
{
public override string Name => "Create FlashPaletteEffectWarhead to replace hardcoded nuke flashing.";
public override string Description => "The trait NukePower (via the NukeLaunch projectile that it uses) no longer has built-in palette flashing.";
readonly List<Tuple<string, string, string>> weaponsToUpdate = new List<Tuple<string, string, string>>();
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
{
var nukePowerTraits = actorNode.ChildrenMatching("NukePower");
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})"));
nukePowerTrait.RemoveNodes("FlashType");
}
yield break;
}
public override IEnumerable<string> AfterUpdate(ModData modData)
{
if (weaponsToUpdate.Any())
yield return "Add a FlashPaletteEffectWarhead to the following weapons:\n" +
UpdateUtils.FormatMessageList(weaponsToUpdate.Select(x => $"Weapon `{x.Item1}`, used by trait `{x.Item2}` on actor {x.Item3}"));
weaponsToUpdate.Clear();
}
}
}