Files
OpenRA/OpenRA.Mods.Common/UpdateRules/Rules/20180923/ExtractHackyAIModules.cs
reaperrr bdbc19376a Fix bot module update rule NRE on overrides
We cannot reliably update overrides of base HackyAI definitions,
unless they (re-)define Type.
If they don't, we now instead just list their locations.
2018-12-05 09:29:13 +13:00

175 lines
5.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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 ExtractHackyAIModules : UpdateRule
{
public override string Name { get { return "Split HackyAI logic handling to BotModules"; } }
public override string Description
{
get
{
return "Most properties and logic are being moved from HackyAI\n" +
"to *BotModules.";
}
}
readonly List<string> locations = new List<string>();
bool messageShown;
readonly string[] harvesterFields =
{
"HarvesterEnemyAvoidanceRadius", "AssignRolesInterval"
};
readonly string[] supportPowerFields =
{
"SupportPowerDecisions"
};
public override IEnumerable<string> AfterUpdate(ModData modData)
{
if (!messageShown)
yield return "You may want to check your AI yamls for possible redundant module entries.\n" +
"Additionally, make sure the Player actor has the ConditionManager trait and add it manually if it doesn't.";
messageShown = true;
if (locations.Any())
yield return "This update rule can only autoamtically update the base HackyAI definitions,\n" +
"not any overrides in other files (unless they redefine Type).\n" +
"You will have to manually check and possibly update the following locations:\n" +
UpdateUtils.FormatMessageList(locations);
locations.Clear();
}
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
{
if (actorNode.Key != "Player")
yield break;
var hackyAIs = actorNode.ChildrenMatching("HackyAI", includeRemovals: false);
if (!hackyAIs.Any())
yield break;
var addNodes = new List<MiniYamlNode>();
// We add a 'default' HarvesterBotModule in any case (unless the file doesn't contain any HackyAI base definition),
// and only add more for AIs that define custom values for one of its fields.
var defaultHarvNode = new MiniYamlNode("HarvesterBotModule", "");
var addDefaultHarvModule = false;
foreach (var hackyAINode in hackyAIs)
{
// HackyAIInfo.Name might contain spaces, so Type is better suited to be used as condition name.
// Type can be 'null' if the place we're updating is overriding the default rules (like a map's rules.yaml).
// If that's the case, it's better to not perform most of the updates on this particular yaml file,
// as most - or more likely all - necessary updates will already have been performed on the base ai yaml.
var aiTypeNode = hackyAINode.LastChildMatching("Type");
var aiType = aiTypeNode != null ? aiTypeNode.NodeValue<string>() : null;
if (aiType == null)
{
locations.Add("{0} ({1})".F(hackyAINode.Key, hackyAINode.Location.Filename));
continue;
}
addDefaultHarvModule = true;
var conditionString = "enable-" + aiType + "-ai";
var requiresCondition = new MiniYamlNode("RequiresCondition", conditionString);
var addGrantConditionOnBotOwner = true;
// Don't add GrantConditionOnBotOwner if it's already been added with matching condition
var grantBotConditions = actorNode.ChildrenMatching("GrantConditionOnBotOwner");
foreach (var grant in grantBotConditions)
if (grant.LastChildMatching("Condition").NodeValue<string>() == conditionString)
addGrantConditionOnBotOwner = false;
if (addGrantConditionOnBotOwner)
{
var grantNode = new MiniYamlNode("GrantConditionOnBotOwner@" + aiType, "");
var grantCondition = new MiniYamlNode("Condition", conditionString);
var bot = new MiniYamlNode("Bots", aiType);
grantNode.AddNode(grantCondition);
grantNode.AddNode(bot);
addNodes.Add(grantNode);
}
if (harvesterFields.Any(f => hackyAINode.ChildrenMatching(f).Any()))
{
var harvNode = new MiniYamlNode("HarvesterBotModule@" + aiType, "");
harvNode.AddNode(requiresCondition);
foreach (var hf in harvesterFields)
{
var fieldNode = hackyAINode.LastChildMatching(hf);
if (fieldNode != null)
{
if (hf == "AssignRolesInterval")
fieldNode.MoveAndRenameNode(hackyAINode, harvNode, "ScanForIdleHarvestersInterval");
else
fieldNode.MoveNode(hackyAINode, harvNode);
}
}
addNodes.Add(harvNode);
}
else
{
// We want the default module to be enabled for every AI that didn't customise one of its fields,
// so we need to update RequiresCondition to be enabled on any of the conditions granted by these AIs,
// but only if the condition hasn't been added yet.
var requiresConditionNode = defaultHarvNode.LastChildMatching("RequiresCondition");
if (requiresConditionNode == null)
defaultHarvNode.AddNode(requiresCondition);
else
{
var oldValue = requiresConditionNode.NodeValue<string>();
if (oldValue.Contains(conditionString))
continue;
requiresConditionNode.ReplaceValue(oldValue + " || " + conditionString);
}
}
if (supportPowerFields.Any(f => hackyAINode.ChildrenMatching(f).Any()))
{
var spNode = new MiniYamlNode("SupportPowerBotModule@" + aiType, "");
spNode.AddNode(requiresCondition);
foreach (var spf in supportPowerFields)
{
var fieldNode = hackyAINode.LastChildMatching(spf);
if (fieldNode != null)
fieldNode.MoveAndRenameNode(hackyAINode, spNode, "Decisions");
}
addNodes.Add(spNode);
}
}
if (addDefaultHarvModule)
addNodes.Add(defaultHarvNode);
foreach (var node in addNodes)
actorNode.AddNode(node);
yield break;
}
}
}